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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Goal Tra jectories for Knowledge Investigations</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vahid B. Eyorokon</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Benjamin Bengfort</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Uday S. Panjala</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael T. Cox</string-name>
          <email>michael.cox@wright.edu</email>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Maryland</institution>
          ,
          <addr-line>College Park, MD 20742</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Wright State University</institution>
          ,
          <addr-line>Dayton OH 45435</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <fpage>202</fpage>
      <lpage>211</lpage>
      <abstract>
        <p>Humans seek to gain knowledge and structure data by many means including both bottom-up and top-down methods. But in most instances, people have a speci c purpose to their activity with data that drives the process. They often have particular questions that need answering in support of some broader investigation. These questions often change as answers point in various directions during an investigation, whether the investigation is formal (e.g., scienti c, legal, journalistic, or military) or simply an informal browsing of the internet. In this paper, we take a mixed-initiative approach to knowledge discovery, and we present a system called Kyudo that supports the process using a conversational case-based reasoning process. Cases in Kyudo are sequences of knowledge goals or questions that form arcs through a multidimensional knowledge space and that form the core activity in a dialogue between the user and system. As the system gains more experience and therefore more cases, it is able to detect similarity in knowledge goals and prompt the user with additional relevant goals that can short circuit the human reasoning process to minimize tangents or false starts. In this paper we present a distance-based mechanism that reduces the total length of a goal trajectory through guidance that accelerates the human reasoning process and aids e ective knowledge discovery.</p>
      </abstract>
      <kwd-group>
        <kwd>Case-based reasoning</kwd>
        <kwd>goal trajectories</kwd>
        <kwd>knowledge goals</kwd>
        <kwd>goal guidance</kwd>
        <kwd>knowledge discovery</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Information retrieval and knowledge discovery systems using statistical inference
mechanisms have changed the way we interact with data. Search techniques have
evolved to allow the parsing of natural language questions into a structured
database query [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] or lambda calculus representation [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] that can be executed
against a structured knowledge base. This has resulted in a shift in the balance
between the amount of work a human has to do to answer questions or perform a
query and the amount of work of a cognitive augmentation system. For example
previous search techniques were designed to deliver the most relevant content to
a human user, but left them the task of reading and interpreting that content
to inform their speci c goals.
      </p>
      <p>
        Now, because human users can get immediate, automated responses to fact
oriented questions including superlative and aggregation questions (e.g., \which
country has the most gold medals per capita?") the focus has shifted to higher
level queries, particularly those that require creativity like explanation or
associative queries. Here we view such queries as an investigative goal, more speci
cally a knowledge goal [
        <xref ref-type="bibr" rid="ref11 ref12 ref2">2, 11, 12</xref>
        ]. Knowledge goals are structures that represent
an agent's desires for knowledge and often are expressed naturally as natural
language questions. These types of knowledge goals require a research or
investigative approach to reasoning, where an initial goal changes throughout the
course of solving the goal because of new information and increasing precision.
Therefore we can say that the act of investigation necessarily involves the
creation of a knowledge goal trajectory, where the posing of an initial knowledge goal
is re ned, focused, or changed through a variety of phases in the investigative
sequence, usually in a creative manner as a reaction to information retrieved with
factual sub-goals that can be quickly retrieved to con rm or reject hypotheses
or assumptions that led to the initial goal.
      </p>
      <p>
        Because of the creative elements of this type of reasoning, crowd-sourcing has
become a popular approach for investigation [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Instead, we propose a
mixedinitiaitve, case-based reasoning system where humans propose their
investigations in the form of dialogues. As such a case represents a sequence of questions
posed to the system together with its associated retrievals. The underlying
casebased reasoning system provides guidance to the user by retrieving previous
cases that illustrate the investigative process. By representing knowledge goals
as a multidimensional vector of semantic features, we can compute the distance
between knowledge goals in a semantic space and thus nd similar cases. As
users interact with the system, the total goal distance can be computed as the
length of the path of goals from the initial to nal goals of the dialogue. If a
system is able to recommend goals by reusing previous cases that decrease the
length of the goal trajectory, or simply short circuit tangents or bad investigative
paths, then it can be said to be providing guidance and augmenting the cognitive
aspects of investigation for a human user.
