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2022 IEEE International Conference on Agents (ICA)最新文献

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Intelligent Agents in Educational Institutions: NEdBOT - NLP-based Chatbot for Administrative Support Using DialogFlow 教育机构中的智能代理:使用DialogFlow的基于nlp的行政支持聊天机器人NEdBOT
Pub Date : 2022-11-01 DOI: 10.1109/ICA55837.2022.00012
Muhammad Shahroze Ali, F. Azam, Aon Safdar, Muhammad Waseem Anwar
Artificial intelligence (AI)-based chatbot systems have seen increased adaption in the educational domain in recent years owing to increased sophistication in the AI domain. However, most of the communication between students and educational institutions is still performed physically and causes major administrative overhead, especially during the time of admission. Contemporary pattern-matching-based and generative-based chatbots underperform to queries outside a limited scope, grammatically and structurally ambiguous inputs, outliers to pre-defined rule-set, and longer response times for a huge knowledge base. We proposed a NEdBOT-An NLP-based Educational Bot, developed by Natural Language Processing models integrated within the DialogFlow platform utilizing a Retrieval-based approach. We evaluate the developed chatbot on a custom dataset generated for the admissions use case of a prominent university. We used an objective evaluation criterion with real-world users to achieve an intent classification accuracy of 76.8% at an average mean response time of 216.43ms per query and a user-friendliness score of 72% on the System Usability Scale (SUS). The results demonstrate the proposed approach's ability to create robust, reliable, responsive, and user-friendly web-based smart chatbots that are highly scalable with the capability to handle wider scopes and vague inputs with ease.
近年来,由于人工智能领域的复杂性增加,基于人工智能(AI)的聊天机器人系统在教育领域得到了越来越多的适应。然而,学生和教育机构之间的大部分交流仍然是通过身体进行的,这造成了很大的行政开销,尤其是在入学期间。当前基于模式匹配和基于生成的聊天机器人在有限范围之外的查询、语法和结构模糊的输入、预定义规则集的异常值以及对庞大知识库的较长响应时间方面表现不佳。我们提出了一个nedbot -一个基于nlp的教育机器人,利用基于检索的方法将自然语言处理模型集成到DialogFlow平台中。我们在为一所著名大学的招生用例生成的自定义数据集上评估开发的聊天机器人。我们使用真实世界用户的客观评估标准,在每个查询的平均响应时间为216.43ms的情况下,实现了76.8%的意图分类准确率,在系统可用性量表(SUS)上获得了72%的用户友好性得分。结果表明,所提出的方法能够创建健壮、可靠、响应迅速、用户友好的基于web的智能聊天机器人,这些机器人具有高度可扩展性,能够轻松处理更广泛的范围和模糊的输入。
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引用次数: 0
Trajectory Planning for A Massive Number of UAVs in the Environment with Static and Dynamic Obstacles: A Mean Field Game Approach 静态和动态障碍环境下大量无人机的轨迹规划:平均场博弈方法
Pub Date : 2022-11-01 DOI: 10.1109/ICA55837.2022.00016
Zijia Niu, Yuxin Jin, Wang Yao, Xiao Zhang, Lu Ren
Trajectory planning of massive unmanned aerial vehicles (UAVs) is very difficult in an environment with static and dynamic obstacles. This is mainly due to the huge number of UAVs, which pose challenges to their interaction and collision avoidance with companions and obstacles. In this paper, we propose a trajectory planning algorithm for a massive number of UAVs based on the mean field game (MFG). First, a differential game of N UAVs in a 3D environment is constructed, and the collision avoidance with static and dynamic obstacles is considered in the cost functional of each UAV. Then, when the number of UAVs is very large, the above differential game is transformed into a MFG using the mean field approximation. The existence and uniqueness of the equilibrium solution are proved. Finally, we derive the variational primal-dual formulation of the proposed MFG model and solve it with APAC-Net. The performance of the proposed algorithm is validated in an environment with multiple static obstacles and two different types of dynamic obstacles.
