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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Short Papers</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>EECS Department, University of of Cincinnati</institution>
          ,
          <addr-line>Cincinnati, OH 45221-0030</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>School of Computer Software,Tianjin University</institution>
          ,
          <addr-line>Tianjin,300350</addr-line>
          ,
          <country country="CN">China</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>186</fpage>
      <lpage>206</lpage>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>A study of how people infer social relationships from people’s
behavior in simple economic games</p>
    </sec>
    <sec id="sec-2">
      <title>Nathan Blank Rose-Hulman Institute of Technology Dept. of Comp. Sci. and So‰ware Eng. blanknc@rose-hulman.edu</title>
    </sec>
    <sec id="sec-3">
      <title>Charles Kemp Carnegie Mellon University Dept. of Psychology ckemp@cmu.edu</title>
    </sec>
    <sec id="sec-4">
      <title>Alan Jern Rose-Hulman Institute of Technology Dept. of Humanities and Social Sciences jern@rose-hulman.edu</title>
      <sec id="sec-4-1">
        <title>ABSTRACT</title>
        <p>We explore several models of social reasoning to beŠer understand
how people make inferences about people’s social relationships
a‰er observing their behavior. In an experiment, we find that there
are individual differences in subjects’ social inferences and no single
model accounts well for most subjects’ inferences.</p>
      </sec>
      <sec id="sec-4-2">
        <title>1 INTRODUCTION</title>
        <p>A‰er observing two people interact, it is o‰en possible for an
observer to infer what kind of relationship the two people have. In
this paper, we explore the mental representations that support these
inferences. Previous studies have suggested that people represent
other people as rational agents in order to reason about their mental
states, choices, and relationships with other people [1, 3]. In this
paper, we address whether this holds when people are making
inferences about social interactions. Specifically, we focus on situations
in which a person observes two people simultaneously making
choices that affect themselves and the other person; the observer
then infers whether the pair are friends, strangers, or enemies.</p>
        <p>We studied this question using simple economic games, like the
prisoner’s dilemma. Each game has two players, each with two
options. We chose these games because they represent stereotypical
social interactions [4]. Œe two players’ choices in a game can be
used to infer their relationship. For example, in the prisoner’s
dilemma, if both players cooperate, one might infer that the players
trust each other, and are friends. If the players both act greedily and
defect, one might infer that the players do not trust each other and
are enemies or strangers. We ran an experiment in which subjects
made inferences like these. We compared subjects’ judgments to
the predictions of three different computational models to beŠer
understand how they made these inferences 1.
2</p>
      </sec>
      <sec id="sec-4-3">
        <title>MODELS</title>
        <p>Œe three models varied in complexity and number of assumptions.
We will describe the models in order of decreasing complexity.
2.1</p>
        <p>Recursive model
Œe recursive model first assumes that observers expect players to
make choices based on the payouts they and the other player get
in the game. We capture this by assigning weights to how much a
player cares about her own payout and how much she cares about
the other player’s payout (cf. [2]). Specifically, we represent how
much Player A cares about her own payout as wAA and how much
Player A cares about Player B’s payout as wAB , and similarly for
1All modeling code, materials, and data are available at hŠps://github.com/jernlab/
social-reasoning</p>
        <p>Player B. Œese weights are constrained so that wAA + wAB = 1.
We represent whether Player A wants Player B to receive positive
or negative payout as γAB ∈ {− 1, +1} .</p>
        <p>Œese parameters can capture different relationships. For friends,
we assume that γAB = +1 and wAB &gt; wAA. For enemies, γAB =
−1, and wAB &gt; wAA. For strangers, we assume that the players
care more about themselves than the other player but that they
want to help the other player: γAB = +1 and wAA &gt; wAB . Œese
assumptions have previous empirical support [3, 5].</p>
        <p>To perform inferences about two players’ relationship, we
compute the probability of each relationship (seŠing of parameters)
given an observed outcome in a game. For example, to find the
probability that two players are friends, we iterate over seŠings
of our parameters (i.e., all weights subject to the wAB &gt; wAA
constraint). For each seŠing of parameters, we compute the probability
that the players would make the observed choices, assuming a
so‰max utility function. We compute the mean probability of making
the observed choice averaged over all possible parameter seŠings.
We repeat this procedure for strangers and enemies. We then
normalize the resulting mean probabilities to produce a probability
distribution over the three relationships.</p>
        <p>We call this model the recursive model because it assumes that
observers of a game assume that each player takes the other player’s
choice into account before making a choice. For example, if two
players are friends, the model assumes that each player expects the
other player to choose using the parameter seŠings for friends. For
simplicity, we stopped this recursive reasoning at a depth of one.
Œat is, each player assumes that the other player is modeling them
in return as a random agent.
2.2</p>
        <p>Independent agents model
Œe independent agents model is similar to the recursive model,
but does not assume that the players take the other players’ choices
into account. Instead, this model assumes that each player assigns
a utility to each of the four possible game outcomes, based on the
payouts and the player’s relationship with the other player. We then
assign probabilities to each outcome in proportion to the player’s
utility. We repeat this procedure for the other player. We then
combine the probabilities for both players by multiplying them for
each outcome, and then normalizing so that the total probability
for all outcomes in a game sums to 1.