      </p>
      <p>We rst present an interactive, mixed-initiative knowledge goal reasoning
system that leverages cased-based reasoning to provide guidance to a user inside
of an investigative dialogue. We then describe our goal vectorization
methodology in detail as well as the algorithm that provides guidance to the user in
goal space. Next, we will describe the retrieval and analysis of contextually,
conceptually and task related cases. Finally, we will present related research and
conclude.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Case-based Reasoning for Knowledge Trajectories</title>
      <p>
        Our proposed approach for complex knowledge goal reasoning is a case-based
reasoning (CBR) [
        <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
        ] system called Kyudo3 [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] which reuses past experience in
3 The way of the bow, is a Japanese martial art of archery. The idea of goal trajectories
to solve knowledge goals is much like the ight of an arrow to hit a target.
an interactive fashion. Interactive CBR operates similarly to conversational
casebased reasoning systems, which incrementally elicits a target problem through an
interactive dialog with the user, attempting to minimize the number of questions
before a solution is reached [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. To provide an adaptable, investigative system,
the methodology we are exploring guides the user in a nite length interactive
dialogue, removing the requirement to minimize session length to facilitate an
ongoing discovery process. Additionally, the system itself is a learning agent with
the goal of predicting future knowledge goals, and acquiring the information in
advance to provide speci c guidance to the user.
2.1
      </p>
      <sec id="sec-2-1">
        <title>Goal Trajectories</title>
        <p>
          In interactive knowledge-goal reasoning, a complex knowledge goal is broken
down into a hierarchical plan involving simpler sub-goals and tasks to augment
the investigative process of a user. During an investigative dialogue, the user
selects the next step of plans proposed by the reasoner, and continues to chain
sub-goals together to work towards a larger solution. During this process, the
plan is adaptable and subject to change as the user proceeds in selecting and
executing the simpler goals. Goals, like plans, are also subject to change and can
be transformed [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], therefore we propose that the original knowledge goal itself
is also subject to change; and that as knowledge goals change during interactive
reasoning, the path that led to the solution of new goals from the original can
be represented by a goal trajectory.
        </p>
        <p>
          Goal trajectories can be in uenced either through the direct interactive
manipulation of goals [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]; via other users in the system issuing similar queries that
provide the basis for recommending new goals; or by the monitoring of new
information or relevant data that has been added to the knowledge base. An
investigative dialogue can be therefore seen as a planning problem where knowledge
goals are not static and must be responsive to goal changes. We believe that a
system can leverage goal change to provide guidance by proposing medium steps
towards a series of predicted goals. This guidance will accelerate the user who is
likely to take short steps toward a goal, yet not provide uncanny or mystifying
advice by proposing longer, unintuitive steps.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Dialogues</title>
        <p>In the context of an interactive knowledge-goal reasoning system that attempts
to augment a user whose goals are changing throughout the investigation, a
dialogue is a discrete investigative session. That is, in a dialogue a user provides an
initial knowledge goal (represented as a natural language question) thus
initiating the interactive dialogue. The system provides answers through traditional
information retrieval techniques or by answering fact-based sub knowledge goals
via a structured knowledge base. It also provides guidance in the form of new
goals that may accelerate the goal change process towards a nal goal or to
prevent the user from pursuing fruitless paths of inquiry. During the dialogue the
system tracks goal changes by recording when new, di erent knowledge goals are
entered into the system. The dialogue is completed by a nal knowledge-goal,
which is presumably the target of the investigation.</p>
        <p>By tracking goal changes and the goals that proceeded them, a system can
construct a goal trajectory from a dialogue. In fact, a one to one relationship
exists between a dialogue and a goal trajectory. Since dialogues occur in context,
cases can be retrieved based on the context of the user, which therefore improve
guidance. It is for this reason that it is not correct to inspect or compare dialogues
on their own, but rather to embed contextual information into the goal itself, so
that similar goals may be proposed to the user. Dialogues are summarized as an
ordered set of goals, sub-goals (e.g. simpler goals designed to add information to
the top level goal) and guidances that cause goal change.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Distance Based Representations</title>
      <p>A distance-based approach requires the encoding of knowledge goals into a vector
representation such that related or similar knowledge goals are close together in
goal space. By computing the relative distances of these goals in goal space, a goal
trajectory can be said to have a length, that is the sum of the distances between
the knowledge goals that compose the trajectory. The trajectory magnitude is
the distance between the starting knowledge goal and the nal goal.</p>
      <p>If the length of the trajectory is much greater than its magnitude, then the
user has followed a complex and circular path to their nal goal. Part of the
reason for this could be tangential or false starts down investigative paths. A
short circuit of a complex knowledge goal means that the guidance provided by
the system brings the ratio of a goal trajectory's length and magnitude closer to
1 - preventing complexity or poor reasoning.</p>
      <p>When the length is shorter than or equal to the magnitude of the goal
trajectory, this indicates a straight forward line of investigation that proceeds in an
ordered fashion directly towards the nal goal. In cases like this, guidance will
accelerate the user towards the nal goal, such that they may skip
intermediate knowledge goals and arrive at their nal goal much faster. However, here a
system must be careful; it cannot simply point the user to the end of the goal
trajectory as that might cause confusion when it is not clear how the path to
that knowledge was deduced. Instead, acceleration skips over knowledge goals in
the investigative chain, possibly providing feedback about why the acceleration
would help. This feedback allows the user to more closely associate the reasoning
path with the system's guidance and trust it.</p>
      <p>Figure 1 shows how guidance might be given for an initial knowledge goal.
