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Methodology for Designing Reasonably Expressive Mechanisms with Application to Ad Auctions

AAAI Conferences

Mechanisms (especially on the Internet) have begun allowing people or organizations to expressย richer preferences in order to provide for greater levels of overallย satisfaction. ย In this paper, we develop an operational methodology for quantifying theย expected gains in economic efficiency associated with different forms of expressiveness. ย We begin by proving that the sponsored searchย mechanism (GSP) used by Google, Yahoo!, MSN, etc. can be arbitrarily inefficient.ย We then experimentally compare its efficiency to a slightly more expressive variant (PGSP),ย which solicits an extra bid for a premium class of positions. We generate randomย preference distributions based on published industry knowledge. ย We determine idealย strategies for the agents using a customย tree search technique, and we also benchmark using straightforward heuristicย bidding strategies.ย The GSP's efficiency loss is greatest in the practical case where someย advertisers ("brand advertisers") prefer top positions while others ("valueย advertisers") prefer middle positions, and that loss can be dramatic. It is alsoย worst when agents have small profit margins. While the PGSP is only slightlyย more expressive (and thus not much more cumbersome), it removes almost all of theย efficiency loss in all of the settings we study.


UCT for Tactical Assault Planning in Real-Time Strategy Games

AAAI Conferences

We consider the problem of tactical assault planning in real-time strategy games where a team of friendly agents must launch an assault on an enemy. This problem offers many challenges including a highly dynamic and uncertain environment, multiple agents, durative actions, numeric attributes, and different optimization objectives. While the dynamics of this problem are quite complex, it is often possible to provide or learn a coarse simulation-based model of a tactical domain, which makes Monte-Carlo planning an attractive approach. In this paper, we investigate the use of UCT, a recent Monte-Carlo planning algorithm for this problem. UCT has recently shown impressive successes in the area of games, particularly Go, but has not yet been considered in the context of multi-agent tactical planning. We discuss the challenges of adapting UCT to our domain and an implementation which allows for the optimization of user specified objective functions. We present an evaluation of our approach on a range of tactical assault problems with different objectives in the RTS game Wargus. The results indicate that our planner is able to generate superior plans compared to several baselines and a human player.


Using Reasoning Patterns to Helps Humans Solve Complex Games

AAAI Conferences

We propose a novel method for helping humans make good decisions in complex games, for which common equilibrium solutions may be too difficult to compute or not relevant. Our method leverages and augments humans' natural use of arguments in the decision making process. We believe that, if computers were capable of generating similar arguments from the mathematical description of a game, and presented those to a human decision maker, the synergies would result in better performance overall. The theory of reasoning patterns naturally lends itself to such a use. We use reasoning patterns to derive localized evaluation functions for each decision in a game, then present their output to humans. We have implemented this approach in a repeated principal-agent game, and used it to generate advice given to subjects. Experimental results show that humans who received advice performed better than those who did not.


Nonmanipulable Selections from a Tournament

AAAI Conferences

A tournament is a binary dominance relation on a set of alternatives. Tournaments arise in many contexts that are relevant to AI, most notably in voting (as a method to aggregate the preferences of agents). There are many works that deal with choice rules that select a desirable alternative from a tournament, but very few of them deal directly with incentive issues, despite the fact that game-theoretic considerations are crucial with respect to systems populated by selfish agents. We deal with the problem of the manipulation of choice rules by considering two types of manipulation. We say that a choice rule is monotonic if an alternative cannot get itself selected by losing on purpose, and pairwise nonmanipulable if a pair of alternatives cannot make one of them the winner by reversing the outcome of the match between them. Our main result is a combinatorial construction of a choice rule that is monotonic, pairwise nonmanipulable, and onto the set of alternatives, for any number of alternatives besides three.


