1,545 research outputs found
GraphSE: An Encrypted Graph Database for Privacy-Preserving Social Search
In this paper, we propose GraphSE, an encrypted graph database for online
social network services to address massive data breaches. GraphSE preserves
the functionality of social search, a key enabler for quality social network
services, where social search queries are conducted on a large-scale social
graph and meanwhile perform set and computational operations on user-generated
contents. To enable efficient privacy-preserving social search, GraphSE
provides an encrypted structural data model to facilitate parallel and
encrypted graph data access. It is also designed to decompose complex social
search queries into atomic operations and realise them via interchangeable
protocols in a fast and scalable manner. We build GraphSE with various
queries supported in the Facebook graph search engine and implement a
full-fledged prototype. Extensive evaluations on Azure Cloud demonstrate that
GraphSE is practical for querying a social graph with a million of users.Comment: This is the full version of our AsiaCCS paper "GraphSE: An
Encrypted Graph Database for Privacy-Preserving Social Search". It includes
the security proof of the proposed scheme. If you want to cite our work,
please cite the conference version of i
Agents for educational games and simulations
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
Survey of the State of the Art in Natural Language Generation: Core tasks, applications and evaluation
This paper surveys the current state of the art in Natural Language
Generation (NLG), defined as the task of generating text or speech from
non-linguistic input. A survey of NLG is timely in view of the changes that the
field has undergone over the past decade or so, especially in relation to new
(usually data-driven) methods, as well as new applications of NLG technology.
This survey therefore aims to (a) give an up-to-date synthesis of research on
the core tasks in NLG and the architectures adopted in which such tasks are
organised; (b) highlight a number of relatively recent research topics that
have arisen partly as a result of growing synergies between NLG and other areas
of artificial intelligence; (c) draw attention to the challenges in NLG
evaluation, relating them to similar challenges faced in other areas of Natural
Language Processing, with an emphasis on different evaluation methods and the
relationships between them.Comment: Published in Journal of AI Research (JAIR), volume 61, pp 75-170. 118
pages, 8 figures, 1 tabl
Lyapunov stochastic stability and control of robust dynamic coalitional games with transferable utilities
This paper considers a dynamic game with transferable utilities (TU), where the characteristic function is a continuous-time bounded mean ergodic process. A central planner interacts continuously over time with the players by choosing the instantaneous allocations subject to budget constraints. Before the game starts, the central planner knows the nature of the process (bounded mean ergodic), the bounded set from which the coalitions' values are sampled, and the long run average coalitions' values. On the other hand, he has no knowledge of the underlying probability function generating the coalitions' values. Our goal is to find allocation rules that use a measure of the extra reward that a coalition has received up to the current time by re-distributing the budget among the players. The objective is two-fold: i) guaranteeing convergence of the average allocations to the core (or a specific point in the core) of the average game, ii) driving the coalitions' excesses to an a priori given cone. The resulting allocation rules are robust as they guarantee the aforementioned convergence properties despite the uncertain and time-varying nature of the coaltions' values. We highlight three main contributions. First, we design an allocation rule based on full observation of the extra reward so that the average allocation approaches a specific point in the core of the average game, while the coalitions' excesses converge to an a priori given direction. Second, we design a new allocation rule based on partial observation on the extra reward so that the average allocation converges to the core of the average game, while the coalitions' excesses converge to an a priori given cone. And third, we establish connections to approachability theory and attainability theory
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Floating constraints in lexical choice
Lexical choice is a computationally complex task, requiring a generation system to consider a potentially large number of mappings between concepts and words. Constraints that aid in determining which word is best come from a wide variety of sources, including syntax, semantics, pragmatics, the lexicon, and the underlying domain. Furthermore, in some situations, different constraints come into play early on, while in others, they apply much later. This makes it difficult to determine a systematic ordering in which to apply constraints. In this paper, we present a general approach to lexical choice that can handle multiple, interacting constraints. We focus on the problem of floating constraints, semantic or pragmatic constraints that float, appearing at a variety of different syntactic ranks, often merged with other semantic constraints. This means that multiple content units can be realized by a single surface element, and conversely, that a single content unit can be realized by a variety of surface elements. Our approach uses the Functional Unification Formalism (FUF) to represent a generation lexicon, allowing for declarative and compositional representation of individual constraints
HTN planning: Overview, comparison, and beyond
Hierarchies are one of the most common structures used to understand and conceptualise the world. Within the field of Artificial Intelligence (AI) planning, which deals with the automation of world-relevant problems, Hierarchical Task Network (HTN) planning is the branch that represents and handles hierarchies. In particular, the requirement for rich domain knowledge to characterise the world enables HTN planning to be very useful, and also to perform well. However, the history of almost 40 years obfuscates the current understanding of HTN planning in terms of accomplishments, planning models, similarities and differences among hierarchical planners, and its current and objective image. On top of these issues, the ability of hierarchical planning to truly cope with the requirements of real-world applications has been often questioned. As a remedy, we propose a framework-based approach where we first provide a basis for defining different formal models of hierarchical planning, and define two models that comprise a large portion of HTN planners. Second, we provide a set of concepts that helps in interpreting HTN planners from the aspect of their search space. Then, we analyse and compare the planners based on a variety of properties organised in five segments, namely domain authoring, expressiveness, competence, computation and applicability. Furthermore, we select Web service composition as a real-world and current application, and classify and compare the approaches that employ HTN planning to solve the problem of service composition. Finally, we conclude with our findings and present directions for future work. In summary, we provide a novel and comprehensive viewpoint on a core AI planning technique.<br/
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