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 Learning Graphical Models


A Review of Student Modeling Techniques in Intelligent Tutoring Systems

AAAI Conferences

In this paper, we survey techniques used in intelligent tutoring systems (ITSs) to model student knowledge. The three techniques that we review in detail are knowledge tracing, performance factor analysis, and matrix factorization. We also briefly cover other techniques that have been used. This review is meant to be a repository of knowledge for those who want to integrate these techniques into serious games. It is also meant to increase awareness and interest as to the techniques available that can be integrated into serious games.


A Dataset for StarCraft AI and an Example of Armies Clustering

AAAI Conferences

This paper advocates the exploration of the full state of recorded real-time strategy (RTS) games, by human or robotic players, to discover how to reason about tactics and strategy. We present a dataset of StarCraft games encompassing the most of the games' state (not only player’s orders). We explain one of the possible usages of this dataset by clustering armies on their compositions. This reduction of armies compositions to mixtures of Gaussian allow for strate- gic reasoning at the level of the components. We evaluated this clustering method by predicting the outcomes of battles based on armies compositions' mixtures components.


Adversarial Policy Switching with Application to RTS Games

AAAI Conferences

Complex games such as RTS games are naturally formalized as Markov games. Given a Markov game, it is often possible to hand-code or learn a set of policies that capture the diversity of possible strategies. It is also often possible to hand-code or learn an abstract simulator of the game that can estimate the outcome of playing two strategies against one another from any state. We consider how to use such policy sets and simulators to make decisions in large Markov games. Prior work has considered the problem using an approach we call minimax policy switching. At each decision epoch, all policy pairs are simulated against each other from the current state, and the minimax policy is chosen and used to select actions until the next decision epoch. While intuitively appealing, we show that this switching policy can have arbitrarily poor worst case performance. In response, we describe a modified algorithm, monotone policy switching, whose worst case performance, under certain conditions, is provably no worse than the minimax fixed policy in the set. We evaluate these switching policies in both a simulated RTS game and the real game Wargus. The results show the effectiveness of policy switching when the simulator is accurate, and also highlight challenges in the face of inaccurate simulations.


Toward Narrative Schema-Based Goal Recognition Models for Interactive Narrative Environments

AAAI Conferences

Computational models for goal recognition hold great promise for enhancing the capabilities of drama managers and director agents for interactive narratives. The problem of goal recognition, and its more general form, plan recognition, have been the subjects of extensive investigation in the AI community. However, relatively little effort has been undertaken to examine goal recognition in interactive narrative. In this paper, we propose a research agenda to improve the accuracy of goal recognition models for interactive narratives using explicit representations of narrative structure inspired by the natural language processing community. We describe a particular category of narrative representations, narrative schemas, that we anticipate will effectively capture patterns of player behavior in interactive narratives and improve the accuracy of goal recognition models.


Assistant Agents for Sequential Planning Problems

AAAI Conferences

The problem of optimal planning under uncertainty in collaborative multi-agent domains is known to be deeply intractable but still demands a solution. This thesis will explore principled approximation methods that yield tractable approaches to planning for AI assistants, which allow them to understand the intentions of humans and help them achieve their goals. AI assistants are ubiquitous in video games, mak- ing them attractive domains for applying these planning techniques. However, games are also challenging domains, typically having very large state spaces and long planning horizons. The approaches in this thesis will leverage recent advances in Monte-Carlo search, approximation of stochastic dynamics by deterministic dynamics, and hierarchical action representation, to handle domains that are too complex for existing state of the art planners. These planning techniques will be demonstrated across a range of video game domains.


When Players Quit (Playing Scrabble)

AAAI Conferences

What features contribute to player enjoyment and player retentionhas been a popular research topic in video games research;however, the question of what causes players to quit agame has received little attention by comparison. In this paper,we examine 5 quantitative features of the game Scrabblesquein order to determine what behaviors are predictors ofa player prematurely ending a game session. We identified afeature transformation that notably improves prediction accuracy.We used a naive Bayes model to determine that there areseveral transformed feature sequences that are accurate predictorsof players terminating game sessions before the endof the game.We also identify several trends that exist in thesesequences to give a more general idea as to what behaviorsare characteristic early indicators of players quitting.


