Rule-Based Reasoning
A Machine Learning Approach to Predict Chemical Reactions
Kayala, Matthew A., Baldi, Pierre F.
Being able to predict the course of arbitrary chemical reactions is essential to the theory and applications of organic chemistry. Previous approaches are not high-throughput, are not generalizable or scalable, or lack sufficient data to be effective. We describe single mechanistic reactions as concerted electron movements from an electron orbital source to an electron orbital sink. We use an existing rule-based expert system to derive a dataset consisting of 2,989 productive mechanistic steps and 6.14 million non-productive mechanistic steps. We then pose identifying productive mechanistic steps as a ranking problem: rank potential orbital interactions such that the top ranked interactions yield the major products. The machine learning implementation follows a two-stage approach, in which we first train atom level reactivity filters to prune 94.0% of non-productive reactions with less than a 0.1% false negative rate. Then, we train an ensemble of ranking models on pairs of interacting orbitals to learn a relative productivity function over single mechanistic reactions in a given system. Without the use of explicit transformation patterns, the ensemble perfectly ranks the productive mechanisms at the top 89.1% of the time, rising to 99.9% of the time when top ranked lists with at most four non-productive reactions are considered. The final system allows multi-step reaction prediction. Furthermore, it is generalizable, making reasonable predictions over reactants and conditions which the rule-based expert system does not handle.
Application of Data Mining Techniques to a Selected Business Organisation with Special Reference to Buying Behaviour
Hilage, Tejaswini, Kulkarni, R. V.
Data mining is a new concept & an exploration and analysis of large data sets, in order to discover meaningful patterns and rules. Many organizations are now using the data mining techniques to find out meaningful patterns from the database. The present paper studies how data mining techniques can be apply to the large database. These data mining techniques give certain behavioral pattern from the database. The results which come after analysis of the database are useful for organization. This paper examines the result after applying association rule mining technique, rule induction technique and Apriori algorithm. These techniques are applied to the database of shopping mall. Market basket analysis is performing by the above mentioned techniques and some important results are found such as buying behavior.
Learning Symbolic Models of Stochastic Domains
Kaelbling, L. P., Pasula, H. M., Zettlemoyer, L. S.
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 Rule-Based Framework for Modular Development of In-Game Interactive Dialogue Simulation
Tomai, Emmett (University of Texas - Pan American) | Salinas, David (University of Texas - Pan American) | Salazar, Rosendo (University of Texas - Pan American)
In this paper, we discuss approaches to dialogue in interactive video games and interactive narrative research. We propose that situating interactive dialogue in the simplified expectations of video games is a profitable way to investigate computational dialogue simulation. Taking cues from existing physical simulations such as combat, we propose a hypothetical game environment and design goals for an embedded interactive dialogue system. We present a modular framework targeted at that environment, which is designed to enable incremental development and exploration of dialogue concepts. We describe this framework together with a work-in-progress system for simulating simple in-game negotiation dialogues.
Comme il Faut: A System for Authoring Playable Social Models
McCoy, Joshua (University of California, Santa Cruz) | Treanor, Mike (University of California, Santa Cruz) | Samuel, Ben (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)
Authoring interactive stories where the player is afforded a wide range of social interactions results in a very large space of possible social and story situations. The amount of effort required to individually author for each of these circumstances can quickly become intractable. The social AI system Comme il Faut (CiF) aims to reduce the burden on the author by providing a playable model of social interaction where the author provides reusable and recombinable representations of social norms and social interactions. Motivated through examples from an in-development video game, Prom Week, this paper provides a detailed description of the structures with which CiF represents social knowledge and how this knowledge is employed to simulate social interactions between characters.
Visual Inference Specification Methods for Modularized Rulebases. Overview and Integration Proposal
Kluza, Krzysztof, Nalepa, Grzegorz J., Łysik, Łukasz
The paper concerns selected rule modularization techniques. Three visual methods for inference specification for modularized rule- bases are described: Drools Flow, BPMN and XTT2. Drools Flow is a popular technology for workflow or process modeling, BPMN is an OMG standard for modeling business processes, and XTT2 is a hierarchical tab- ular system specification method. Because of some limitations of these solutions, several proposals of their integration are given.
Enabling Semantic Understanding of Situations from Contextual Data In A Privacy-Sensitive Manner
Shih, Fuming (Massachusetts Institute of Technology) | Narayanan, Vidya (Qualcomm) | Kuhn, Lukas (Qualcomm)
Mobile applications can be greatly enhanced if they have information about the situation of the user. Situations may be inferred by analyzing several types of contextual information drawn from device sensors, such as location, motion, ambiance and proximity. To capture a richer understanding of users’ situations, we introduce an ontology describing the relations between background knowledge about the user and contexts inferred from sensor data. With the right combination of machine learning and semantic modeling, it is possible to create high-level interpretations of user behaviors and situations. However, the potential of understanding and interpreting behavior with such detailed granularity poses significant threats to personal privacy. We propose a framework to mitigate privacy risks by filtering sensitive data in a context-aware way, and maintain provenance of inferred situations as well as relations between existing contexts when sharing information with other parties.
Accelerating the Discovery of Data Quality Rules: A Case Study
Yeh, Peter Z. (Accenture) | Puri, Colin A. (Accenture) | Wagman, Mark (Accenture) | Easo, Ajay K (Accenture)
Poor quality data is a growing and costly problem that affects many enterprises across all aspects of their business ranging from operational efficiency to revenue protection. In this paper, we present an application -- Data Quality Rules Accelerator (DQRA) -- that accelerates Data Quality (DQ) efforts (e.g. data profiling and cleansing) by automatically discovering DQ rules for detecting inconsistencies in data. We then present two evaluations. The first evaluation compares DQRA to existing solutions; and shows that DQRA either outperformed or achieved performance comparable with these solutions on metrics such as precision, recall, and runtime. The second evaluation is a case study where DQRA was piloted at a large utilities company to improve data quality as part of a legacy migration effort. DQRA was able to discover rules that detected data inconsistencies directly impacting revenue and operational efficiency. Moreover, DQRA was able to significantly reduce the amount of effort required to develop these rules compared to the state of the practice. Finally, we describe ongoing efforts to deploy DQRA.
DISCO: Describing Images Using Scene Contexts and Objects
Nwogu, Ifeoma (University of Rochester) | Zhou, Yingbo (University at Buffalo, State University of New York) | Brown, Christopher (University of Rochester)
In this paper, we propose a bottom-up approach to generating short descriptive sentences from images, to enhance scene understanding. We demonstrate automatic methods for mapping the visual content in an image to natural spoken or written language. We also introduce a human-in-the-loop evaluation strategy that quantitatively captures the meaningfulness of the generated sentences. We recorded a correctness rate of 60.34% when human users were asked to judge the meaningfulness of the sentences generated from relatively challenging images. Also, our automatic methods compared well with the state-of-the-art techniques for the related computer vision tasks.
The General Game Playing Description Language Is Universal
Thielscher, Michael (The University of New South Wales)
The Game Description Language is a high-level, rule-based formalisms for communicating the rules of arbitrary games to general game-playing systems, whose challenging task is to learn to play previously unknown games without human intervention. Originally designed for deterministic games with complete information about the game state, the language was recently extended to include randomness and imperfect information. However, determining the extent to which this enhancement allows to describe truly arbitrary games was left as an open problem. We provide a positive answer to this question by relating the extended Game Description Language to the universal, mathematical concept of extensive-form games, proving that indeed just any such game can be described faithfully.