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Value Function Approximation in Reinforcement Learning Using the Fourier Basis

AAAI Conferences

We describe the Fourier basis, a linear value function approximation scheme based on the Fourier series. We empirically demonstrate that it performs well compared to radial basis functions and the polynomial basis, the two most popular fixed bases for linear value function approximation, and is competitive with learned proto-value functions.


Basis Function Discovery Using Spectral Clustering and Bisimulation Metrics

AAAI Conferences

We study the problem of automatically generating features for function approximation in reinforcement learning. We build on the work of Mahadevan and his colleagues, who pioneered the use of spectral clustering methods for basis function construction. Their methods work on top of a graph that captures state adjacency. Instead, we use bisimulation metrics in order to provide state distances for spectral clustering. The advantage of these metrics is that they incorporate reward information in a natural way, in addition to the state transition information. We provide theoretical bounds on the quality of the obtained approximation, which justify the importance of incorporating reward information. We also demonstrate empirically that the approximation quality improves when bisimulation metrics are used instead of the state adjacency graph in the basis function construction process.


Learning a Kernel for Multi-Task Clustering

AAAI Conferences

Multi-task learning has received increasing attention in the past decade. Many supervised multi-task learning methods have been proposed, while unsupervised multi-task learning is still a rarely studied problem. In this paper, we propose to learn a kernel for multi-task clustering. Our goal is to learn a Reproducing Kernel Hilbert Space, in which the geometric structure of the data in each task is preserved, while the data distributions of any two tasks are as close as possible. This is formulated as a unified kernel learning framework, under which we study two types of kernel learning: nonparametric kernel learning and spectral kernel design. Both types of kernel learning can be solved by linear programming. Experiments on several cross-domain text data sets demonstrate that kernel k-means on the learned kernel can achieve better clustering results than traditional single-task clustering methods. It also outperforms the newly proposed multi-task clustering method.


A POMDP Model of Eye-Hand Coordination

AAAI Conferences

This paper presents a generative model of eye-hand coordination. We use numerical optimization to solve for the joint behavior of an eye and two hands, deriving a predicted motion pattern from first principles, without imposing heuristics. We model the planar scene as a POMDP with 17 continuous state dimensions. Belief-space optimization is facilitated by using a nominal-belief heuristic, whereby we assume (during planning) that the maximum likelihood observation is always obtained. Since a globally-optimal solution for such a high-dimensional domain is computationally intractable, we employ local optimization in the belief domain. By solving for a locally-optimal plan through belief space, we generate a motion pattern of mutual coordination between hands and eye: the eye's saccades disambiguate the scene in a task-relevant manner, and the hands' motions anticipate the eye's saccades. Finally, the model is validated through a behavioral experiment, in which human subjects perform the same eye-hand coordination task. We show how simulation is congruent with the experimental results.


A Tutorial on Bayesian Nonparametric Models

arXiv.org Machine Learning

A key problem in statistical modeling is model selection, how to choose a model at an appropriate level of complexity. This problem appears in many settings, most prominently in choosing the number ofclusters in mixture models or the number of factors in factor analysis. In this tutorial we describe Bayesian nonparametric methods, a class of methods that side-steps this issue by allowing the data to determine the complexity of the model. This tutorial is a high-level introduction to Bayesian nonparametric methods and contains several examples of their application.


Playing to Program: Towards an Intelligent Programming Tutor for RUR-PLE

AAAI Conferences

Intelligent tutoring systems (ITSs) provide students with a one-on-one tutor, allowing them to work at their own pace, and helping them to focus on their weaker areas. The RUR1โ€“Python Learning Environment (RUR-PLE), a game-like virtual environment to help students learn to program, provides an interface for students to write their own Python code and visualize the code execution (Roberge 2005). RUR-PLE provides a fixed sequence of learning lessons for students to explore. We are extending RUR-PLE to develop the Playing to Program (PtP) ITS, which consists of three components: (1) a Bayesian student model that tracks student competence, (2) a diagnosis module that provides tailored feedback to students, and (3) a problem selection module that guides the studentโ€™s learning process. In this paper, we summarize RUR-PLE and the PtP design, and describe an ongoing user study to evaluate the predictive accuracy of our student modeling approach.


Predicting Text Quality for Scientific Articles

AAAI Conferences

My work aims to build a system to automatically predict the writing quality in scientific articles from two genresโ€”academic publications and science journalism. Our goal is to employ these predictions for article recommendation systems and to provide feedback during writing.


Developing a Language for Spoken Programming

AAAI Conferences

The dominant paradigm for programming a computer today is text entry via keyboard and mouse, but there aremany common situations where this is not ideal. I address this through the creation of a new language thatis explicitly intended for spoken programming. In addition, I describe a supporting editor that improvesrecognition accuracy by making use of type information and scoping to increase recognizer context.


CosTriage: A Cost-Aware Triage Algorithm for Bug Reporting Systems

AAAI Conferences

"Who can fix this bug?" is an important question in bug triage to "accurately" assign developers to bug reports. To address this question, recent research treats it as a optimizing recommendation accuracy problem and proposes a solution that is essentially an instance of content-based recommendation (CBR). However, CBR is well-known to cause over-specialization, recommending only the types of bugs that each developer has solved before. This problem is critical in practice, as some experienced developers could be overloaded, and this would slow the bug fixing process. In this paper, we take two directions to address this problem: First,we reformulate the problem as an optimization problem of both accuracy and cost. Second, we adopt a content-boosted collaborative filtering (CBCF), combining an existing CBR with a collaborative filtering recommender (CF), which enhances the recommendationquality of either approach alone. However, unlike general recommendation scenarios, bug fix history is extremely sparse. Due to the nature of bug fixes, one bug is fixed by only one developer, which makes it challenging to pursue the above two directions. To address this challenge, we develop a topic-model to reduce the sparseness and enhance the quality of CBCF. Our experimental evaluation shows that our solution reduces the cost efficiently by 30% without seriously compromising accuracy.


Learning in Repeated Games with Minimal Information: The Effects of Learning Bias

AAAI Conferences

Automated agents for electricity markets, social networks, and other distributed networks must repeatedly interact with other intelligent agents, often without observing associates' actions or payoffs (i.e., minimal information). Given this reality, our goal is to create algorithms that learn effectively in repeated games played with minimal information. As in other applications of machine learning, the success of a learning algorithm in repeated games depends on its learning bias. To better understand what learning biases are most successful, we analyze the learning biases of previously published multi-agent learning (MAL) algorithms. We then describe a new algorithm that adapts a successful learning bias from the literature to minimal information environments. Finally, we compare the performance of this algorithm with ten other algorithms in repeated games played with minimal information.