234 research outputs found

    Adversarial Training in Affective Computing and Sentiment Analysis: Recent Advances and Perspectives

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    Over the past few years, adversarial training has become an extremely active research topic and has been successfully applied to various Artificial Intelligence (AI) domains. As a potentially crucial technique for the development of the next generation of emotional AI systems, we herein provide a comprehensive overview of the application of adversarial training to affective computing and sentiment analysis. Various representative adversarial training algorithms are explained and discussed accordingly, aimed at tackling diverse challenges associated with emotional AI systems. Further, we highlight a range of potential future research directions. We expect that this overview will help facilitate the development of adversarial training for affective computing and sentiment analysis in both the academic and industrial communities

    The Montclarion, March 29, 2012

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    Student Newspaper of Montclair State Universityhttps://digitalcommons.montclair.edu/montclarion/1954/thumbnail.jp

    The Montclarion, March 29, 2012

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    Student Newspaper of Montclair State Universityhttps://digitalcommons.montclair.edu/montclarion/1977/thumbnail.jp

    Celebration 2016 Abstract Booklet and Student Presentation Schedule

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    A novel computer Scrabble engine based on probability that performs at championship leve

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    The thesis starts by giving an introduction to the game of Scrabble, then mentions state-of-the-art computer Scrabble programs and presents some characteristics of our developed Scrabble engine Heuri. Some brief notions of Game Theory are given, along with history of some games in Artificial Intelligence; the fundamental algorithms for game playing, as well as state-of-the-art engines and the algorithms used by them, are presented. Basic elements of Scrabble, such as the Scrabble rules and the letter distribution, are given. Some history and state-of-the-art of Computer Scrabble are commented. For instance, the generation methods of valid moves based on the data structure DAWG (Directed Acyclic Word Graph) and also the variant GADDAG are recalled. These methods are used by the state-of-the-art Scrabble engines Quackle and Maven. Then, the contributions of this thesis are presented. A Spanish lexicon for playing Scrabble has been built that is used by Heuri engines. From this construction, a detailed study and classification of Spanish irregular verbs has been provided. A novel Scrabble move generator based on anagrams has been designed and implemented, which has been shown to be faster than the GADDAG-based generator used in Quackle engine. This method is similar to the way Scrabble players look for a move, searching for anagrams and a spot to play on the board. Next, we address the evaluation of moves when playing Scrabble; the quality of your game depends on deciding what move should be played given a certain board and a rack with tiles. This decision was made initially by Heuri trying several heuristics which ended up with the construction of several engines. We give the explanation of the heuristics used in these engines, all of them based on probabilities. All these initial heuristic evaluation functions (up to six) do not use forward looking, they are static evaluators. They have shown, after testing, an increasing playing performance, which allow Heuri to beat (top-level) expert human players in Spanish, without the need of using sampling and simulation techniques. These heuristics mainly consider the possibility of achieving a bingo on the actual board, whereas Quackle used pre-calculated values (superleaves) regardless of the latter. Then, in order to improve the quality of play of Heuri even more, some additional engines are presented in which look ahead is employed. The HeuriSamp engine, which evaluates a 2-ply search, permits to obtain a defense value. The HeuriSim engine uses a 3-ply adversarial search tree; it contemplates the best first moves (according to Heuri sixth engine heuristic) from Player 1, then some replies to these moves (Player 2 moves) and then some replies to these replies (Player 1 moves). Finally, to improve these engines, opponent modeling is used; this technique makes predictions on some of the opponents' tiles based on the last play made by the opponent. We present results obtained by playing thousands of Heuri vs Heuri games, collecting important information: general statistics of