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LexOnt: A Semi-Automatic Ontology Creation Tool for Programmable Web

AAAI Conferences

Service discovery and composition within the ProgrammableWeb directory is a difficult process, since it requires considerable manual effort to locate services, understand their capabilities and compose mashup applications. Furthermore, every site has its databases modeled in a specific way, causing semantically equivalent properties to be defined differently, since data is not easily shared across different domains in the Internet. With the use of Semantic Web technologies, such as description logic ontologies and reasoners to describe Web Services, automated service discovery and composition as well as data linking are made possible. Currently, Programmable Web classifies APIs in a flat categorization where each API is manually classified within a single service category. Search is limited to attributes such as protocol or messaging type and is not related to semantic attributes of the service category. We enhance the service descriptions by using an ontology to describe the domain of each service category. With an ontology description, an API can be automatically classified and queried for according to its attributes. Additionally, APIs can be distributed in ontology-based service discovery systems so that semantic registration and querying of services become possible. One of the limitations in using ontologies for describing a service domain is in creating its generic description. Current work in creating domain ontologies is limited to semi-automated ontology generation tools which create pure hierarchical classifications, given a well-defined corpus or taxonomy, but do not include property descriptions. We propose LexOnt, a semi-automatic ontology creation tool for a high-level service classification ontology. We use the PW directory as the corpus, although it may be used for other corpuses as well. The main contribution of LexOnt is its novel algorithm which generates and ranks frequent terms and significant phrases within a PW category by comparing them to external domain knowledge within Wikipedia, Wordnet and the current state of the ontology. First it matches terms to the Wikipedia page description of the category and ranks them higher, since these indicate domain descriptive words. Synonymous words from Wordnet are then matched and ranked. In a semi-automated process, the user chooses the terms it wants to add to the ontology and indicates the properties to assign these values to and the ontology is automatically generated. In the next iteration, terms within the current state of the ontology are compared to terms in the other categories and automatic property assignments are made for these API instances as well.


Adversarial Patrolling Games

AAAI Conferences

Defender-Attacker Stackelberg games are the foundations of toolsdeployed for computing optimal patrolling strategies in adversarialdomains such as the United states Federal Air Marshals Service and the UnitedStates Coast Guard, among others.In Stackelberg game models of these systems the attacker knows only theprobability that each target is covered by the defender, but isoblivious to the detailed timing of the coverage schedule.In many real-world situations, however, the attacker can observe thecurrent location of the defender and can exploit this knowledge toreason about the defender's future moves.We study Stackelberg security games in which the defender sequentiallymoves between targets, with moves constrained by an exogenouslyspecified graph, while the attacker can observe the defender's currentlocation and his (stochastic) policy concerning future moves. We offerfive contributions: (1) We model this adversarial patrolling game (APG) as a stochastic game with special structure and presentseveral alternative formulations that leverage the general non-linearprogramming (NLP) approach for computing equilibria in zero-sumstochastic games. We show that our formulations yield significantlybetter solutions than previous approaches. (2) We extend theNLP formulation for APG allow for attacks that may take multiple timesteps to unfold.(3) We provide anapproximate MILP formulation that uses discrete defender moveprobabilities. (4) We experimentally demonstrate the efficacy of anNLP-based approach, and systematically study the impact of networktopology on the results.(5) We extend our model to allow the defender to construct the graph constraining his moves, at some cost, and offer novel algorithms for this setting, finding that a MILP approximation is much more effective than the exact NLP in this setting.


Extending Security Games to Defenders with Constrained Mobility

AAAI Conferences

A number of real-world security scenarios can be cast as a problem of transiting an area guarded by a mobile patroller, where the transiting agent aims to choose its route so as to minimize the probability of encountering the patrolling agent, and vice versa. We model this problem as a two-player zero-sum game on a graph, termed the transit game. In contrast to the existing models of area transit, where one of the players is stationary, we assume both players are mobile. We also explicitly model the limited endurance of the patroller and the notion of a base to which the patroller has to repeatedly return. Noting the prohibitive size of the strategy spaces of both players, we develop single- and double-oracle based algorithms including a novel acceleration scheme, to obtain optimum route selection strategies for both players. We evaluate the developed approach on a range of transit game instances inspired by real-world security problems in the urban and naval security domains.


