Learning Graphical Models
Using First-Order Logic to Compress Sentences
Huang, Minlie (Tsinghua University) | Shi, Xing (Tsinghua University) | Jin, Feng (Tsinghua University) | Zhu, Xiaoyan (Tsinghua University)
Sentence compression is one of the most challenging tasks in natural language processing,which may be of increasing interest to many applicationssuch as abstractive summarization and text simplification for mobile devices.In this paper, we present a novel sentence compression model based on first-order logic, using Markov Logic Network.Sentence compression is formulated as a word/phrase deletion problem in this model.By taking advantage of first-order logic, the proposed method is able to incorporate local linguistic features and to capture global dependencies between word deletion operations. Experiments on both written and spoken corpora show that our approach produces competitive performance against the state-of-the-art methods in terms of manual evaluation measures such as importance, grammaticality, and overall quality.
Unsupervised Detection of Music Boundaries by Time Series Structure Features
Serrà, Joan (Artificial Intelligence Research Institute, Spanish National Research Council (IIIA-CSIC)) | Müller, Meinard (Max Planck Institute for Computer Science and Saarland University) | Grosche, Peter (Max Planck Institute for Computer Science and Saarland University) | Arcos, Josep Lluis (Artificial Intelligence Research Institute, Spanish National Research Council (IIIA-CSIC))
In music, boundaries may occur because scientific domains, including artificial intelligence (Keogh of multiple changes, such as a change in instrumentation, 2011). Research on time series has a long tradition, but a change in harmony, or a change in tempo. The seminal its application to real-world datasets requires to cope with approach by Foote (2000) estimated these changes by new relevant issues, such as the multiple dimensionality of means of a so-called novelty curve, obtained by sliding a data or limited computational resources. Specifically, dealing short-time checkerboard kernel over the diagonal of a selfsimilarity with large-scale data, (1) algorithms must be efficient, matrix of pairwise sample comparisons. Works inspired i.e. they have to scale, (2) supervised approaches may become by Foote's approach explicitly make use of the concept unfeasible, and (3) solutions must use general techniques, of novelty curves (Paulus et al. 2010). Other musictargeted i.e. they should be as independent of the domain as approaches exploit homogeneities in a time series possible (see Mueen and Keogh 2010 for a more detailed by employing more refined techniques like hidden Markov discussion).
Identifying Bullies with a Computer Game
Mancilla-Caceres, Juan Fernando (University of Illinois at Urbana-Champaign) | Pu, Wen (University of Illinois at Urbana-Champaign) | Amir, Eyal (University of Illinois at Urbana-Champaign) | Espelage, Dorothy (University of Illinois at Urbana-Champaign)
Current computer involvement in adolescent social networks (youth between the ages of 11 and 17) provides new opportunities to study group dynamics, interactions amongst peers, and individual preferences. Nevertheless, most of the research in this area focuses on efficiently retrieving information that is explicit in large social networks (e.g., properties of the graph structure), but not on how to use the dynamics of the virtual social network to discover latent characteristics of the real-world social network. In this paper, we present the analysis of a game designed to take advantage of the familiarity of adolescents with online social networks, and describe how the data generated by the game can be used to identify bullies in 5th grade classrooms. We present a probabilistic model of the game and using the in-game interactions of the players (i.e., content of chat messages) infer their social role within their classroom (either a bully or non-bully). The evaluation of our model is done by using previously collected data from psychological surveys on the same 5th grade population and by comparing the performance of the new model with off-the-shelf classifiers.
Performance and Preferences: Interactive Refinement of Machine Learning Procedures
Kapoor, Ashish (Microsoft Research) | Lee, Bongshin (Microsoft Research) | Tan, Desney (Microsoft Research) | Horvitz, Eric (Microsoft Research)
Problem-solving procedures have been typically aimed at achieving well-defined goals or satisfying straightforward preferences. However, learners and solvers may often generate rich multiattribute results with procedures guided by sets of controls that define different dimensions of quality. We explore methods that enable people to explore and express preferences about the operation of classification models in supervised multiclass learning. We leverage a leave-one-out confusion matrix that provides users with views and real-time controls of a model space. The approach allows people to consider in an interactive manner the global implications of local changes in decision boundaries. We focus on kernel classifiers and show the effectiveness of the methodology on a variety of tasks.
Learning to Learn: Algorithmic Inspirations from Human Problem Solving
Kapoor, Ashish (Microsoft Research) | Lee, Bongshin (Microsoft Research) | Tan, Desney (Microsoft Research) | Horvitz, Eric (Microsoft Research)
We harness the ability of people to perceive and interact with visual patterns in order to enhance the performance of a machine learning method. We show how we can collect evidence about how people optimize the parameters of an ensemble classification system using a tool that provides a visualization of misclassification costs. Then, we use these observations about human attempts to minimize cost in order to extend the performance of a state-of-the-art ensemble classification system. The study highlights opportunities for learning from evidence collected about human problem solving to refine and extend automated learning and inference.
