3,742 research outputs found
Dynamic Estimation of Rater Reliability using Multi-Armed Bandits
One of the critical success factors for supervised machine learning is the quality of target values, or predictions, associated with training instances. Predictions can be discrete labels (such as a binary variable specifying whether a blog post is positive or negative) or continuous ratings (for instance, how boring a video is on a 10-point scale). In some areas, predictions are readily available, while in others, the eort of human workers has to be involved. For instance, in the task of emotion recognition from speech, a large corpus of speech recordings is usually available, and humans denote which emotions are present in which recordings
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Modelling Emotion Based Reward Valuation with Computational Reinforcement Learning
We show that computational reinforcement learning can model human decision making in the Iowa Gambling Task (IGT). The IGT is a card game, which tests decision making under uncertainty. In our experiments, we found that modulating learning rate decay in Q-learning, enables the approximation of both the behaviour of normal subjects and those who are emotionally impaired by ventromedial prefrontal lesions. Outcomes observed in impaired subjects are modeled by high learning rate decay, while low learning rate decay replicates healthy subjects under otherwise identical conditions. The ventromedial prefrontal cortex has been associated with emotion based reward valuation, and, the value function in reinforcement learning provides an analogous assessment mechanism. Thus reinforcement learning can provide a good model for the role of emotional reward as a modulator of the learning rate
Prosecutorial Ethics and Victims\u27 Rights: The Prosecutor\u27s Duty of Neutrality
In recent years, enhanced legal protections for victims has caused victims to become increasingly involved in the criminal justice process, often working closely with prosecutors. In this Article, Professor Gershman analyzes the potential challenges to prosecutors\u27 ethical duties that victims\u27participation may bring and suggests appropriate responses
Approaches to Learning to Control Dynamic Uncertainty
In dynamic environments, when faced with a choice of which learning strategy to adopt, do people choose to mostly explore (maximizing their long term gains) or exploit (maximizing their short term gains)? More to the point, how does this choice of learning strategy influence one’s later ability to control the environment? In the present study, we explore whether people’s self-reported learning strategies and levels of arousal (i.e., surprise, stress) correspond to performance measures of controlling a Highly Uncertain or Moderately Uncertain dynamic environment. Generally, self-reports suggest a preference for exploring the environment to begin with. After which, those in the Highly Uncertain environment generally indicated they exploited more than those in the Moderately Uncertain environment; this difference did not impact on performance on later tests of people’s ability to control the dynamic environment. Levels of arousal were also differentially associated with the uncertainty of the environment. Going beyond behavioral data, our model of dynamic decision-making revealed that, in actual fact, there was no difference in exploitation levels between those in the highly uncertain or moderately uncertain environments, but there were differences based on sensitivity to negative reinforcement. We consider the implications of our findings with respect to learning and strategic approaches to controlling dynamic uncertainty.This study was supported by the Engineering and Physical Sciences Research Council
Personality and Emotion for Virtual Characters in Strong-Story Narrative Planning
Interactive virtual worlds provide an immersive and effective environment for training, education, and entertainment purposes. Virtual characters are an essential part of every interactive narrative. The interaction of rich virtual characters can produce interesting narratives and enhance user experience in virtual environments. I propose models of personality and emotion that are highly domain independent and integrate those models into multi-agent strong-story narrative planning systems. I demonstrate the value of the strong-story properties of the model by generating story conflicts intelligently. My models of emotion and personality enable the narrative generation system to create more opportunities for players to resolve conflicts using certain behavior types. In doing so, the author can encourage the player to adopt and exhibit those behaviors. I conduct multiple human subject and case studies to evaluate these models and show that they enable generating a larger number of stories and character behavior that is preferred and more believable to a human audience
Overcoming barriers and increasing independence: service robots for elderly and disabled people
This paper discusses the potential for service robots to overcome barriers and increase independence of
elderly and disabled people. It includes a brief overview of the existing uses of service robots by disabled and elderly
people and advances in technology which will make new uses possible and provides suggestions for some of these new
applications. The paper also considers the design and other conditions to be met for user acceptance. It also discusses
the complementarity of assistive service robots and personal assistance and considers the types of applications and
users for which service robots are and are not suitable
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