Related papers: An Incremental Truth Inference Approach to Aggrega…
Reward design for reinforcement learning agents can be difficult in situations where one not only wants the agent to achieve some effect in the world but where one also cares about how that effect is achieved. For example, we might wish for…
Truth discovery has been widely studied in recent years as a fundamental means for resolving the conflicts in multi-source data. Although many truth discovery methods have been proposed based on different considerations and intuitions,…
Fictitious play (FP) is a well-studied algorithm that enables agents to learn Nash equilibrium in games with certain reward structures. However, when agents have no prior knowledge of the reward functions, FP faces a major challenge: the…
Neither artificial intelligence designed to play Turing's imitation game, nor augmented intelligence built to maximize the human manipulation of information are tuned to accelerate innovation and improve humanity's collective advance…
We present a robust framework with computational algorithms to support decision makers in sequential games. Our framework includes methods to solve games with complete information, assess the robustness of such solutions and, finally,…
Game-theoretic interactions with AI agents could differ from traditional human-human interactions in various ways. One such difference is that it may be possible to simulate an AI agent (for example because its source code is known), which…
Recommender systems relying on latent factor models often appear as black boxes to their users. Semantic descriptions for the factors might help to mitigate this problem. Achieving this automatically is, however, a non-straightforward task…
While work in fields of CSCW (Computer Supported Collaborative Work), Psychology and Social Sciences have progressed our understanding of team processes and their effect performance and effectiveness, current methods rely on observations or…
We present a formal treatment of the Crowd-Anticrowd theory of Minority Games played by a population of competing agents. This theory is built around a description of the crowding which arises within the game's strategy space. Earlier works…
We study a problem where a group of agents has to decide how a joint reward should be shared among them. We focus on settings where the share that each agent receives depends on the subjective opinions of its peers concerning that agent's…
Active perception approaches select future viewpoints by using some estimate of the information gain. An inaccurate estimate can be detrimental in critical situations, e.g., locating a person in distress. However the true information gained…
Propositional representation services such as truth maintenance systems offer powerful support for incremental, interleaved, problem-model construction and evaluation. Probabilistic inference systems, in contrast, have lagged behind in…
Mobile crowdsensing has emerged as an efficient sensing paradigm which combines the crowd intelligence and the sensing power of mobile devices, e.g.,~mobile phones and Internet of Things (IoT) gadgets. This article addresses the…
The amount of personal information contributed by individuals to digital repositories such as social network sites has grown substantially. The existence of this data offers unprecedented opportunities for data analytics research in various…
Crowd-sourcing models, which leverage the collective opinions/signals of users on online social networks (OSNs), are well-accepted for fake post detection; however, motivating the users to provide the crowd signals is challenging, even more…
In addressing the challenge of exponential scaling with the number of agents we adopt a cluster-based representation to approximately solve asymmetric games of very many players. A cluster groups together agents with a similar "strategic…
Crowdsourcing information constitutes an important aspect of human-in-the-loop learning for researchers across multiple disciplines such as AI, HCI, and social science. While using crowdsourced data for subjective tasks is not new,…
In the last decade, scenario-based serious-games have become a main tool for learning new skills and capabilities. An important factor in the development of such systems is the overhead in time, cost and human resources to manually create…
Although several datasets annotated for anaphoric reference/coreference exist, even the largest such datasets have limitations in terms of size, range of domains, coverage of anaphoric phenomena, and size of documents included. Yet, the…
We consider an agent's uncertainty about its environment and the problem of generalizing this uncertainty across observations. Specifically, we focus on the problem of exploration in non-tabular reinforcement learning. Drawing inspiration…