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Dimitris Kalles

Publications and source records attributed to Dimitris Kalles.

28 records · Page 2Linked to original sources

Assessing the Impact of Virtualizing Physical Labs

Virtual laboratories are the new online educational trend for communicating to students practical skills of science. In this paper we report on a comparison of techniques for familiarizing distance learning students with a 3D virtual biology laboratory, in order to prepare them for their microscopy experiment in their physical wet lab. Initial training for these students was provided at a distance, via Skype. Their progress was assessed through Pre and Post-tests and compared to those of students who opted to only prepare for their wet lab using the conventional face-to-face educational method, which was provided for all students. Our results provide preliminary answers to questions such as whether the incorporation of a virtual lab in the educational process will improve the quality of distance learning education and whether a virtual lab can be a valuable educational supplement to students enrolled in laboratory courses on Biology.

cs.HC↗

Decision Trees for Helpdesk Advisor Graphs

We use decision trees to build a helpdesk agent reference network to facilitate the on-the-job advising of junior or less experienced staff on how to better address telecommunication customer fault reports. Such reports generate field measurements and remote measurements which, when coupled with location data and client attributes, and fused with organization-level statistics, can produce models of how support should be provided. Beyond decision support, these models can help identify staff who can act as advisors, based on the quality, consistency and predictability of dealing with complex troubleshooting reports. Advisor staff models are then used to guide less experienced staff in their decision making; thus, we advocate the deployment of a simple mechanism which exploits the availability of staff with a sound track record at the helpdesk to act as dormant tutors.

cs.AI↗

On Using Linear Diophantine Equations to Tune the extent of Look Ahead while Hiding Decision Tree Rules

This paper focuses on preserving the privacy of sensitive pat-terns when inducing decision trees. We adopt a record aug-mentation approach for hiding sensitive classification rules in binary datasets. Such a hiding methodology is preferred over other heuristic solutions like output perturbation or crypto-graphic techniques - which restrict the usability of the data - since the raw data itself is readily available for public use. In this paper, we propose a look ahead approach using linear Diophantine equations in order to add the appropriate number of instances while minimally disturbing the initial entropy of the nodes.

cs.AI↗

Data set operations to hide decision tree rules

This paper focuses on preserving the privacy of sensitive patterns when inducing decision trees. We adopt a record augmentation approach for hiding sensitive classification rules in binary datasets. Such a hiding methodology is preferred over other heuristic solutions like output perturbation or cryptographic techniques - which restrict the usability of the data - since the raw data itself is readily available for public use. We show some key lemmas which are related to the hiding process and we also demonstrate the methodology with an example and an indicative experiment using a prototype hiding tool.

cs.AI↗

A Distributed Multi Agents Based Platform for High Performance Computing Infrastructures

This work introduces a novel, modular, layered web based platform for managing machine learning experiments on grid-based High Performance Computing infrastructures. The coupling of the communication services offered by the grid, with an administration layer and conventional web server programming, via a data synchronization utility, leads to the straightforward development of a web-based user interface that allows the monitoring and managing of diverse online distributed computing applications. It also introduces an experiment generation and monitoring tool particularly suitable for investigating machine learning in game playing. The platform is demonstrated with experiments for two different games.

cs.DC↗

Examples as Interaction: On Humans Teaching a Computer to Play a Game

This paper reviews an experiment in human-computer interaction, where interaction takes place when humans attempt to teach a computer to play a strategy board game. We show that while individually learned models can be shown to improve the playing performance of the computer, their straightforward composition results in diluting what was earlier learned. This observation suggests that interaction cannot be easily distributed when one hopes to harness multiple human experts to develop a quality computer player. This is related to similar approaches in robot task learning and to classic approaches to human learning and reinforces the need to develop tools that facilitate the mix of human-based tuition and computer self-learning.

cs.AI↗

Emerge-Sort: Converging to Ordered Sequences by Simple Local Operators

In this paper we examine sorting on the assumption that we do not know in advance which way to sort a sequence of numbers and we set at work simple local comparison and swap operators whose repeating application ends up in sorted sequences. These are the basic elements of Emerge-Sort, our approach to self-organizing sorting, which we then validate experimentally across a range of samples. Observing an O(n2) run-time behaviour, we note that the n/logn delay coefficient that differentiates Emerge-Sort from the classical comparison based algorithms is an instantiation of the price of anarchy we pay for not imposing a sorting order and for letting that order emerge through the local interactions.

cs.AI↗

Lossless fitness inheritance in genetic algorithms for decision trees

When genetic algorithms are used to evolve decision trees, key tree quality parameters can be recursively computed and re-used across generations of partially similar decision trees. Simply storing instance indices at leaves is enough for fitness to be piecewise computed in a lossless fashion. We show the derivation of the (substantial) expected speed-up on two bounding case problems and trace the attractive property of lossless fitness inheritance to the divide-and-conquer nature of decision trees. The theoretical results are supported by experimental evidence.

cs.AI↗

On Measuring the Impact of Human Actions in the Machine Learning of a Board Game's Playing Policies

We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving their playing strategies and demonstrate a slow learning speed. Human intervention can significantly enhance learning performance, but carry-ing it out systematically seems to be more of a problem of an integrated game development environment as opposed to automatic evolutionary learning.

cs.AI↗

Player co-modelling in a strategy board game: discovering how to play fast

In this paper we experiment with a 2-player strategy board game where playing models are evolved using reinforcement learning and neural networks. The models are evolved to speed up automatic game development based on human involvement at varying levels of sophistication and density when compared to fully autonomous playing. The experimental results suggest a clear and measurable association between the ability to win games and the ability to do that fast, while at the same time demonstrating that there is a minimum level of human involvement beyond which no learning really occurs.

cs.AI↗