Activity Recognition: Linking Low-Level Sensors to High-Level Intelligence

AAAI Conferences

Sensors provide computer systems with a window to the outside world. Activity recognition "sees" what is in the window to predict the locations, trajectories, actions, goals and plans of humans and objects. Building an activity recognition system requires a full range of interaction from statistical inference on lower level sensor data to symbolic AI at higher levels, where prediction results and acquired knowledge are passed up each level to form a knowledge food chain. In this article, I will give an overview of some of the current activity recognition research works and explore a life-cycle of learning and inference that allows the lowest-level radio-frequency signals to be transformed into symbolic logical representations for AI planning, which in turn controls the robots or guides human users through a sensor network, thus completing a full life-cycle of knowledge.


How Experience of the Body Shapes Language about Space

AAAI Conferences

Open-ended language communication remains an enormous challenge for autonomous robots.ย This paper argues that the notion of a language strategy is the appropriate vehicle forย addressing this challenge. A language strategy packages all the procedures that areย necessary for playing a language game. We present a specific example of a language strategy for playing an Action Gameย  in which one robot asks another robot to take on a body posture (such as stand or sit), and show howย it effectively allows a population of agents to self-organise a perceptually grounded ontology and a lexicon from scratch, without any human intervention. Next, we show how a new language strategy can arise by exaptation from an existing one, concretely, how the body posture strategy can be exapted to a strategy for playingย language games about the spatial position of objects (as in "the bottle stands on the table").


Machine Learning in Ecosystem Informatics and Sustainability

AAAI Conferences

Ecosystem Informatics brings together mathematical and computational tools to address scientific and policy challenges in the ecosystem sciences. These challenges include novel sensors for collecting data, algorithms for automated data cleaning, learning methods for building statistical models from data and for fitting mechanistic models to data, and algorithms for designing optimal policies for biosphere management. This presentation discusses these challenges and then describes recent work on the first two of these--new methods for automated arthropod population counting and linear Gaussian DBNs for automated cleaning of sensor network data.


Intelligent Tutoring Systems: New Challenges and Directions

AAAI Conferences

Can we devise educational systems that provide individualized instruction tailored to the needs of the individual learners, as many good teachers do? Intelligent Tutoring Systems is the interdisciplinary field that investigates this question by integrating research in Artificial Intelligence, Cognitive Science and Education. Research in this field has successfully delivered techniques and systems that provide adaptive support for student problem solving in variety of domains. There are, however, other educational activities that can benefit from individualized computer-based support, such as studying examples, exploring interactive simulations and playing educational games. Providing individualized support for these activities rises unique challenges, because it requires that an ITS can model and adapt to student behaviors, skills and mental states often not as structured and well-defined as those involved in traditional problem solving. I will present a variety of projects that illustrate some of these challenges, our proposed solutions, and future opportunities.


Markov Logic: An Interface Layer for Artificial Intelligence

Morgan & Claypool Publishers

Most subfields of computer science have an interface layer via which applications communicate with the infrastructure, and this is key to their success (e.g., the Internet in networking, the relational model in databases, etc.). So far this interface layer has been missing in AI. First-order logic and probabilistic graphical models each have some of the necessary features, but a viable interface layer requires combining both. Markov logic is a powerful new language that accomplishes this by attaching weights to first-order formulas and treating them as templates for features of Markov random fields. Most statistical models in wide use are special cases of Markov logic, and first-order logic is its infinite-weight limit.


The Feature Importance Ranking Measure

arXiv.org Machine Learning

Most accurate predictions are typically obtained by learning machines with complex feature spaces (as e.g. induced by kernels). Unfortunately, such decision rules are hardly accessible to humans and cannot easily be used to gain insights about the application domain. Therefore, one often resorts to linear models in combination with variable selection, thereby sacrificing some predictive power for presumptive interpretability. Here, we introduce the Feature Importance Ranking Measure (FIRM), which by retrospective analysis of arbitrary learning machines allows to achieve both excellent predictive performance and superior interpretation. In contrast to standard raw feature weighting, FIRM takes the underlying correlation structure of the features into account. Thereby, it is able to discover the most relevant features, even if their appearance in the training data is entirely prevented by noise. The desirable properties of FIRM are investigated analytically and illustrated in simulations.