Technology
Pororobot: A Deep Learning Robot That Plays Video Q&A Games
Kim, Kyung-Min (Seoul National University) | Nan, Chang-Jun (Seoul National University) | Ha, Jung-Woo (NAVER Corporation) | Heo, Yu-Jung (School of Computer Science and Engineering, Seoul National University) | Zhang, Byoung-Tak (Seoul National University)
Recent progress in machine learning has lead to great advancements in robot intelligence and human-robot interaction (HRI). It is reported that robots can deeply understand visual scene information and describe the scenes in natural language using object recognition and natural language processing methods. Image-based question and answering (Q&A) systems can be used for enhancing HRI. However, despite these successful results, several key issues still remain to be discussed and improved. In particular, it is essential for an agent to act in a dynamic, uncertain, and asynchronous envi-ronment for achieving human-level robot intelligence. In this paper, we propose a prototype system for a video Q&A robot “Pororobot”. The system uses the state-of-the-art machine learning methods such as a deep concept hierarchy model. In our scenario, a robot and a child plays a video Q&A game together under real world environments. Here we demonstrate preliminary results of the proposed system and discuss some directions as future works.
Cognitive Assistants for Document-Related Tasks in Law and Government
Branting, Luther Karl (The MITRE Corporation)
The legal relationship between government and citizens is mediated by documents. This paper identifies four classes of cognitive assistants that could improve the experience of citizens and government officials in using and understanding government documents: self-filling forms; error-detecting forms; proactive information search; and deductive document synthesis. Each of these classes of cognitive assistants has the potential to significantly improve access to justice and delivery of information, services, and other benefits to citizens by improving the ability of citizens to understand and correctly fill out forms and to comprehend informational documents.
An Algorithmic Approach to Decorative Content Placement
Tremblay, Jonathan (McGill University) | Verbrugge, Clark (McGill University)
Given a polygon P of n vertices, the method to define a visibility polygon from a single point, q, is a well established Most digital games are goal-oriented; players are given an problem (Ghosh 2007), of time complexity Θ(n log(n)). We initial position and have to reach a certain goal position or use the well known angular plane-sweep algorithm (Asano state within a virtual level. Many generative methods to create 1985) to construct a visibility region V (q), giving us a starshaped such levels have been defined, and are able to create engaging polygonal region defined by the existing edge set, levels (Dormans and Bakkes 2011), while making filtered according to visibility from q. Figure 2 shows such a sure the game's fundamental puzzle structure in terms of region in light purple for point q.
Formalizing Deceptive Reasoning in Breaking Bad: Default Reasoning in a Doxastic Logic
Licato, John (Indiana University and Purdue University, Fort Wayne)
The rich expressivity provided by the cognitive event calculus (CEC) knowledge representation framework allows for reasoning over deeply nested beliefs, desires, intentions, and so on. I put CEC to the test by attempting to model the complex reasoning and deceptive planning used in an episode of the popular television show Breaking Bad. CEC is used to represent the knowledge used by reasoners coming up with plans like the ones devised by the fictional characters I describe. However, it becomes clear that a form of nonmonotonic reasoning is necessary—specifically so that an agent can reason about the nonmonotonic beliefs of another agent. I show how CEC can be augmented to have this ability, and then provide examples detailing how my proposed augmentation enables much of the reasoning used by agents such as the Breaking Bad characters. I close by discussing what sort of reasoning tool would be necessary to implement such nonmonotonic reasoning.
MCMCTS PCG 4 SMB: Monte Carlo Tree Search to Guide Platformer Level Generation
Summerville, Adam James (University of California, Santa Cruz) | Philip, Shweta (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)
Markov chains are an enticing option for machine learned generation of platformer levels, but offer poor control for designers and are likely to produce unplayable levels. In this paper we present a method for guiding Markov chain generation using Monte Carlo Tree Search that we call Markov Chain Monte Carlo Tree Search (MCMCTS). We demonstrate an example use for this technique by creating levels trained on a corpus of levels from Super Mario Bros. We then present a player modeling study that was run with the hopes of using the data to better inform the generation of levels in future work.