2.3</p>
      </sec>
      <sec id="sec-4-4">
        <title>Heuristic model</title>
        <p>It is possible that people make social inferences by relying on simple
cues. To test this possibility, we also created a heuristic model. Œis
model predicts that the players are friends if they end up in an
outcome with the total maximum payout for both players, enemies
N. Blank et al.
if they end up in an outcome with the total minimum payout, and
strangers otherwise.</p>
      </sec>
      <sec id="sec-4-5">
        <title>3 EXPERIMENT</title>
        <p>We conducted an experiment to test what inferences people actually
make. Subjects were 60 users on Amazon Mechanical Turk, 20 of
which were excluded for failing an aŠention check (instructions
to only enter a ‘0’ in a text box). Œere were 13 within-subjects
conditions. In each condition, subjects saw a table of the game’s
payouts with the players’ outcome in the game identified. Subjects
were told that the players were not able to communicate in the
game. In total, we used five different games and between two and
four different outcomes for each game. Œe conditions were shown
in random order, but conditions involving the same game (with
different outcomes) were shown sequentially before moving onto a
new game. Subjects rated how likely it was that the players were
friends, strangers, and enemies using three sliders that ranged from
0 (“very unlikely”) to 100 (“very likely”). Finally, subjects were
asked to explain their judgments in a text box.
4</p>
      </sec>
      <sec id="sec-4-6">
        <title>RESULTS AND DISCUSSION</title>
        <p>game was difficult to make sense of otherwise. One example: “In
this case it is almost impossible to determine, since all the choices
are the same except for [outcome 4], but even enemies wouldn’t
pick that one because they would be sabotaging themselves as
well”. Our data therefore suggest that people’s intuitions about
how friends and enemies behave toward one another are more
consistent than their intuitions about strangers.</p>
        <p>Due to the inconsistency in responses about strangers, we further
analyzed data and predictions only for friends and enemies. We
identified the best-fiŠing model for each subject by computing
the Pearson’s correlation coefficient between each model and each
subject’s ratings. Figure 2 shows the mean correlation coefficients
for subjects in three groups that resulted from this analysis. Group
1 (N = 9) includes subjects that were best fit by the recursive model
(r = 0.77) compared to the independent model (r = 0.69) and the
heuristic model (r = 0.66). Group 2 (N = 19) includes subjects that
were best fit by the independent agent model (r = 0.56) compared
to the recursive model (r = 0.42) and the heuristic model (r = 0.48).
Group 3 (N = 12) includes subjects that were best fit by the heuristic
model (r = 0.55) compared to the recursive model (r = 0.43) and
the independent agent model (r = 0.47).</p>
        <p>None of our models provided a strong account of all subjects’
judgments, suggesting that people may approach our task in
qualitatively different ways. However, about three quarters of our
subjects were best-fit by either the recursive or independent agents
models—both of which include models of the players’
decisionmaking behavior—rather than the heuristic model, which does not.
Œis result suggests that most people reason about social
relationships by modeling the behavior of the people involved, rather than
by relying on superficial heuristic cues.</p>
        <p>The Robot Mafia
A Test Environment for Deceptive Robots</p>
        <sec id="sec-4-6-1">
          <title>Brad Lewis</title>
          <p>lewibt01@students.ipfw.edu</p>
        </sec>
        <sec id="sec-4-6-2">
          <title>Max Fowler</title>
          <p>fowlml01@students.ipfw.edu</p>
        </sec>
        <sec id="sec-4-6-3">
          <title>Isaac Smith</title>
          <p>smitil01@students.ipfw.edu
Indiana University - Purdue University / Fort Wayne</p>
          <p>Department of Computer Science
ABSTRACT
Future robotic agents may be required to reason about a
given situation and decide whether it is appropriate to lie to
or deceive humans. One type of deception, known formally
as strategic deception, is the act of influencing others toward
a specific goal through non-truths.</p>
          <p>To demonstrate and test for the kind of reasoning required
in strategic deception, we use a modified form of the social
strategy game “Mafia” as a testing ground.</p>
          <p>In the game, the townsfolk, who can be seen as an
uninformed majority, must determine who amongst themselves
are members of the informed minority (the Mafia) via social
cues before the Mafia eliminate all the townsfolk.</p>
          <p>First, we talk about how strategic deception applies to
Mafia. We then present simplified rules for the game which
can be formalized into a logic-based language. Once
formalized, the rules can be provided to an automated theorem
prover, which can carry out the necessary reasoning. By
using this automated theorem prover we discuss how one can
demonstrate automated strategic deception.
Strategic Deception; Robots; Social Games</p>
          <p>INTRODUCTION</p>
          <p>In the field of artificial intelligence, there is a need for
environments in which generally intelligent agents can be
tested. Currently, there are no standard environments for
testing how well autonomous agents can carry out
strategically deceptive reasoning. In this poster, we propose an
environment in which agents can demonstrate their ability
to strategically deceive other intelligent agents. We then
set out to use a social game as this example environment to
show how strategic deception can be modeled in autonomous
agents. Our work currently assumes that only one agent is
being tested. However, the game can be reworked to
account for multiple autonomous, deceptive agents, allowing
systems of cooperation and networks of deception to be
fostered among these agents. By defining a standard testing
ground suitable for such reasoning we hope to provide a
foundation upon which future research can be built.
