AAAI.2016 - Cognitive Systems

Total: 11

#1 Commonsense Interpretation of Triangle Behavior [PDF] [Copy] [Kimi]

Author: Andrew Gordon

The ability to infer intentions, emotions, and other unobservable psychological states from people's behavior is a hallmark of human social cognition, and an essential capability for future Artificial Intelligence systems. The commonsense theories of psychology and sociology necessary for such inferences have been a focus of logic-based knowledge representation research, but have been difficult to employ in robust automated reasoning architectures. In this paper we model behavior interpretation as a process of logical abduction, where the reasoning task is to identify the most probable set of assumptions that logically entail the observable behavior of others, given commonsense theories of psychology and sociology. We evaluate our approach using Triangle-COPA, a benchmark suite of 100 challenge problems based on an early social psychology experiment by Fritz Heider and Marianne Simmel. Commonsense knowledge of actions, social relationships, intentions, and emotions are encoded as defeasible axioms in first-order logic. We identify sets of assumptions that logically entail observed behaviors by backchaining with these axioms to a given depth, and order these sets by their joint probability assuming conditional independence. Our approach solves almost all (91) of the 100 questions in Triangle-COPA, and demonstrates a promising approach to robust behavior interpretation that integrates both logical and probabilistic reasoning.

#2 Visual Learning of Arithmetic Operation [PDF] [Copy] [Kimi]

Authors: Yedid Hoshen ; Shmuel Peleg

A simple Neural Network model is presented for end-to-end visual learning of arithmetic operations from pictures of numbers. The input consists of two pictures, each showing a 7-digit number. The output, also a picture, displays the number showing the result of an arithmetic operation (e.g., addition or subtraction) on the two input numbers. The concepts of a number, or of an operator, are not explicitly introduced. This indicates that addition is a simple cognitive task, which can be learned visually using a very small number of neurons. Other operations, e.g., multiplication, were not learnable using this architecture. Some tasks were not learnable end-to-end (e.g., addition with Roman numerals), but were easily learnable once broken into two separate sub-tasks: a perceptual Character Recognition and cognitive Arithmetic sub-tasks. This indicates that while some tasks may be easily learnable end-to-end, other may need to be broken into sub-tasks.

#3 Building End-To-End Dialogue Systems Using Generative Hierarchical Neural Network Models [PDF] [Copy] [Kimi]

Authors: Iulian Serban ; Alessandro Sordoni ; Yoshua Bengio ; Aaron Courville ; Joelle Pineau

We investigate the task of building open domain, conversational dialogue systems based on large dialogue corpora using generative models. Generative models produce system responses that are autonomously generated word-by-word, opening up the possibility for realistic, flexible interactions. In support of this goal, we extend the recently proposed hierarchical recurrent encoder-decoder neural network to the dialogue domain, and demonstrate that this model is competitive with state-of-the-art neural language models and back-off n-gram models. We investigate the limitations of this and similar approaches, and show how its performance can be improved by bootstrapping the learning from a larger question-answer pair corpus and from pretrained word embeddings.

#4 Predicting Readers' Sarcasm Understandability by Modeling Gaze Behavior [PDF] [Copy] [Kimi]

Authors: Abhijit Mishra ; Diptesh Kanojia ; Pushpak Bhattacharyya

Sarcasm understandability or the ability to understand textual sarcasm depends upon readers' language proficiency, social knowledge, mental state and attentiveness. We introduce a novel method to predict the sarcasm understandability of a reader. Presence of incongruity in textual sarcasm often elicits distinctive eye-movement behavior by human readers. By recording and analyzing the eye-gaze data, we show that eye-movement patterns vary when sarcasm is understood vis-à-vis when it is not. Motivated by our observations, we propose a system for sarcasm understandability prediction using supervised machine learning. Our system relies on readers' eye-movement parameters and a few textual features, thence, is able to predict sarcasm understandability with an F-score of 93%, which demonstrates its efficacy. The availability of inexpensive embedded-eye-trackers on mobile devices creates avenues for applying such research which benefits web-content creators, review writers and social media analysts alike.

#5 Unsupervised Lexical Simplification for Non-Native Speakers [PDF] [Copy] [Kimi]

Authors: Gustavo Paetzold ; Lucia Specia

Lexical Simplification is the task of replacing complex words with simpler alternatives. We propose a novel, unsupervised approach for the task. It relies on two resources: a corpus of subtitles and a new type of word embeddings model that accounts for the ambiguity of words. We compare the performance of our approach and many others over a new evaluation dataset, which accounts for the simplification needs of 400 non-native English speakers. The experiments show that our approach outperforms state-of-the-art work in Lexical Simplification.

#6 MIDCA: A Metacognitive, Integrated Dual-Cycle Architecture for Self-Regulated Autonomy [PDF] [Copy] [Kimi]

Authors: Michael Cox ; Zohreh Alavi ; Dustin Dannenhauer ; Vahid Eyorokon ; Hector Munoz-Avila ; Don Perlis

We present a metacognitive, integrated, dual-cycle architecture whose function is to provide agents with a greater capacity for acting robustly in a dynamic environment and managing unexpected events. We present MIDCA 1.3, an implementation of this architecture which explores a novel approach to goal generation, planning and execution given surprising situations. We formally define the mechanism and report empirical results from this goal generation algorithm. Finally, we describe the similarity between its choices at the cognitive level with those at the metacognitive.

