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Jesse Hoey

Publications and source records attributed to Jesse Hoey.

29 records · Page 2Linked to original sources

Affective Neural Response Generation

Existing neural conversational models process natural language primarily on a lexico-syntactic level, thereby ignoring one of the most crucial components of human-to-human dialogue: its affective content. We take a step in this direction by proposing three novel ways to incorporate affective/emotional aspects into long short term memory (LSTM) encoder-decoder neural conversation models: (1) affective word embeddings, which are cognitively engineered, (2) affect-based objective functions that augment the standard cross-entropy loss, and (3) affectively diverse beam search for decoding. Experiments show that these techniques improve the open-domain conversational prowess of encoder-decoder networks by enabling them to produce emotionally rich responses that are more interesting and natural.

cs.CL↗

Semi-Supervised Affective Meaning Lexicon Expansion Using Semantic and Distributed Word Representations

In this paper, we propose an extension to graph-based sentiment lexicon induction methods by incorporating distributed and semantic word representations in building the similarity graph to expand a three-dimensional sentiment lexicon. We also implemented and evaluated the label propagation using four different word representations and similarity metrics. Our comprehensive evaluation of the four approaches was performed on a single data set, demonstrating that all four methods can generate a significant number of new sentiment assignments with high accuracy. The highest correlations (tau=0.51) and the lowest error (mean absolute error < 1.1%), obtained by combining both the semantic and the distributional features, outperformed the distributional-based and semantic-based label-propagation models and approached a supervised algorithm.

cs.CL↗

Socio-Affective Agents as Models of Human Behaviour in the Networked Prisoner's Dilemma

Affect Control Theory (ACT) is a powerful and general sociological model of human affective interaction. ACT provides an empirically derived mathematical model of culturally shared sentiments as heuristic guides for human decision making. BayesACT, a variant on classical ACT, combines affective reasoning with cognitive (denotative or logical) reasoning as is traditionally found in AI. Bayes\-ACT allows for the creation of agents that are both emotionally guided and goal-directed. In this work, we simulate BayesACT agents in the Iterated Networked Prisoner's Dilemma (INPD), and we show four out of five known properties of human play in INPD are replicated by these socio-affective agents. In particular, we show how the observed human behaviours of network structure invariance, anti-correlation of cooperation and reward, and player type stratification are all clearly emergent properties of the networked BayesACT agents. We further show that decision hyteresis (Moody Conditional Cooperation) is replicated by BayesACT agents in over $2/3$ of the cases we have considered. In contrast, previously used imitation-based agents are only able to replicate one of the five properties. We discuss the implications of these findings in the development of human-agent societies.

cs.MA↗

Detecting Falls with X-Factor Hidden Markov Models

Identification of falls while performing normal activities of daily living (ADL) is important to ensure personal safety and well-being. However, falling is a short term activity that occurs infrequently. This poses a challenge to traditional classification algorithms, because there may be very little training data for falls (or none at all). This paper proposes an approach for the identification of falls using a wearable device in the absence of training data for falls but with plentiful data for normal ADL. We propose three `X-Factor' Hidden Markov Model (XHMMs) approaches. The XHMMs model unseen falls using "inflated" output covariances (observation models). To estimate the inflated covariances, we propose a novel cross validation method to remove "outliers" from the normal ADL that serve as proxies for the unseen falls and allow learning the XHMMs using only normal activities. We tested the proposed XHMM approaches on two activity recognition datasets and show high detection rates for falls in the absence of fall-specific training data. We show that the traditional method of choosing a threshold based on maximum of negative of log-likelihood to identify unseen falls is ill-posed for this problem. We also show that supervised classification methods perform poorly when very limited fall data are available during the training phase.

cs.LG↗

Review of Fall Detection Techniques: A Data Availability Perspective

A fall is an abnormal activity that occurs rarely; however, missing to identify falls can have serious health and safety implications on an individual. Due to the rarity of occurrence of falls, there may be insufficient or no training data available for them. Therefore, standard supervised machine learning methods may not be directly applied to handle this problem. In this paper, we present a taxonomy for the study of fall detection from the perspective of availability of fall data. The proposed taxonomy is independent of the type of sensors used and specific feature extraction/selection methods. The taxonomy identifies different categories of classification methods for the study of fall detection based on the availability of their data during training the classifiers. Then, we present a comprehensive literature review within those categories and identify the approach of treating a fall as an abnormal activity to be a plausible research direction. We conclude our paper by discussing several open research problems in the field and pointers for future research.

cs.LG↗

A Coordinated MDP Approach to Multi-Agent Planning for Resource Allocation, with Applications to Healthcare