2.</p>
          <p>WHY STUDY STRATEGIC DECEPTION?</p>
          <p>Strategic deception is the act of influencing others towards
a specific goal through nont-ruths and misdirection. [1]
Colloquially, deception is viewed as negative. However, there
are numerous circumstances where deception is necessary,
even performed benevolently. Bedside manner is one such
example. Doctors must be able to keep their patient calm
and comfortable even if the doctor is feeling panicked, as
failure to do so endangers the patient and staff.</p>
          <p>Another example is a texting service that determines when
it is best to let its user see a text. This kind of service would
reason about what impact the information in the message
would have on its user and how that information would
affect their ability to perform a task, such as driving a car,
performing a surgery, or operating heavy machinery. In this
case, the texting service may not directly lie to the user by
saying there is information in the message being withheld;
rather, the service may try to subtly misdirect the user’s
attention to more important things.</p>
          <p>Strategic deception is common among humans in social
settings. Often, it requires reasoning about the socially
acceptable path through a situation. For example, if someone
asks you how they look they would expect you to respond
positively, as there is a mutual understanding that being
excessively negative is rude. By default, machines lack this
mutual understanding, and thus could come across as mean,
blunt, unfeeling, or insincere. While machines currently lack
the ability to genuinely feel or express feeling effectively, it
would still be useful for the machines that are present in our
dayt-o-day lives to be able to understand when and where
it is appropriate to practice strategic deception.</p>
          <p>For these reasons, strategic deception may be a necessity
in more environments than just ones where protecting
individuals and groups of individuals involves being able to
answer questions diplomatically, if slightly dishonestly. But
what kind of reasoning is needed to carry out such strategic
deception, and how can that sort of reasoning be tested?
3. THE GAME
3.1</p>
          <p>Why Mafia?</p>
          <p>The game of Mafia provides agents both an incentive to
lie and to tell the truth when necessary. It is also an
environment which incentivizes suspicion and caution amongst
agents, reducing stochastic behavior. This levels out the
playing field between man and machine, as all participants
use the same rules and can be punished by being overly
mistrustful without evidence. Unfortunately, socially oriented
games tend to be intractable to model, and therefore need
to be reduced to a version that can be reasoned over. We
decided to create a simplified form of Mafia to handle this
difficulty. We will next briefly discuss the simplification of
some of the rules, and how these could be leveraged inside
an automatic prover (e.g. Machina Arachne Tree-based
Reasoner, or MATR).
3.2</p>
          <p>The Rules</p>
          <p>The rules of this game are reduced forms of the
original Mafia’s rules. To simplify the environment for the
autonomous agent(s), our game only contains two types of
players: townspeople and Mafia members. Townspeople do
not know who the Mafia members are, and are capable of
voting any other person up to trial during the day, then
voting on whether the defendant should be killed. At night,
Townspeople go to “sleep,” and are unaware of what happens
during that time until the following morning. Mafia
members have the same abilities as Townspeople during the day,
but at night they become aware of who their fellow Mafia
members are and have the capability to collectively
eliminate a target from the game. Note that unlike the original
Mafia we have simplified the voting process used to put a
suspect on trial, and have removed the discussion stage from
the game.
3.3</p>
          <p>Day and Night Cycle</p>
          <p>At the start of the day cycle, everyone “wakes up” by
opening their eyes. This is when the villagers discover who the
Mafia killed the previous night. After everyone learns who
has been eliminated, each person is then given the
opportunity to vote another player up to trial. Voting consists
of two different and discrete votes: a primary vote and a
secondary vote. The primary vote is a vote of conviction, in
which the voter has accepted that the suspect is a member
of the Mafia. The secondary vote is a vote of suspicion, in
which the voter believes that the suspect is a member of
the Mafia. Once someone has been voted up to trial, the
townspeople vote again on whether or not to actually kill
the person on trial. Note that on the first day cycle the
game has just begun and nobody has yet been killed by the
Mafia. Thus, there is no trial stage and the game progresses
shortly thereafter to the night cycle.</p>
          <p>During the night cycle, everyone begins by closing their
eyes. Note that Mafia members must also close their eyes so
as to not immediately reveal themselves to others who may
be watching for this behavior. Each Mafia member must
then open their eyes, and decide non-verbally and covertly
amongst themselves who to kill. Once the decision is made,
that person dies and is removed from the game once the day
cycle begins.
3.4</p>
          <p>Trials from the Mafias’ Perspective
3.4.1</p>
          <p>Townspeople</p>
          <p>If the townsperson on trial has been helpful to the Mafia,
(e.g. voted other townspeople up on trial, defended Mafia
members who were on trial, etc.) it may be worth it to
defend this person. This serves the purpose of keeping in
the game individuals who are less adept at finding Mafia
members. Additionally, the act of defending an innocent
reflects positively on the voter, even if the suspect were to
be eliminated.
3.4.2</p>
          <p>Mafia Members</p>
          <p>As a Mafia member, a good strategy may be to defend
one’s teammates when possible. Should the Mafia lose a
teammate, it will be able to kill one less person per night
than it would otherwise be able to. Also, for each teammate
that is executed the number of suspects lowers, raising the
probability that other Mafia members are eliminated
tomorrow.
3.5</p>
          <p>Autonomous Agent on Trial</p>
          <p>This is the scenario we will be targeting with our research.</p>
          <p>Here the autonomous agent can easily lie, tell the truth, or
strategically deceive. Strategic deception is encouraged as
telling the truth would most likely remove the agent from
the game, and a statement of innocence is, in general, not
as effective as a reasoned argument against another
individual. The recommended strategy is to deflect the blame onto
someone who has been either under-participating or
overparticipating in the social aspects of the game, as this can
usually be construed as a sign of nervousness.