Scrabble game, like a 16 point handicap of the second player, and word statistics in Spanish, like a list of the most frequently played bingos (words that use all 7 tiles of a player's rack). In addition, we present results of matches played by Heuri against top-level humans in Spanish and results obtained by massive playing of different Heuri engines against the Quackle engine in Spanish, French and English. All these match results demonstrate the championship level performance of the Heuri engines in the three languages, especially of the last developed engine that includes simulation and opponent modeling techniques. From here, conclusions of the thesis are drawn and work for the future is envisaged.La tesi comença introduint el joc del Scrabble, esmentant els programes d’ordinador de l’estat de l’art que juguen Scrabble, i presentant algunes característiques del motor de joc de Scrabble que s’ha desenvolupat anomenat Heuri. Es donen breus nocions de la Teoria de Jocs, junt amb la història d’alguns jocs en Intel·ligència Artificial; es presenten els algorismes fonamentals per jugar, així com els motors de joc de l’estat de l’art en diferents jocs i els algorismes que usen. Es comenta també la història i estat de l’art del Computer Scrabble. Es recorden els mètodes de generació de moviments vàlids basats en l’estructura de dades DAWG (Directed Acyclic Word Graph) i en la variant GADDAG, que són usats pels motors de joc de Scrabble Quackle i Maven. A continuació es presenten les contribucions de la tesi. S’ha construït un diccionari per jugar Scrabble en espanyol, el qual és usat per les diferentes versions del motor de joc Heuri. S’ha fet un estudi detallat i una classificació dels verbs irregulars en espanyol. S’ha dissenyat i implementat un nou generador de moviments de Scrabble basat en anagrames, que ha demostrat ser més ràpid que el generador basat en GADDAG usat al motor Quackle. Aquest mètode és similar a la manera en la que els jugadors de Scrabble cerquen un moviment, buscant anagrames i un lloc del tauler on col·locar-los. Seguidament, es tracta l’evacuació dels moviments quan es juga Scrabble; la qualitat del joc depèn de decidir quin moviment cal jugar donat un cert tauler i un faristol amb fitxes. En Heuri, inicialment, aquesta decisió es va prendre provant diferents heurístiques que van dur a la construcció de diversos motors. Donem l’explicació de les heurístiques usades en aquests motors, totes elles basades en probabilitats. Totes aquestes funcions d’avaluació heurística inicials (fins a sis) no miren cap endavant, fan avaluacions estàtiques. Han mostrat, després de ser provades, un rendiment creixent de nivell de joc, el que ha permès Heuri derrotar a jugadors humans experts de màxim nivell en espanyol, sense necessitat d’usar tècniques de mostreig i de simulació. Aquestes heurístiques consideren principalment la possibilitat d’aconseguir un bingo en el tauler actual, mentre que Quackle usa uns valors pre-calculats (superleaves) que no tenen en compte l’anterior. Amb l’objectiu de millorar la qualitat de joc de Heuri encara més, es presenten uns motors de joc addicionals que sí miren cap endavant. El motor HeuriSamp, que realitza una cerca 2-ply, permet obtenir un valor de defensa. El motor HeuriSim usa un arbre de cerca 3-ply; contempla els millors primers moviments (d’acord al sisè motor heurístic d’Heuri) del Jugador 1, després algunes respostes a aquests moviments (moviments del Jugador 2) i llavors algunes rèpliques a aquestes respostes (moviments del Jugador 1). Finalment, per a millorar aquests motors, es proposa usar modelatge d’oponents; aquesta tècnica realitza prediccions d’algunes de les fitxes de l’oponent basant-se en l’últim moviment jugat per aquest. Es presenten resultats obtinguts de jugar milers de partides d’Heuri contra Heuri, que recullen important informació: estadístiques generals del joc del Scrabble, com un handicap de 16 punts del segon jugador, i estadístiques de paraules en espanyol, com una llista dels bingos (paraules que usen les 7 fitxes del faristol d’un jugador) que es juguen més freqüentment. A més, es presenten resultats de partides jugades per Heuri contra jugadors humans de màxim nivell en espanyol i resultats obtinguts d'un gran nombre d’enfrontaments entre els diferents motors de joc d’Heuri contra el motor Quackle en espanyol, francès i anglès. Tots aquests resultats de partides jugades demostren el rendiment de nivell de campió dels motors d’Heuri en les tres llengües, especialment el de l’últim motor desenvolupat que inclou tècniques de de simulació i modelatge d'oponents. A partir d'aquí s'extreuen les conclusions de la tesi i es preveu treballar de cara al futur.Postprint (published version

    Multiview Learning with Sparse and Unannotated data.

