158 research outputs found
A geographic knowledge discovery approach to property valuation
This thesis involves an investigation of how knowledge discovery can be applied in the area Geographic Information Science. In particular, its application in the area of
property valuation in order to reveal how different spatial entities and their interactions affect the price of the properties is explored. This approach is entirely
data driven and does not require previous knowledge of the area applied.
To demonstrate this process, a prototype system has been designed and implemented. It employs association rule mining and associative classification algorithms to uncover any existing inter-relationships and perform the valuation. Various algorithms that perform the above tasks have been proposed in the literature. The algorithm developed in this work is based on the Apriori algorithm. It has been
however, extended with an implementation of a ‘Best Rule’ classification scheme based on the Classification Based on Associations (CBA) algorithm.
For the modelling of geographic relationships a graph-theoretic approach has been employed. Graphs have been widely used as modelling tools within the geography
domain, primarily for the investigation of network-type systems. In the current context, the graph reflects topological and metric relationships between the spatial
entities depicting general spatial arrangements. An efficient graph search algorithm has been developed, based on the Djikstra shortest path algorithm that enables the
investigation of relationships between spatial entities beyond first degree connectivity.
A case study with data from three central London boroughs has been performed to validate the methodology and algorithms, and demonstrate its effectiveness for computer aided property valuation. In addition, through the case study, the influence of location in the value of properties in those boroughs has been examined. The results are encouraging as they demonstrate the effectiveness of the proposed methodology and algorithms, provided that the data is appropriately pre processed and is of high quality
Proceedings of the SAB'06 Workshop on Adaptive Approaches for Optimizing Player Satisfaction in Computer and Physical Games
These proceedings contain the papers presented at the Workshop on Adaptive approaches
for Optimizing Player Satisfaction in Computer and Physical Games held at the Ninth
international conference on the Simulation of Adaptive Behavior (SAB’06): From
Animals to Animats 9 in Rome, Italy on 1 October 2006.
We were motivated by the current state-of-the-art in intelligent game design using
adaptive approaches. Artificial Intelligence (AI) techniques are mainly focused on
generating human-like and intelligent character behaviors. Meanwhile there is generally
little further analysis of whether these behaviors contribute to the satisfaction of the
player. The implicit hypothesis motivating this research is that intelligent opponent
behaviors enable the player to gain more satisfaction from the game. This hypothesis may
well be true; however, since no notion of entertainment or enjoyment is explicitly
defined, there is therefore little evidence that a specific character behavior generates
enjoyable games.
Our objective for holding this workshop was to encourage the study, development,
integration, and evaluation of adaptive methodologies based on richer forms of humanmachine
interaction for augmenting gameplay experiences for the player. We wanted to
encourage a dialogue among researchers in AI, human-computer interaction and
psychology disciplines who investigate dissimilar methodologies for improving gameplay
experiences. We expected that this workshop would yield an understanding of state-ofthe-
art approaches for capturing and augmenting player satisfaction in interactive systems
such as computer games.
Our invited speaker was Hakon Steinø, Technical Producer of IO-Interactive, who
discussed applied AI research at IO-Interactive, portrayed the future trends of AI in
computer game industry and debated the use of academic-oriented methodologies for
augmenting player satisfaction. The sessions of presentations and discussions where
classified into three themes: Adaptive Learning, Examples of Adaptive Games and Player
Modeling.
The Workshop Committee did a great job in providing suggestions and informative
reviews for the submissions; thank you! This workshop was in part supported by the
Danish National Research Council (project no: 274-05-0511). Finally, thanks to all the
participants; we hope you found this to be useful!peer-reviewe
On Cognitive Preferences and the Plausibility of Rule-based Models
It is conventional wisdom in machine learning and data mining that logical
models such as rule sets are more interpretable than other models, and that
among such rule-based models, simpler models are more interpretable than more
complex ones. In this position paper, we question this latter assumption by
focusing on one particular aspect of interpretability, namely the plausibility
of models. Roughly speaking, we equate the plausibility of a model with the
likeliness that a user accepts it as an explanation for a prediction. In
particular, we argue that, all other things being equal, longer explanations
may be more convincing than shorter ones, and that the predominant bias for
shorter models, which is typically necessary for learning powerful
discriminative models, may not be suitable when it comes to user acceptance of
the learned models. To that end, we first recapitulate evidence for and against
this postulate, and then report the results of an evaluation in a
crowd-sourcing study based on about 3.000 judgments. The results do not reveal
a strong preference for simple rules, whereas we can observe a weak preference
for longer rules in some domains. We then relate these results to well-known
cognitive biases such as the conjunction fallacy, the representative heuristic,
or the recogition heuristic, and investigate their relation to rule length and
plausibility.Comment: V4: Another rewrite of section on interpretability to clarify focus
on plausibility and relation to interpretability, comprehensibility, and
justifiabilit
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