3.5.1</p>
          <p>Measuring the value of players</p>
          <p>The autonomous agent keeps track of how valuable each
person is to the Mafia. Teammates are placed arbitrarily
high on this scale for their ability to contribute an additional
kill each night. From there, people who do things to help the
Mafia are given a higher worth than others. For instance,
if a person has a history of voting to eliminate nonM-afia
members, they would be given a higher strategic value than
someone who voted to save nonM-afia members. In this
way, actions which spread discord amongst townspeople are
encouraged. Then, the individual with the strategic value
closest to 0 is selected and removed from the game.
4. FUTURE WORK</p>
          <p>This is a work in progress, which we hope to develop into
a welld-efined, standard test for deceptive agents. Using this
work as a foundation, we will be able to demonstrate an
artificial agents’ performance on this system experimentally,
perhaps by having a robot play against humans. Related
work will formally define strategic deception and
automatically perform the required reasoning using formalized rules.
5.</p>
          <p>Timetable Design from Even Headways to</p>
          <p>Even Loads with Dynamic Fuzzy Constraints
Timetable scheduling is to adjust departure time of
vehicles (while providing comfortable environment for
passengers). Public transit systems have limited
resources, such as drivers and number of vehicles and
timetables are usually set with with fixed number of
bus services and even headways (equal time intervals
between successive services).</p>
          <p>This study considers the problem of dynamic timetable
designing under fuzzy constraints based on average
vehicle loads, and produce fixed number of bus services.</p>
          <p>Passenger satisfaction is described as a fuzzy goal, that
associates with the number of on-board passengers and
vehicle capacity. A new method of timetable
scheduling is proposed in which the decision on the time
interval between two successive bus services is obtained by
maximizing the decision value of both fuzzy goal and
fuzzy constraint.</p>
          <p>Experimental results show that the timetable produced
by fuzzy decision making can adjust to the fluctuating
passenger flow, and lead to a higher and more even
usage of vehicle.</p>
          <p>Introduction
A timetable is a specific sequence of time moments for
vehicles departing from the first to the last stop of a
bus line. The time intervals between two successive bus
services are usually decided by the experience of the
timetable scheduler. Even headway with fixed time
interval is a common way for timetable design in many
real systems. Resources, such as the number of drivers
or the number of vehicles, limit the number of bus
services. This study concentrates on readjusting the time
interval with fixed service number under a fuzzy
environment.</p>
          <p>
            The review of the strategies for planing,
operation, and control of bus transit system
            <xref ref-type="bibr" rid="ref4">(Ibarra Rojas,
Lopez Irarragorri, and Rios Solis 2015)</xref>
            discusses the
purpose of the timetable scheduling from four aspects
(i) to meet specific demand, (ii) to minimize waiting
time, (iii) to maximize the number of synchronization
events (iv) to balance multi objectives.
          </p>
          <p>Many approaches in designing even-load and
evenheadway timetables have been proposed including
rescaling continuous service times to discrete values
with equal time intervals (for example, the time can
be 30s, 1min, 2min)(Ceder 2007), where each discrete
value is a time state that has its own feature values.</p>
          <p>Determination of preferred headways uses a heuristic
algorithm, and state as a mixed integer programming
problem(Ceder, Hassold, and Dano 2013). In
evenload and even-headways transit timetable design (Ceder
2011) (Hassold and Ceder 2012), the time interval
between bus services is based on the desired occupancy of
bus capacity. For the same number of bus services
instead of using one size vehicles and fixed value of time
intervals, different size vehicles are used to adjust to
the variation of passenger flow, in which the interval is
decided by usage rate of vehicles; the new timetable
reduces the periods with empty seats and maintains the
same waiting time of passengers, with little increase in
the time periods when the passengers are standing
during travel (Ceder et al. 2013).</p>
          <p>According to (Sun et al. 2014a), decision making with
discrete time is easy to model and apply in real system,
where models of demand-sensitive timetable making
with vehicle capacity constraints and dynamical
headways are discussed respectively. The equivalent time
intervals are used to describe the train/subway
operation (it is assumed that traffic is stable over short time
periods such as 5 to 30 minutes). Timetables with
dynamical headways have good performance.</p>
          <p>It can be seen from previous research, that time
interval decision making under vehicle size and real time
passenger flow is the key part in dynamic timetable
making. Discrete service time can simplify the process
of time interval decision making.</p>
          <p>The data used in the current study, such as
passenger flow, is extracted by combining data of Global
Position System (GPS) and intelligence Card (IC) from
real public transportation system.</p>
          <p>
            The dynamic activities of passenger
boarding/alighting are extracted from IC. The duration
of passenger travel and bus capacity can be
incorporated into time interval optimization
            <xref ref-type="bibr" rid="ref9">(Sun et al. 2014b)</xref>
            .
          </p>
          <p>Drawbacks of the scheduled timetable are assessed
by calculating the load factor of rail lines at different
time and section to evaluate the timetable from the
viewpoint of passenger flow data. The load factor
incorporates the number of alighting and boarding
passengers, waiting time of passengers at platform, and
the number of passengers waiting for trains due to the
overcrowding in vehicles (Jiang et al. 2016).</p>
          <p>Most of timetable optimization problems have an
objective function with crisp constraints. Incomplete
knowledge, fluctuation of passenger flow, and
varying riding time challenge the performance of these
approaches in deterministic environment(Chaari et al.
