DocumentCode
1489487
Title
Preference Learning for Cognitive Modeling: A Case Study on Entertainment Preferences
Author
Yannakakis, Georgios N. ; Maragoudakis, Manolis ; Hallam, John
Author_Institution
IT Univ. of Copenhagen, Copenhagen, Denmark
Volume
39
Issue
6
fYear
2009
Firstpage
1165
Lastpage
1175
Abstract
Learning from preferences, which provide means for expressing a subject´s desires, constitutes an important topic in machine learning research. This paper presents a comparative study of four alternative instance preference learning algorithms (both linear and nonlinear). The case study investigated is to learn to predict the expressed entertainment preferences of children when playing physical games built on their personalized playing features ( entertainment modeling). Two of the approaches are derived from the literature-the large-margin algorithm (LMA) and preference learning with Gaussian processes-while the remaining two are custom-designed approaches for the problem under investigation: meta-LMA and neuroevolution. Preference learning techniques are combined with feature set selection methods permitting the construction of effective preference models, given suitable individual playing features. The underlying preference model that best reflects children preferences is obtained through neuroevolution: 82.22% of cross-validation accuracy in predicting reported entertainment in the main set of game survey experimentation. The model is able to correctly match expressed preferences in 66.66% of cases on previously unseen data (p -value = 0.0136) of a second physical activity control experiment. Results indicate the benefit of the use of neuroevolution and sequential forward selection for the investigated complex case study of cognitive modeling in physical games.
Keywords
Gaussian processes; belief networks; cognitive systems; entertainment; learning (artificial intelligence); sport; Gaussian processes; cognitive modeling; entertainment preferences; large-margin algorithm; machine learning; neuroevolution; physical games; preference learning; Augmented-reality games; Bayesian learning (BL); entertainment modeling; large-margin classifiers; neuroevolution; preference learning;
fLanguage
English
Journal_Title
Systems, Man and Cybernetics, Part A: Systems and Humans, IEEE Transactions on
Publisher
ieee
ISSN
1083-4427
Type
jour
DOI
10.1109/TSMCA.2009.2028152
Filename
5272451
Link To Document