大型无人机在静态和动态障碍环境下的飞行轨迹规划是一个非常困难的问题。这主要是由于无人机数量庞大,这对它们与同伴和障碍物的互动和避碰构成了挑战。本文提出了一种基于平均场博弈(MFG)的大规模无人机轨迹规划算法。首先,构建了N -无人机在三维环境下的微分博弈模型,在成本函数中考虑了各无人机在静态和动态障碍物下的避碰问题;然后,当无人机数量很大时,利用平均场近似将上述微分对策转化为MFG。证明了平衡解的存在唯一性。最后,我们推导了MFG模型的变分原对偶公式,并用APAC-Net进行了求解。在具有多个静态障碍物和两种不同类型动态障碍物的环境中验证了该算法的性能。
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引用次数: 0
Quantitative Tuning of Artificial Market Simulation using Generative Adversarial Network 基于生成对抗网络的人工市场模拟定量调整
Pub Date : 2022-11-01 DOI: 10.1109/ICA55837.2022.00009
Masanori Hirano, K. Izumi
This study focuses on parameter tuning of artificial market simulations and aims to replace the traditional qualitative evaluation metrics based on stylized facts with the proposed quantitative metrics. Traditionally, for the evaluation of artificial market simulations, the replication of stylized facts, a common phenomenon among financial markets and observed in empirical studies, is verified by humans. However, this prevents large-scale parameter tuning owing to the complexity of automation. Hence, this study utilizes a generative adversarial network (GAN) for this replacement because we assume that the GAN's learning architecture has a good fit for evaluating the distributional features of actual markets and can learn stylized facts implicitly. In the proposed parameter-tuning method, the simulated data are input into the critic of the GAN, and the outputs are employed as the objective value of the tuning. The parameter tuning results show that we successfully tuned the high-dimensional parameters of artificial market simulations and confirmed that the optimized parameter could replicate the stylized facts employed in traditional qualitative evaluation metrics.
本研究的重点是人工市场模拟的参数调整,旨在用提出的定量指标取代传统的基于程式化事实的定性评估指标。传统上,对于人工市场模拟的评估,风格化事实的复制是由人类验证的,这是金融市场中常见的现象,并在实证研究中观察到。然而,由于自动化的复杂性,这阻止了大规模的参数调整。因此,本研究利用生成对抗网络(GAN)进行替代,因为我们假设GAN的学习架构非常适合评估实际市场的分布特征,并且可以隐式地学习风格化的事实。在所提出的参数整定方法中,将模拟数据输入到GAN的批评家中,并将输出作为整定的目标值。参数调整结果表明,我们成功地调整了人工市场模拟的高维参数,并证实了优化后的参数可以复制传统定性评估指标中采用的程式化事实。
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引用次数: 1
Justice League: Time-series Game Player Pattern Detection to Discover Rank-Skill Mismatch 正义联盟:时间序列游戏玩家模式检测发现等级技能不匹配
Pub Date : 2022-11-01 DOI: 10.1109/ICA55837.2022.00014
Hae-Na Kim, Sangho Lee, Jiyoung Woo, H. Kim
When rank and skill do not coincide in competitive games, this might be a sign of issues such as boosting, smurfing, and trolling occur. The fair gaming culture of online gaming is disrupted and offended by cheating like boosting, smurfing, and trolling. The player's play style must be used to determine the rank that appears in account information. In this study, we classified League of Legends' low and high tiers using a sequence-based CNN-LSTM model. Using input perturbation, the model can explain its own importance for certain features. The experimental progress: First, we selected features that show a difference between tiers by an extracted score estimating a cumulative sum graph. Second, we construct the dataset format variously with variable or fixed sequence length, compare performance, and analyze the pros and cons. Finally, we consider the possibility of early detection by measuring performance over game elapsed time. Along with the experiment, a rank classification performance of the model achieved AUC 0.9036 and found that we can distinguish from the 24 minutes after the start of the game. In addition, We derived that ccReduction and MinionsKilied were the information that had the most influence on skills among various features.