2014). There are many ways of timetable scheduling
under uncertainty, which can be stochastic and/or fuzzy
(for example to describe service level as ’poor’, ’good’,
’very good’; the comfort of passenger as ’little comfort’,
’ satisfied’, ’very comfort’; and the usage of vehicle as
’crowded’, ’very crowded’, etc.) (Zimmermann 1985).</p>
          <p>The objectives of timetable scheduling are mainly
concerned with improving the service level, passenger
comfort, and resource usage.</p>
          <p>
            A fuzzy multi-objective optimization problem is
formulated to model single bus line frequency (Tilahun
and Ong 2012). The relationship between the objective
functions and decision variables are described by fuzzy
reasoning schemes (Chakraborty, Guha, and Dutta
2016). Weighted constraint aggregation in fuzzy
optimization are specified by the preference of the
decisionmaker
            <xref ref-type="bibr" rid="ref6">(Kaymak and Sousa 2003)</xref>
            (Choon and Tilahun
2011). A summary of understanding of fuzzy
optimization and clarification of fuzzy goals and constraints are
given in(Tang et al. 2004).
          </p>
          <p>
            Based on previous work, design and optimization of
timetable to meet dynamic temporary passenger flow
under a fuzzy environment (Zhang et al. 2017
submited), and reverse-flow technique in multistage
decision making of time intervals for timetable
            <xref ref-type="bibr" rid="ref11">(Zhang,
Meng, and Ralescu 2017 submited)</xref>
            , this study adopts
decision-making under fuzzy environment as proposed
in (Bellman and Zadeh 1970). The results show that
the model with fuzzy constraints shortens the waiting
time of passengers, and can better adjust the timetable
to fit the varying passenger flow.
          </p>
          <p>Even headway timetable is first designed. The
average loads in even timetable provide a threshold value
in designing the dynamic fuzzy constraint of vehicle
capacity usage. The passenger satisfaction is fixed in
all cases, and act as fuzzy goal in decision making.</p>
          <p>The time interval between two successive bus services
is decided by maximizing the decision value of both
fuzzy goal and fuzzy constraint. A group of case
studies are conducted to compare the timetable with fixed
even headway and the timetable with uneven headways
from fuzzy timetable scheduling. The results show that
timetable produced by fuzzy decision making can
adjust to the fluctuation of passenger flow, and leads to a
higher and more even capacity usage of vehicles.</p>
          <p>From this point on this paper is organized as follows:
Notation and terminology for fuzzy timetable
scheduling is listed in section 2. Decision making in fuzzy
system and problem formulation are discussed in section
3. Cases study are conducted on section 4. summary
and conclusion are given in section 5.</p>
          <p>Notation and Terminology
The following quantities are used to describe the
system.
1. To apply the approach described in (Bellman and</p>
          <p>Zadeh 1970), the continuous service time space is
translated into a discrete finite Time State Space: T ,
P = |T | &lt; ∞, with equivalent interval of one minute
(that is, for ti, ti+1 ∈ T, ti+1 − ti = 1).
2. S = { s, . . . , sM} ⊂ T is the timetable of bus services,
where s is the first depart time of bus service from
the first stop of the bus line, sM is the last depart
time of bus service, and M is the total number of bus
service.
3. The decision variable is δ, the time interval between
two successive bus services. δ takes values in the set
Δ = { δq | q = 1, 2, . . . , Q, δi+1 − δi = 1} . δ0 is the
fixed time interval for even headways timetable.
4. The maximum bus capacity - maximum number of</p>
          <p>on-board passengers - is denoted by B.1
5. J denotes the total number of bus stops, and a
particular bus stop is denoted by j = 1, 2, . . . , J . It is
assumed that all passengers can board the first
incoming vehicle at each bus stop j, that is, the
number of vehicles that can be scheduled is large enough.</p>
          <p>For j ∈ { 1, . . . , J } , passengers arriving in the time
interval δ ∈ Δ are distributed uniformly.</p>
          <p>To capture the traffic conditions at time state t ∈ T ,
bus stop j, j = 1, . . . , J , time interval δ ∈ Δ, with
vehicle size B, the following quantities are defined:
1. Njt,δ denotes the number of passengers still on-board</p>
          <p>when the bus leaves stop j at time t + δ.
2. wj ≥ 0, the weight of bus stop j, PJ</p>
          <p>j=1 wj = 1.
3. μ s,B(Njt,δ) is the degree of passenger satisfaction,
μ u,B(Njt,δ, n) is the degree of vehicle usage, when the
bus capacity is B, each evaluated at Njt,δ passengers.
4. μ ts,B(δ) and μ tu,B(δ) are the respective aggregated
values of μ s,B(Njt,δ) and μ u,B(Njt,δ, n) over all bus stops
j = 1, . . . , J .
