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2016 Conference on Technologies and Applications of Artificial Intelligence (TAAI)最新文献

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Database caching for job-level computing 用于作业级计算的数据库缓存
Pub Date : 1900-01-01 DOI: 10.1109/TAAI.2016.7880170
H. Chiang, Ting-Han Wei, I-Chen Wu
This paper improves upon Job-Level (JL) computing, a general distributed computing approach. In JL computing, a client maintains the overall search tree and parcels the overall search into coarse-grained jobs, which are then each calculated by pre-existing game-playing programs. In order to support large-scale problems such as solving 7×7 killall-Go, or building opening books for 9×9 Go or Connect6, JL computing is modified so that the entire search tree is stored in a database, as opposed to simply being stored in the client process' memory. However, the time cost of accessing this database becomes a bottleneck on performance when using a large number of computing resources. This paper proposes a cache mechanism for JL search trees. Instead of the previous approach, where the entire search tree is stored in the database, we maintain parts of the search tree in the memory of the client process to reduce the number of database accesses. Our method significantly improves the performance of job operations. Assuming that each job requires 30 seconds on average, the JL application with this cache mechanism can allow for the use of 5036 distributed computing resources in parallel without database accesses becoming the performance bottleneck.
本文对作业级(Job-Level, JL)计算这一通用的分布式计算方法进行了改进。在JL计算中,客户端维护整个搜索树,并将整个搜索打包成粗粒度的作业,然后由预先存在的游戏程序计算每个作业。为了支持大规模的问题,例如解决7×7 kill -Go,或者为9×9 Go或Connect6构建打开账本,JL计算被修改,以便将整个搜索树存储在数据库中,而不是简单地存储在客户端进程的内存中。但是,当使用大量计算资源时,访问该数据库的时间成本成为性能的瓶颈。提出了一种面向JL搜索树的缓存机制。与之前将整个搜索树存储在数据库中的方法不同,我们在客户端进程的内存中维护部分搜索树,以减少数据库访问次数。我们的方法显著提高了作业操作的性能。假设每个作业平均需要30秒,那么具有这种缓存机制的JL应用程序可以允许并行使用5036个分布式计算资源,而不会使数据库访问成为性能瓶颈。
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引用次数: 0
Expert team finding for review assignment 为评审任务寻找专家团队
Pub Date : 1900-01-01 DOI: 10.1109/TAAI.2016.7932314
Hongzhi Yin, B. Cui, Hua Lu, Lei Zhao
The peer-review process is the most widely accepted standard for validating products of researchers within the scientific community. It is also adopted by funding agencies. An essential component of peer-review is to find a certain number of experts to review a research paper or a grant proposal. Previous work mainly focuses on finding experts with the necessary expertise relevant to the paper or proposal while ignoring the diversity in the selected reviewers, which potentially leads to the conflict of interest (COI). In this paper, we propose a novel and unified framework that takes three major key factors into account for reviewer assignment: importance, diversity and expertise coverage of a group of reviewers. Our framework selects a panel of reviewers that not only cover all topics of a submission but also reduce various potential COIs. The proposed framework effectively integrates probabilistic topic model and activation spread model in the presence of a social network of researchers. To the best of our knowledge, this is the first work to study the diversity of reviewers and leverage its effect in the reviewer assignment. We conduct extensive experiments to evaluate the performance of our proposed framework for reviewer assignment. The experimental results show that our approach is very effective in finding panels of relevant, authoritative and diverse reviewers for given submissions to review.
