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A Comparison between Microblog Corpus and Balanced Corpus from Linguistic and Sentimental Perspectives
Tang, Yi-jie (National Taiwan University) | Li, Chang-Ye (National Taiwan University) | Chen, Hsin-Hsi (National Taiwan University)
While microblogging has gained popularity on the Internet, analyzing and processing short messages has become a challenging task in natural language processing. This paper analyzes the differences between Internet short messages (or โmicrotextโ) and general articles by comparing the Plurk Corpus and the Sinica Balanced Corpus. Likelihood ratio and the tรณngyรฌcรญcรญlรญn thesaurus are adopted to analyze the lexical semantics of frequent terms in each corpus. Furthermore, the NTUSD sentiment dictionary is used to compare the sentiment distribution of the two corpora. The result is also applied to sentiment transition analysis.
Robust Active Learning Using Crowdsourced Annotations for Activity Recognition
Zhao, Liyue (University of Central Florida) | Sukthankar, Gita (University of Central Florida) | Sukthankar, Rahul (Carnegie Mellon University)
Recognizing human activities from wearable sensor data is an important problem, particularly for health and eldercare applications. However, collecting sufficient labeled training data is challenging, especially since interpreting IMU traces is difficult for human annotators. Recently, crowdsourcing through services such as Amazon's Mechanical Turk has emerged as a promising alternative for annotating such data, with active learning serving as a natural method for affordably selecting an appropriate subset of instances to label. Unfortunately, since most active learning strategies are greedy methods that select the most uncertain sample, they are very sensitive to annotation errors (which corrupt a significant fraction of crowdsourced labels). This paper proposes methods for robust active learning under these conditions. Specifically, we make three contributions: 1) we obtain better initial labels by asking labelers to solve a related task; 2) we propose a new principled method for selecting instances in active learning that is more robust to annotation noise; 3) we estimate confidence scores for labels acquired from MTurk and ask workers to relabel samples that receive low scores under this metric. The proposed method is shown to significantly outperform existing techniques both under controlled noise conditions and in real active learning scenarios. The resulting method trains classifiers that are close in accuracy to those trained using ground-truth data.
A Planning Approach to Active Visual Search in Large Environments
Gรถbelbecker, Moritz (Albert-Ludwigs University of Freiburg) | Aydemir, Alper (Royal Institute of Technology (KTH)) | Pronobis, Andrzej (Royal Institute of Technology (KTH)) | Sjรถรถ, Kristoffer (Royal Institute of Technology (KTH)) | Jensfelt, Patric (Royal Institute of Technology (KTH))
In this paper we present a principled planner based approach to the active visual object search problem in unknown environments. We make use of a hierarchical planner that combines the strength of decision theory and heuristics. Furthermore, our object search approach leverages on the conceptual spatial knowledge in the form of object co-occurrences and semantic place categorisation. A hierarchical model for representing object locations is presented with which the planner is able to perform indirect search. Finally we present real world experiments to show the feasibility of the approach.
Turkomatic: Automatic, Recursive Task and Workflow Design for Mechanical Turk
Kulkarni, Anand Pramod (University of California, Berkeley) | Can, Matthew (University of California, Berkeley) | Hartmann, Bjรถrn (University of California, Berkeley)
On today's human computation systems, designing tasks and workflows is a difficult and labor-intensive process. Can workers from the crowd be used to help plan workflows? We explore this question with Turkomatic, a new interface to microwork platforms that uses crowd workers to help plan workflows for complex tasks. Turkomatic uses a general-purpose divide-andconquer algorithm to solve arbitrary natural-language requests posed by end users. The interface includes a novel real-time visual workflow editor that enables requesters to observe and edit workflows while the tasks are being completed. Crowd verification of work and the division of labor among members of the crowd can be handled automatically by Turkomatic, which substantially simplifies the process of using human computation systems. These features enable a novel means of interaction with crowds of online workers to support successful execution of complex work. Figure 1: Turkomatic harnesses crowds to plan and execute complex work requested in natural language.
Toward Addressing Human Behavior with Observational Uncertainty in Security Games
Pita, James (University of Southern California) | Yang, Rong (University of Southern California) | Tambe, Milind (University of Southern California) | John, Richard (University of Southern California)
Stackelberg games have recently gained significant attention for resource allocation decisions in security settings. One critical assumption of traditional Stackelberg models is that all players are perfectly rational and that the followers perfectly observe the leaderโs strategy. However, in real-world security settings, security agencies must deal with human adversaries who may not always follow the utility maximizing rational strategy. Accounting for these likely deviations is important since they may adversely affect the leaderโs (security agencyโs) utility. In fact, a number of behavioral gametheoretic models have begun to emerge for these domains. Two such models in particular are COBRA (Combined Observability and Bounded Rationality Assumption) and BRQR (Best Response to Quantal Response), which have both been shown to outperform game-theoretic optimal models against human adversaries within a security setting based on Los Angeles International Airport (LAX). Under perfect observation conditions, BRQR has been shown to be the leading contender for addressing human adversaries. In this work we explore these models under limited observation conditions. Due to human anchoring biases, BRQRโs performance may suffer under limited observation conditions. An anchoring bias is when, given no information about the occurrence of a discrete set of events, humans will tend to assign an equal weight to the occurrence of each event (a uniform distribution). This study makes three main contributions: (i) we incorporate an anchoring bias into BRQR to improve performance under limited observation; (ii) we explore finding appropriate parameter settings for BRQR under limited observation; (iii) we compare BRQRโs performance versus COBRA under limited observation conditions.