StarCraft Unit Motion: Analysis and Search Enhancements
Schneider, Douglas Philip (University of Alberta) | Buro, Michael (University of Alberta)
Real-time strategy (RTS) games pose challenges to AI research on many levels, ranging from selecting targets in unit combat situations, over efficient multi-unit pathfinding, to high-level economic decisions. Due to the complexity of RTS games, writing competitive AI systems for these games requires high speed adaptive algorithms and simplified models of the game world. In this paper we focus on motion prediction and motion planning in StarCraft — a popular RTS game for which a C++ API exists that allows us to write AI systems to play the game. We explore our existing unit motion model of StarCraft and find and fix some inconsistencies to improve the model by accounting for systematic command execution delays and unit acceleration. We then investigate ways to improve existing combat motion planning systems that are based on discrete unit motion sets, and show that search-based algorithms and scripts can benefit from using a new direction set that considers moves towards the closest enemy unit, away from it, and perpendicular to both directions.
COGENT: Cognitive Agent for Cogent Analysis
Tecuci, Gheorghe (George Mason University) | Marcu, Dorin (George Mason University) | Boicu, Mihai (George Mason University) | Schum, David (George Mason University)
Timely, relevant, and accurate intelligence analysis is critical to national security, but it is astonishingly complex. This paper provides an intuitive overview of Cogent, a cognitive assistant that facilitates a synergistic integration of analyst's imaginative reasoning with agent's critical reasoning to draw defensible and persuasive conclusions from masses of evidence, in a world that is changing all the time. It presents Cogent's design goals characterizing a new generation of structured analytical tools, introduces the evidence-based analysis concepts on which it is grounded, illustrates a sample session with its current version, and summarizes the cognitive assistance provided to its user.
MARTHA Speaks: Implementing Theory of Mind for More Intuitive Communicative Acts
Gmytrasiewicz, Piotr (Univeristy of Illinois at Chicago) | Moe, George Herbert (Illinois Mathematics and Science Academy) | Moreno, Adolfo (University of Illinois at Chicago)
The theory of mind is an important human capability that allows us to understand and predict the goals, intents, and beliefs of other individuals. We present an approach to designing intelligent communicative agents based on modeling theories of mind. This can be tricky because other agents may also have their own theories of mind of the first agent, meaning that these mental models are naturally nested in layers. So, to look for intuitive communicative acts, we recursively apply a planning algorithm in each of these nested layers, looking for possible plans of action as well as their hypothetical consequences, which include the reactions of other agents; we propose that truly intelligent communicative acts are the ones which produce a state of maximum decision theoretic utility according to the entire theory of mind. We implement these ideas using Java and OpenCyc in an attempt to create an assistive AI we call MARTHA. We demonstrate MARTHA's capabilities with two motivating examples: helping the user buy a sandwich and helping the user search for an activity. We see that, in addition to being a personal assistant, MARTHA can be extended to other assistive fields, such as finance, research, and government.
Exploring the Use of Role Model Avatars in Educational Games
Kao, Dominic (Massachusetts Institute of Technology) | Harrell, D. Fox (Massachusetts Institute of Technology)
Research has indicated that role models have the potential to boost academic performance. In this paper, we describe an experiment exploring role models as game avatars in an educational game. Of particular interest are the effects of these avatars on players' performance and engagement. Participants were randomly assigned to a condition: a) user selected role model avatar, or b) user selected shape avatar. Results suggest that role models are heavily preferred. African American participants had higher game affect in the role model condition. South Asian participants had higher self-reported engagement in the role model condition. Participants that completed <= 1 levels had higher performance in the role model condition. General trends suggest that the role model's gender and racial closeness with the player, could play a role in player performance and self-reported engagement as consistent with the social science literature.
How Is Cooperation/Collusion Sustained in Repeated Multimarket Contact with Observation Errors?
Iwasaki, Atsushi (University of Electro-Communications) | Sekiguchi, Tadashi (Kyoto University) | Yamamoto, Shun (Kyushu University) | Yokoo, Makoto (Kyushu University)
This paper analyzes repeated multimarket contact with observation errors where two players operate in multiple markets simultaneously. Multimarket contact has received much attention from the literature of economics,management, and information systems. Despite vast empirical studies that examine whether multimarket contact fosters cooperation/collusion, little is theoretically known as to how players behave in an equilibrium when each player receives a noisy observation of other firms’ actions. This paper tackles an essentially realistic situation where the players do not share common information; each player may observe a different signal (private monitoring). Thus, players have difficulty in having a common understanding about which market their opponent should be punished in and when punishment should be started and ended. We first theoretically show that an extension of 1-period mutual punishment (1MP) for an arbitrary number of markets can be an equilibrium. Second, by applying a verification method, we identify a simple equilibrium strategy called "locally cautioning (LC)" that restores collusion after observation error or deviation. We then numerically reveal that LC significantly outperforms 1MP and achieves the highest degree of collusion.