当等级和技能在竞技游戏中不一致时,这可能是一个问题的迹象,如提升,smurfing和trolling。网络游戏的公平游戏文化被诸如加码、smurfing和trolling等作弊行为所破坏和冒犯。玩家的游戏风格必须用来决定出现在账户信息中的排名。在本研究中,我们使用基于序列的CNN-LSTM模型对《英雄联盟》的低级和高级关卡进行了分类。利用输入扰动,模型可以解释其自身对某些特征的重要性。实验进展:首先,我们通过提取的分数估计累积和图来选择显示层之间差异的特征。其次,我们使用可变或固定序列长度构建不同的数据集格式,比较性能并分析利弊。最后,我们通过测量游戏运行时间的性能来考虑早期检测的可能性。随着实验的进行,该模型的一个等级分类性能达到了AUC 0.9036,并且发现我们可以从游戏开始后的24分钟开始进行区分。此外,我们得出在各种功能中,对技能影响最大的信息是减少和MinionsKilied。
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引用次数: 0
GORITE: A BDI Realisation of Behavior Trees GORITE:行为树的BDI实现
Pub Date : 2022-11-01 DOI: 10.1109/ICA55837.2022.00008
Lui Cirocco, D. Jarvis, J. Jarvis, R. Rönnquist
Behavior trees are becoming increasingly used in both the computer games and robotics industries as a mechanism for non-programmers to specify individual entity (non-playing character or robot) behaviors. The tree representation that is employed is amenable to graphical representation and the availability of graphical editors has contributed significantly to the uptake of the approach. Working with graphical representations of behavior makes development by non-programmers easier. However, existing behavior tree representations are limited in their ability to represent team behavior and complex entity reasoning. Agent frameworks exist that address these issues and while they have been successfully employed in military war gaming applications, the underlying behavior representation that they use are fundamentally different to behavior trees. In this paper, we introduce GORITE, a BDI agent framework in which agent behavior is specified using goal-based process models which are representationally similar to behavior trees. Unlike behavior trees, process models can be used to represent both individual and team behaviors. Furthermore, GORITE provides support to enable an agent (or team of agents) to reason about the goals that it intends to pursue as well as the goals that it is currently pursuing. A simple example is used to demonstrate how team behavior can be modelled using GORITE process models.
行为树越来越多地用于电脑游戏和机器人行业,作为非程序员指定个体实体(非游戏角色或机器人)行为的机制。所采用的树形表示法适用于图形表示法,并且图形编辑器的可用性对该方法的采用做出了重大贡献。使用行为的图形表示使非程序员的开发更容易。然而,现有的行为树表示在表示团队行为和复杂实体推理方面的能力有限。存在解决这些问题的代理框架,虽然它们已经成功地应用于军事战争游戏应用中,但它们使用的底层行为表示与行为树有着根本的不同。在本文中,我们介绍了GORITE,一个BDI代理框架,其中代理行为使用基于目标的过程模型来指定,该模型在表示上类似于行为树。与行为树不同,过程模型可以用来表示个人和团队的行为。此外,GORITE提供支持,使代理(或代理团队)能够推理它打算追求的目标以及它目前正在追求的目标。使用一个简单的示例来演示如何使用GORITE过程模型对团队行为进行建模。
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引用次数: 0
A Percolation-Based Secure Routing Protocol for Wireless Sensor Networks 基于渗透的无线传感器网络安全路由协议
Pub Date : 2022-11-01 DOI: 10.1109/ICA55837.2022.00017
Jie Jiang, P. Long, Lijia Xie, Z. Zheng
Wireless Sensor Networks (WSN) have assisted applications of multi-agent system. Abundant sensor nodes, densely distributed around a base station (BS), collect data and transmit to BS node for data analysis. The concept of cluster has been emerged as the efficient communication structure in resource-constrained environment. However, the security still remains a major concern due to the vulnerability of sensor nodes. In this paper, we propose a percolation-based secure routing protocol. We leverage the trust score composed of three indexes to select cluster heads (CH) for unevenly distributed clusters. By considering the reliability, centrality and stability, legitimate nodes with social trust and adequate energy are chosen to provide relay service. Moreover, we design a multi-path inter-cluster routing protocol to construct CH chains for directed inter-cluster data transmission based on the percolation. And the measurement of transit score for on-path CH nodes contributes to load balancing and security. Our simulation results show that our protocol is able to guarantee the security to improve the delivery ratio and packets delay.