#7 QA<sup>RT</sup>: A System for Real-Time Holistic Quality Assurance for Contact Center Dialogues [PDF] [Copy] [Kimi]

Authors: Shourya Roy ; Ragunathan Mariappan ; Sandipan Dandapat ; Saurabh Srivastava ; Sainyam Galhotra ; Balaji Peddamuthu

Quality assurance (QA) and customer satisfaction (C-Sat) analysis are two commonly used practices to measure goodness of dialogues between agents and customers in contact centers. The practices however have a few shortcomings. QA puts sole emphasis on agents’ organizational compliance aspect whereas C-Sat attempts to measure customers’ satisfaction only based on post dialogue surveys. As a result, outcome of independent QA and C-Sat analysis may not always be in correspondence. Secondly, both processes are retrospective in nature and hence, evidences of bad past dialogues (and consequently bad customer experiences) can only be found after hours or days or weeks depending on their periodicity. Finally, human intensive nature of these practices lead to time and cost overhead while being able to analyze only a small fraction of dialogues. In this paper, we introduce an automatic real-time quality assurance system for contact centers — QART (pronounced cart). QART performs multi-faceted analysis on dialogue utterances, as they happen, using sophisticated statistical and rule-based natural language processing (NLP) techniques. It covers various aspects inspired by today’s QA and C-Sat practices as well as introduces novel incremental dialogue summarization capability. QART front-end is an interactive dashboard providing views of ongoing dialogues at different granularity enabling agents’ supervisors to monitor and take corrective actions as needed. We demonstrate effectiveness of different back-end modules as well as the overall system by experimental results on a real-life contact center chat dataset.

#8 Using Multiple Representations to Simultaneously Learn Computational Thinking and Middle School Science [PDF] [Copy] [Kimi]

Authors: Satabdi Basu ; Gautam Biswas ; John Kinnebrew

Computational Thinking (CT) is considered a core competency in problem formulation and problem solving. We have developed the Computational Thinking using Simulation and Modeling (CTSiM) learning environment to help middle school students learn science and CT concepts simultaneously. In this paper, we present an approach that leverages multiple linked representations to help students learn by constructing and analyzing computational models of science topics. Results from a recent study show that students successfully use the linked representations to become better modelers and learners.

#9 Modeling Human Understanding of Complex Intentional Action with a Bayesian Nonparametric Subgoal Model [PDF] [Copy] [Kimi]

Authors: Ryo Nakahashi ; Chris Baker ; Joshua Tenenbaum

Most human behaviors consist of multiple parts, steps, or subtasks. These structures guide our ac- tion planning and execution, but when we observe others, the latent structure of their actions is typ- ically unobservable, and must be inferred in order to learn new skills by demonstration, or to as- sist others in completing their tasks. For example, an assistant who has learned the subgoal struc- ture of a colleague’s task can more rapidly rec- ognize and support their actions as they unfold. Here we model how humans infer subgoals from observations of complex action sequences using a nonparametric Bayesian model, which assumes that observed actions are generated by approxi- mately rational planning over unknown subgoal sequences. We test this model with a behavioral experiment in which humans observed different se- ries of goal-directed actions, and inferred both the number and composition of the subgoal sequences associated with each goal. The Bayesian model predicts human subgoal inferences with high ac- curacy, and significantly better than several al- ternative models and straightforward heuristics. Motivated by this result, we simulate how learn- ing and inference of subgoals can improve perfor- mance in an artificial user assistance task. The Bayesian model learns the correct subgoals from fewer observations, and better assists users by more rapidly and accurately inferring the goal of their actions than alternative approaches.

#10 Surprise-Triggered Reformulation of Design Goals [PDF] [Copy] [Kimi]

Authors: Kazjon Grace ; Mary Lou Maher

This paper presents a cognitive model of goal formulation in designing that is triggered by surprise. Cognitive system approaches to design synthesis focus on generating alternative designs in response to design goals or requirements. Few existing systems provide models for how goals change during designing, a hallmark of creative design in humans. In this paper we present models of surprise and reformulation as metacognitive processes that transform design goals in order to explore surprising regions of a design search space. The model provides a system with specific goals for exploratory behaviour, whereas previous systems have modelled exploration and novelty-seeking abstractly. We use observed designs to construct a probabilistic model that represents expectations about the design domain, and then reason about the unexpectedness of new designs with that model. We implement our model in the domain of culinary creativity, and demonstrate how the cognitive behaviors of surprise and problem reformulation can be incorporated into design reasoning.

#11 Modeling Human Ad Hoc Coordination [PDF] [Copy] [Kimi]

Authors: Peter Krafft ; Chris Baker ; Alex Pentland ; Joshua Tenenbaum

Whether in groups of humans or groups of computer agents, collaboration is most effective between individuals who have the ability to coordinate on a joint strategy for collective action. However, in general a rational actor will only intend to coordinate if that actor believes the other group members have the same intention. This circular dependence makes rational coordination difficult in uncertain environments if communication between actors is unreliable and no prior agreements have been made. An important normative question with regard to coordination in these ad hoc settings is therefore how one can come to believe that other actors will coordinate, and with regard to systems involving humans, an important empirical question is how humans arrive at these expectations. We introduce an exact algorithm for computing the infinitely recursive hierarchy of graded beliefs required for rational coordination in uncertain environments, and we introduce a novel mechanism for multiagent coordination that uses it. Our algorithm is valid in any environment with a finite state space, and extensions to certain countably infinite state spaces are likely possible. We test our mechanism for multiagent coordination as a model for human decisions in a simple coordination game using existing experimental data. We then explore via simulations whether modeling humans in this way may improve human-agent collaboration.