1,731 research outputs found
Improving Search through A3C Reinforcement Learning based Conversational Agent
We develop a reinforcement learning based search assistant which can assist
users through a set of actions and sequence of interactions to enable them
realize their intent. Our approach caters to subjective search where the user
is seeking digital assets such as images which is fundamentally different from
the tasks which have objective and limited search modalities. Labeled
conversational data is generally not available in such search tasks and
training the agent through human interactions can be time consuming. We propose
a stochastic virtual user which impersonates a real user and can be used to
sample user behavior efficiently to train the agent which accelerates the
bootstrapping of the agent. We develop A3C algorithm based context preserving
architecture which enables the agent to provide contextual assistance to the
user. We compare the A3C agent with Q-learning and evaluate its performance on
average rewards and state values it obtains with the virtual user in validation
episodes. Our experiments show that the agent learns to achieve higher rewards
and better states.Comment: 17 pages, 7 figure
A lexical database tool for quantitative phonological research
A lexical database tool tailored for phonological research is described.
Database fields include transcriptions, glosses and hyperlinks to speech files.
Database queries are expressed using HTML forms, and these permit regular
expression search on any combination of fields. Regular expressions are passed
directly to a Perl CGI program, enabling the full flexibility of Perl extended
regular expressions. The regular expression notation is extended to better
support phonological searches, such as search for minimal pairs. Search results
are presented in the form of HTML or LaTeX tables, where each cell is either a
number (representing frequency) or a designated subset of the fields. Tables
have up to four dimensions, with an elegant system for specifying which
fragments of which fields should be used for the row/column labels. The tool
offers several advantages over traditional methods of analysis: (i) it supports
a quantitative method of doing phonological research; (ii) it gives universal
access to the same set of informants; (iii) it enables other researchers to
hear the original speech data without having to rely on published
transcriptions; (iv) it makes the full power of regular expression search
available, and search results are full multimedia documents; and (v) it enables
the early refutation of false hypotheses, shortening the
analysis-hypothesis-test loop. A life-size application to an African tone
language (Dschang) is used for exemplification throughout the paper. The
database contains 2200 records, each with approximately 15 fields. Running on a
PC laptop with a stand-alone web server, the `Dschang HyperLexicon' has already
been used extensively in phonological fieldwork and analysis in Cameroon.Comment: 7 pages, uses ipamacs.st
Similarity of Semantic Relations
There are at least two kinds of similarity. Relational similarity is
correspondence between relations, in contrast with attributional similarity,
which is correspondence between attributes. When two words have a high
degree of attributional similarity, we call them synonyms. When two pairs
of words have a high degree of relational similarity, we say that their
relations are analogous. For example, the word pair mason:stone is analogous
to the pair carpenter:wood. This paper introduces Latent Relational Analysis (LRA),
a method for measuring relational similarity. LRA has potential applications in many
areas, including information extraction, word sense disambiguation,
and information retrieval. Recently the Vector Space Model (VSM) of information
retrieval has been adapted to measuring relational similarity,
achieving a score of 47% on a collection of 374 college-level multiple-choice
word analogy questions. In the VSM approach, the relation between a pair of words is
characterized by a vector of frequencies of predefined patterns in a large corpus.
LRA extends the VSM approach in three ways: (1) the patterns are derived automatically
from the corpus, (2) the Singular Value Decomposition (SVD) is used to smooth the frequency
data, and (3) automatically generated synonyms are used to explore variations of the
word pairs. LRA achieves 56% on the 374 analogy questions, statistically equivalent to the
average human score of 57%. On the related problem of classifying semantic relations, LRA
achieves similar gains over the VSM
Towards a Tool for Teaching Geometry to Children
An approach for a query-by-sketch system on qualitative
shape information for image retrieval in databases is proposed
and evaluated. The use of qualitative methods for
shape description allows the gathering of semantic information
from the sketches. The qualitative description and recognition
of sketches are evaluated in order to verify that it is
possible to use the proposed qualitative method for the development
of a learning application for children
ODINet - Online Data Integration Network
Along with the expansion of Open Data and according to the latest EU directives for open access, the attention of public administration, research bodies and business is on web publishing of data in open format. However, a specialized search engine on the datasets, with similar role to that of Google for web pages, is not yet widespread. This article presents the Online Data Integration Network (ODINet) project, which aims to define a new technological framework for access to and online dissemination of structured and heterogeneous data through innovative methods of cataloging, searching and display of data on the web. In this article, we focus on the semantic component of our platform, emphasizing how we built and used ontologies. We further describe the Social Network Analysis (SNA) techniques we exploited to analyze it and to retrieve the required information. The testing phase of the project, that is still in progress, has already demonstrated the validity of the ODINet approach
Understanding User Behavioral Intention to Adopt a Search Engine that Promotes Sustainable Water Management
An increase in usersâ online searches, the social concern for an efficient management of resources such as water, and the appearance of more and more digital platforms for sustainable purposes to conduct online searches lead us to reflect more on the usersâ behavioral intention with respect to search engines that support sustainable projects like water management projects. Another issue to consider is the factors that determine the adoption of such search engines. In the present study, we aim to identify the factors that determine the intention to adopt a search engine, such as Lilo, that favors sustainable water management. To this end, a model based on the Theory of Planned Behavior (TPB) is proposed. The methodology used is the Structural Equation Modeling (SEM) analysis with the Analysis of Moment Structures (AMOS). The results demonstrate that individuals who intend to use a search engine are influenced by hedonic motivations, which drive their feeling of contentment with the search. Similarly, the success of search engines is found to be closely related to the ability a search engine grants to its users to generate a social or environmental impact, rather than usersâ trust in what they do or in their results. However, according to our results, habit is also an important factor that has both a direct and an indirect impact on usersâ behavioral intention to adopt different search engines
Testing the stability of âwisdom of crowdsâ judgments of search results over time and their similarity with the search engine rankings
PURPOSE: One of the under-explored aspects in the process of user information seeking behaviour is
influence of time on relevance evaluation. It has been shown in previous studies that individual users
might change their assessment of search results over time. It is also known that aggregated judgments of
multiple individual users can lead to correct and reliable decisions; this phenomenon is known as the
âwisdom of crowdsâ. The aim of this study is to examine whether aggregated judgments will be more
stable and thus more reliable over time than individual user judgments.