5. μ tD,B(δ) = μ ts,B(δ) ∧ μ tu,B(δ), is the degree of
simultaneous satisfaction of the constraints at time t ∈ TL,
with time interval δ.</p>
          <p>1In China, B is defined very precisely as the number of
passenger seats plus the bus effective standing area (sq.m.)
multiplied by 8 (i.e., it is assumed that up to eight
passengers can stand on a square meter surface).</p>
          <p>Timetable design in fuzzy system
Decision making of two fuzzy sets
Letting X denote the universe of discourse, A, a discrete
fuzzy set in X , can be represented as a set of ordered
pairs: { (x, μ A) | x ∈ X } , where μ A(x) is the degree to
which x belongs to fuzzy set A.</p>
          <p>For an optimization problem, goals and constraints
can be described as fuzzy sets(Bellman and Zadeh
1970). A decision is their joint satisfaction modeled
as the intersection of fuzzy goals and constraints as
illustrated by Example 1.</p>
          <p>Example 1 X = { 1, 2, . . . } . A is fuzzy goal that ’ x
near 5’, and B is fuzzy constraint that ’ x near 4’ in
X . Decision μ D is μ A ∧ μ B. Choosing membership
functions for A and B respectively
μ A = { (3, 0.6)(4, 0.8)(5, 1)(6, 0.8)(7, 0.6)(8, 0.4)}
μ B = { (3, 0.9)(4, 1)(5, 0.9)(6, 0.8)(7, 0.7)(8, 0.6)}
the value of the decision μ D is calculated as follows.</p>
          <p>First the intersection A ∩ B is computed:
μ D
= μ A∩B(x)
= μ A(x) ∧ μ B(x)
= { (3, 0.6)(4, 0.8)(5, 0.9)(6, 0.8)(7, 0.6)(8, 0.4)}
The final decision, d0, corresponds to the value with
maximum membership degree to the D, that is, d0 =
(x0, μ 0) where
x0 = arg max μ D(x) and μ 0 = μ D(x0)</p>
          <p>x
Therefore d0 = (5, 0.9).</p>
          <p>Problem formulation
The objective function, μ M(δ), is to find the time
interval that has maximum Ddecision value at time state t
over all possible time interval δ, as shown in Equation
(1).</p>
          <p>μ DM(δ) = max(μ tD,B(δ)).</p>
          <p>δ
subject to the constraints described by equations (2a)
- (2e) below:</p>
          <p>t,δ
Nj</p>
          <p>≤ B, j = 1, . . . , J − 1
μ ts,B(δ) =
μ tu,B(δ) =</p>
          <p>J −1
X
j=1
j=1</p>
          <p>wj × μ s,B(Njt,δ)
J −1</p>
          <p>X wj × μ u,B(Njt,δ, n)
μ tD,B(δ) = μ tu,B(δ) ∧ μ ts,B(δ)</p>
          <p>J
X wj = 1, δ ∈ Δ
j=1
(1)
(2a)
(2b)
(2c)
(2d)
(2e)
Equation (2a) states that the on-board passenger
number cannot exceed the vehicle capacity. Equations
(2b), (2c) show that μ tx,B(δ), x ∈ { s, u} is obtained
by the aggregation of μ x,B(Njt,δ), x ∈ { s, u} at stop j,
j = 1, 2, . . . , J − 1, weighted by wj . wj is calculated
from the boarding and alighting number of passengers.</p>
          <p>Equation (2d) states the fuzzy decision on δ ∈ Δ as the
fuzzy set intersection of the satisfaction and capacity
constraints.</p>
          <p>Case study
Parameters
In this section, timetables are designed separately on
the service time covering from 6:00 am to 10:00 pm,
divided into eight 2 hour periods, having a total of 960
time states. For cases 1 to 8 the time spans are: 6:00
∼ 8:00, 8:00 ∼ 10:00, . . ., 20:00 ∼ 22:00. Table 1
summarizes the parameters used for this case study.</p>
          <p>Origin and destination of passengers are extracted
from history data of ShiJiaZhuang bus line 1. The
passenger flow of the day are shown in Figure 1. The area
between two vertical dashed lines and passenger flow
curve stands for the number of boarding passenger at
each cases. Case 5 has the highest number of boarding
passengers, Case 8 has the lowest number of passengers.</p>
          <p>μ s,B(N ) =
 1

 −0.6N /B + 1.2
 0−2.4N /B + 2.4
0 ≤ N ≤ B/3
B/3 &lt; N ≤ 2B/3
2B/3 &lt; N ≤ B
otherwise</p>
          <p>The membership functions for the fuzzy goal is given
by Equation (3), and Figure 2 shows the shape of μ s.</p>
          <p>In (3), μ s,B(N ), the satisfaction degree of on-board
passengers captures the following: when few passengers
are on the bus (everyone has a seat), the satisfaction
degree is equal to 1 as everyone is comfortable; when the
number of passengers varies from B/3 to 2B/3, recent
passengers might have to stand, but the bus is not yet
crowded, the satisfaction degree slowly reduces to 0.8;
however, the comfort degree drops sharply, when the
bus is crowded, i.e., there are more than 2B/3 (and up
to B) passengers. In this situation not only standing
passengers feel uncomfortable also those seated have
less space and have difficulty alighting.</p>
          <p>Timetable Comparison
In the following, the timetables designed from the fuzzy
system, are labeled as fuzzyT, while those designed by
even headways (fixed and equal time intervals between
two successive bus services) are labeled as evenT. They
have the same number of services in cases 1-8 (the cost
of bus company are same).</p>
          <p>Algorithm 1 shows the procedure of adjusting fuzzy
constraint to design fuzzyT that have same number
of bus services M. First design timetable with even
headways δ0 = 8, each case has 16 bus service; then
calculate the average loads n = N as the initial value
of threshold; then design fuzzyT under μ s,B(N ) and
μ u,B(N , n). Compare the number of bus services time
in fuzzyT, MF and evenT, ME; if MF = ME,
return fuzzyT; else adjusting threshold n and redesign
fuzzyT and compare again until MF = MF .</p>
          <p>μ u,B(N , n) =
( N /n
1
0
0 ≤ N ≤ min(n, B)
n &lt; N ≤ B
otherwise</p>
          <p>(4)</p>