同行评审过程是科学界最广泛接受的验证研究人员产品的标准。它也被资助机构采用。同行评议的一个重要组成部分是找到一定数量的专家来审查一篇研究论文或一份拨款提案。以前的工作主要集中在寻找与论文或提案相关的必要专业知识的专家,而忽略了所选审稿人的多样性,这可能导致利益冲突(COI)。在本文中,我们提出了一个新的统一框架,该框架考虑了审稿人分配的三个主要关键因素:审稿人群体的重要性、多样性和专业知识覆盖率。我们的框架选择了一个评审者小组,不仅涵盖了提交的所有主题,而且还减少了各种潜在的coi。该框架在研究者的社会网络中有效地整合了概率话题模型和激活传播模型。据我们所知,这是第一个研究审稿人多样性并利用其在审稿人分配中的作用的工作。我们进行了大量的实验来评估我们提出的审稿人分配框架的性能。实验结果表明,我们的方法可以非常有效地找到相关的、权威的、多样化的审稿人小组来审查给定的提交。
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引用次数: 3
The development of a simulated car racing controller based on Monte-Carlo tree search 基于蒙特卡罗树搜索的模拟赛车控制器的开发
Pub Date : 1900-01-01 DOI: 10.1109/TAAI.2016.7880111
Jia-Hao Hou, Tsaipei Wang
Ever since its introduction, Monte Carlo Tree Search (MCTS) has shown very good performances on a number of games, most of which are turn-based zero-sum games. More recently, researchers have also started to expand the application of MCTS to other types of games. This paper proposes a new framework of applying MCTS to the game of simulated car racing. We choose to build the search tree in a discretized game-state space and then determine the action from the selected target game state. This allows us to avoid the need to discretize the action space. In addition, we are able to incorporate some heuristics on driving strategies naturally. The resulting controller shows very competitive performance in the open-source racing game TORCS.
自引入以来,蒙特卡洛树搜索(MCTS)在许多游戏中表现出色,其中大多数是回合制零和游戏。最近,研究人员也开始将MCTS的应用扩展到其他类型的游戏中。本文提出了一种将MCTS应用于模拟赛车游戏的新框架。我们选择在离散的博弈状态空间中构建搜索树,然后根据所选择的目标博弈状态确定行动。这让我们避免了分散行动空间的需要。此外,我们能够自然地将一些启发式的驾驶策略结合起来。所得到的控制器在开源赛车游戏TORCS中表现出非常有竞争力的性能。
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引用次数: 3
Keynote3: Contention and disruption 主题3:竞争与颠覆
Pub Date : 1900-01-01 DOI: 10.1109/taai.2016.7880106
R. Susskind
The development of science is clear. From 1950 to 1990 we lived in a world of Contention, with as main question: Will Contention between Paradigms lead to a Paradigm Shift? This development is nicely described by Popper (Logic of Scientific Discovery), Kuhn (The Structure of Scientific Revolutions), Lakatos (The Methodology of Scientific Research Programmes), and Feyerabend (Against Method). In the world of Games, this development is seen in the transition from Minimax to Monte Carlo Tree Search (MCTS). Apparently, the successor of Contention is called Disruption. Currently, we live in a world full of disruptions (1990–2030). In the lecture, I will show the current development by Daniel Dennett (Consciousness Explained, 1990), Richard Susskind (The Future of Law, 1998), Nick Bostron (Superintelligence, 2014), and my own thoughts on Intuition is Programmable (Van den Herik, 2016). The latter is extremely well identified by the power of Deep Learning in the Game of Go (congratulations to Aja Huang). Around 2030 we may expect to see a quantum computer in operation. It will not only produce prime numbers, but also give us the solution of the game of chess (draw or a win for White), and thereafter even for Go (i.e., at a later date). Next to game results, we will observe a continuous development: from decisions made by humans to decisions made by computers. Here, moral constraints are important. Examples will be given.
