Case-Based Reasoning
PATSy and VL-PATSy: Online Case-Based Training for Healthcare Professionals
Cox, Richard J. (University of Edinburgh)
This paper describes PATSy, an online repository of virtual patient cases for training and research for >students and practitioners in the clinical sciences. A typical student session with PATSy is illustrated. An extension to PATSy that adds vicarious learning resources (VL-PATSy) is also described. The concept of vicarious learning is outlined and results from a study of learning outcomes from VL-PATSy are presented. PATSy and VL-PATSy will be demonstrated at the symposium.
Generative Local Metric Learning for Nearest Neighbor Classification
Noh, Yung-kyun, Zhang, Byoung-tak, Lee, Daniel D.
We consider the problem of learning a local metric to enhance the performance of nearest neighbor classification. Conventional metric learning methods attempt to separate data distributions in a purely discriminative manner; here we show how to take advantage of information from parametric generative models. We focus on the bias in the information-theoretic error arising from finite sampling effects, and find an appropriate local metric that maximally reduces the bias based upon knowledge from generative models. As a byproduct, the asymptotic theoretical analysis in this work relates metric learning with dimensionality reduction, which was not understood from previous discriminative approaches. Empirical experiments show that this learned local metric enhances the discriminative nearest neighbor performance on various datasets using simple class conditional generative models.
Estimation of Rényi Entropy and Mutual Information Based on Generalized Nearest-Neighbor Graphs
Pál, Dávid, Póczos, Barnabás, Szepesvári, Csaba
We present simple and computationally efficient nonparametric estimators of R\'enyi entropy and mutual information based on an i.i.d. sample drawn from an unknown, absolutely continuous distribution over $\R^d$. The estimators are calculated as the sum of $p$-th powers of the Euclidean lengths of the edges of the `generalized nearest-neighbor' graph of the sample and the empirical copula of the sample respectively. For the first time, we prove the almost sure consistency of these estimators and upper bounds on their rates of convergence, the latter of which under the assumption that the density underlying the sample is Lipschitz continuous. Experiments demonstrate their usefulness in independent subspace analysis.
DD-EbA: An algorithm for determining the number of neighbors in cost estimation by analogy using distance distributions
Kosti, Makrina Viola, Mittas, Nikolaos, Angelis, Lefteris
Case Based Reasoning and particularly Estimation by Analogy, has been used in a number of problem-solving areas, such as cost estimation. Conventional methods, despite the lack of a sound criterion for choosing nearest projects, were based on estimation using a fixed and predetermined number of neighbors from the entire set of historical instances. This approach puts boundaries to the estimation ability of such algorithms, for they do not take into consideration that every project under estimation is unique and requires different handling. The notion of distributions of distances together with a distance metric for distributions help us to adapt the proposed method (we call it DD-EbA) each time to a specific case that is to be estimated without loosing in prediction power or computational cost. The results of this paper show that the proposed technique achieves the above idea in a very efficient way.
Acquiring Vocabulary through Human Robot Interaction: A Learning Architecture for Grounding Words with Multiple Meanings
Chauhan, Aneesh (Universidade de Aveiro) | Lopes, Luís Seabra (Universidade de Aveiro)
This paper presents a robust methodology for grounding vocabulary in robots. A social language grounding experiment is designed, where, a human instructor teaches a robotic agent the names of the objects present in a visually shared environment. Any system for grounding vocabulary has to incorporate the properties of gradual evolution and lifelong learning. The learning model of the robot is adopted from an ongoing work on developing systems that conform to these properties. Significant modifications have been introduced to the adopted model, especially to handle words with multiple meanings. A novel classification strategy has been developed for improving the performance of each classifier for each learned category. A set of six new nearest-neighbor based classifiers have also been integrated into the agent architecture. A series of experiments were conducted to test the performance of the new model on vocabulary acquisition. The robot was shown to be robust at acquiring vocabulary and has the potential to learn a far greater number of words (with either single or multiple meanings).
CrossBridge: Finding Analogies Using Dimensionality Reduction
Krishnamurthy, Jayant (Carnegie Mellon University) | Lieberman, Henry (MIT Media Laboratory)
We present CrossBridge, a practical algorithm for retrieving analogies in large, sparse semantic networks. Other algorithms adopt a generate-and-test approach, retrieving candidate analogies by superficial similarity of concepts, then testing them for the particular relations involved in the analogy. CrossBridge adopts a global approach. It organizes the entire knowledge space at once, as a matrix of small concept-and-relation subgraph patterns versus actual occurrences of subgraphs from the knowledge base. It uses the familiar mathematics of dimensionality reduction to reorganize this space along dimensions representing approximate semantic similarity of these subgraphs. Analogies can then be retrieved by simple nearest-neighbor comparison. CrossBridge also takes into account not only knowledge directly related to the source and target domains, but also a large background Commonsense knowledge base. Commonsense influences the mapping between domains, preserving important relations while ignoring others. This property allows CrossBridge to find more intuitive and extensible analogies. We compare our approach with an implementation of structure mapping and show that our algorithm consistently finds analogies in cases where structure mapping fails. We also present some discovered analogies.
