47,795 research outputs found
Towards Avatars with Artificial Minds: Role of Semantic Memory
he first step towards creating avatars with human-like artificial minds is to give them human-like memory structures with an access to general knowledge about the world. This type of knowledge is stored in semantic memory. Although many approaches to modeling of semantic memories have been proposed they are not very useful in real life applications because they lack knowledge comparable to the common sense that humans have, and they cannot be implemented in a computationally efficient way. The most drastic simplification of semantic memory leading to the simplest knowledge representation that is sufficient for many applications is based on the Concept Description Vectors (CDVs) that store, for each concept, an information whether a given property is applicable to this concept or not. Unfortunately even such simple information about real objects or concepts is not available. Experiments with automatic creation of concept description vectors from various sources, including ontologies, dictionaries, encyclopedias and unstructured text sources are described. Haptek-based talking head that has an access to this memory has been created as an example of a humanized interface (HIT) that can interact with web pages and exchange information in a natural way. A few examples of applications of an avatar with semantic memory are given, including the twenty questions game and automatic creation of word puzzles
Old Game, New Rules: Rethinking The Form of Physics
We investigate the modeling capabilities of sets of coupled classical
harmonic oscillators (CHO) in the form of a modeling game. The application of
simple but restrictive rules of the game lead to conditions for an isomorphism
between Lie-algebras and real Clifford algebras. We show that the correlations
between two coupled classical oscillators find their natural description in the
Dirac algebra and allow to model aspects of special relativity, inertial
motion, electromagnetism and quantum phenomena including spin in one go. The
algebraic properties of Hamiltonian motion of low-dimensional systems can
generally be related to certain types of interactions and hence to the
dimensionality of emergent space-times. We describe the intrinsic connection
between phase space volumes of a 2-dimensional oscillator and the Dirac
algebra. In this version of a phase space interpretation of quantum mechanics
the (components of the) spinor wave-function in momentum space are abstract
canonical coordinates, and the integrals over the squared wave function
represents second moments in phase space. The wave function in ordinary
space-time can be obtained via Fourier transformation. Within this modeling
game, 3+1-dimensional space-time is interpreted as a structural property of
electromagnetic interaction. A generalization selects a series of Clifford
algebras of specific dimensions with similar properties, specifically also 10-
and 26-dimensional real Clifford algebras.Comment: 23 pages, no figure
Opinion dynamics and decision of vote in bipolar political systems
A model of the opinion dynamics underlying the political decision is
proposed. The analysis is restricted to a bipolar scheme with a possible third
political area. The interaction among voters is local but the final decision
strongly depends on global effects such as, for example, the rating of the
governments. As in the realistic case, the individual decision making process
is determined by the most relevant personal interests and problems. The
phenomenological analysis of the national vote in Italy and Germany has been
carried out and a prediction of the next Italian vote as a function of the
government rating is presented.Comment: 8 pages, 1 figure. To be published in International Journal of Modern
Physics
DeepStory: Video Story QA by Deep Embedded Memory Networks
Question-answering (QA) on video contents is a significant challenge for
achieving human-level intelligence as it involves both vision and language in
real-world settings. Here we demonstrate the possibility of an AI agent
performing video story QA by learning from a large amount of cartoon videos. We
develop a video-story learning model, i.e. Deep Embedded Memory Networks
(DEMN), to reconstruct stories from a joint scene-dialogue video stream using a
latent embedding space of observed data. The video stories are stored in a
long-term memory component. For a given question, an LSTM-based attention model
uses the long-term memory to recall the best question-story-answer triplet by
focusing on specific words containing key information. We trained the DEMN on a
novel QA dataset of children's cartoon video series, Pororo. The dataset
contains 16,066 scene-dialogue pairs of 20.5-hour videos, 27,328 fine-grained
sentences for scene description, and 8,913 story-related QA pairs. Our
experimental results show that the DEMN outperforms other QA models. This is
mainly due to 1) the reconstruction of video stories in a scene-dialogue
combined form that utilize the latent embedding and 2) attention. DEMN also
achieved state-of-the-art results on the MovieQA benchmark.Comment: 7 pages, accepted for IJCAI 201
On minimum integer representations of weighted games
We study minimum integer representations of weighted games, i.e.,
representations where the weights are integers and every other integer
representation is at least as large in each component. Those minimum integer
representations, if the exist at all, are linked with some solution concepts in
game theory. Closing existing gaps in the literature, we prove that each
weighted game with two types of voters admits a (unique) minimum integer
representation, and give new examples for more than two types of voters without
a minimum integer representation. We characterize the possible weights in
minimum integer representations and give examples for types of voters
without a minimum integer representation preserving types, i.e., where we
additionally require that the weights are equal within equivalence classes of
voters.Comment: 29 page
A model of influence in a social network
In the paper, we study a model of influence in a social network. It is assumed that each player has an inclination to say YES or NO which, due to influence of other players, may be different from the decision of the player. The point of departure here is the concept of the Hoede-Bakker index - the notion which computes the overall decisional "power" of a player in a social network. The main drawback of the Hoede-Bakker index is that it hides the actual role of the influence function, analyzing only the final decision in terms of success and failure. In this paper, we separate the influence part from the group decision part, and focus on the description and analysis of the influence part. We propose among other descriptive tools a definition of a (weighted) influence index of a coalition upon an individual. Moreover, we consider different influence functions representative of commonly encountered situations. Finally, we propose a suitable definition of a modified decisional power.Influence function, influence index, decisional power, social network.
Different Approaches to Influence Based on Social Networks and Simple Games
We present an overview of research on a certain model of influence in a social network. Each agent has to make an acceptance/rejection decision, and he has an inclination to choose either the yes-action or the no-action. The agents are embedded in a social network which models influence between them. Due to the influence, a decision of an agent may differ from his preliminary inclination. Such a transformation between the agents' inclinations and their decisions are represented by an influence function. Follower functions encode the players who constantly follow the opinion of a given unanimous coalition. We examine properties of the influence and follower functions and study the relation between them. The model of influence is also compared to the framework of command games in which a simple game is built for each agent. We study the relation between command games and influence functions. We also define influence indices and determine the relations between these indices and some well-known power indices. Furthermore, we enlarge the set of possible yes/no actions to multi-choice games and investigate the analogous tools related to influence in the multi-choice model.influence ; social network ; influence function ; command game ; follower ; voting
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