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 Independent Researcher


Prediction of Bayesian Intervals for Tropical Storms

AAAI Conferences

Building on recent research for prediction of hurricane trajectories using recurrent neural networks (RNNs), we have developed improved methods and generalized the approach to predict Bayesian intervals in addition to simple point estimates. Tropical storms are capable of causing severe damage, so accurately predicting their trajectories can bring significant benefits to cities and lives, especially as they grow more intense due to climate change effects. By implementing the Bayesian interval using dropout in an RNN, we improve the actionability of the predictions, for example by estimating the areas to evacuate in the landfall region. We used an RNN to predict the trajectory of the storms at 6-hour intervals. We used latitude, longitude, windspeed, and pressure features from a Statistical Hurricane Intensity Prediction Scheme (SHIPS) dataset of about 500 tropical storms in the Atlantic Ocean. Our results show how neural network dropout values affect predictions and intervals.


Most Important Fundamental Rule of Poker Strategy

AAAI Conferences

Poker is a large complex game of imperfect information, which has been singled out as a major AI challenge problem. Recently there has been a series of breakthroughs culminating in agents that have successfully defeated the strongest human players in two-player no-limit Texas hold โ€™em. The strongest agents are based on algorithms for approximating Nash equilibrium strategies, which are stored in massive binary files and unintelligible to humans. A recent line of research has explored approaches for extrapolating knowledge from strong game-theoretic strategies that can be understood by humans. This would be useful when humans are the ultimate decision maker and allow humans to make better decisions from massive algorithmically-generated strategies. Using techniques from machine learning we have uncovered a new simple, fundamental rule of poker strategy that leads to a significant improvement in performance over the best prior rule and can also easily be applied by human players.


Anatomy of Online Hate: Developing a Taxonomy and Machine Learning Models for Identifying and Classifying Hate in Online News Media

AAAI Conferences

Online social media platforms generally attempt to mitigate hateful expressions, as these comments can be detrimental to the health of the community. However, automatically identifying hateful comments can be challenging. We manually label 5,143 hateful expressions posted to YouTube and Facebook videos among a dataset of 137,098 comments from an online news media. We then create a granular taxonomy of different types and targets of online hate and train machine learning models to automatically detect and classify the hateful comments in the full dataset. Our contribution is twofold: 1) creating a granular taxonomy for hateful online comments that includes both types and targets of hateful comments, and 2) experimenting with machine learning, including Logistic Regression, Decision Tree, Random Forest, Adaboost, and Linear SVM, to generate a multiclass, multilabel classification model that automatically detects and categorizes hateful comments in the context of online news media. We find that the best performing model is Linear SVM, with an average F1 score of 0.79 using TF-IDF features. We validate the model by testing its predictive ability, and, relatedly, provide insights on distinct types of hate speech taking place on social media.


Targeted CFR

AAAI Conferences

In recent years, Counterfactual Regret Minimization (CFR) has emerged as the standard technique for computing near-equilibrium solutions to large games of imperfect information. This paper describes a new sampling variant of Counterfactual Regret Minimization, called Targeted CFR. We compare with other sampling variants including Outcome Sampling and External Sampling, and present experimental results on poker. We find that Targeted CFR outperforms other sampling variants on certain types of large games.


Fifteenth International Conference on Artificial Intelligence and Law (ICAIL 2015)

AI Magazine

The 15th International Conference on AI and Law (ICAIL 2015) will be held in San Diego, California, USA, June 8-12, 2015, at the University of San Diego, at the Kroc Institute, under the auspices of the International Association for Artificial Intelligence and Law (IAAIL), an organization devoted to promoting research and development in the field of AI and law with members throughout the world. The conference is held in cooperation with the Association for the Advancement of Artificial Intelligence (AAAI) and with ACM SIGAI (the Special Interest Group on Artificial Intelligence of the Association for Computing Machinery).


Fifteenth International Conference on Artificial Intelligence and Law (ICAIL 2015)

AI Magazine

The 15th International Conference on AI and Law (ICAIL 2015) will be held in San Diego, California, USA, June 8-12, 2015, at the University of San Diego, at the Kroc Institute, under the auspices of the International Association for Artificial Intelligence and Law (IAAIL), an organization devoted to promoting research and development in the field of AI and law with members throughout the world. The conference is held in cooperation with the Association for the Advancement of Artificial Intelligence (AAAI) and with ACM SIGAI (the Special Interest Group on Artificial Intelligence of the Association for Computing Machinery).


Compact CFR

AAAI Conferences

This paper describes a collection of ideas that allow large games of imperfect information to be solved with counterfactual regret minimization (CFR) using little memory. We replace the regret matching component of CFR with a simple approach known as "follow-the-leader." This helps us quantize the regret values computed in CFR to a single byte. We also investigate not maintaining the accumulated strategy, which saves additional memory. Ultimately, our collection of techniques allows CFR to be run with only 1/16 of the memory required by classic approaches. We present experimental results on poker.


What MMO Communities Donโ€™t Do: A Longitudinal Study of Guilds and Character Leveling, Or Not

AAAI Conferences

Guilds, a primary form of community in many online games, are thought to both aid gameplay and act as social entities. This work uses a three-year scrape of one game, World of Warcraft, to study the relationship between guild membership and advancement in the game as measured by character leveling, a defining and often studied metric. 509 guilds and 90,581 characters are included in the analysis from a three-year period with over 36 million observations, with linear regression to measure the effect of guild membership. Overall findings indicate that guild membership does not aid character leveling to any significant extent. The benefits of guilds may be replicated by players in smaller guilds or not in guilds through game affordances and human sociability.


When Suboptimal Rules

AAAI Conferences

This paper represents a paradigm shift in what advice agents should provide people. Contrary to what was previously thought, we empirically show that agents that dispense optimal advice will not necessary facilitate the best improvement in people's strategies. Instead, we claim that agents should at times suboptimally advise. We provide results demonstrating the effectiveness of a suboptimal advising approach in extensive experiments in two canonical mixed agent-human advice-giving domains. Our proposed guideline for suboptimal advising is to rely on the level of intuitiveness of the optimal advice as a measure for how much the suboptimal advice presented to the user should drift from the optimal value.


Exploring Information Asymmetry in Two-Stage Security Games

AAAI Conferences

Stackelberg security games have been widely deployed to protect real-word assets. The main solution concept there is the Strong Stackelberg Equilibrium (SSE), which optimizes the defender's random allocation of limited security resources. However, solely deploying the SSE mixed strategy has limitations. In the extreme case, there are security games where the defender is able to defend all the assets ``almost perfectly" at the SSE, but she still sustains significant loss. In this paper, we propose an approach for improving the defender's utility in such scenarios. Perhaps surprisingly, our approach is to strategically reveal to the attacker information about the sampled pure strategy. Specifically, we propose a two-stage security game model, where in the first stage the defender allocates resources and the attacker selects a target to attack, and in the second stage the defender strategically reveals local information about that target, potentially deterring the attacker's attack plan. We then study how the defender can play optimally in both stages. We show, theoretically and experimentally, that the two-stage security game model allows the defender to gain strictly better utility than SSE.