          <p>The membership function for fuzzy constraint is
given by Equation (4).</p>
          <p>μ u,B(N , n), the usage degree of the bus, captures the
following: when the number of on-board passengers is
between n and B, the usage degree is equal to 1; when
number of on-board passengers less than the threshold
Algorithm 1 Transfer even timetable to uneven
timetable under fuzzy constraint
(a) μ s</p>
          <p>(b) μ u
min(n, B), the capacity usage degree is N /n. Figure 3
shows the shape of μ u at each case. Case 5 has lowest
value of the slope 1/n, and Case 8 has the highest value
of the slope.</p>
          <p>The first and last bus service time, s/sM, of
timetable S are shown in the left two columns of
Table 2; and each row lists the waiting time, tw, travel
time, tt, and average loads, N , of evenT and fuzzyT.</p>
          <p>It can be seen that for each case fuzzyT has similar or
smaller value in, tw, tt, and N compared with evenT.</p>
          <p>Still Case 5 has highest values in tw, tt, and N
compared with other cases and Case 8 has lowest value.</p>
          <p>Figures 4(a) and 4(b) show the mean value of μ s
and μ u, it can be seen that for cases 1-8 fuzzyT have
a higher value than evenT. Case 5 has the smallest
value in μ s and μ u. This is because the threshold
n for fuzzy membership function of vehicle capacity
usage is 158, the maximum degree of μ u,B(N , n) is
when on-board passengers equal the bus capacity B,
and μ u,B(90, 158) = 90/158 = 0.57; thereby for any
onboard passenger less then B, the usage degree is less
then 0.57, thus the average usage degree in Case 5 is
even lower.</p>
          <p>Take Case 5 as an example, Table 3 show the
timetable and time interval in evenT and fuzzyT.</p>
          <p>Time interval in evenT is fixed to 8 minutes, while
time interval in fuzzyT range from 6 to 13 minutes;</p>
          <p>Figures 5(a) and 5(b) show the number of on-board
passengers at bus stops 1-23 of 7th and 10th bus services
(a) On-board passengers at 7th bus services</p>
          <p>qquad
(b) On-board passengers at 10th bus services</p>
          <p>qquad
(c) value of μ u at bus services</p>
          <p>(b) σu
respectively (these two bus services have the largest, 13,
and smallest, 6, time interval respectively in fuzzyT),
bars with red color are the number of on-board
passengers in fuzzyT, and bars with blue color are the
number of on-board passengers in evenT. A horizontal
line, B = 90, where the number of on-board passengers
equal to the vehicle size, is shown in both figures 5(a)
and 5(b). In Figure 5(a), it can be seen that the number
on-board passengers in fuzzyT (the left red bars in the
group) are larger than the number of on-board
passenger in evenT(blue bars on the right in the group). As
time interval in fuzzyT, 13 minutes, is bigger than the
time interval in evenT, 8 minutes, and having all the
red bars under the horizontal line (means no
overloading). In Figure 5(b), the value of blue bars are much
larger than the value of red bars, at 10th time interval
with last bus service in fuzzyT is 6 minutes, which is
shorter than the time interval in evenT. Moreover, all
the red bars are under the horizontal line, B = 90, and
for six bus stops from bus stop 8 to 14 in evenT , the
N exceeds the value of bus capacity B.</p>
          <p>In Figure 5(c), the capacity usage degree of vehicles
in fuzzyT and evenT of Case 5 are given respectively;
it can be seen that fuzzyT (red line with circles) has a
more even and higher value than evenT.</p>
          <p>The standard deviation of passenger satisfaction
degree and vehicle capacity usage degree (evaluate by
equations (3) and (4)) are shown in figures 6(a) and
6(b) respectively. It can be seen that fuzzyT have a
lower variance than evenT in cases 1-8.</p>
          <p>MannWhitney U test (U text) and Two-sample
Kolmogorov-Smirnov test (K text) are used on mean
and standard deviation values of μ u and μ s in fuzzyT
and evenT, as shown in Table 4, with the respective
p and h values. As it can be seen from Table 4, the
difference between the standard deviations of fuzzyT
and evenT is statistically significant (h = 1, at p-value
less than 0.05). Both tests reject the null hypothesis
(i.e., that the passenger satisfaction and capacity usage
degrees between fuzzyT and evenT are same).</p>
          <p>Conclusion
This study investigated transfer of a timetable
scheduling from an even headways timetable into uneven
headways timetable, with even loads, using fuzzy decision
making. The interest of passenger is designed as fuzzy
goal, and fuzzy constraint of vehicle capacity usage
is adjusted dynamically by limited, fixed bus services
number. Timetables in fuzzyT and evenT are
compared in total and in detail. The results show that
fuzzyT has lower and similar value of passengers
waiting time, travel time; and have a higher passenger
satisfaction and vehicle usage rate. More importantly,
fuzzyT improve the vehicle usage degree in a
significant level and avoid overload.</p>
          <p>Acknowledgments
Yanan Zhang’s work for this study was supported by
China Scholarship Council (Grant No. 201506250051)
while visiting the MLCI Laboratory led by Anca
Ralescu, in the EECS Department, College of
Engineering and Applied Science, University of Cincinnati.</p>
          <p>Zimmermann, H.-J. 1985. Applications of fuzzy set
theory to mathematical programming. Information
sciences 36(1-2):29–58.