科学的发展是明确的。从1950年到1990年,我们生活在一个争论的世界里,主要问题是:范式之间的争论会导致范式的转变吗?波普尔(《科学发现的逻辑》)、库恩(《科学革命的结构》)、拉卡托斯(《科学研究计划的方法论》)和费耶阿本德(《反对方法》)很好地描述了这一发展。在游戏世界中,这种发展体现在从极大极小到蒙特卡洛树搜索(MCTS)的过渡中。显然,“争夺”的继任者被称为“破坏”。目前,我们生活在一个充满混乱的世界(1990-2030)。在讲座中,我将展示Daniel Dennett(《意识解释》,1990年)、Richard Susskind(《法律的未来》,1998年)、Nick Bostron(《超级智能》,2014年)和我自己对直觉是可编程的(Van den Herik, 2016年)的看法。后者在围棋游戏中的深度学习能力中得到了很好的体现(祝贺Aja Huang)。2030年左右,我们可能会看到量子计算机投入使用。它不仅会产生质数,而且还会给我们提供国际象棋的解决方案(白棋平局或获胜),甚至是围棋的解决方案(即,在稍后的日期)。在比赛结果的旁边,我们将看到一个持续的发展:从人类的决策到计算机的决策。在这里,道德约束很重要。将给出例子。
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引用次数: 0
Trajectory pattern mining: Exploring semantic and time information 轨迹模式挖掘:探索语义和时间信息
Pub Date : 1900-01-01 DOI: 10.1109/TAAI.2016.7880171
Chien-Cheng Chen, Meng-Fen Chiang
With the development of GPS and the popularity of smart phones and wearable devices, users can easily log their daily trajectories. Prior works have elaborated on mining trajectory patterns from raw trajectories. Trajectory patterns consist of hot regions and the sequential relationships among them, where hot regions refer the spatial regions with a higher density of data points. Note that some hot regions do not have any meaning for users. Moreover, trajectory patterns do not have explicit time information or semantic information. To enrich trajectory patterns, we propose semantic trajectory patterns which are referred to as the moving patterns with spatial, temporal, and semantic attributes. Given a user trajectory, we aim at mining frequent semantic trajectory patterns. Explicitly, we extract the three attributes from a raw trajectory, and convert it into a semantic mobility sequence. Given such a semantic mobility sequence, we propose two algorithms to discover frequent semantic trajectory patterns. The first algorithm, MB (standing for matching-based algorithm), is a naive method to find frequent semantic trajectory patterns. It generates all possible patterns and extracts the occurrence of the patterns from the semantic mobility sequence. The second algorithm, PS (standing for PrefixSpan-based algorithm), is developed to efficiently mine semantic trajectory patterns. Due to the good efficiency of PrefixSpan, algorithm PS will fully utilize the advantage of PrefixSpan. Since the semantic mobility sequence contains three attributes, we need to further transform it into a raw sequence before using algorithm PrefixSpan. Therefore, we propose the SS algorithm (standing for sequence symbolization algorithm) to achieve this purpose. To evaluate our proposed algorithms, we conducted experiments on the real datasets of Google Location History, and the experimental results show the effectiveness and efficiency of our proposed algorithms.
随着GPS的发展以及智能手机和可穿戴设备的普及,用户可以方便地记录自己的日常轨迹。先前的工作已经详细阐述了从原始轨迹中挖掘轨迹模式。轨迹模式由热点区域和热点区域之间的序列关系组成,热点区域是指数据点密度较高的空间区域。请注意,一些热点区域对用户没有任何意义。此外,轨迹模式没有明确的时间信息或语义信息。为了丰富轨迹模式,我们提出了语义轨迹模式,即具有空间、时间和语义属性的运动模式。给定用户轨迹,我们的目标是挖掘频繁的语义轨迹模式。明确地,我们从原始轨迹中提取三个属性,并将其转换为语义移动序列。鉴于这种语义迁移序列,我们提出了两种算法来发现频繁的语义轨迹模式。第一种算法MB (matching-based algorithm,基于匹配的算法)是一种寻找频繁语义轨迹模式的简单方法。它生成所有可能的模式,并从语义迁移序列中提取模式的发生情况。第二种算法是PS (PrefixSpan-based algorithm),用于有效地挖掘语义轨迹模式。由于PrefixSpan具有良好的效率,PS算法将充分利用PrefixSpan的优势。由于语义迁移序列包含三个属性,我们需要在使用PrefixSpan算法之前将其进一步转换为原始序列。因此,我们提出了SS算法(sequence symbolization algorithm)来实现这一目的。为了评估我们提出的算法,我们在Google Location History的真实数据集上进行了实验,实验结果表明了我们提出的算法的有效性和效率。
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引用次数: 10
Keynote2: Intercultural collaboration as a multi-agent system 主题2:作为多主体系统的跨文化协作
Pub Date : 1900-01-01 DOI: 10.1109/taai.2016.7880105
In 2006, we launched the Language Grid project to realize a distributed language service infrastructure on the Internet. Using the Language Grid, we worked with a nongovernmental organization since 2011 to support knowledge communications between agricultural experts in Japan and farmers in Vietnam via their children. We observed that a large community emerged to efficiently utilize nonmature machine translation technologies. During this experience, by facing different types of difficulties, we gradually came to understand the nature of intercultural collaboration. Problems are wicked and not easily defined because of their nested and open networked origin. Fortunately, multiagent technologies can be applied to model stakeholders and simulate intercultural collaboration so as to predict the difficulties and to prepare a better support systems. In this talk, we provide a brief history of the research and practice as regards intercultural collaboration, which can be seen as a human-aware research on multi-agent system.
