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 Learning Graphical Models


Cutset Sampling for Bayesian Networks

arXiv.org Artificial Intelligence

The paper presents a new sampling methodology for Bayesian networks that samples only a subset of variables and applies exact inference to the rest. Cutset sampling is a network structure-exploiting application of the Rao-Blackwellisation principle to sampling in Bayesian networks. It improves convergence by exploiting memory-based inference algorithms. It can also be viewed as an anytime approximation of the exact cutset-conditioning algorithm developed by Pearl. Cutset sampling can be implemented efficiently when the sampled variables constitute a loop-cutset of the Bayesian network and, more generally, when the induced width of the networks graph conditioned on the observed sampled variables is bounded by a constant w. We demonstrate empirically the benefit of this scheme on a range of benchmarks.


Improving parameter learning of Bayesian nets from incomplete data

arXiv.org Machine Learning

This paper addresses the estimation of parameters of a Bayesian network from incomplete data. The task is usually tackled by running the Expectation-Maximization (EM) algorithm several times in order to obtain a high log-likelihood estimate. We argue that choosing the maximum log-likelihood estimate (as well as the maximum penalized log-likelihood and the maximum a posteriori estimate) has severe drawbacks, being affected both by overfitting and model uncertainty. Two ideas are discussed to overcome these issues: a maximum entropy approach and a Bayesian model averaging approach. Both ideas can be easily applied on top of EM, while the entropy idea can be also implemented in a more sophisticated way, through a dedicated non-linear solver. A vast set of experiments shows that these ideas produce significantly better estimates and inferences than the traditional and widely used maximum (penalized) log-likelihood and maximum a posteriori estimates. In particular, if EM is adopted as optimization engine, the model averaging approach is the best performing one; its performance is matched by the entropy approach when implemented using the non-linear solver. The results suggest that the applicability of these ideas is immediate (they are easy to implement and to integrate in currently available inference engines) and that they constitute a better way to learn Bayesian network parameters.


Resource Allocation Among Agents with MDP-Induced Preferences

arXiv.org Artificial Intelligence

Allocating scarce resources among agents to maximize global utility is, in general, computationally challenging. We focus on problems where resources enable agents to execute actions in stochastic environments, modeled as Markov decision processes (MDPs), such that the value of a resource bundle is defined as the expected value of the optimal MDP policy realizable given these resources. We present an algorithm that simultaneously solves the resource-allocation and the policy-optimization problems. This allows us to avoid explicitly representing utilities over exponentially many resource bundles, leading to drastic (often exponential) reductions in computational complexity. We then use this algorithm in the context of self-interested agents to design a combinatorial auction for allocating resources. We empirically demonstrate the effectiveness of our approach by showing that it can, in minutes, optimally solve problems for which a straightforward combinatorial resource-allocation technique would require the agents to enumerate up to 2^100 resource bundles and the auctioneer to solve an NP-complete problem with an input of that size.


An Algebraic Graphical Model for Decision with Uncertainties, Feasibilities, and Utilities

arXiv.org Artificial Intelligence

Numerous formalisms and dedicated algorithms have been designed in the last decades to model and solve decision making problems. Some formalisms, such as constraint networks, can express "simple" decision problems, while others are designed to take into account uncertainties, unfeasible decisions, and utilities. Even in a single formalism, several variants are often proposed to model different types of uncertainty (probability, possibility...) or utility (additive or not). In this article, we introduce an algebraic graphical model that encompasses a large number of such formalisms: (1) we first adapt previous structures from Friedman, Chu and Halpern for representing uncertainty, utility, and expected utility in order to deal with generic forms of sequential decision making; (2) on these structures, we then introduce composite graphical models that express information via variables linked by "local" functions, thanks to conditional independence; (3) on these graphical models, we finally define a simple class of queries which can represent various scenarios in terms of observabilities and controllabilities. A natural decision-tree semantics for such queries is completed by an equivalent operational semantics, which induces generic algorithms. The proposed framework, called the Plausibility-Feasibility-Utility (PFU) framework, not only provides a better understanding of the links between existing formalisms, but it also covers yet unpublished frameworks (such as possibilistic influence diagrams) and unifies formalisms such as quantified boolean formulas and influence diagrams. Our backtrack and variable elimination generic algorithms are a first step towards unified algorithms.