Autonomous Mobile Robot Control and Learning with the PELEA Architecture
Quintero, Ezequiel (Universidad Carlos III de Madrid) | Alcรกzar, Vidal (Universidad Carlos III de Madrid) | Borrajo, Daniel (Universidad Carlos III de Madrid) | Fdez-Olivares, Juan (Universidad de Granada) | Fernรกndez, Fernando (Universidad Carlos III de Madrid) | Garcรญa-Olaya, รngel (Universidad Carlos III de Madrid) | Guzmรกn, Cรฉsar (Universidad Politecnica de Valencia) | Onaindรญa, Eva (Universidad Politecnica de Valencia) | Prior, David (Universidad de Granada)
In this paper we describe the integration of a robot control platform (Player/Stage) and a real robot (Pioneer P3DX) with PELEA (Planning, Execution and LEarning Architecture). PELEA is a general-purpose planning architecture suitable for a wide range of real world applications, from robotics to emergency management. It allows planning engineers to generate planning applications since it integrates planning, execution, replanning, monitoring and learning capabilities. We also present a relational learning approach for automatically modeling robot-action execution durations, with the purpose of improving the planning process of PELEA by refining domain definitions.
Scalable Visualization Resizing Framework
Wu, Yingcai (University of California, Davis) | Ma, Kwan-Liu (University of California, Davis)
Effective visualization resizing is important for many visualization tasks, where users may have display devices with different sizes and aspect ratios. Our recently designed framework can adapt a visualization to different displays by transforming the resizing problem into a non-linear optimization problem. However, it is not scalable to a large amount of dense information. Undesired cluttered results would be produced if dense information is presented in the target display. We present an extension to our resizing framework with a seamless integration of a sampling-based data abstraction mechanism, such that it is scalable with not only different display sizes, but also different amounts of information.
Interactive First-Order Probabilistic Logic
Panella, Alessandro (University of Illinois at Chicago) | Gmytrasiewicz, Piotr J (University of Illinois at Chicago)
Being able to compactly represent large state spaces is crucial in solving a vast majority of practical stochastic planning problems. This requirement is even more stringent in the context of multi-agent systems, in which the world to be modeled also includes the mental state of other agents. This leads to a hierarchy of beliefs that results in a continuous, unbounded set of possible interactive states, as in the case of Interactive POMDPs. In this paper, we describe a novel representation for interactive belief hierarchies that combines first-order logic and probability. The semantics of this new formalism is based on recursively partitioning the belief space at each level of the hierarchy; in particular, the partitions of the belief simplex at one level constitute the vertices of the simplex at the next higher level. Since in general a set of probabilistic statements only partially specifies a probability distribution over the space of interest, we adopt the maximum entropy principle in order to convert it to a full specification.
Lifelong Forgetting: A Critical Ingredient of Lifelong Learning, and Its Implementation in the OpenCog Integrative AI Framework
Goertzel, Ben (Novamente LLC and Xiamen University)
Conceptually founded on the "patternist" systems theory of intelligence outlined in (Goertzel 2006), OCP combines Defining Forgetting In ordinary human discourse, the multiple AI paradigms such as uncertain logic, computational word "forget" has multiple shades of meaning. It can refer linguistics, evolutionary program learning and connectionist to the irreversible elimination of a certain knowledge item attention allocation in a unified architecture. Cognitive from memory; or it can mean something milder, as in cases processes embodying these different paradigms interoperate where someone "forgets" something, but then remembers it together on a common neural-symbolic knowledge shortly after. In the latter case, "forgetting" means that the store called the Atomspace. The interaction of these processes knowledge item has been stored in some portion of memory is designed to encourage the self-organizing emergence from which access is slow and uncertain.
Hierarchical Skills and Skill-based Representation
Sen, Shiraj (University of Massachusetts, Amherst) | Sherrick, Grant (University of Massachusetts, Amherst) | Ruiken, Dirk (University of Massachusetts, Amherst) | Grupen, Rod (University of Massachusetts, Amherst)
Autonomous robots demand complex behavior to deal with unstructured environments. To meet these expectations, a robot needs to address a suite of problems associated with long term knowledge acquisition, representation, and execution in the presence of partial information. In this paper, we address these issues by the acquisition of broad, domain general skills using an intrinsically motivated reward function. We show how these skills can be represented compactly and used hierarchically to obtain complex manipulation skills. We further present a Bayesian model using the learned skills to model objects in the world, in terms of the actions they afford. We argue that our knowledge representation allows a robot to both predict the dynamics of objects in the world as well as recognize them.