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Dynamic Search -- Optimizing the Game of Information Seeking

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 Added by Zhiwen Tang
 Publication date 2019
and research's language is English




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This article presents the emerging topic of dynamic search (DS). To position dynamic search in a larger research landscape, the article discusses in detail its relationship to related research topics and disciplines. The article reviews approaches to modeling dynamics during information seeking, with an emphasis on Reinforcement Learning (RL)-enabled methods. Details are given for how different approaches are used to model interactions among the human user, the search system, and the environment. The paper ends with a review of evaluations of dynamic search systems.



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In the last decade, a large number of Knowledge Graph (KG) information extraction approaches were proposed. Albeit effective, these efforts are disjoint, and their collective strengths and weaknesses in effective KG information extraction (IE) have not been studied in the literature. We propose Plumber, the first framework that brings together the research communitys disjoint IE efforts. The Plumber architecture comprises 33 reusable components for various KG information extraction subtasks, such as coreference resolution, entity linking, and relation extraction. Using these components,Plumber dynamically generates suitable information extraction pipelines and offers overall 264 distinct pipelines.We study the optimization problem of choosing suitable pipelines based on input sentences. To do so, we train a transformer-based classification model that extracts contextual embeddings from the input and finds an appropriate pipeline. We study the efficacy of Plumber for extracting the KG triples using standard datasets over two KGs: DBpedia, and Open Research Knowledge Graph (ORKG). Our results demonstrate the effectiveness of Plumber in dynamically generating KG information extraction pipelines,outperforming all baselines agnostics of the underlying KG. Furthermore,we provide an analysis of collective failure cases, study the similarities and synergies among integrated components, and discuss their limitations.
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Search engines can quickly response a hyperlink list according to query keywords. However, when a query is complex, developers need to repeatedly refine the search keywords and open a large number of web pages to find and summarize answers. Many research works of question and answering (Q and A) system attempt to assist search engines by providing simple, accurate and understandable answers. However, without original semantic contexts, these answers lack explainability, making them difficult for users to trust and adopt. In this paper, a brain-inspired search engine assistant named DeveloperBot based on knowledge graph is proposed, which aligns to the cognitive process of human and has the capacity to answer complex queries with explainability. Specifically, DeveloperBot firstly constructs a multi-layer query graph by splitting a complex multi-constraint query into several ordered constraints. Then it models the constraint reasoning process as subgraph search process inspired by the spreading activation model of cognitive science. In the end, novel features of the subgraph will be extracted for decision-making. The corresponding reasoning subgraph and answer confidence will be derived as explanations. The results of the decision-making demonstrate that DeveloperBot can estimate the answers and answer confidences with high accuracy. We implement a prototype and conduct a user study to evaluate whether and how the direct answers and the explanations provided by DeveloperBot can assist developers information needs.
139 - Santiago Ontanon 2012
Game tree search algorithms such as minimax have been used with enormous success in turn-based adversarial games such as Chess or Checkers. However, such algorithms cannot be directly applied to real-time strategy (RTS) games because a number of reasons. For example, minimax assumes a turn-taking game mechanics, not present in RTS games. In this paper we present RTMM, a real-time variant of the standard minimax algorithm, and discuss its applicability in the context of RTS games. We discuss its strengths and weaknesses, and evaluate it in two real-time games.

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