41 research outputs found
Uniform random generation of large acyclic digraphs
Directed acyclic graphs are the basic representation of the structure
underlying Bayesian networks, which represent multivariate probability
distributions. In many practical applications, such as the reverse engineering
of gene regulatory networks, not only the estimation of model parameters but
the reconstruction of the structure itself is of great interest. As well as for
the assessment of different structure learning algorithms in simulation
studies, a uniform sample from the space of directed acyclic graphs is required
to evaluate the prevalence of certain structural features. Here we analyse how
to sample acyclic digraphs uniformly at random through recursive enumeration,
an approach previously thought too computationally involved. Based on
complexity considerations, we discuss in particular how the enumeration
directly provides an exact method, which avoids the convergence issues of the
alternative Markov chain methods and is actually computationally much faster.
The limiting behaviour of the distribution of acyclic digraphs then allows us
to sample arbitrarily large graphs. Building on the ideas of recursive
enumeration based sampling we also introduce a novel hybrid Markov chain with
much faster convergence than current alternatives while still being easy to
adapt to various restrictions. Finally we discuss how to include such
restrictions in the combinatorial enumeration and the new hybrid Markov chain
method for efficient uniform sampling of the corresponding graphs.Comment: 15 pages, 2 figures. To appear in Statistics and Computin
SimMarket: Multiagent-Based Customer Simulation and Decision Support for Category Management
A key to an optimal assortment of goods and pricing of individual items in a store is the knowledge about potential customer's behaviour. In this paper we present the simulation of individual customers based on a multiagent system which models the important elements and external influences as single agents. An agent can be member of several agent groups which are represented as holons. We model each individual customer as an agent which behaves according the customer's individual preferences. These preferences are extracted from real world data, such as customer cards, sales data and interviews. The customer's shopping behaviour is represented in behaviour networks (Bayesian nets) which are stored in the customer agents' knowledge bases. The behaviour of a representative group of customers induces the overall sales figures, which support decisions what to sell at which price. The presented concepts are based on ideas of Joachim Hertel from DACOS and Jrg Siekmann from the DFKI
Visual recognition with humans in the loop
Abstract. We present an interactive, hybrid human-computer method for object classification. The method applies to classes of objects that are recognizable by people with appropriate expertise (e.g., animal species or airplane model), but not (in general) by people without such expertise. It can be seen as a visual version of the 20 questions game, where questions based on simple visual attributes are posed interactively. The goal is to identify the true class while minimizing the number of questions asked, using the visual content of the image. We introduce a general framework for incorporating almost any off-the-shelf multi-class object recognition algorithm into the visual 20 questions game, and provide methodologies to account for imperfect user responses and unreliable computer vision algorithms. We evaluate our methods on Birds-200, a difficult dataset of 200 tightly-related bird species, and on the Animals With Attributes dataset. Our results demonstrate that incorporating user input drives up recognition accuracy to levels that are good enough for practical applications, while at the same time, computer vision reduces the amount of human interaction required.