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 Undirected Networks


A Framework to Induce Self-Regulation Through a Metacognitive Tutor

AAAI Conferences

A new architectural framework for a metacognitive tutoring system is presented that is aimed to stimulate self-regulatory behavior in the learner.The new framework extends the cognitive architecture of TutorJ that has been already proposed by some of the authors. TutorJ relies mainly on dialogic interaction with the user, and makes use of a statistical dialogue planner implemented through a Partially Observable Markov Decision Process (POMDP). A suitable two-level structure has been designed for the statistical reasoner to cope with measuring and stimulating metacognitive skills in the user. Suitable actions have been designed to this purpose starting from the analysis of the main questionnaires proposed in the literature. Our reasoner has been designed to model the relation between each item in a questionnaire and the related metacognitive skill, so the proper action can be selected by the tutoring agent. The complete framework is detailed, the reasoner structure is discussed, and a simple application scenario is presented.


Kalman Temporal Differences

Journal of Artificial Intelligence Research

Because reinforcement learning suffers from a lack of scalability, online value (and Q-) function approximation has received increasing interest this last decade. This contribution introduces a novel approximation scheme, namely the Kalman Temporal Differences (KTD) framework, that exhibits the following features: sample-efficiency, non-linear approximation, non-stationarity handling and uncertainty management. A first KTD-based algorithm is provided for deterministic Markov Decision Processes (MDP) which produces biased estimates in the case of stochastic transitions. Than the eXtended KTD framework (XKTD), solving stochastic MDP, is described. Convergence is analyzed for special cases for both deterministic and stochastic transitions. Related algorithms are experimented on classical benchmarks. They compare favorably to the state of the art while exhibiting the announced features.


Online Multiple Kernel Learning for Structured Prediction

arXiv.org Machine Learning

Despite the recent progress towards efficient multiple kernel learning (MKL), the structured output case remains an open research front. Current approaches involve repeatedly solving a batch learning problem, which makes them inadequate for large scale scenarios. We propose a new family of online proximal algorithms for MKL (as well as for group-lasso and variants thereof), which overcomes that drawback. We show regret, convergence, and generalization bounds for the proposed method. Experiments on handwriting recognition and dependency parsing testify for the successfulness of the approach.


An Automated Model-Based Adaptive Architecture in Modern Games

AAAI Conferences

This paper proposes an automatic model-based approach that enables adaptive decision making in modern virtual games. It builds upon the Integrated MDP and POMDP Learning AgeNT (IMPLANT) architecture which has shown to provide plausible adaptive decision making in modern games. However, it suffers from highly time-consuming manual model specification problems. By incorporating an automated priority sweeping based model builder for the MDP, as well as using the Tactical Agent Personality for the POMDP, the work in this paper aims to resolve these problems. Empirical proof of concept is shown based on an implementation in a modern game scenario, whereby the enhanced IMPLANT agent is shown to exhibit superior adaptation performance over the old IMPLANT agent whilst eliminating manual model specifications and at the same time still maintaining plausible speeds.


Perceptually Realistic Behavior through Alibi Generation

AAAI Conferences

Real-time pedestrian simulation for open-world games involves aggressive behavior simplification and culling to keep computational cost under control, but it is diffficult to predict whether these techniques will become unrealistic in certain situations. We propose a method of perceptually simulating highly realistic pedestrian behavior in virtual cities in realtime. Designers build a highly realistic simulation, from which a perceptually identical "perceptual simulation" is generated. Although the perceptual simulation simulates only a small portion of the world at a time, and does so with inexpensive approximations, it can be statistically guaranteed that the results are perceptually indistinguishable from those of the original simulation.


Training Goal Recognition Online from Low-Level Inputs in an Action-Adventure Game

AAAI Conferences

A method is presented for training an Input-Output Hidden Markov Model (IOHMM) to identify a player's current goal in an action-adventure game. The goals were Explore, Fight, or Return to Town, which served as the hidden states of the IOHMM. The observation model was trained by directing the player to achieve particular goals and counting actions. When trained on first-time players, training to the specific players did not appear to provide any benefits over a model trained to the experimenter. However, models trained on these players' subsequent trials were significantly better than the models trained to the specific players the first time, and also outperformed the model trained to the experimenter. This suggests that game goal recognition systems are best trained after the players have some time to develop a style of play. Systems for probabilistic reasoning over time could help game designers make games more responsive to players' individual styles and approaches.