Instant Replay: Investigating statistical Analysis in Sports

arXiv.org Artificial Intelligence

Technology has had an unquestionable impact on the way people watch sports. Along with this technological evolution has come a higher standard to ensure a good viewing experience for the casual sports fan. It can be argued that the pervasion of statistical analysis in sports serves to satiate the fan's desire for detailed sports statistics. The goal of statistical analysis in sports is a simple one: to eliminate subjective analysis. In this paper, we review previous work that attempts to analyze various aspects in sports by using ideas from Markov Chains, Bayesian Inference and Markov Chain Monte Carlo (MCMC) methods. The unifying goal of these works is to achieve an accurate representation of the player's ability, the sport, or the environmental effects on the player's performance. With the prevalence of cheap computation, it is possible that using techniques in Artificial Intelligence could improve the result of statistical analysis in sport. This is best illustrated when evaluating football using Neuro Dynamic Programming, a Control Theory paradigm heavily based on theory in Stochastic processes. The results from this method suggest that statistical analysis in sports may benefit from using ideas from the area of Control Theory or Machine Learning


The Generalized A* Architecture

arXiv.org Artificial Intelligence

We consider the problem of computing a lightest derivation of a global structure using a set of weighted rules. A large variety of inference problems in AI can be formulated in this framework. We generalize A* search and heuristics derived from abstractions to a broad class of lightest derivation problems. We also describe a new algorithm that searches for lightest derivations using a hierarchy of abstractions. Our generalization of A* gives a new algorithm for searching AND/OR graphs in a bottom-up fashion. We discuss how the algorithms described here provide a general architecture for addressing the pipeline problem --- the problem of passing information back and forth between various stages of processing in a perceptual system. We consider examples in computer vision and natural language processing. We apply the hierarchical search algorithm to the problem of estimating the boundaries of convex objects in grayscale images and compare it to other search methods. A second set of experiments demonstrate the use of a new compositional model for finding salient curves in images.


Learning Symbolic Models of Stochastic Domains

arXiv.org Artificial Intelligence

In this article, we work towards the goal of developing agents that can learn to act in complex worlds. We develop a probabilistic, relational planning rule representation that compactly models noisy, nondeterministic action effects, and show how such rules can be effectively learned. Through experiments in simple planning domains and a 3D simulated blocks world with realistic physics, we demonstrate that this learning algorithm allows agents to effectively model world dynamics.


A Bayesian Model for Plan Recognition in RTS Games Applied to StarCraft

AAAI Conferences

The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. “Tech trees” or “build trees” are the core of real-time strategy (RTS) game strategic (long term) planning. This paper presents a generic and simple Bayesian model for RTS build tree prediction from noisy observations, which parameters are learned from replays (game logs). This unsupervised machine learning approach involves minimal work for the game developers as it leverage players’ data (com- mon in RTS). We applied it to StarCraft1 and showed that it yields high quality and robust predictions, that can feed an adaptive AI.


Trigram Timmies and Bayesian Johnnies: Probabilistic Models of Personality in Dominion

AAAI Conferences

Probabilistic models were fit to logs of player actions in the card game Dominion in an attempt to find evidence of personality types that could be used to classify player behavior as well as generate probabilistic bot behavior. Expectation Maximization seeded with players' self-assessments for their motivations was run for two different model types — Naive Bayes and a trigram model — to uncover three clusters each. For both model structures, most players were classified as belonging to a single large cluster that combined the goals of splashy plays, clever combos, and effective play, cross-cutting the original categories — a cautionary tale for research that assumes players can be classified into one category or another. However, subjects qualitatively report that the different model structures play very differently, with the Naive Bayes model more creatively combining cards.


CAPIR: Collaborative Action Planning with Intention Recognition

AAAI Conferences

We apply decision theoretic techniques to construct non-player characters that are able to assist a human player in collaborative games. The method is based on solving Markov decision processes, which can be difficult when the game state is described by many variables. To scale to more complex games, the method allows decomposition of a game task into subtasks, each of which can be modelled by a Markov decision process. Intention recognition is used to infer the subtask that the human is currently performing, allowing the helper to assist the human in performing the correct task. Experiments show that the method can be effective, giving near-human level performance in helping a human in a collaborative game.