• 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