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    PhD ThesisObtaining annotated training data for supervised learning, is a bottleneck in many contemporary machine learning applications. The increasing prevalence of multi-modal and multi-view data creates both new opportunities for circumventing this issue, and new application challenges. In this thesis we explore several approaches to alleviating annotation issues in multi-view scenarios. We start by studying the problem of zero-shot learning (ZSL) for image recognition, where class-level annotations for image recognition are eliminated by transferring information from text modality instead. We next look at cross-modal matching, where paired instances across views provide the supervised label information for learning. We develop methodology for unsupervised and semi-supervised learning of pairing, thus eliminating the need for annotation requirements. We rst apply these ideas to unsupervised multi-view matching in the context of bilingual dictionary induction (BLI), where instances are words in two languages and nding a correspondence between the words produces a cross-lingual word translation model. We then return to vision and language and look at learning unsupervised pairing between images and text. We will see that this can be seen as a limiting case of ZSL where text-image pairing annotation requirements are completely eliminated. Overall these contributions in multi-view learning provide a suite of methods for reducing annotation requirements: both in conventional classi cation and cross-view matching settings

    Deep latent-variable models for neural text generation

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    Text generation aims to produce human-like natural language output for down-stream tasks. It covers a wide range of applications like machine translation, document summarization, dialogue generation and so on. Recently deep neural network-based end-to-end architectures are known to be data-hungry, and text generated from them usually suffer from low diversity, interpretability and controllability. As a result, it is difficult to trust the output from them in real-life applications. Deep latent-variable models, by specifying the probabilistic distribution over an intermediate latent process, provide a potential way of addressing these problems while maintaining the expressive power of deep neural networks. This presentation will explain how deep latent-variable models can improve over the standard encoder-decoder model for text generation. We will start from an introduction of encoder-decoder and deep latent-variable models, then go over popular optimization strategies, and finally elaborate on how latent variable models can help improve the diversity, interpretability and data efficiency in different applications of text generation tasks.Textgenerierung zielt darauf ab, eine menschenähnliche Textausgabe in natürlicher Sprache für Anwendungen zu erzeugen. Es deckt eine breite Palette von Anwendungen ab, wie maschinelle Übersetzung, Zusammenfassung von Dokumenten, Generierung von Dialogen usw. In letzter Zeit werden dafür hauptsächlich Endto- End-Architekturen auf der Basis von tiefen neuronalen Netzwerken verwendet. Der End-to-End-Ansatz fasst alle Submodule, die früher nach komplexen handgefertigten Regeln entworfen wurden, zu einer ganzheitlichen Codierungs- Decodierungs-Architektur zusammen. Bei ausreichenden Trainingsdaten kann eine Leistung auf dem neuesten Stand der Technik erzielt werden, ohne dass sprach- und domänenabhängiges Wissen erforderlich ist. Deep-Learning-Modelle sind jedoch als extrem datenhungrig bekannt und daraus generierter Text leidet normalerweise unter geringer Diversität, Interpretierbarkeit und Kontrollierbarkeit. Infolgedessen ist es schwierig, der Ausgabe von ihnen in realen Anwendungen zu vertrauen. Tiefe Modelle mit latenten Variablen bieten durch Angabe der Wahrscheinlichkeitsverteilung über einen latenten Zwischenprozess eine potenzielle Möglichkeit, diese Probleme zu lösen und gleichzeitig die Ausdruckskraft tiefer neuronaler Netze zu erhalten. Diese Dissertation zeigt, wie tiefe Modelle mit latenten Variablen Texterzeugung verbessern gegenüber dem üblichen Encoder-Decoder-Modell. Wir beginnen mit einer Einführung in Encoder-Decoder- und Deep Latent Variable-Modelle und gehen dann auf gängige Optimierungsstrategien wie Variationsinferenz, dynamische Programmierung, Soft Relaxation und Reinforcement Learning ein. Danach präsentieren wir Folgendes: 1. Wie latente Variablen Vielfalt der Texterzeugung verbessern können, indem ganzheitliche, latente Darstellungen auf Satzebene gelernt werden. Auf diese Weise kann zunächst eine latente Darstellung ausgewählt werden, aus der verschiedene Texte generiert werden können. Wir präsentieren effektive Algorithmen, um gleichzeitig das Lernen der Repräsentation und die Texterzeugung durch Variationsinferenz zu trainieren. Um die Einschränkungen der Variationsinferenz bezüglich Uni-Modalität und Inkonsistenz anzugehen, schlagen wir eine Wake-Sleep-Variation und ein auf Transinformation basierendes Trainingsziel vor. Experimente zeigen, dass sie sowohl die übliche Variationsinferenz als auch nicht-latente Variablenmodelle bei der Dialoggenerierung übertreffen. 2. Wie latente Variablen die Steuerbarkeit und Interpretierbarkeit der Texterzeugung verbessern können, indem feinkörnigere latente Spezifikationen zum Zwischengenerierungsprozess hinzugefügt werden. Wir veranschaulichen die Verwendung latenter Variablen für Wortausrichtung, Inhaltsauswahl, Textsegmentierung und Feldsegmentkorrespondenz. Wir leiten für sie effiziente Trainingsalgorithmen ab, damit die Texterzeugung explizit gesteuert werden kann, indem die latente Variable, die durch ihre Definition vom Menschen interpretiert werden kann, manipuliert wird. 3. Überwindung der Seltenheit von Trainingsmustern durch Behandlung von nicht parallelem Text als latente Variablen. Das Training kann wie beim Standard-EM-Algorithmus durchgeführt werden, der stabil konvergiert. Wir zeigen, dass es bei der Dialoggenerierung erfolgreich angewendet werden kann und den Generierungsraum durch die Verwendung von nicht-konversativem Text erheblich bereichert

