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KAE: A Property-based Method for Knowledge Graph Alignment and Extension

Shi, Daqian, Li, Xiaoyue, Giunchiglia, Fausto

arXiv.org Artificial Intelligence

A common solution to the semantic heterogeneity problem is to perform knowledge graph (KG) extension exploiting the information encoded in one or more candidate KGs, where the alignment between the reference KG and candidate KGs is considered the critical procedure. However, existing KG alignment methods mainly rely on entity type (etype) label matching as a prerequisite, which is poorly performing in practice or not applicable in some cases. In this paper, we design a machine learning-based framework for KG extension, including an alternative novel property-based alignment approach that allows aligning etypes on the basis of the properties used to define them. The main intuition is that it is properties that intentionally define the etype, and this definition is independent of the specific label used to name an etype, and of the specific hierarchical schema of KGs. Compared with the state-of-the-art, the experimental results show the validity of the KG alignment approach and the superiority of the proposed KG extension framework, both quantitatively and qualitatively.


Decision-Oriented Dialogue for Human-AI Collaboration

Lin, Jessy, Tomlin, Nicholas, Andreas, Jacob, Eisner, Jason

arXiv.org Artificial Intelligence

We describe a class of tasks called decision-oriented dialogues, in which AI assistants must collaborate with one or more humans via natural language to help them make complex decisions. We formalize three domains in which users face everyday decisions: (1) choosing an assignment of reviewers to conference papers, (2) planning a multi-step itinerary in a city, and (3) negotiating travel plans for a group of friends. In each of these settings, AI assistants and users have disparate abilities that they must combine to arrive at the best decision: assistants can access and process large amounts of information, while users have preferences and constraints external to the system. For each task, we build a dialogue environment where agents receive a reward based on the quality of the final decision they reach. Using these environments, we collect human-human dialogues with humans playing the role of assistant. To compare how current AI assistants communicate in these settings, we present baselines using large language models in self-play. Finally, we highlight a number of challenges models face in decision-oriented dialogues, ranging from efficient communication to reasoning and optimization, and release our environments as a testbed for future modeling work.


Recognizing Entity Types via Properties

Shi, Daqian, Giunchiglia, Fausto

arXiv.org Artificial Intelligence

The mainstream approach to the development of ontologies is merging ontologies encoding different information, where one of the major difficulties is that the heterogeneity motivates the ontology merging but also limits high-quality merging performance. Thus, the entity type (etype) recognition task is proposed to deal with such heterogeneity, aiming to infer the class of entities and etypes by exploiting the information encoded in ontologies. In this paper, we introduce a property-based approach that allows recognizing etypes on the basis of the properties used to define them. From an epistemological point of view, it is in fact properties that characterize entities and etypes, and this definition is independent of the specific labels and hierarchical schemas used to define them. The main contribution consists of a set of property-based metrics for measuring the contextual similarity between etypes and entities, and a machine learning-based etype recognition algorithm exploiting the proposed similarity metrics. Compared with the state-of-the-art, the experimental results show the validity of the similarity metrics and the superiority of the proposed etype recognition algorithm.


An Appraisal Transition System for Event-driven Emotions in Agent-based Player Experience Testing

Ansari, Saba Gholizadeh, Prasetya, I. S. W. B., Dastani, Mehdi, Dignum, Frank, Keller, Gabriele

arXiv.org Artificial Intelligence

Player experience (PX) evaluation has become a field of interest in the game industry. Several manual PX techniques have been introduced to assist developers to understand and evaluate the experience of players in computer games. However, automated testing of player experience still needs to be addressed. An automated player experience testing framework would allow designers to evaluate the PX requirements in the early development stages without the necessity of participating human players. In this paper, we propose an automated player experience testing approach by suggesting a formal model of event-based emotions. In particular, we discuss an event-based transition system to formalize relevant emotions using Ortony, Clore, & Collins (OCC) theory of emotions. A working prototype of the model is integrated on top of Aplib, a tactical agent programming library, to create intelligent PX test agents, capable of appraising emotions in a 3D game case study. The results are graphically shown e.g. as heat maps. Emotion visualization of the test agent would ultimately help game designers in creating content that evokes a certain experience in players.


Solving Puzzles Described in English by Automated Translation to Answer Set Programming and Learning How to Do that Translation

Baral, Chitta (Arizona State University) | Dzifcak, Juraj (Arizona State University)

AAAI Conferences

We present a system capable of automatically solving combinatorial logic puzzles given in (simplified) English. It uses an ontology to represent the puzzles in ASP which is applicable to a large set of logic puzzles. To translate the English descriptions of the puzzles into this ontology, we use a lambda-calculus based approach using Probabilistic Combinatorial Categorial Grammars (PCCG) where the meanings of words are associated with parameters to be able to distinguish between multiple meanings of the same word.


Solving Puzzles Described in English by Automated Translation to Answer Set Programming and Learning How To Do That Translation

Baral, Chitta (Arizona State University) | Dzifcak, Juraj (Arizona State University)

AAAI Conferences

We present a system capable of automatically solving combinatorial logic puzzles given in (simplified) English. It involves translating the English descriptions of the puzzles into answer set programming(ASP) and using ASP solvers to provide solutions of the puzzles. To translate the descriptions, we use a lambda-calculus based approach using Probabilistic Combinatorial Categorial Grammars (PCCG) where the meanings of words are associated with parameters to be able to distinguish between multiple meanings of the same word. Meaning of many words and the parameters are learned. The puzzles are represented in ASP using an ontology which is applicable to a large set of logic puzzles.


Solving puzzles described in English by automated translation to answer set programming and learning how to do that translation

Baral, Chitta, Dzifcak, Juraj

arXiv.org Artificial Intelligence

We present a system capable of automatically solving combinatorial logic puzzles given in (simplified) English. It involves translating the English descriptions of the puzzles into answer set programming(ASP) and using ASP solvers to provide solutions of the puzzles. To translate the descriptions, we use a lambda-calculus based approach using Probabilistic Combinatorial Categorial Grammars (PCCG) where the meanings of words are associated with parameters to be able to distinguish between multiple meanings of the same word. Meaning of many words and the parameters are learned. The puzzles are represented in ASP using an ontology which is applicable to a large set of logic puzzles.