Synthesis lectures on artificial intelligence and machine learning

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Series
15
Books

About this ebook series

Robotics technology has recently advanced to the point of being widely accessible for relatively low-budget research, as well as for graduate, undergraduate, and even secondary and primary school education. This lecture provides an example of how to productively use a cutting-edge advanced robotics platform for education and research by providing a detailed case study with the Sony AIBO robot, a vision-based legged robot. The case study used for this lecture is the UT Austin Villa RoboCup Four-Legged Team. This lecture describes both the development process and the technical details of its end result. The main contributions of this lecture are (i) a roadmap for new classes and research groups interested in intelligent autonomous robotics who are starting from scratch with a new robot, and (ii) documentation of the algorithms behind our own approach on the AIBOs with the goal of making them accessible for use on other vision-based and/or legged robot platforms.
Intelligent Autonomous Robotics: A Robot Soccer Case Study
Book 1 · Jan 2007 ·
2.0
Robotics technology has recently advanced to the point of being widely accessible for relatively low-budget research, as well as for graduate, undergraduate, and even secondary and primary school education. This lecture provides an example of how to productively use a cutting-edge advanced robotics platform for education and research by providing a detailed case study with the Sony AIBO robot, a vision-based legged robot. The case study used for this lecture is the UT Austin Villa RoboCup Four-Legged Team. This lecture describes both the development process and the technical details of its end result. The main contributions of this lecture are (i) a roadmap for new classes and research groups interested in intelligent autonomous robotics who are starting from scratch with a new robot, and (ii) documentation of the algorithms behind our own approach on the AIBOs with the goal of making them accessible for use on other vision-based and/or legged robot platforms.
A Concise Introduction to Multiagent Systems and Distributed Artificial Intelligence
Book 2 · Jan 2007 ·
0.0
Multiagent systems is an expanding field that blends classical fields like game theory and decentralized control with modern fields like computer science and machine learning. This monograph provides a concise introduction to the subject, covering the theoretical foundations as well as more recent developments in a coherent and readable manner. The text is centered on the concept of an agent as decision maker. Chapter 1 is a short introduction to the field of multiagent systems. Chapter 2 covers the basic theory of singleagent decision making under uncertainty. Chapter 3 is a brief introduction to game theory, explaining classical concepts like Nash equilibrium. Chapter 4 deals with the fundamental problem of coordinating a team of collaborative agents. Chapter 5 studies the problem of multiagent reasoning and decision making under partial observability. Chapter 6 focuses on the design of protocols that are stable against manipulations by self-interested agents. Chapter 7 provides a short introduction to the rapidly expanding field of multiagent reinforcement learning. The material can be used for teaching a half-semester course on multiagent systems covering, roughly, one chapter per lecture.
Essentials of Game Theory: A Concise, Multidisciplinary Introduction
Book 3 · Jan 2008 ·
3.3
Game theory is the mathematical study of interaction among independent, self-interested agents. The audience for game theory has grown dramatically in recent years, and now spans disciplines as diverse as political science, biology, psychology, economics, linguistics, sociology, and computer science, among others. What has been missing is a relatively short introduction to the field covering the common basis that anyone with a professional interest in game theory is likely to require. Such a text would minimize notation, ruthlessly focus on essentials, and yet not sacrifice rigor. This Synthesis Lecture aims to fill this gap by providing a concise and accessible introduction to the field. It covers the main classes of games, their representations, and the main concepts used to analyze them. Table of Contents: Games in Normal Form / Analyzing Games: From Optimality to Equilibrium / Further Solution Concepts for Normal-Form Games / Games with Sequential Actions: The Perfect-information Extensive Form / Generalizing the Extensive Form: Imperfect-Information Games / Repeated and Stochastic Games / Uncertainty about Payoffs: Bayesian Games / Coalitional Game Theory / History and References / Index
Representation Discovery Using Harmonic Analysis
Book 4 · Jan 2008 ·
0.0
Representations are at the heart of artificial intelligence (AI). This book is devoted to the problem of representation discovery: how can an intelligent system construct representations from its experience? Representation discovery re-parameterizes the state space - prior to the application of information retrieval, machine learning, or optimization techniques - facilitating later inference processes by constructing new task-specific bases adapted to the state space geometry. This book presents a general approach to representation discovery using the framework of harmonic analysis, in particular Fourier and wavelet analysis. Biometric compression methods, the compact disc, the computerized axial tomography (CAT) scanner in medicine, JPEG compression, and spectral analysis of time-series data are among the many applications of classical Fourier and wavelet analysis. A central goal of this book is to show that these analytical tools can be generalized from their usual setting in (infinite-dimensional) Euclidean spaces to discrete (finite-dimensional) spaces typically studied in many subfields of AI. Generalizing harmonic analysis to discrete spaces poses many challenges: a discrete representation of the space must be adaptively acquired; basis functions are not pre-defined, but rather must be constructed. Algorithms for efficiently computing and representing bases require dealing with the curse of dimensionality. However, the benefits can outweigh the costs, since the extracted basis functions outperform parametric bases as they often reflect the irregular shape of a particular state space. Case studies from computer graphics, information retrieval, machine learning, and state space planning are used to illustrate the benefits of the proposed framework, and the challenges that remain to be addressed. Representation discovery is an actively developing field, and the author hopes this book will encourage other researchers to explore this exciting area of research.