2006年,我们启动了语言网格项目,在互联网上实现分布式语言服务基础设施。自2011年以来,我们利用语言网格与一个非政府组织合作,支持日本农业专家与越南农民通过他们的孩子进行知识交流。我们观察到,一个大型社区出现了,以有效地利用不成熟的机器翻译技术。在这段经历中,通过面对不同类型的困难,我们逐渐了解了跨文化合作的本质。问题是邪恶的,不容易定义,因为它们的嵌套和开放的网络起源。幸运的是,多智能体技术可以应用于利益相关者建模和模拟跨文化协作,从而预测困难并准备更好的支持系统。在这次演讲中,我们简要介绍了跨文化协作的研究和实践的历史,跨文化协作可以被看作是对多智能体系统的人类意识研究。
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引用次数: 0
BigExplorer: A configuration recommendation system for big data platform BigExplorer:大数据平台配置推荐系统
Pub Date : 1900-01-01 DOI: 10.1109/TAAI.2016.7880179
Chao-Chun Yeh, Jiazheng Zhou, Sheng-An Chang, Xuan-Yi Lin, Yichiao Sun, Shih-Kun Huang
With the complexity big data platform architectures, data engineer provides the infrastructure with computation and storage resource for data scientist and data analyst. With those supports, data scientists can focus their domain problem and design the intelligence module (e.g., prepare the data, select/train/tune the machine learning modules and validate the result). However, there is still a gap between system engineer team and data scientists/engineers team. For system engineers, they don't have any knowledge about the application domain and the propose of the analytic program. For data scientists/engineers, they don't know the configuration of the computation system, file system and database. Some application performance issues are related with system configurations. Data scientist and data engineer do not have information and knowledge about the system properties. In this paper, we propose a configuration layer with the current big data platform (i.e., Hadoop) and build a configuration recommendation system to collect data, pre-process data. Based on the processed data, we use semi-automatic feature engineer to provide features for data engineers and build the performance model with three different machine learning algorithms (i.e., random forest, gradient boosting machine and support vector regression). With the same two benchmarks (i.e., wordcount and terasort), our recommended configuration archives remarkable improvement than rule of thumb configuration and better than their improvements.
随着大数据平台架构的复杂性,数据工程师为数据科学家和数据分析师提供计算和存储资源的基础设施。有了这些支持,数据科学家可以专注于他们的领域问题并设计智能模块(例如,准备数据,选择/训练/调整机器学习模块并验证结果)。然而,系统工程师团队和数据科学家/工程师团队之间仍然存在差距。对于系统工程师来说,他们对应用领域和分析程序的提出没有任何了解。对于数据科学家/工程师来说,他们不知道计算系统、文件系统和数据库的配置。一些应用程序性能问题与系统配置有关。数据科学家和数据工程师没有关于系统属性的信息和知识。本文结合当前的大数据平台(即Hadoop)提出配置层,构建配置推荐系统进行数据采集、数据预处理。基于处理后的数据,我们使用半自动特征工程师为数据工程师提供特征,并使用三种不同的机器学习算法(即随机森林、梯度增强机和支持向量回归)构建性能模型。对于相同的两个基准测试(即,wordcount和terasort),我们推荐的配置比经验法则配置有显著的改进,并且比它们的改进更好。
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引用次数: 5
Exploring multi-view learning for activity inferences on smartphones 探索智能手机上多视角学习的活动推断
Pub Date : 1900-01-01 DOI: 10.1109/TAAI.2016.7880160
Gunarto Sindoro Njoo, C. Lai, Kuo-Wei Hsu
Inferring activities on smartphones is a challenging task. Prior works have elaborated on using sensory data from built-in hardware sensors in smartphones or taking advantage of location information to understand human activities. In this paper, we explore two types of data on smartphones to conduct activity inference: 1) Spatial-Temporal: reflecting daily routines from the combination of spatial and temporal patterns, 2) Application: perceiving specialized apps that assist the user's activities. We employ multi-view learning model to accommodate both types of data and use weighted linear kernel model to aggregate the views. Note that since resources of smartphones are limited, activity inference on smartphones should consider the constraints of resources, such as the storage, energy consumption, and computation power. Finally, we compare our proposed method with several classification methods on a real dataset to evaluate the effectiveness and performance of our method. The experimental results show that our approach outperforms other methods regarding the balance between accuracy, running time, and storage efficiency.