A Comprehensive Survey of Data Mining-based Fraud Detection Research

arXiv.org Artificial Intelligence

This survey paper categorises, compares, and summarises from almost all published technical and review articles in automated fraud detection within the last 10 years. It defines the professional fraudster, formalises the main types and subtypes of known fraud, and presents the nature of data evidence collected within affected industries. Within the business context of mining the data to achieve higher cost savings, this research presents methods and techniques together with their problems. Compared to all related reviews on fraud detection, this survey covers much more technical articles and is the only one, to the best of our knowledge, which proposes alternative data and solutions from related domains.


Learning Latent Tree Graphical Models

arXiv.org Machine Learning

We study the problem of learning a latent tree graphical model where samples are available only from a subset of variables. We propose two consistent and computationally efficient algorithms for learning minimal latent trees, that is, trees without any redundant hidden nodes. Unlike many existing methods, the observed nodes (or variables) are not constrained to be leaf nodes. Our first algorithm, recursive grouping, builds the latent tree recursively by identifying sibling groups using so-called information distances. One of the main contributions of this work is our second algorithm, which we refer to as CLGrouping. CLGrouping starts with a pre-processing procedure in which a tree over the observed variables is constructed. This global step groups the observed nodes that are likely to be close to each other in the true latent tree, thereby guiding subsequent recursive grouping (or equivalent procedures) on much smaller subsets of variables. This results in more accurate and efficient learning of latent trees. We also present regularized versions of our algorithms that learn latent tree approximations of arbitrary distributions. We compare the proposed algorithms to other methods by performing extensive numerical experiments on various latent tree graphical models such as hidden Markov models and star graphs. In addition, we demonstrate the applicability of our methods on real-world datasets by modeling the dependency structure of monthly stock returns in the S&P index and of the words in the 20 newsgroups dataset.


Hierarchical Semi-Markov Conditional Random Fields for Recursive Sequential Data

arXiv.org Machine Learning

Inspired by the hierarchical hidden Markov models (HHMM), we present the hierarchical semi-Markov conditional random field (HSCRF), a generalisation of embedded undirectedMarkov chains tomodel complex hierarchical, nestedMarkov processes. It is parameterised in a discriminative framework and has polynomial time algorithms for learning and inference. Importantly, we consider partiallysupervised learning and propose algorithms for generalised partially-supervised learning and constrained inference. We demonstrate the HSCRF in two applications: (i) recognising human activities of daily living (ADLs) from indoor surveillance cameras, and (ii) noun-phrase chunking. We show that the HSCRF is capable of learning rich hierarchical models with reasonable accuracy in both fully and partially observed data cases.


Sparse Group Restricted Boltzmann Machines

arXiv.org Machine Learning

Since learning is typically very slow in Boltzmann machines, there is a need to restrict connections within hidden layers. However, the resulting states of hidden units exhibit statistical dependencies. Based on this observation, we propose using $l_1/l_2$ regularization upon the activation possibilities of hidden units in restricted Boltzmann machines to capture the loacal dependencies among hidden units. This regularization not only encourages hidden units of many groups to be inactive given observed data but also makes hidden units within a group compete with each other for modeling observed data. Thus, the $l_1/l_2$ regularization on RBMs yields sparsity at both the group and the hidden unit levels. We call RBMs trained with the regularizer \emph{sparse group} RBMs. The proposed sparse group RBMs are applied to three tasks: modeling patches of natural images, modeling handwritten digits and pretaining a deep networks for a classification task. Furthermore, we illustrate the regularizer can also be applied to deep Boltzmann machines, which lead to sparse group deep Boltzmann machines. When adapted to the MNIST data set, a two-layer sparse group Boltzmann machine achieves an error rate of $0.84\%$, which is, to our knowledge, the best published result on the permutation-invariant version of the MNIST task.