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 high-level pattern



Developing Explainable Machine Learning Model using Augmented Concept Activation Vector

Hassanpour, Reza, Oztoprak, Kasim, Netten, Niels, Busker, Tony, Bargh, Mortaza S., Choenni, Sunil, Kizildag, Beyza, Kilinc, Leyla Sena

arXiv.org Artificial Intelligence

Machine learning models use high dimensional feature spaces to map their inputs to the corresponding class labels. However, these features often do not have a one-to-one correspondence with physical concepts understandable by humans, which hinders the ability to provide a meaningful explanation for the decisions made by these models. We propose a method for measuring the correlation between high-level concepts and the decisions made by a machine learning model. Our method can isolate the impact of a given high-level concept and accurately measure it quantitatively. Additionally, this study aims to determine the prevalence of frequent patterns in machine learning models, which often occur in imbalanced datasets. We have successfully applied the proposed method to fundus images and managed to quantitatively measure the impact of radiomic patterns on the model decisions.


Using High-Level Patterns to Estimate How Humans Predict a Robot will Behave

Parekh, Sagar, Bramblett, Lauren, Bezzo, Nicola, Losey, Dylan P.

arXiv.org Artificial Intelligence

A human interacting with a robot often forms predictions of what the robot will do next. For instance, based on the recent behavior of an autonomous car, a nearby human driver might predict that the car is going to remain in the same lane. It is important for the robot to understand the human's prediction for safe and seamless interaction: e.g., if the autonomous car knows the human thinks it is not merging -- but the autonomous car actually intends to merge -- then the car can adjust its behavior to prevent an accident. Prior works typically assume that humans make precise predictions of robot behavior. However, recent research on human-human prediction suggests the opposite: humans tend to approximate other agents by predicting their high-level behaviors. We apply this finding to develop a second-order theory of mind approach that enables robots to estimate how humans predict they will behave. To extract these high-level predictions directly from data, we embed the recent human and robot trajectories into a discrete latent space. Each element of this latent space captures a different type of behavior (e.g., merging in front of the human, remaining in the same lane) and decodes into a vector field across the state space that is consistent with the underlying behavior type. We hypothesize that our resulting high-level and course predictions of robot behavior will correspond to actual human predictions. We provide initial evidence in support of this hypothesis through a proof-of-concept user study.


Tackling Domain-Specific Winograd Schemas with Knowledge-Based Reasoning and Machine Learning

Hong, Suk Joon, Bennett, Brandon

arXiv.org Artificial Intelligence

The Winograd Schema Challenge (WSC) is a common-sense reasoning task that requires background knowledge. In this paper, we contribute to tackling WSC in four ways. Firstly, we suggest a keyword method to define a restricted domain where distinctive high-level semantic patterns can be found. A thanking domain was defined by key-words, and the data set in this domain is used in our experiments. Secondly, we develop a high-level knowledge-based reasoning method using semantic roles which is based on the method of Sharma [2019]. Thirdly, we propose an ensemble method to combine knowledge-based reasoning and machine learning which shows the best performance in our experiments. As a machine learning method, we used Bidirectional Encoder Representations from Transformers (BERT) [Kocijan et al., 2019]. Lastly, in terms of evaluation, we suggest a "robust" accuracy measurement by modifying that of Trichelair et al. [2018]. As with their switching method, we evaluate a model by considering its performance on trivial variants of each sentence in the test set.


ScriptEase II: Platform Independent Story Creation Using High-Level Patterns

Schenk, Kevin (University of Alberta) | Lari, Adel (University of Alberta) | Church, Matthew (University of Alberta) | Graves, Eric (University of Alberta) | Duncan, Jason (University of Alberta) | Miller, Robin (University of Alberta) | Desai, Neesha (University of Alberta) | Zhao, Richard (University of Alberta) | Szafron, Duane (University of Alberta) | Carbonaro, Mike (University of Alberta) | Schaeffer, Jonathan (University of Alberta)

AAAI Conferences

As the video game industry grows, both developers and creative authors seek new ways to simplify the process of controlling story content using scripts. This paper describes a story model and its software implementation, ScriptEase II, designed to solve this game design bottleneck. ScriptEase II is the second generation of the ScriptEase system, whose goal was to enable game authors with no programming ability to generate scripting code from high-level game patterns. ScriptEase II differs from the original in two important ways. First, ScriptEase II uses game-dependent translators to generate scripts for any game engine. Second, ScriptEase II uses a drag-and-drop interface that simplifies the story component creation menus that grew cumbersome in the original ScriptEase. The feasibility of code generation has been validated using three different game engines and the advantages of the simple drag-and-drop interface have been validated by a user study.