Given some goal, Ggreen, propose the k closest goals such that the goal trajectory
has the same or similar vector towards some nal goal. Complex knowledge goals
are not preferred and may be eliminated as proposals for guidance. Stochastic
techniques may be used to help the user explore new investigative opportunities.
The goal space is a multidimensional representation of all possible knowledge
goals where a point in this space is a goal location. Similar knowledge goals
should therefore be close as measured by geometric distance. The goal vector
space is created by features of the natural language question that represent
the concept, context, and task. In particular, each of these components of the
knowledge goal representation is a unique vector that is unioned with the other
three components to form the complete vector.
1. Concept Vector: The concept vector uses a Term Frequency Inverse
Document Frequency (TF-IDF) vector of the words in the question. Because
questions are so short, TF-IDF is a good measure of the importance of
infrequent words in the corpus. Moreover, this vector is reduced by a truncated
singular value decomposition (SVD) such that only the 50 best components
of the vector remain.
2. Task Vector: We have identi ed 9 potential task related to why the
knowledge goal is being solved including factual questions like \who" or \what",
explanation questions like \why" or \how", as well as existential and
permission tasks. This vector is simply a boolean vector of the tasks of these
questions based on a lightweight syntactic analysis.
3. Context Vector: The context vector embeds user speci c information into
the goal including time of day, location of query, as well as relative position
of the knowledge goal in a dialogue.</p>
      <p>These component vectors are easily computed from a natural language
question using a lightweight parsing technique. The nal knowledge goal
representation is simply the ordered union of the concept, task, and context vectors.
Because the TF-IDF vector in particular has to be computed on a medium to
large corpus of questions ahead of computing the vector at run time, three
corpora were used: Free917, WebQuestions, and Kyudo. The distribution of
questions from this corpus is shown using a principle component analysis (PCA)
of the two most informative directions of each dimension, then mapped to two
dimensions as shown in Figure 2.
For each new Knowledge Goal or question posed to Kyudo, the parser produces
a grammatically structured parse tree of constituent phrases. Each token from
the phrase is queried to Wikipedia to fetch the related semantic entities from the
rst section of the page. This extract is ltered for stop words and we calculate
the (TF-IDF) measure over all the knowledge goals we have in the case base.
This provides an addition to Kyudo's corpus to expand Kyudo's knowledge of
semantically related keywords and therefore any conceptually related knowledge
goal in Kyudo's database.</p>
      <p>A weight is assigned to each of the three components, i.e., concept,
context and task of the question. The responses retrieved for a question with a
greater weight on context would fetch more related questions matching the
context metadata rather than matching either task or concept related keywords.
Figure 3 shows the retrieved similar questions based on the method discussed
above.
Kyudo's Reasoner interface shown in Figure 4, engages the user in a conversation
where the user asks a series of questions or knowledge goals specifying whether
each one is a new goal or a sub-goal. The series of knowledge goals asked becomes
a dialogue or goal trajectory and is used to retrieve similar goal trajectories from
Kyudo's case base. Retrieval is based on: concept, context and task. For each new
goal trajectory initiated by a user, Kyudo will rst retrieve all stored cases of
goal trajectories that pass contextual checks of time and pro le similarity based
on k-nearest neighbors algorithm. In the time check, the start times for each
retrieved case is compared to the start time of the new goal trajectory. If the
time di erence is less than an arbitrary threshold of 4 hours, the goal trajectory
survives and will then be processed for pro le similarity. Pro le similarity will
then check the similarity of the user in the new goal trajectory against users
in all surviving goal trajectories for matches in gender, marital status, and an
age di erence within an arbitrary threshold of 4 years. If the processed goal
trajectory matches in at least 2 of these 3 attributes, the goal trajectory survives
to be processed by the nal check of initial similarity.
4.1</p>
      <sec id="sec-3-1">
        <title>Initial Similarity Check</title>
        <p>The Initial Similarity Check measures task and conceptual relevance of the
knowledge goals that appear in the beginning of each surviving goal
trajectory against the knowledge goals in the current goal trajectory whose length is
n. For each knowledge goal that appears in the current goal trajectory, the top
5 TF-IDF related knowledge goals are calculated. This extends Kyudo's
matching beyond simple exact text matches and allows for matches with conceptually
related questions.</p>
        <p>A list l is created containing all knowledge goals in the current goal trajectory
and their conceptually relevant goals as determined by the TF-IDF measures
while omitting duplicates. Kyudo then compares up to the rst n number of
goals in each of the surviving goal trajectories, against all goals in list l to
calculate the number of initial similarity matches.</p>
        <p>If the number of initial similarity matches for a particular goal trajectory
is greater than or equal to a set threshold of n/2, then the goal trajectory is
considered a match and survives. All surviving goal trajectories are then ranked
by their number of initial similarity matches and the id for the dialogue with
the greatest number of matches is returned.