Action Programming Languages
Book 5 · Jan 2008 ·
0.0
Artificial systems that think and behave intelligently are one of the most exciting and challenging goals of Artificial Intelligence. Action Programming is the art and science of devising high-level control strategies for autonomous systems which employ a mental model of their environment and which reason about their actions as a means to achieve their goals. Applications of this programming paradigm include autonomous software agents, mobile robots with high-level reasoning capabilities, and General Game Playing. These lecture notes give an in-depth introduction to the current state-of-the-art in action programming. The main topics are knowledge representation for actions, procedural action programming, planning, agent logic programs, and reactive, behavior-based agents. The only prerequisite for understanding the material in these lecture notes is some general programming experience and basic knowledge of classical first-order logic.
Introduction to Semi-supervised Learning
Book 6 · Jan 2009 ·
0.0
Semi-supervised learning is a learning paradigm concerned with the study of how computers and natural systems such as humans learn in the presence of both labeled and unlabeled data. Traditionally, learning has been studied either in the unsupervised paradigm (e.g., clustering, outlier detection) where all the data are unlabeled, or in the supervised paradigm (e.g., classification, regression) where all the data are labeled. The goal of semi-supervised learning is to understand how combining labeled and unlabeled data may change the learning behavior, and design algorithms that take advantage of such a combination. Semi-supervised learning is of great interest in machine learning and data mining because it can use readily available unlabeled data to improve supervised learning tasks when the labeled data are scarce or expensive. Semi-supervised learning also shows potential as a quantitative tool to understand human category learning, where most of the input is self-evidently unlabeled. In this introductory book, we present some popular semi-supervised learning models, including self-training, mixture models, co-training and multiview learning, graph-based methods, and semi-supervised support vector machines. For each model, we discuss its basic mathematical formulation. The success of semi-supervised learning depends critically on some underlying assumptions. We emphasize the assumptions made by each model and give counterexamples when appropriate to demonstrate the limitations of the different models. In addition, we discuss semi-supervised learning for cognitive psychology. Finally, we give a computational learning theoretic perspective on semi-supervised learning, and we conclude the book with a brief discussion of open questions in the field. Table of Contents: Introduction to Statistical Machine Learning / Overview of Semi-Supervised Learning / Mixture Models and EM / Co-Training / Graph-Based Semi-Supervised Learning / Semi-Supervised Support Vector Machines / Human Semi-Supervised Learning / Theory and Outlook
Markov Logic: An Interface Layer for Artificial Intelligence
Book 7 · Jan 2009 ·
4.7
Most subfields of computer science have an interface layer via which applications communicate with the infrastructure, and this is key to their success (e.g., the Internet in networking, the relational model in databases, etc.). So far this interface layer has been missing in AI. First-order logic and probabilistic graphical models each have some of the necessary features, but a viable interface layer requires combining both. Markov logic is a powerful new language that accomplishes this by attaching weights to first-order formulas and treating them as templates for features of Markov random fields. Most statistical models in wide use are special cases of Markov logic, and first-order logic is its infinite-weight limit. Inference algorithms for Markov logic combine ideas from satisfiability, Markov chain Monte Carlo, belief propagation, and resolution. Learning algorithms make use of conditional likelihood, convex optimization, and inductive logic programming. Markov logic has been successfully applied to problems in information extraction and integration, natural language processing, robot mapping, social networks, computational biology, and others, and is the basis of the open-source Alchemy system.