推断智能手机上的活动是一项具有挑战性的任务。之前的工作已经详细阐述了使用智能手机内置硬件传感器的传感数据或利用位置信息来了解人类活动。在本文中,我们探索了两类智能手机上的数据进行活动推理:1)时空:从空间和时间模式的结合中反映日常生活;2)应用:感知辅助用户活动的专门应用。我们采用多视图学习模型来适应这两种类型的数据,并使用加权线性核模型来聚合视图。需要注意的是,由于智能手机的资源是有限的,所以智能手机上的活动推断应该考虑资源的约束,比如存储、能耗和计算能力。最后,我们将所提出的方法与真实数据集上的几种分类方法进行了比较,以评估我们的方法的有效性和性能。实验结果表明,我们的方法在准确性、运行时间和存储效率之间的平衡方面优于其他方法。
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引用次数: 2
Job-level computing with BOINC support 具有BOINC支持的作业级计算
Pub Date : 1900-01-01 DOI: 10.1109/TAAI.2016.7880173
Chia-Chuan Chang, Ting-Han Wei, I-Chen Wu
Recently, Wu et al. introduced a general approach based on distributed computing named Job-Level (JL) Computing. JL Computing has been successfully used to construct the opening books of game-playing programs.? In order to support large-scale computing problems such as solving 7×7 killall-Go, or building opening books for 9×9 Go or Connect6, record databases are used to store JL computing results. In this paper, we further design a mechanism that combines the JL computing system with BOINC (Berkeley Open Infrastructure for Network Computing), so that we can leverage more computing power from volunteers to solve even larger problems. A preliminary experiment has been done to demonstrate the feasibility of the design.
最近,Wu等人介绍了一种基于分布式计算的通用方法,称为Job-Level (JL) computing。JL计算已被成功地用于构建游戏程序的开卷。为了支持大规模的计算问题,如解决7×7 kill - all-Go,或为9×9 Go或Connect6构建开账本,使用记录数据库来存储JL计算结果。在本文中,我们进一步设计了一种机制,将JL计算系统与BOINC(伯克利网络计算开放基础设施)相结合,这样我们就可以利用志愿者的更多计算能力来解决更大的问题。初步实验证明了该设计的可行性。
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引用次数: 1
Learning to select actions in starcraft with genetic algorithms 学习用遗传算法在星际争霸中选择行动
Pub Date : 1900-01-01 DOI: 10.1109/TAAI.2016.7880180
W. Hsu, Ying-ping Chen
In numerous different types of games, the real-time strategy (RTS) ones have always been the focus of gaming competitions, and in this regard, StarCraft can arguably be considered a classic real-time strategy game. Currently, most of the artificial intelligence (AI) players for real-time strategy games cannot reach or get close to the same intelligent level of their human opponents. In order to enhance the ability of Al players and hence improve the playability of games, in this study, we make an attempt to develop for StarCraft a mechanism learning to select an appropriate action to take according to the circumstance. Our empirical results show that action selection can be learned by AI players with the optimization capability of genetic algorithms and that cooperation among identical and/or different types of units is observed. The potential future work and possible research directions are discussed. The developed source code and the obtained results are released as open source.
在许多不同类型的游戏中,即时战略游戏(RTS)一直是游戏竞争的焦点,在这方面,《星际争霸》可以说是一款经典的即时战略游戏。目前,大多数实时战略游戏的人工智能(AI)玩家无法达到或接近他们的人类对手的智能水平。为了提高人工智能玩家的能力,从而提高游戏的可玩性,在本研究中,我们尝试为《星际争霸》开发一种机制学习,根据情况选择适当的行动。我们的实证结果表明,人工智能玩家可以通过遗传算法的优化能力来学习行动选择,并且可以观察到相同和/或不同类型的单位之间的合作。讨论了今后可能的工作和可能的研究方向。开发的源代码和获得的结果作为开源发布。
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引用次数: 5
期刊
2016 Conference on Technologies and Applications of Artificial Intelligence (TAAI)
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