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 Uncertainty


Open Questions for Building Optimal Operation Policies for Dam Management Using Factored Markov Decision Processes

AAAI Conferences

In this paper, we present the conceptual model of a realworld application of Markov Decision Processes to dam management. The idea is to demonstrate that it is possible to efficiently automate the construction of operation policies by modelling the problem as a sequential decision problem that can be easily solved using stochastic dynamic programming. We will explain the problem domain and provide an analysis of the resulting value and policy functions. We will also present a useful discussion about the issues that will appear when the conceptual model to be extended into a real-world application.


Planning Under Uncertainty with Weighted State Scenarios

AAAI Conferences

External factors are hard to model using a Markovian state in several real-world planning domains. Although planning can be difficult in such domains, it may be possible to exploit long-term dependencies between states of the environment during planning. We introduce weighted state scenarios to model long-term sequences of states, and we use a model based on a Partially Observable Markov Decision Process to reason about scenarios during planning. Experiments show that our model outperforms other methods for decision making in two real-world domains.



Modeling Situated Conversations for a Child-Care Robot Using Wearable Devices

AAAI Conferences

How can robots fluently communicate with humans and have context-preserving conversation? It is the most momentous and crucial problem in robotics research, especially for service robots such as child-care robots. Here, we aim to develop a situated conversation system for child-care robots. The conversation system considers the current context between robots and children as well as the situation the child is in. The system consists of two parts. The first part tries to understand the context. This part uses the embedded sensors of robots to understand the context and wearable sensors of the child for getting information of the situation the child is in. The second part is to generate the situated conversation. In terms of the model, we designed a hierarchical Bayesian Network for the first part and a Hypernetwork model is used for the second part. We illustrate the application of communication with a child in a child-care service robots scenario. For this application, we collect wearable sensors’ data from the child and mother-child conversation data in daily life. Finally, we discuss our results and future works.


Sampling Hyrule: Multi-Technique Probabilistic Level Generation for Action Role Playing Games

AAAI Conferences

Procedural Content Generation (PCG) using machine learning is a fast growing area of research. Action Role Playing Game (ARPG) levels represent an interesting challenge for PCG due to their multi-tiered structure and nonlinearity. Previous work has used Bayes Nets (BN) to learn properties of the topological structure of levels from The Legend of Zelda. In this paper we describe a method for sampling these learned distributions to generate valid, playable level topologies. We carry this deeper and learn a sampleable representation of the individual rooms using Principal Component Analysis. We combine the two techniques and present a multi-scale machine learned technique for procedurally generating ARPG levels from a corpus of levels from The Legend of Zelda.


Tuning Belief Revision for Coordination with Inconsistent Teammates

AAAI Conferences

Coordination with an unknown human teammate is a notable challenge for cooperative agents. Behavior of human players in games with cooperating AI agents is often sub-optimal and inconsistent leading to choreographed and limited cooperative scenarios in games. This paper considers the difficulty of cooperating with a teammate whose goal and corresponding behavior change periodically. Previous work uses Bayesian models for updating beliefs about cooperating agents based on observations. We describe belief models for on-line planning, discuss tuning in the presence of noisy observations, and demonstrate empirically its effectiveness in coordinating with inconsistent agents in a simple domain. Further work in this area promises to lead to techniques for more interesting cooperative AI in games.


Crowdsourced Nonparametric Density Estimation Using Relative Distances

AAAI Conferences

In this paper we address the following density estimation problem: given a number of relative similarity judgements over a set of items D, assign a density value p(x) to each item x in D. Our work is motivated by human computing applications where density can be interpreted e.g. as a measure of the rarity of an item. While humans are excellent at solving a range of different visual tasks, assessing absolute similarity (or distance) of two items (e.g. photographs) is difficult. Relative judgements of similarity, such as A is more similar to B than to C, on the other hand, are substantially easier to elicit from people. We provide two novel methods for density estimation that only use relative expressions of similarity. We give both theoretical justifications, as well as empirical evidence that the proposed methods produce good estimates.


Learning Supervised Topic Models from Crowds

AAAI Conferences

The growing need to analyze large collections of documents has led to great developments in topic modeling. Since documents are frequently associated with other related variables, such as labels or ratings, much interest has been placed on supervised topic models. However, the nature of most annotation tasks, prone to ambiguity and noise, often with high volumes of documents, deem learning under a single-annotator assumption unrealistic or unpractical for most real-world applications. In this paper, we propose a supervised topic model that accounts for the heterogeneity and biases among different annotators that are encountered in practice when learning from crowds. We develop an efficient stochastic variational inference algorithm that is able to scale to very large datasets, and we empirically demonstrate the advantages of the proposed model over state of the art approaches.


Crowd Access Path Optimization: Diversity Matters

AAAI Conferences

Quality assurance is one the most important challenges in crowdsourcing. Assigning tasks to several workers to increase quality through redundant answers can be expensive if asking homogeneous sources. This limitation has been overlooked by current crowdsourcing platforms resulting therefore in costly solutions. In order to achieve desirable cost-quality tradeoffs it is essential to apply efficient crowd access optimization techniques. Our work argues that optimization needs to be aware of diversity and correlation of information within groups of individuals so that crowdsourcing redundancy can be adequately planned beforehand. Based on this intuitive idea, we introduce the Access Path Model (APM), a novel crowd model that leverages the notion of access paths as an alternative way of retrieving information. APM aggregates answers ensuring high quality and meaningful confidence. Moreover, we devise a greedy optimization algorithm for this model that finds a provably good approximate plan to access the crowd. We evaluate our approach on three crowdsourced datasets that illustrate various aspects of the problem. Our results show that the Access Path Model combined with greedy optimization is cost-efficient and practical to overcome common difficulties in large-scale crowdsourcing like data sparsity and anonymity.


Identifying and Accounting for Task-Dependent Bias in Crowdsourcing

AAAI Conferences

Models for aggregating contributions by crowd workers have been shown to be challenged by the rise of task-specific biases or errors. Task-dependent errors in assessment may shift the majority opinion of even large numbers of workers to an incorrect answer. We introduce and evaluate probabilistic models that can detect and correct task-dependent bias automatically. First, we show how to build and use probabilistic graphical models for jointly modeling task features, workers' biases, worker contributions and ground truth answers of tasks so that task-dependent bias can be corrected. Second, we show how the approach can perform a type of transfer learning among workers to address the issue of annotation sparsity. We evaluate the models with varying complexity on a large data set collected from a citizen science project and show that the models are effective at correcting the task-dependent worker bias. Finally, we investigate the use of active learning to guide the acquisition of expert assessments to enable automatic detection and correction of worker bias.