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 Learning Graphical Models


Lin

AAAI Conferences

Mobile user verification is to authenticate whether a given user is the legitimate user of a smartphone device. Unlike the current methods that commonly require users active cooperation, such as entering a short pin or a one-stroke draw pattern, we propose a new passive verification method that requires minimal imposition of users through modelling users subtle mobility patterns. Specifically, our method computes the statistical ambience features on WiFi and cell tower data from location anonymized data sets and then we customize Hidden Markov Model (HMM) to capture the spatial-temporal patterns of each user's mobility behaviors. Our learned model is subsequently validated and applied to verify a test user in a time-evolving manner through sequential likelihood test. Experimentally, our method achieves 72% verification accuracy with less than a day's data and a detection rate of 94% of illegitimate users with only 2 hours of selected data. As the first verification method that models users' mobility pattern on location-anonymized smartphone data, our achieved result is significant showing the good possibility of leveraging such information for live user authentication.


Motzek

AAAI Conferences

Modeling causal dependencies often demands cycles at a coarse-grained temporal scale. If Bayesian networks are to be used for modeling uncertainties, cycles are eliminated with dynamic Bayesian networks, spreading indirect dependencies over time and enforcing an infinitesimal resolution of time. Without a "causal design," i.e., without anticipating indirect influences appropriately in time, we argue that such networks return spurious results. By introducing activator random variables, we propose template fragments for modeling dynamic Bayesian networks under a causal use of time, anticipating indirect influences on a solid mathematical basis, obeying the laws of Bayesian networks.


Yin

AAAI Conferences

Recent work has shown that the quality of work produced in a crowdsourcing working session can be influenced by the presence of performance-contingent financial incentives, such as bonuses for exceptional performance, in the session. We take an algorithmic approach to decide when to offer bonuses in a working session to improve the overall utility that a requester derives from the session. Specifically, we propose and train an input-output hidden Markov model to learn the impact of bonuses on work quality and then use this model to dynamically decide whether to offer a bonus on each task in a working session to maximize a requester's utility. Experiments on Amazon Mechanical Turk show that our approach leads to higher utility for the requester than fixed and random bonus schemes do. Simulations on synthesized data sets further demonstrate the robustness of our approach against different worker population and worker behavior in improving requester utility.


Lee

AAAI Conferences

An influence diagram is a graphical representation of sequential decision-making under uncertainty, defining a structured decision problem by conditional probability functions and additive utility functions over discrete state and action variables. The task of finding the maximum expected utility of influence diagrams is closely related to the cost-optimal probabilistic planning, stochastic programmings, or model-based reinforcement learning. In this position paper, we address the heuristic search for solving influence diagram, where we generate admissible heuristic functions from graph decomposition schemes. Then, we demonstrate how such heuristics can guide an AND/OR branch and bound search. Finally, we briefly discuss the future directions for improving the quality of heuristic functions and search strategies.


Dressel

AAAI Conferences

Partially observable Markov decision processes (POMDPs) offer a principled approach to control under uncertainty. However, POMDP solvers generally require rewards to depend only on the state and action. This limitation is unsuitable for information-gathering problems, where rewards are more naturally expressed as functions of belief. In this work, we consider target localization, an information-gathering task where an agent takes actions leading to informative observations and a concentrated belief over possible target locations. By leveraging recent theoretical and algorithmic advances, we investigate offline and online solvers that incorporate belief-dependent rewards. We extend SARSOP -- a state-of-the-art offline solver -- to handle belief-dependent rewards, exploring different reward strategies and showing how they can be compactly represented. We present an improved lower bound that greatly speeds convergence. POMDP-lite, an online solver, is also evaluated in the context of information-gathering tasks. These solvers are applied to control a hexcopter UAV searching for a radio frequency source--a challenging real-world problem.


Wang

AAAI Conferences

Making principled decisions in the presence of uncertainty is often facilitated by Partially Observable Markov Decision Processes (POMDPs). Despite tremendous advances in POMDP solvers, finding good policies with large action spaces remains difficult. To alleviate this difficulty, this paper presents an on-line approximate solver, called Quantile-Based Action Selector (QBASE). It uses quantile-statistics to adaptively evaluate a small subset of the action space without sacrificing the quality of the generated decision strategies by much. Experiments on four different robotics tasks with up to 10,000 actions indicate that QBASE can generate substantially better strategies than a state-of-the-art method.


Sunberg

AAAI Conferences

Online solvers for partially observable Markov decision processes have been applied to problems with large discrete state spaces, but continuous state, action, and observation spaces remain a challenge. This paper begins by investigating double progressive widening (DPW) as a solution to this challenge. However, we prove that this modification alone is not sufficient because the belief representations in the search tree collapse to a single particle causing the algorithm to converge to a policy that is suboptimal regardless of the computation time. This paper proposes and evaluates two new algorithms, POMCPOW and PFT-DPW, that overcome this deficiency by using weighted particle filtering. Simulation results show that these modifications allow the algorithms to be successful where previous approaches fail.


Roijers

AAAI Conferences

Iteratively solving a set of linear programs (LPs) is a common strategy for solving various decision-making problems in Artificial Intelligence, such as planning in multi-objective or partially observable Markov Decision Processes (MDPs). A prevalent feature is that the solutions to these LPs become increasingly similar as the solving algorithm converges, because the solution computed by the algorithm approaches the fixed point of a Bellman backup operator. In this paper, we propose to speed up the solving process of these LPs by bootstrapping based on similar LPs solved previously. We use these LPs to initialize a subset of relevant LP constraints, before iteratively generating the remaining constraints. The resulting algorithm is the first to consider such information sharing across iterations. We evaluate our approach on planning in Multi-Objective MDPs (MOMDPs) and Partially Observable MDPs (POMDPs), showing that it solves fewer LPs than the state of the art, which leads to a significant speed-up. Moreover, for MOMDPs we show that our method scales better in both the number of states and the number of objectives, which is vital for multi-objective planning.


Chatterjee

AAAI Conferences

Partially observable Markov decision processes (POMDPs) are widely used in probabilistic planning problems in which an agent interacts with an environment using noisy and imprecise sensors. We study a setting in which the sensors are only partially defined and the goal is to synthesize "weakest" additional sensors, such that in the resulting POMDP, there is a small-memory policy for the agent that almost-surely (with probability 1) satisfies a reachability objective. We show that the problem is NP-complete, and present a symbolic algorithm by encoding the problem into SAT instances. We illustrate trade-offs between the amount of memory of the policy and the number of additional sensors on a simple example. We have implemented our approach and consider three classical POMDP examples from the literature, and show that in all the examples the number of sensors can be significantly decreased (as compared to the existing solutions in the literature) without increasing the complexity of the policies.


Wilhelm

AAAI Conferences

The principle of maximum entropy (MaxEnt) provides a well-founded methodology for commonsense reasoning based on probabilistic conditional knowledge. We show how to calculate MaxEnt distributions in a first-order setting by using typed model counting and condensed iterative scaling. Further, we discuss the connection to Markov Logic Networks for drawing inferences.