Data Integration: The Relational Logic Approach
Book 8 · Jan 2010 ·
0.0
Data integration is a critical problem in our increasingly interconnected but inevitably heterogeneous world. There are numerous data sources available in organizational databases and on public information systems like the World Wide Web. Not surprisingly, the sources often use different vocabularies and different data structures, being created, as they are, by different people, at different times, for different purposes. The goal of data integration is to provide programmatic and human users with integrated access to multiple, heterogeneous data sources, giving each user the illusion of a single, homogeneous database designed for his or her specific need. The good news is that, in many cases, the data integration process can be automated. This book is an introduction to the problem of data integration and a rigorous account of one of the leading approaches to solving this problem, viz., the relational logic approach. Relational logic provides a theoretical framework for discussing data integration. Moreover, in many important cases, it provides algorithms for solving the problem in a computationally practical way. In many respects, relational logic does for data integration what relational algebra did for database theory several decades ago. A companion web site provides interactive demonstrations of the algorithms. Table of Contents: Preface / Interactive Edition / Introduction / Basic Concepts / Query Folding / Query Planning / Master Schema Management / Appendix / References / Index / Author Biography
Algorithms for Reinforcement Learning
Book 9 · Jan 2010 ·
0.0
Reinforcement learning is a learning paradigm concerned with learning to control a system so as to maximize a numerical performance measure that expresses a long-term objective. What distinguishes reinforcement learning from supervised learning is that only partial feedback is given to the learner about the learner's predictions. Further, the predictions may have long term effects through influencing the future state of the controlled system. Thus, time plays a special role. The goal in reinforcement learning is to develop efficient learning algorithms, as well as to understand the algorithms' merits and limitations. Reinforcement learning is of great interest because of the large number of practical applications that it can be used to address, ranging from problems in artificial intelligence to operations research or control engineering. In this book, we focus on those algorithms of reinforcement learning that build on the powerful theory of dynamic programming. We give a fairly comprehensive catalog of learning problems, describe the core ideas, note a large number of state of the art algorithms, followed by the discussion of their theoretical properties and limitations.
Learning with Support Vector Machines
Book 10 · Jan 2011 ·
0.0
Support Vectors Machines have become a well established tool within machine learning. They work well in practice and have now been used across a wide range of applications from recognizing hand-written digits, to face identification, text categorisation, bioinformatics, and database marketing. In this book we give an introductory overview of this subject. We start with a simple Support Vector Machine for performing binary classification before considering multi-class classification and learning in the presence of noise. We show that this framework can be extended to many other scenarios such as prediction with real-valued outputs, novelty detection and the handling of complex output structures such as parse trees. Finally, we give an overview of the main types of kernels which are used in practice and how to learn and make predictions from multiple types of input data. Table of Contents: Support Vector Machines for Classification / Kernel-based Models / Learning with Kernels
Visual Object Recognition
Book 11 · Jan 2011 ·
0.0
The visual recognition problem is central to computer vision research. From robotics to information retrieval, many desired applications demand the ability to identify and localize categories, places, and objects. This tutorial overviews computer vision algorithms for visual object recognition and image classification. We introduce primary representations and learning approaches, with an emphasis on recent advances in the field. The target audience consists of researchers or students working in AI, robotics, or vision who would like to understand what methods and representations are available for these problems. This lecture summarizes what is and isn't possible to do reliably today, and overviews key concepts that could be employed in systems requiring visual categorization. Table of Contents: Introduction / Overview: Recognition of Specific Objects / Local Features: Detection and Description / Matching Local Features / Geometric Verification of Matched Features / Example Systems: Specific-Object Recognition / Overview: Recognition of Generic Object Categories / Representations for Object Categories / Generic Object Detection: Finding and Scoring Candidates / Learning Generic Object Category Models / Example Systems: Generic Object Recognition / Other Considerations and Current Challenges / Conclusions
Human Computation
Book 13 · Jan 2011 ·
4.7
Human computation is a new and evolving research area that centers around harnessing human intelligence to solve computational problems that are beyond the scope of existing Artificial Intelligence (AI) algorithms. With the growth of the Web, human computation systems can now leverage the abilities of an unprecedented number of people via the Web to perform complex computation. There are various genres of human computation applications that exist today. Games with a purpose (e.g., the ESP Game) specifically target online gamers who generate useful data (e.g., image tags) while playing an enjoyable game. Crowdsourcing marketplaces (e.g., Amazon Mechanical Turk) are human computation systems that coordinate workers to perform tasks in exchange for monetary rewards. In identity verification tasks, users perform computation in order to gain access to some online content; an example is reCAPTCHA, which leverages millions of users who solve CAPTCHAs every day to correct words in books that optical character recognition (OCR) programs fail to recognize with certainty. This book is aimed at achieving four goals: (1) defining human computation as a research area; (2) providing a comprehensive review of existing work; (3) drawing connections to a wide variety of disciplines, including AI, Machine Learning, HCI, Mechanism/Market Design and Psychology, and capturing their unique perspectives on the core research questions in human computation; and (4) suggesting promising research directions for the future. Table of Contents: Introduction / Human Computation Algorithms / Aggregating Outputs / Task Routing / Understanding Workers and Requesters / The Art of Asking Questions / The Future of Human Computation