5</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Related Research</title>
      <p>
        This work is related to [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] which demonstrates a case-based reasoning approach
to the adaptation of knowledge which can be dynamically mined from
webbased resources. Their novel method utilizes large web-based data sets, similar
to Wikipedia used by Kyudo, in order to solve the problem of adaptation or
revision of a case to make it applicable to the user's current task. Our work
with Kyudo adopts a similar web-based data mining approach and incorporates
dialogues which track the overall sequence of goal changes and the evolution of
the questions [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] being asked. Our work di ers in that goal changes, along with
the addition of conceptual knowledge and contextual relevance, allow Kyudo
to retrieve not just related questions, but entire dialogues. While their work
improves their systems ability to adapt cases, our work focuses more on tracking
the goal changes within the current dialogue thereby allowing Kyudo to guide
the user's current investigation based on our case base and short circuit the
user's knowledge discovery process.
      </p>
      <p>
        Our approach builds upon previous work [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], particularly a taxonomy of
knowledge goals, to create a multidimensional representation of a knowledge
goal. This representation is de ned by a knowledge goal space with which we
can compare goal similarity using distance metrics. This implementation
therefore allows us to use lightweight and fast nearest neighbors algorithms to provide
guidance to the user; a simpli cation that improves upon many challenges
regarding case-based learning.
      </p>
      <p>
        The work of [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] is highly relevant due to Kyudo's conversation based
interface. Their work highlighted the importance of re ning the user's question in
order to solve a problem. Such problems faced by the user are usually vaguely
or brie y de ned and lack adequate detail for the system to provide a
meaningful solution. Their method of implementing a conversational style interface
to extracting details of a target goal was proven to be e ective and close to the
natural way humans communicate problems. Our work builds on this style of
conversation based interface and also tracks the user's decomposition of goals
into sub-goals. By allowing users to map out a 'plan' to solve their target goal,
Kyudo can better understand the context of why goals change and identify false
tangents to better provide guidance.
      </p>
      <p>
        The research described in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] emphasizes the need for systems with the
potential to maximize the individual strengths of humans and AI. Their work argues
the need to 'model planning as a goal-manipulation task' or mixed-initiative
planning as opposed to traditional search based planners. Mixed-initiative
planning regards plans as being a series of goal adaptations [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and this overall
evolution as being the byproduct of human and AI collaboration. Goal transformation
and goal reasoning as discussed in [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] plans for the goals using metacognition.
      </p>
      <p>
        Kyudo's Reasoner application engages the user in a dialogue and through a
series of knowledge goals, the user provides Kyudo with the general trajectory
the dialogue takes. As the dialogue progresses, Kyudo's understanding of both
the target goal and retrieval improves which enhances [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] its ability to guide
the direction of the conversation and streamline the user's knowledge discovery
process. The dialogue itself then becomes a plan with the goal being for the user
to obtain a solution to the target goal of their investigation.
      </p>
      <p>
        The work done in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] has proven to be invaluable as it succinctly describes
the overall architecture of any case-based reasoning system. In their paper, they
describe retention, reuse, revision and retrieval as being the main components
of a case-based reasoning system. Kyudo adheres closely to their methodology
which has provided a framework from which Kyudo was modeled. By providing
our team with the terminology necessary for e ective communication, the process
of Kyudo's development has proven to be more practical.
6
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>Knowledge investigations made by humans often follow di erent trajectories
based on the target goal of their investigation. By providing guidance towards
a target knowledge goal, Kyudo accelerates the users investigation process and
helps to avoid false tangents. Our work represents a knowledge goal as a vector
comprising of concept, context and task components. Kyudo incorporates
Casebased reasoning principles for goal retrieval by calculating the TF-IDF of the
given natural language question to expand it's own knowledge by fetching the
related semantic entities from Wikipedia. This enables Kyudo to provide the user
with more accurate information vital to achieve successful knowledge discovery
and retrieve matching goal trajectories. Current work is being done to further
develop Kyudo's guidance capabilities and recognition of false tangents within a
dialogue. Adaptation of related dialogues has yet to be developed and is another
area of future research.
7</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>This work was supported in part by ONR under grants N00014-15-1-2080 and
N00014-15-C-0077. We thank the anonymous reviewers for their comments.</p>
    </sec>
  </body>
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