This paper considers a novel approach to scalable multiagent resource allocation in dynamic settings. We propose an approximate solution in which each resource consumer is represented by an independent MDP-based agent that models expected utility using an average model of its expected access to resources given only limited information about all other agents. A global auction-based mechanism is proposed for allocations based on expected regret. We assume truthful bidding and a cooperative coordination mechanism, as we are considering healthcare scenarios. We illustrate the performance of our coordinated MDP approach against a Monte-Carlo based planning algorithm intended for large-scale applications, as well as other approaches suitable for allocating medical resources. The evaluations show that the global utility value across all consumer agents is closer to optimal when using our algorithms under certain time constraints, with low computational cost. As such, we offer a promising approach for addressing complex resource allocation problems that arise in healthcare settings.

cs.AI↗

Affect Control Processes: Intelligent Affective Interaction using a Partially Observable Markov Decision Process

This paper describes a novel method for building affectively intelligent human-interactive agents. The method is based on a key sociological insight that has been developed and extensively verified over the last twenty years, but has yet to make an impact in artificial intelligence. The insight is that resource bounded humans will, by default, act to maintain affective consistency. Humans have culturally shared fundamental affective sentiments about identities, behaviours, and objects, and they act so that the transient affective sentiments created during interactions confirm the fundamental sentiments. Humans seek and create situations that confirm or are consistent with, and avoid and supress situations that disconfirm or are inconsistent with, their culturally shared affective sentiments. This "affect control principle" has been shown to be a powerful predictor of human behaviour. In this paper, we present a probabilistic and decision-theoretic generalisation of this principle, and we demonstrate how it can be leveraged to build affectively intelligent artificial agents. The new model, called BayesAct, can maintain multiple hypotheses about sentiments simultaneously as a probability distribution, and can make use of an explicit utility function to make value-directed action choices. This allows the model to generate affectively intelligent interactions with people by learning about their identity, predicting their behaviours using the affect control principle, and taking actions that are simultaneously goal-directed and affect-sensitive. We demonstrate this generalisation with a set of simulations. We then show how our model can be used as an emotional "plug-in" for artificially intelligent systems that interact with humans in two different settings: an exam practice assistant (tutor) and an assistive device for persons with a cognitive disability.

cs.HC↗

SPUDD: Stochastic Planning using Decision Diagrams

Markov decisions processes (MDPs) are becoming increasing popular as models of decision theoretic planning. While traditional dynamic programming methods perform well for problems with small state spaces, structured methods are needed for large problems. We propose and examine a value iteration algorithm for MDPs that uses algebraic decision diagrams(ADDs) to represent value functions and policies. An MDP is represented using Bayesian networks and ADDs and dynamic programming is applied directly to these ADDs. We demonstrate our method on large MDPs (up to 63 million states) and show that significant gains can be had when compared to tree-structured representations (with up to a thirty-fold reduction in the number of nodes required to represent optimal value functions).

cs.AI↗

Relational Approach to Knowledge Engineering for POMDP-based Assistance Systems as a Translation of a Psychological Model

Assistive systems for persons with cognitive disabilities (e.g. dementia) are difficult to build due to the wide range of different approaches people can take to accomplishing the same task, and the significant uncertainties that arise from both the unpredictability of client's behaviours and from noise in sensor readings. Partially observable Markov decision process (POMDP) models have been used successfully as the reasoning engine behind such assistive systems for small multi-step tasks such as hand washing. POMDP models are a powerful, yet flexible framework for modelling assistance that can deal with uncertainty and utility. Unfortunately, POMDPs usually require a very labour intensive, manual procedure for their definition and construction. Our previous work has described a knowledge driven method for automatically generating POMDP activity recognition and context sensitive prompting systems for complex tasks. We call the resulting POMDP a SNAP (SyNdetic Assistance Process). The spreadsheet-like result of the analysis does not correspond to the POMDP model directly and the translation to a formal POMDP representation is required. To date, this translation had to be performed manually by a trained POMDP expert. In this paper, we formalise and automate this translation process using a probabilistic relational model (PRM) encoded in a relational database. We demonstrate the method by eliciting three assistance tasks from non-experts. We validate the resulting POMDP models using case-based simulations to show that they are reasonable for the domains. We also show a complete case study of a designer specifying one database, including an evaluation in a real-life experiment with a human actor.

cs.AI↗

God exists with probability 1/(H+1)

This note will address the issue of the existence of God from a game theoretic perspective. We will show that, under certain assumptions, man cannot simultaneously be (i) rational and (ii) believe that an infinitely powerful God exists. Game theory and decision theory have long been used to address this thorny question.

physics.hist-ph↗