Game Theory for Security: A Real-World Challenge Problem for Multiagent Systems and Beyond

AAAI Conferences

In all of these problems, we have limited with researchers in other disciplines, be "on the ground" security resources which prevent full security coverage with domain experts, and examine real-world constraints at all times; instead, limited security resources must be deployed and challenges that cannot be abstracted away. Together as intelligently taking into account differences in priorities an international community of multiagent researchers, we of targets requiring security coverage, the responses of can accomplish more! the adversaries to the security posture and potential uncertainty over the types, capabilities, knowledge and priorities


Incentive Based Cooperation in Multi-Agent Auctions

AAAI Conferences

Market or auction based algorithms offer effective methods for de-centralized task assignment in multi-agent teams. Typically there is an implicit assumption that agents are willing to cooperate and can be trusted to perform assigned tasks. Reciprocal collaboration may not always be a valid assumption. In cases where auctions are used for task allocation, without explicit revenue exchange, incentives are needed to enforce cooperation. An approach to incentive based trust is presented, which enables detection of team members that are not contributing and for dynamic formation of teams.


The Challenge of Flexible Intelligence for Models of Human Behavior

AAAI Conferences

Game theoretic predictions about equilibrium behavior depend upon assumptions of inflexibility of belief, of accord between belief and choice, and of choice across situations that share a game-theoretic structure. However, researchers rarely possess any knowledge of the actual beliefs of subjects, and rarely compare how a subject behaves in settings that share game-theoretic structure but that differ in other respects. Our within-subject experiments utilize a belief elicitation mechanism, roughly similar to a prediction market, in a laboratory setting to identify subjects’ beliefs about other subjects’ choices and beliefs. These experiments additionally allow us to compare choices in different settings that have similar game-theoretic structure. We find first, as have others,that subjects’ choices in the Trust and related games are significantly different from the strategies that derive from subgame perfect Nash equilibrium principles. We show that, for individual subjects, there is considerable flexibility of choice and belief across similar tasks and that the relationship between belief and choice is similarly flexible. To improve our ability to predict human behavior, we must take account of the flexible nature of human belief and choice


Efficient Approximation for Security Games with Interval Uncertainty

AAAI Conferences

There are an increasing number of applications of security games. One of the key challenges for this field going forward is to address the problem of model uncertainty and the robustness of the game-theoretic solutions. Most existing methods for dealing with payoff uncertainty are Bayesian methods which are NP-hard and have difficulty scaling to very large problems. In this work we consider an alternative approach based on interval uncertainty. For a variant of security games with interval uncertainty we introduce a polynomial-time approximation algorithm that can compute very accurate solutions within a given error bound.


Towards Optimal Patrol Strategies for Fare Inspection in Transit Systems

AAAI Conferences

In some urban transit systems, passengers are legally required to purchase tickets before entering but are not physically forced to do so. Instead, patrol units move about through the transit system, inspecting tickets of passengers, who face fines for fare evasion. This setting yields the problem of computing optimal patrol strategies satisfying certain temporal and spacial constraints, to deter fare evasion and hence maximize revenue. In this paper we propose an initial model of this problem as a leader-follower Stackelberg game. We then formulate an LP relaxation of this problem and present initial experimental results using real-world ridership data from the Los Angeles Metro Rail system.


Strategy Representation Analysis for Patrolling Games

AAAI Conferences

This paper considers the problem of patrolling multiple targets in a Euclidean environment by a single patrolling unit. We use game-theoretic approach and model the problem as a two-player zero-sum game in the extensive form. Based on the existing work in the domain of patrolling we propose a novel mathematical non-linear program for finding strategies in a discretized problem, in which we introduce a general concept of internal states of the patroller. We experimentally evaluate game value for the patroller for various graphs and strategy representations. The results suggest that adding internal states for the patroller yields better results in comparison to adding choice nodes in the used discretization.


Knowledge Processing for Autonomous Robot Control

AAAI Conferences

Successfully accomplishing everyday manipulation tasks requires robots to have substantial knowledge about the objects they interact with, the environment they operate in as well as about the properties and effects of the actions they perform. Often, this knowledge is implicitly contained in manually written control programs, which makes it hard for the robot to adapt to newly acquired information or to re-use knowledge in a different context. By explicitly representing this knowledge, control decisions can be formulated as inference tasks which can be sent as queries to a knowledge base. This allows the robot to take all information it has at query time into account to generate answers, leading to better flexibility, adaptability to changing situations, robustness, and the ability to re-use knowledge once acquired. In this paper, we report on our work towards a practical and grounded knowledge representation and inference system. The system is specifically designed to meet the challenges created by using knowledge processing techniques on autonomous robots, including specialized inference methods, grounding of symbolic knowledge in the robot's control structures, and the acquisition of the different kinds of knowledge a robot needs.