    The Role of Massively Multiplayer Role-Playing Games in Facilitating Vocabulary Acquisition for English Language Learners: A Mixed-Methods Study

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    Slow vocabulary development and poor comprehension among English Language learners (ELLs) (August, Carlo, & Snow, 2005) have resulted in an academic achievement gap between ELLs and native English-speaking learners in the United States (Klingner, Artiles, & Barletta, 2006; Wilde, 2010). This mixed-methods sequential explanatory research aims to help narrow the academic gap by providing increased engagement and interaction opportunities to ELLs. In this study, I replicated and extended Bourgonjon et al. (2010)’s study identifying the predictive factors of students’ acceptance for using video games in the classrooms. A sequential qualitative study with 11 selected participants was conducted to explain how the factors, tested in the first quantitative phase of study, facilitate ELLs’ vocabulary growth. I triangulated the results of the two phases and the discussion of the findings to answer my research questions. Based on the data collected from 371 participants via a web-based survey, I tested the reliability and validity of the adapted survey scale items using inter-item correlations, factor analysis, and internal consistency reliability tests. Then, I formulated and validated path models to test the hypotheses related to relationships among variables. Results from the analysis concluded that the factor of perceived learning opportunity is an important predictors for players’ preference for using MMORPGs in the L2 English classroom. The follow-up qualitative study aims to explain why certain factors identified in the first phase were significant predictors that impact players’ preference to use MMORPGs to obtain L2 English vocabulary. Evidence shows that game texts and social interactions are major learning opportunities provided by MMORPGs. I expect that this study, along with further research in this area, will help teachers integrate MMORPGs or related game mechanics into their regular instruction to provide increased engagement and interaction opportunities to English language learners
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