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 Pustejovsky, James


COVID-19 Literature Knowledge Graph Construction and Drug Repurposing Report Generation

arXiv.org Artificial Intelligence

To combat COVID-19, both clinicians and scientists need to digest the vast amount of relevant biomedical knowledge in literature to understand the disease mechanism and the related biological functions. We have developed a novel and comprehensive knowledge discovery framework, \textbf{COVID-KG} to extract fine-grained multimedia knowledge elements (entities, relations and events) from scientific literature. We then exploit the constructed multimedia knowledge graphs (KGs) for question answering and report generation, using drug repurposing as a case study. Our framework also provides detailed contextual sentences, subfigures and knowledge subgraphs as evidence. All of the data, KGs, reports, resources and shared services are publicly available.


Situated Multimodal Control of a Mobile Robot: Navigation through a Virtual Environment

arXiv.org Artificial Intelligence

We present a new interface for controlling a navigation robot in novel environments using coordinated gesture and language. We use a TurtleBot3 robot with a LIDAR and a camera, an embodied simulation of what the robot has encountered while exploring, and a cross-platform bridge facilitating generic communication. A human partner can deliver instructions to the robot using spoken English and gestures relative to the simulated environment, to guide the robot through navigation tasks.


Multimodal Continuation-style Architectures for Human-Robot Interaction

arXiv.org Artificial Intelligence

We present an architecture for integrating real-time, multimodal input into a computational agent's contextual model. Using a human-avatar interaction in a virtual world, we treat aligned gesture and speech as an ensemble where content may be communicated by either modality. With a modified nondeterministic pushdown automaton architecture, the computer system: (1) consumes input incrementally using continuation-passing style until it achieves sufficient understanding the user's aim; (2) constructs and asks questions where necessary using established contextual information; and (3) maintains track of prior discourse items using multimodal cues. This type of architecture supports special cases of pushdown and finite state automata as well as integrating outputs from machine learning models. We present examples of this architecture's use in multimodal one-shot learning interactions of novel gestures and live action composition.


Situational Grounding within Multimodal Simulations

arXiv.org Artificial Intelligence

In this paper, we argue that simulation platforms enable a novel type of embodied spatial reasoning, one facilitated by a formal model of object and event semantics that renders the continuous quantitative search space of an open-world, real-time environment tractable. We provide examples for how a semantically-informed AI system can exploit the precise, numerical information provided by a game engine to perform qualitative reasoning about objects and events, facilitate learning novel concepts from data, and communicate with a human to improve its models and demonstrate its understanding. We argue that simulation environments, and game engines in particular, bring together many different notions of "simulation" and many different technologies to provide a highly-effective platform for developing both AI systems and tools to experiment in both machine and human intelligence.


Combining Deep Learning and Qualitative Spatial Reasoning to Learn Complex Structures from Sparse Examples with Noise

arXiv.org Artificial Intelligence

Many modern machine learning approaches require vast amounts of training data to learn new concepts; conversely, human learning often requires few examples--sometimes only one--from which the learner can abstract structural concepts. We present a novel approach to introducing new spatial structures to an AI agent, combining deep learning over qualitative spatial relations with various heuristic search algorithms. The agent extracts spatial relations from a sparse set of noisy examples of block-based structures, and trains convolutional and sequential models of those relation sets. To create novel examples of similar structures, the agent begins placing blocks on a virtual table, uses a CNN to predict the most similar complete example structure after each placement, an LSTM to predict the most likely set of remaining moves needed to complete it, and recommends one using heuristic search. We verify that the agent learned the concept by observing its virtual block-building activities, wherein it ranks each potential subsequent action toward building its learned concept. We empirically assess this approach with human participants' ratings of the block structures. Initial results and qualitative evaluations of structures generated by the trained agent show where it has generalized concepts from the training data, which heuristics perform best within the search space, and how we might improve learning and execution.


Teaching Virtual Agents to Perform Complex Spatial-Temporal Activities

AAAI Conferences

In this paper, we introduce a framework and our ongoing experiments in which computers learn to enact complex temporal-spatial actions by observing humans. Our framework processes motion capture data of human subjects performing actions, and uses qualitative spatial reasoning to learn multi-level representations for these actions. Using reinforcement learning, these observed sequences are used to guide a simulated agent to perform novel actions. To evaluate, we visualize the action being performed in an embodied 3D simulation environment, which allows evaluators to judge whether the system has successfully learned the novel concepts. This approach complements other planning approaches in robotics and demonstrates a method of teaching a robotic or virtual agent to understand predicate-level distinctions in novel concepts.


Applied Actant-Network Theory: Toward the Automated Detection of Technoscientific Emergence from Full-Text Publications and Patents

AAAI Conferences

There is growing interest in automating the detection of interesting new developments in science and technology. BAE Systems is pursuing ARBITER (Abductive Reasoning Based on Indicators and Topics of EmeRgence), a multi-disciplinary study and development effort to analyze full- text and metadata for indicators of emergent technologies and scientific fields. To define these indicators, our team has applied the primary insights of actant network theory developed within the disciplines of Science and Technology Studies and the history of technology and science to create a pragmatic theory of technoscientific emergence. Specifically, this practical theory articulates emergence in terms of the robustness of actant networks. This applied actant-network theory currently guides our definition of indicators and indicator patterns for the ARBITER system, and represents a novel contribution to the discussion of emergent technologies and fields. Several elements of our theory were validated with 15 case studies and 25 example technologies.


Coarse Word-Sense Disambiguation Using Common Sense

AAAI Conferences

Coarse word sense disambiguation (WSD) is an NLP task that is both important and practical: it aims to distinguish senses of a word that have very different meanings, while avoiding the complexity that comes from trying to finely distinguish every possible word sense. Reasoning techniques that make use of common sense information can help to solve the WSD problem by taking word meaning and context into account. We have created a system for coarse word sense disambiguation using blending, a common sense reasoning technique, to combine information from SemCor, WordNet, ConceptNet and Extended WordNet. Within that space, a correct sense is suggested based on the similarity of the ambiguous word to each of its possible word senses. The general blending-based system performed well at the task, achieving an f-score of 80.8\% on the 2007 SemEval Coarse Word Sense Disambiguation task.