DESIGN/METHODS: In this study two simple measures are proposed to calculate the aggregated judgments of
search results and compare their reliability and stability to individual user judgments. In addition, the
aggregated âwisdom of crowdsâ judgments were used as a means to compare the differences between
human assessments of search results and search engineâs rankings. A large-scale user study was
conducted with 87 participants who evaluated two different queries and four diverse result sets twice,
with an interval of two months. Two types of judgments were considered in this study: 1) relevance on a
4-point scale, and 2) ranking on a 10-point scale without ties.
FINDINGS: It was found that aggregated judgments are much more stable than individual user judgments,
yet they are quite different from search engine rankings.
Practical implications: The proposed âwisdom of crowdsâ based approach provides a reliable reference
point for the evaluation of search engines. This is also important for exploring the need of personalization
and adapting search engineâs ranking over time to changes in users preferences.
ORIGINALITY/VALUE: This is a first study that applies the notion of âwisdom of crowdsâ to examine the
under-explored phenomenon in the literature of âchange in timeâ in user evaluation of relevance
Automated generation of geometrically-precise and semantically-informed virtual geographic environnements populated with spatially-reasoning agents
La GĂ©o-Simulation Multi-Agent (GSMA) est un paradigme de modĂ©lisation et de simulation de phĂ©nomĂšnes dynamiques dans une variĂ©tĂ© de domaines d'applications tels que le domaine du transport, le domaine des tĂ©lĂ©communications, le domaine environnemental, etc. La GSMA est utilisĂ©e pour Ă©tudier et analyser des phĂ©nomĂšnes qui mettent en jeu un grand nombre d'acteurs simulĂ©s (implĂ©mentĂ©s par des agents) qui Ă©voluent et interagissent avec une reprĂ©sentation explicite de l'espace qu'on appelle Environnement GĂ©ographique Virtuel (EGV). Afin de pouvoir interagir avec son environnement gĂ©ographique qui peut ĂȘtre dynamique, complexe et Ă©tendu (Ă grande Ă©chelle), un agent doit d'abord disposer d'une reprĂ©sentation dĂ©taillĂ©e de ce dernier. Les EGV classiques se limitent gĂ©nĂ©ralement Ă une reprĂ©sentation gĂ©omĂ©trique du monde rĂ©el laissant de cĂŽtĂ© les informations topologiques et sĂ©mantiques qui le caractĂ©risent. Ceci a pour consĂ©quence d'une part de produire des simulations multi-agents non plausibles, et, d'autre part, de rĂ©duire les capacitĂ©s de raisonnement spatial des agents situĂ©s. La planification de chemin est un exemple typique de raisonnement spatial dont un agent pourrait avoir besoin dans une GSMA. Les approches classiques de planification de chemin se limitent Ă calculer un chemin qui lie deux positions situĂ©es dans l'espace et qui soit sans obstacle. Ces approches ne prennent pas en compte les caractĂ©ristiques de l'environnement (topologiques et sĂ©mantiques), ni celles des agents (types et capacitĂ©s). Les agents situĂ©s ne possĂšdent donc pas de moyens leur permettant d'acquĂ©rir les connaissances nĂ©cessaires sur l'environnement virtuel pour pouvoir prendre une dĂ©cision spatiale informĂ©e. Pour rĂ©pondre Ă ces limites, nous proposons une nouvelle approche pour gĂ©nĂ©rer automatiquement des Environnements GĂ©ographiques Virtuels InformĂ©s (EGVI) en utilisant les donnĂ©es fournies par les SystĂšmes d'Information GĂ©ographique (SIG) enrichies par des informations sĂ©mantiques pour produire des GSMA prĂ©cises et plus rĂ©alistes. De plus, nous prĂ©sentons un algorithme de planification hiĂ©rarchique de chemin qui tire avantage de la description enrichie et optimisĂ©e de l'EGVI pour fournir aux agents un chemin qui tient compte Ă la fois des caractĂ©ristiques de leur environnement virtuel et de leurs types et capacitĂ©s. Finalement, nous proposons une approche pour la gestion des connaissances sur l'environnement virtuel qui vise Ă supporter la prise de dĂ©cision informĂ©e et le raisonnement spatial des agents situĂ©s
- âŠ