A Short Introduction to Preferences: Between Artificial Intelligence and Social Choice
Book 14 · Jan 2011 ·
0.0
Computational social choice is an expanding field that merges classical topics like economics and voting theory with more modern topics like artificial intelligence, multiagent systems, and computational complexity. This book provides a concise introduction to the main research lines in this field, covering aspects such as preference modelling, uncertainty reasoning, social choice, stable matching, and computational aspects of preference aggregation and manipulation. The book is centered around the notion of preference reasoning, both in the single-agent and the multi-agent setting. It presents the main approaches to modeling and reasoning with preferences, with particular attention to two popular and powerful formalisms, soft constraints and CP-nets. The authors consider preference elicitation and various forms of uncertainty in soft constraints. They review the most relevant results in voting, with special attention to computational social choice. Finally, the book considers preferences in matching problems. The book is intended for students and researchers who may be interested in an introduction to preference reasoning and multi-agent preference aggregation, and who want to know the basic notions and results in computational social choice. Table of Contents: Introduction / Preference Modeling and Reasoning / Uncertainty in Preference Reasoning / Aggregating Preferences / Stable Marriage Problems
Representations and Techniques for 3D Object Recognition and Scene Interpretation
Book 15 · Jan 2011 ·
0.0
One of the grand challenges of artificial intelligence is to enable computers to interpret 3D scenes and objects from imagery. This book organizes and introduces major concepts in 3D scene and object representation and inference from still images, with a focus on recent efforts to fuse models of geometry and perspective with statistical machine learning. The book is organized into three sections: (1) Interpretation of Physical Space; (2) Recognition of 3D Objects; and (3) Integrated 3D Scene Interpretation. The first discusses representations of spatial layout and techniques to interpret physical scenes from images. The second section introduces representations for 3D object categories that account for the intrinsically 3D nature of objects and provide robustness to change in viewpoints. The third section discusses strategies to unite inference of scene geometry and object pose and identity into a coherent scene interpretation. Each section broadly surveys important ideas from cognitive science and artificial intelligence research, organizes and discusses key concepts and techniques from recent work in computer vision, and describes a few sample approaches in detail. Newcomers to computer vision will benefit from introductions to basic concepts, such as single-view geometry and image classification, while experts and novices alike may find inspiration from the book's organization and discussion of the most recent ideas in 3D scene understanding and 3D object recognition. Specific topics include: mathematics of perspective geometry; visual elements of the physical scene, structural 3D scene representations; techniques and features for image and region categorization; historical perspective, computational models, and datasets and machine learning techniques for 3D object recognition; inferences of geometrical attributes of objects, such as size and pose; and probabilistic and feature-passing approaches for contextual reasoning about 3D objects and scenes. Table of Contents: Background on 3D Scene Models / Single-view Geometry / Modeling the Physical Scene / Categorizing Images and Regions / Examples of 3D Scene Interpretation / Background on 3D Recognition / Modeling 3D Objects / Recognizing and Understanding 3D Objects / Examples of 2D 1/2 Layout Models / Reasoning about Objects and Scenes / Cascades of Classifiers / Conclusion and Future Directions
Computational Aspects of Cooperative Game Theory
Book 16 · Jan 2012 ·
0.0
Cooperative game theory is a branch of (micro-)economics that studies the behavior of self-interested agents in strategic settings where binding agreements among agents are possible. Our aim in this book is to present a survey of work on the computational aspects of cooperative game theory. We begin by formally defining transferable utility games in characteristic function form, and introducing key solution concepts such as the core and the Shapley value. We then discuss two major issues that arise when considering such games from a computational perspective: identifying compact representations for games, and the closely related problem of efficiently computing solution concepts for games. We survey several formalisms for cooperative games that have been proposed in the literature, including, for example, cooperative games defined on networks, as well as general compact representation schemes such as MC-nets and skill games. As a detailed case study, we consider weighted voting games: a widely-used and practically important class of cooperative games that inherently have a natural compact representation. We investigate the complexity of solution concepts for such games, and generalizations of them. We briefly discuss games with non-transferable utility and partition function games. We then overview algorithms for identifying welfare-maximizing coalition structures and methods used by rational agents to form coalitions (even under uncertainty), including bargaining algorithms. We conclude by considering some developing topics, applications, and future research directions.