POMCoP: Belief Space Planning for Sidekicks in Cooperative Games

AAAI Conferences

We present POMCoP, a system for online planning in collaborative domains that reasons about how its actions will affect its understanding of human intentions, and demonstrate its use in building sidekicks for cooperative games. POMCoP plans in belief space. It explicitly represents its uncertainty about the intentions of its human ally, and plans actions which reveal those intentions or hedge against its uncertainty. This allows POMCoP to reason about the usefulness of incorporating information gathering actions into its plans, such as asking questions, or simply waiting to let humans reveal their intentions. We demonstrate POMCoP by constructing a sidekick for a cooperative pursuit game, and evaluate its effectiveness relative to MDP-based techniques that plan in state space, rather than belief space.


Probability Bracket Notation, Multivariable Systems and Static Bayesian Networks

arXiv.org Artificial Intelligence

Probability Bracket Notation (PBN) is applied to systems of multiple random variables for preliminary study of static Bayesian Networks (BN) and Probabilistic Graphic Models (PGM). The famous Student BN Example is explored to show the local independences and reasoning power of a BN. Software package Elvira is used to graphically display the student BN. Our investigation shows that PBN provides a consistent and convenient alternative to manipulate many expressions related to joint, marginal and conditional probability distributions in static BN.


Inference in Probabilistic Logic Programs with Continuous Random Variables

arXiv.org Artificial Intelligence

Probabilistic Logic Programming (PLP), exemplified by Sato and Kameya's PRISM, Poole's ICL, Raedt et al's ProbLog and Vennekens et al's LPAD, is aimed at combining statistical and logical knowledge representation and inference. A key characteristic of PLP frameworks is that they are conservative extensions to non-probabilistic logic programs which have been widely used for knowledge representation. PLP frameworks extend traditional logic programming semantics to a distribution semantics, where the semantics of a probabilistic logic program is given in terms of a distribution over possible models of the program. However, the inference techniques used in these works rely on enumerating sets of explanations for a query answer. Consequently, these languages permit very limited use of random variables with continuous distributions. In this paper, we present a symbolic inference procedure that uses constraints and represents sets of explanations without enumeration. This permits us to reason over PLPs with Gaussian or Gamma-distributed random variables (in addition to discrete-valued random variables) and linear equality constraints over reals. We develop the inference procedure in the context of PRISM; however the procedure's core ideas can be easily applied to other PLP languages as well. An interesting aspect of our inference procedure is that PRISM's query evaluation process becomes a special case in the absence of any continuous random variables in the program. The symbolic inference procedure enables us to reason over complex probabilistic models such as Kalman filters and a large subclass of Hybrid Bayesian networks that were hitherto not possible in PLP frameworks. (To appear in Theory and Practice of Logic Programming).


Automatic Relevance Determination in Nonnegative Matrix Factorization with the \beta-Divergence

arXiv.org Machine Learning

This paper addresses the estimation of the latent dimensionality in nonnegative matrix factorization (NMF) with the \beta-divergence. The \beta-divergence is a family of cost functions that includes the squared Euclidean distance, Kullback-Leibler and Itakura-Saito divergences as special cases. Learning the model order is important as it is necessary to strike the right balance between data fidelity and overfitting. We propose a Bayesian model based on automatic relevance determination in which the columns of the dictionary matrix and the rows of the activation matrix are tied together through a common scale parameter in their prior. A family of majorization-minimization algorithms is proposed for maximum a posteriori (MAP) estimation. A subset of scale parameters is driven to a small lower bound in the course of inference, with the effect of pruning the corresponding spurious components. We demonstrate the efficacy and robustness of our algorithms by performing extensive experiments on synthetic data, the swimmer dataset, a music decomposition example and a stock price prediction task.