Analysing the behaviour of robot teams through relational sequential pattern mining
Bombini, Grazia, Ros, Raquel, Ferilli, Stefano, de Mantaras, Ramon Lopez
This report outlines the use of a relational representation in a Multi-Agent domain to model the behaviour of the whole system. A desired property in this systems is the ability of the team members to work together to achieve a common goal in a cooperative manner. The aim is to define a systematic method to verify the effective collaboration among the members of a team and comparing the different multi-agent behaviours. Using external observations of a Multi-Agent System to analyse, model, recognize agent behaviour could be very useful to direct team actions. In particular, this report focuses on the challenge of autonomous unsupervised sequential learning of the team's behaviour from observations. Our approach allows to learn a symbolic sequence (a relational representation) to translate raw multi-agent, multi-variate observations of a dynamic, complex environment, into a set of sequential behaviours that are characteristic of the team in question, represented by a set of sequences expressed in first-order logic atoms. We propose to use a relational learning algorithm to mine meaningful frequent patterns among the relational sequences to characterise team behaviours. We compared the performance of two teams in the RoboCup four-legged league environment, that have a very different approach to the game. One uses a Case Based Reasoning approach, the other uses a pure reactive behaviour.
Story and Text Generation through Computational Analogy in the Riu System
Ontanon, Santiago (Artificial Intelligence Research Institute, IIIA-CSIC Barcelona, Spain) | Zhu, Jichen (Department of Digital Media University of Central Florida (UCF) Orlando, USA)
A key challenge in computational narrative is story generation. In this paper we focus on analogy-based story generation, and, specifically, on how to generate both story and text using analogy. We present a dual representation formalism where a human-understandable representation (composed of English sentences) and a computer-understandable representation (consisting in a graph) are linked together in order to generate both story and natural language text by analogy. We have implemented our technique in the Riu interactive narrative system.
Minstrel Remixed: Procedurally Generating Stories
Tearse, Brandon Robert (University of California at Santa Cruz) | Wardrip-Fruin, Noah (University of California at Santa Cruz) | Mateas, Michael (University of California at Santa Cruz)
The first major story generation system, which preceded Minstrel and which While ongoing progress in digital entertainment also received significant attention, is Tale-Spin (Meehan technology continues, commercial designers still largely 1977). Like Minstrel, this system generates stories which eschew systems for procedural story generation, preferring satisfy user-submitted requirements. Tale-Spin creates instead to generate content by hand. In the academic English stories by planning a method for the main literature, projects such as (Appling & Riedl 2009, Roberts character to achieve her or his goal, using inferences and & Isbell 2009) continue to investigate ways to improve the rules to generate a large number of details about a story nuances of interactive storytelling while others attempt to (many of which do little contribute to an audience create their own systems to investigate ways to use experience). This contrasts nicely with Minstrel, which knowledge from interactive narrative and story generation performs no logical inferences and which performs all in new fields such as playable games (Drachen & Hitchens actions from the point of view of an author, manipulating et al. 2009, Sullivan, Mateas & Wardrip-Fruin 2009).
Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding
Bulitko, V., Björnsson, Y., Lawrence, R.
Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video games where Artificial Intelligence controlled agents must react quickly to user commands and to other agents' actions. On the downside, real-time search algorithms employ learning methods that frequently lead to poor solution quality and cause the agent to appear irrational by re-visiting the same problem states repeatedly. The situation changed recently with a new algorithm, D LRTA*, which attempted to eliminate learning by automatically selecting subgoals. D LRTA* is well poised for video games, except it has a complex and memory-demanding pre-computation phase during which it builds a database of subgoals. In this paper, we propose a simpler and more memory-efficient way of pre-computing subgoals thereby eliminating the main obstacle to applying state-of-the-art real-time search methods in video games. The new algorithm solves a number of randomly chosen problems off-line, compresses the solutions into a series of subgoals and stores them in a database. When presented with a novel problem on-line, it queries the database for the most similar previously solved case and uses its subgoals to solve the problem. In the domain of pathfinding on four large video game maps, the new algorithm delivers solutions eight times better while using 57 times less memory and requiring 14% less pre-computation time.