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Artificial Intelligence for Artificial Artificial Intelligence

AAAI Conferences

Crowdsourcing platforms such as Amazon Mechanical Turk have become popular for a wide variety of human intelligence tasks; however, quality control continues to be a significant challenge. Recently, we propose TurKontrol, a theoretical model based on POMDPs to optimize iterative, crowd-sourced workflows. However, they neither describe how to learn the model parameters, nor show its effectiveness in a real crowd-sourced setting. Learning is challenging due to the scale of the model and noisy data: there are hundreds of thousands of workers with high-variance abilities. This paper presents an end-to-end system that first learns TurKontrol's POMDP parameters from real Mechanical Turk data, and then applies the model to dynamically optimize live tasks. We validate the model and use it to control a successive-improvement process on Mechanical Turk. By modeling worker accuracy and voting patterns, our system produces significantly superior artifacts compared to those generated through nonadaptive workflows using the same amount of money.


User-Controllable Learning of Location Privacy Policies With Gaussian Mixture Models

AAAI Conferences

With smart-phones becoming increasingly commonplace, there has been a subsequent surge in applications that continuously track the location of users. However, serious privacy concerns arise as people start to widely adopt these applications. Users will need to maintain policies to determine under which circumstances to share their location. Specifying these policies however, is a cumbersome task, suggesting that machine learning might be helpful. In this paper, we present a user-controllable method for learning location sharing policies. We use a classifier based on multivariate Gaussian mixtures that is suitably modified so as to restrict the evolution of the underlying policy to favor incremental and therefore human-understandable changes as new data arrives. We evaluate the model on real location-sharing policies collected from a live location-sharing social network, and we show that our method can learn policies in a user-controllable setting that are just as accurate as policies that do not evolve incrementally. Additionally, we highlight the strength of the generative modeling approach we take, by showing how our model easily extends to the semi-supervised setting.


Detecting Multilingual and Multi-Regional Query Intent in Web Search

AAAI Conferences

With rapid growth of commercial search engines, detecting multilingual and multi-regional intent underlying search queries becomes a critical challenge to serve international users with diverse language and region requirements. We introduce a query intent probabilistic model, whose input is the number of clicks on documents from different regions and in different language, while the output of this model is a smoothed probabilistic distribution of multilingual and multi-regional query intent. Based on an editorial test to evaluate the accuracy of the intent classifier, our probabilistic model could improve the accuracy of multilingual intent detection for 15%, and improve multi-regional intent detection for 18%. To improve web search quality, we propose a set of new ranking features to combine multilingual and multi-regional query intent with document language/region attributes, and apply different approaches in integrating intent information to directly affect ranking. The experiments show that the novel features could provide 2.31% NDCG@1 improvement and 1.81% NDCG@5 improvement.


Learning Dimensional Descent for Optimal Motion Planning in High-dimensional Spaces

AAAI Conferences

We present a novel learning-based method for generating optimal motion plans for high-dimensional motion planning problems. In order to cope with the curse of dimensional- ity, our method proceeds in a fashion similar to block co- ordinate descent in finite-dimensional optimization: at each iteration, the motion is optimized over a lower dimensional subspace while leaving the path fixed along the other dimen- sions. Naive implementations of such an idea can produce vastly suboptimal results. In this work, we show how a prof- itable set of directions in which to perform this dimensional descent procedure can be learned efficiently. We provide suf- ficient conditions for global optimality of dimensional de- scent in this learned basis, based upon the low-dimensional structure of the planning cost function. We also show how this dimensional descent procedure can easily be used for problems that do not exhibit such structure with monotonic convergence. We illustrate the application of our method to high dimensional shape planning and arm trajectory planning problems.


Online Graph Pruning for Pathfinding On Grid Maps

AAAI Conferences

Pathfinding in uniform-cost grid environments is a problem commonly found in application areas such as robotics and video games. The state-of-the-art is dominated by hierarchical pathfinding algorithms which are fast and have small memory overheads but usually return suboptimal paths. In this paper we present a novel search strategy, specific to grids, which is fast, optimal and requires no memory overhead. Our algorithm can be described as a macro operator which identifies and selectively expands only certain nodes in a grid map which we call jump points. Intermediate nodes on a path connecting two jump points are never expanded. We prove that this approach always computes optimal solutions and then undertake a thorough empirical analysis, comparing our method with related works from the literature. We find that searching with jump points can speed up A* by an order of magnitude and more and report significant improvement over the current state of the art.