无线传感器网络(WSN)为多智能体系统的应用提供了辅助。大量的传感器节点,密集地分布在基站周围,收集数据并传输给基站节点进行数据分析。集群的概念作为资源受限环境下的高效通信结构而被提出。然而,由于传感器节点的脆弱性,其安全性仍然是一个主要问题。本文提出了一种基于渗透的安全路由协议。我们利用由三个指标组成的信任分数来选择分布不均匀的簇头(CH)。考虑可靠性、中心性和稳定性,选择具有社会信任和足够能量的合法节点提供中继服务。此外,我们设计了一种多路径簇间路由协议,构建基于渗透的CH链,用于有向簇间数据传输。对路径上CH节点的传输分数进行测量,有助于实现负载均衡和安全性。仿真结果表明,该协议能够在保证安全性的前提下提高传输速率和数据包延迟。
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引用次数: 0
The Relationship Between Agent-based Simulation and Game Theory in the Case of Parallel Trade 并行交易中基于agent的仿真与博弈论的关系
Pub Date : 2022-11-01 DOI: 10.1109/ICA55837.2022.00013
Ruhollah Jamali, S. Lazarova-Molnar
Pharmaceutical parallel trade emerged due to the European Union's single market for medicines. While many players, such as manufacturers, wholesalers, parallel traders, pharmacies, regulatory authorities, and hospitals, are involved in this market, having a model that accurately reflects the parallel trade market could be a considerable advantage for players in this market. One way to model the parallel trade market is by employing game theory, which is frequently used to model and explain business interactions. However, game theory imposes limitations on models. Agent-based modeling is a promising framework for studying the parallel trade market, which allows us to investigate macroscopic outcomes that emerge from microscopic rules, decisions, and interactions. Moreover, agent-based modeling allows for high expressiveness and complexity in agents, improving agents' efficiency in autonomy and reactivity compared to current game theoretic models. In this paper, we develop the concept of an agent-based model for the pharmaceutical parallel trading market based on an available game-theoretic model of the market.
药品平行贸易的出现是由于欧盟药品的单一市场。虽然这个市场涉及许多参与者,如制造商、批发商、平行贸易商、药店、监管机构和医院,但拥有一个准确反映平行贸易市场的模型对于这个市场中的参与者来说可能是一个相当大的优势。对平行贸易市场进行建模的一种方法是采用博弈论,博弈论经常用于建模和解释业务交互。然而,博弈论对模型施加了限制。基于主体的建模是研究平行交易市场的一个很有前途的框架,它允许我们研究微观规则、决策和相互作用产生的宏观结果。此外,与当前的博弈论模型相比,基于智能体的建模允许智能体具有高表达性和复杂性,提高了智能体在自主性和反应性方面的效率。本文在已有的药品平行交易市场博弈论模型的基础上,提出了药品平行交易市场基于agent模型的概念。
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引用次数: 2
Application of Machine Learning in Lifestyle: Weight-In Image Classification using Convolutional Neural Networks 机器学习在生活方式中的应用:卷积神经网络的加权图像分类
Pub Date : 2022-11-01 DOI: 10.1109/ICA55837.2022.00018
Warisara Asawaponwiput, Panyawut Sriiesaranusorn, Thawat Mohchit, N. Thatphithakkul, D. Surangsrirat
Nowadays, people are increasingly concerned for their health as being healthy is regarded as a profitable investment. Obesity is one of the most common health problems that leads to multiple diseases. We work with the team that developed a mobile application to encourage users to change their eating and activity behaviors to improve their health based on a virtual competition platform. Participants are required to upload a weight-in photo to verify their weight before the challenge. Manually verifying these images can be time-consuming and error-prone due to the large number of images in each competition. In this study, we proposed an image classification approach to help screen incorrect images of the weight-in photo for the virtual competition. The image augmentation techniques were applied to the training images before being input into the classification model. Since the goal is to deploy the model in a mobile application, the suitable model must be small and efficient enough for use in a limited resources environment. Therefore, VGGNet-16 and MobileNet-V2 were selected as the classification models. The experimental results show that the model could learn from the preprocessed images and obtain satisfactory classification results from pre-trained VGGNet-16 with the highest accuracy and F1-score of 95.00% and 95.23%, respectively. MobileNet-V2 inference time was approximately 10 times faster but the performance was lower with the highest accuracy and F1-score of 93.00% and 93.32%, respectively.