Agent-Human Coordination with Communication Costs Under Uncertainty
Frieder, Asaf (Bar-Ilan University) | Lin, Raz (Bar-Ilan University) | Kraus, Sarit (Bar-Ilan University)
Coordination in mixed agent-human environments is an important, yet not a simple, problem. Little attention has been given to the issues raised in teams that consist of both computerized agents and people. In such situations different considerations are in order, as people tend to make mistakes and they are affected by cognitive, social and cultural factors. In this paper we present a novel agent designed to proficiently coordinate with a human counterpart. The agent uses a neural network model that is based on a pre-existing knowledge base which allows it to achieve an efficient modeling of a human's decisions and predict their behavior. A novel communication mechanism which takes into account the expected effect of communication on the other member will allow communication costs to be minimized. In extensive simulations involving more than 200 people we investigated our approach and showed that our agent achieves better coordination when involved, compared to settings in which only humans or another state-of-the-art agent are involved.
An Object-Based Bayesian Framework for Top-Down Visual Attention
Borji, Ali (University of Southern California) | Sihite, Dicky N. (University of Southern California) | Itti, Laurent (University of Southern California)
We introduce a new task-independent framework to model top-down overt visual attention based on graph-ical models for probabilistic inference and reasoning. We describe a Dynamic Bayesian Network (DBN) that infers probability distributions over attended objects and spatial locations directly from observed data. Probabilistic inference in our model is performed over object-related functions which are fed from manual annotations of objects in video scenes or by state-of-the-art object detection models. Evaluating over ∼3 hours (appx. 315,000 eye fixations and 12,600 saccades) of observers playing 3 video games (time-scheduling, driving, and flight combat), we show that our approach is significantly more predictive of eye fixations compared to: 1) simpler classifier-based models also developed here that map a signature of a scene (multi-modal information from gist, bottom-up saliency, physical actions, and events) to eye positions, 2) 14 state-of-the-art bottom-up saliency models, and 3) brute-force algorithms such as mean eye position. Our results show that the proposed model is more effective in employing and reasoning over spatio-temporal visual data.
Decision Support for Agent Populations in Uncertain and Congested Environments
Varakantham, Pradeep (Singapore Management University) | Cheng, Shih-Fen (Singapore Management University) | Gordon, Geoff (Carnegie Mellon University) | Ahmed, Asrar (Singapore Management University)
This research is motivated by large scale problems in urban transportation and labor mobility where there is congestion for resources and uncertainty in movement. In such domains, even though the individual agents do not have an identity of their own and do not explicitly interact with other agents, they effect other agents. While there has been much research in handling such implicit effects, it has primarily assumed de- terministic movements of agents. We address the issue of decision support for individual agents that are identical and have involuntary movements in dynamic environments. For instance, in a taxi fleet serving a city, when a taxi is hired by a customer, its movements are uncontrolled and depend on (a) the customers requirement; and (b) the location of other taxis in the fleet. Towards addressing decision support in such problems, we make two key contributions: (a) A framework to represent the decision problem for selfish individuals in a dynamic population, where there is transitional uncertainty (involuntary movements); and (b) Two techniques (Fictitious Play for Symmetric Agent Populations, FP-SAP and Soft- max based Flow Update, SMFU) that converge to equilibrium solutions. We show that our techniques (apart from providing equilibrium strategies) outperform “driver” strategies with re- spect to overall availability of taxis and the revenue obtained by the taxi drivers. We demonstrate this on a real world data set with 8,000 taxis and 83 zones (representing the entire area of Singapore).
Tree-Based Solution Methods for Multiagent POMDPs with Delayed Communication
Oliehoek, Frans Adriaan (Maastricht University) | Spaan, Matthijs T. J. (Delft University of Technology)
Multiagent Partially Observable Markov Decision Processes (MPOMDPs) provide a powerful framework for optimal decision making under the assumption of instantaneous communication. We focus on a delayed communication setting (MPOMDP-DC), in which broadcasted information is delayed by at most one time step. This model allows agents to act on their most recent (private) observation. Such an assumption is a strict generalization over having agents wait until the global information is available and is more appropriate for applications in which response time is critical. In this setting, however, value function backups are significantly more costly, and naive application of incremental pruning, the core of many state-of-the-art optimal POMDP techniques, is intractable. In this paper, we overcome this problem by demonstrating that computation of the MPOMDP-DC backup can be structured as a tree and introducing two novel tree-based pruning techniques that exploit this structure in an effective way. We experimentally show that these methods have the potential to outperform naive incremental pruning by orders of magnitude, allowing for the solution of larger problems.
Bayes-Adaptive Interactive POMDPs
Ng, Brenda (Lawrence Livermore National Laboratory) | Boakye, Kofi (Lawrence Livermore National Laboratory) | Meyers, Carol (Lawrence Livermore National Laboratory) | Wang, Andrew (Massachusetts Institute of Technology)
We introduce the Bayes-Adaptive Interactive Partially Observable Markov Decision Process (BA-IPOMDP), the first multiagent decision model that explicitly incorporates model learning. As in I-POMDPs, the BA-IPOMDP agent maintains beliefs over interactive states, which include the physical states as well as the other agents’ models. The BA-IPOMDP assumes that the state transition and observation probabilities are unknown, and augments the interactive states to include these parameters. Beliefs are maintained over this augmented interactive state space. This (necessary) state expansion exacerbates the curse of dimensionality, especially since each I-POMDP belief update is already a recursive procedure (because an agent invokes belief updates from other agents’ perspectives as part of its own belief update, in order to anticipate other agents’ actions). We extend the interactive particle filter to perform approximate belief update on BA-IPOMDPs. We present our findings on the multiagent Tiger problem.