Optimal Route Planning for Electric Vehicles in Large Networks

AAAI Conferences

We consider the problem of routing electric vehicles (EV) in the most energy-efficient way within a road network taking into account both their limited energy supply as well as their ability to recuperate energy. Employing a classical result by Johnson and an observation about Dijkstra under non-constant edge costs we obtain O(n log n +m) query time after a O(nm) preprocessing phase for any road network graph whose edge costs represent energy consumption or recuperation.If the energy recuperation is height induced in a very natural way,the preprocessing phase can even be omitted. We then adapt a technique for speeding-up (unconstrained) shortest path queries to our scenario to achieve a speed-up of another factor of around 20. Our results drastically improve upon the recent results in (Artmeier et al. 2010) and allow for route planning of EVs in an instant even on large networks.


Automated Abstractions for Patrolling Security Games

AAAI Conferences

Recently, there has been a significant interest in studying security games to provide tools for addressing resource allocation problems in security applications. Patrolling security games (PSGs) constitute a special class of security games wherein the resources are mobile. One of the most relevant open problems in security games is the design of scalable algorithms to tackle realistic scenarios. While the literature mainly focuses on heuristics and decomposition techniques (e.g., double oracle), in this paper we provide, to the best of our knowledge, the first study on the use of abstractions in security games (specifically for PSGs) to design scalable algorithms. We define some classes of abstractions and we provide parametric algorithms to automatically generate abstractions. We show that abstractions allow one to relax the constraint of patrolling strategies' Markovianity (customary in PSGs) and to solve large game instances. We additionally pose the problem to search for the optimal abstraction and we develop an anytime algorithm to find it.


Multiagent Patrol Generalized to Complex Environmental Conditions

AAAI Conferences

The problem of multiagent patrol has gained considerable attention during the past decade, with the immediate applicability of the problem being one of its main sources of interest. In this paper we concentrate on frequency-based patrol, in which the agents' goal is to optimize a frequency criterion, namely, minimizing the time between visits to a set of interest points. We consider multiagent patrol in environments with complex environmental conditions that affect the cost of traveling from one point to another. For example, in marine environments, the travel time of ships depends on parameters such as wind, water currents, and waves. We demonstrate that in such environments there is a need to consider a new multiagent patrol strategy which divides the given area into parts in which more than one agent is active, for improving frequency. We show that in general graphs this problem is intractable, therefore we focus on simplified (yet realistic) cyclic graphs with possible inner edges. Although the problem remains generally intractable in such graphs, we provide a heuristic algorithm that is shown to significantly improve point-visit frequency compared to other patrol strategies. For evaluation of our work we used a custom developed ship simulator that realistically models ship movement constraints such as engine force and drag and reaction of the ship to environmental changes.


Utilizing Partial Policies for Identifying Equivalence of Behavioral Models

AAAI Conferences

We present a novel approach for identifying exact and approximate behavioral equivalence between models of agents. This is significant because both decision making and game play in multiagent settings must contend with behavioral models of other agents in order to predict their actions. One approach that reduces the complexity of the model space is to group models that are behaviorally equivalent. Identifying equivalence between models requires solving them and comparing entire policy trees. Because the trees grow exponentially with the horizon, our approach is to focus on partial policy trees for comparison and determining the distance between updated beliefs at the leaves of the trees. We propose a principled way to determine how much of the policy trees to consider, which trades off solution quality for efficiency. We investigate this approach in the context of the interactive dynamic influence diagram and evaluate its performance.


Fast Parallel and Adaptive Updates for Dual-Decomposition Solvers

AAAI Conferences

Dual-decomposition (DD) methods are quickly becoming important tools for estimating the minimum energy state of a graphical model. DD methods decompose a complex model into a collection of simpler subproblems that can be solved exactly (such as trees), that in combination provide upper and lower bounds on the exact solution. Subproblem choice can play a major role: larger subproblems tend to improve the bound more per iteration, while smaller subproblems enable highly parallel solvers and can benefit from re-using past solutions when there are few changes between iterations. We propose an algorithm that can balance many of these aspects to speed up convergence. Our method uses a cluster tree data structure that has been proposed for adaptive exact inference tasks, and we apply it in this paper to dual-decomposition approximate inference. This approach allows us to process large subproblems to improve the bounds at each iteration, while allowing a high degree of parallelizability and taking advantage of subproblems with sparse updates. For both synthetic inputs and a real-world stereo matching problem, we demonstrate that our algorithm is able to achieve significant improvement in convergence time.