如今,人们越来越关注他们的健康,因为健康被视为一项有利可图的投资。肥胖是导致多种疾病的最常见的健康问题之一。我们与开发移动应用程序的团队合作,鼓励用户改变他们的饮食和活动习惯,以改善他们的健康,基于虚拟竞争平台。参赛者需要在挑战前上传称重照片以验证自己的体重。手动验证这些图像既耗时又容易出错,因为每次比赛中都有大量的图像。在这项研究中,我们提出了一种图像分类方法,以帮助筛选不正确的图像权重照片的虚拟竞争。对训练图像进行图像增强,然后输入分类模型。由于目标是在移动应用程序中部署模型,因此合适的模型必须足够小且有效,以便在资源有限的环境中使用。因此,选择VGGNet-16和MobileNet-V2作为分类模型。实验结果表明,该模型可以从预处理后的图像中学习,并从预训练的VGGNet-16中获得满意的分类结果,准确率最高,f1得分分别为95.00%和95.23%。MobileNet-V2的推理时间提高了约10倍,但性能较低,最高准确率和f1分数分别为93.00%和93.32%。
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引用次数: 0
Prototyping Agents for Resolving Opinion Biases Toward Facilitating Sublation of Conflict in Web-based Discussions 解决意见偏见的原型代理,以促进网络讨论中冲突的消除
Pub Date : 2022-11-01 DOI: 10.1109/ICA55837.2022.00010
Hikaru Ishizuka, Shun Shiramatsu, Keiko Ono
The term “sublation” (or “aufheben”) refers to the process of arriving at an agreed upon answer to two opposing arguments without denying either of them. In this study, we conducted a discussion experiment in which we quantified the degree of sublation and analyzed the results to determine the factors that contribute to the cessation of conflicting opinions in discussions. Our findings revealed a weak positive correlation between the number of URLs posted as evidence for one's opinion and the degree of sublation of the consensus proposal. In actual discussions and debates, however, there are times when everyone makes the same argument, with little or no opposing views, resulting in biased opinions. To address this problem, we developed a method to eliminate bias in opinions, in which an agent posts information that reinforces the opinion of a minority in a discussion. The experimental results demonstrate that GPT-3, a natural language processing model, can be applied to summarization of relevant information for information provision and the resolution of opinion bias.
术语“扬弃”(或“否定”)指的是对两个对立的论点得出一致的答案,而不否认其中任何一个的过程。在这项研究中,我们进行了一个讨论实验,我们量化了扬弃的程度,并分析了结果,以确定有助于在讨论中停止冲突意见的因素。我们的研究结果显示,作为个人观点证据的网址数量与共识提案的扬弃程度之间存在微弱的正相关关系。然而,在实际的讨论和辩论中,有时每个人都提出同样的论点,很少或没有反对意见,从而导致偏见的观点。为了解决这个问题,我们开发了一种消除意见偏见的方法,其中一个代理发布信息,加强讨论中少数人的意见。实验结果表明,GPT-3自然语言处理模型可以用于信息提供的相关信息汇总和意见偏差的解决。
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引用次数: 0
Agent for Recommending Information Relevant to Web-based Discussion by Generating Query Terms using GPT-3 通过使用GPT-3生成查询词来推荐与基于web的讨论相关的信息的代理
Pub Date : 2022-11-01 DOI: 10.1109/ICA55837.2022.00011
Ryosuke Kinoshita, Shun Shiramatsu
In Web discussions, which have become mainstream with COVID-19, the amount of information possessed and the level of understanding of the discussion differ among participants. As a result, some participants may not be able to speak up satisfactorily, and this can hinder consensus building in the discussion as a whole. Therefore, we develop an agent that automatically recommends information related to the discussion as information that facilitates participants to speak up. The agent first obtains necessary discussion data from on-going Web discussions. The information to be recommended is determined by real-time search. Query words for the search are generated using a pre-trained query-term-generation model. When selecting information to recommend from the information obtained in the search, a model that classifies the acquired information according to the discussion phase is used. The results of a discussion experiment in which an agent intervened in a Web-based discussion showed many results indicating the effectiveness of the agent, although there are some points that need to be improved. However, since the scale of the discussion experiment was small, it will be necessary to validate the agent in large-scale discussions in the future.
在因新冠肺炎疫情而成为主流的网络讨论中,参与者掌握的信息量和对讨论的理解程度各不相同。因此,一些与会者可能不能令人满意地发言,这可能会阻碍整个讨论的共识建立。因此,我们开发了一个代理,它可以自动推荐与讨论相关的信息,作为促进参与者发言的信息。代理首先从正在进行的Web讨论中获取必要的讨论数据。通过实时搜索确定要推荐的信息。使用预先训练的查询词生成模型生成搜索的查询词。在从搜索获得的信息中选择要推荐的信息时,使用一个根据讨论阶段对获取的信息进行分类的模型。在一个讨论实验中,agent介入了一个基于网络的讨论,结果表明agent的有效性,尽管还有一些需要改进的地方。但是,由于讨论实验的规模较小,未来还需要在大规模的讨论中对agent进行验证。
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引用次数: 1
期刊
2022 IEEE International Conference on Agents (ICA)
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