Weather Forcasting Using Artificial Neural</p>
          <p>Network</p>
          <p>Md. Tanvir Hasan1, K. M. Fattahul Islam2, Md. Sajedul Karim3,</p>
          <p>Lt. Md. Arifuzzaman4, Md. Sifat Rahman5 &amp; Nure Alam Md. Risalat6
1, 6 Faculty of Science &amp; Technology, Bangladesh University of Professionals, 2, 3, 4 Department of Aeronautical Engineering,</p>
          <p>Military Institute of Science and Technology &amp; 5 Stamford University Bangladesh
1tanvir89@gmail.com, 2fattahulislam@gmail.com, 5mdsifat.r@gmail.com, 6ankon.risalat.cse@gmail.com</p>
          <p>Weather forecasting is such a blessing of modern
technology which predict the atmospheric condition for a
specific location. Weather forecast depends on proper
collection of quantitative data regarding the current state of the
atmosphere. Those data help us to predict how the atmosphere
will be after a period using various methods.</p>
          <p>Because of the nature of the atmosphere an enormous
computational power is required to solve the equations. The
equation which describes the atmospheric error related to
measure the initial conditions and an incomplete
understanding of atmospheric processes suggest that
forecasting becomes less accurate because of timing. There is
a multiplicity of end uses to weather forecasts.</p>
          <p>Weather Forecasting has been playing a vital role in our
day to day life since the birth of human race. Various kinds of
warnings are important because they are accustomed to
protecting our lives and properties. Forecasting is so useful in
the field of agriculture through various parameters like rain,
temperature etc. Therefore, it also has a significant effect in the
service markets. Utility companies use forecasting to calculate
demand for the future. On an everyday basis, people use
weather forecasts to determine clothing on a given day.</p>
          <p>Outdoor activities are severely condensed by rain, snow fall
and the wind speed. So, forecasts can be used to plan activities
around these events and to plan ahead and survive them. In
order to forecast</p>
          <p>Weather, the methods which are being used worldwide
have shown below:
• Persistence Method
• Climatology Method
• Analog Approach Method
• Numerical Weather Prediction</p>
          <p>FORECASTING PROCEDURE FOR NUCERICAL MODELS
Among various numerical prediction methods, we have chosen
ANN (Artificial Neural Network) tool which can be processed
and implemented using MATLAB.</p>
          <p>Fig. 1. Multilayer Processing [3]</p>
          <p>REASONS BEHIND CHOOSING ANN OVER CONVENTIONAL</p>
          <p>COMPUTING</p>
          <p>For better understanding of artificial neural computing it is
important to know how a conventional computer and various
software of this computer process information. A regular
computer has a central processor that can address an array of
memory locations where various kinds of data and instructions
are stored. For computation, the processor needs to read an
instruction. It also requires help from the memory address
section. After that the instruction is then executed and results
are saved in a specified memory location as per requirement.</p>
          <p>In a serial system, the computational steps are done
sequentially and logically. In comparison, neural networks are
not as complex as the computer. In neural network, we don’t
have a processor but many parts which only can take the
weight from the input. Rather than executing instructions.</p>
          <p>Neural network responds according to the pattern of inputs
presented to it. There is also no separate memory address for
storing data. Instead, information is contained in the overall
activation phase of the network.</p>
          <p>FIGURES AND TABLES
Following possible combinations are used in our experiment
for a typical feed forward back propagation network.</p>
          <p>• 50 neurons: 10 neurons in each 5 hidden layers.
• 80 neurons: 10 neurons in each 8 hidden layers.</p>
          <p>• 100 neurons: 20 neurons in each 5 hidden layers.</p>
          <p>Comparisons of different methods of neural network for</p>
          <p>January data and training performance are given below
Seri
al
1
As we predict weather data for January, for training we have
used the data of 2013 as an input and data of 2014 as target
for the certain month.</p>
          <p>The variation was observed by graph for each parameter.</p>
          <p>How similar are the twins?
Using Psycholinguistic Tests to Determine Similarity Among Near-Synonyms</p>
          <p>Pranay Yadav, Anupam Basu</p>
          <p>Department of Computer Science and Engineering
Indian Institute of Technology Kharagpur, West Bengal, India 721302</p>
          <p>y.pranay@cse.iitkgp.ernet.in, anupam@cse.iitkgp.ernet.in
A word usually expresses many implications,
connotations and attitudes in addition to its lexicon
meaning. And a word often has near-synonyms
that differ from it solely in these nuances of
meaning and in the degrees of expression. In a truly
articulate linguistic system, there is a need of a
highly sophisticated lexical-choice process that
can determine which of the near-synonyms is best
suited for a given word. The most widely used
English lexical database — WordNet, organizes
the near-synonyms into entities called synsets, but
fails to identify finer differences among them for
a better lexical-choice process. In this paper, we
discuss an approach to extend the lexical
knowledge base of near-synonym differences by
using a set of psycholinguistic experiments aimed
to address this particular task in hand.
1
Choosing the right word — the one that precisely conveys
the desired meaning and also avoids unwanted implications
— is a difficult task for present-day linguistic systems. For
example, how can a machine translation (MT) system
determine the best English word for the French bonheur when
there are so many potentially similar but slightly different
translations? The system could choose happiness, joy,
pleasure, well-being and so on, but the most appropriate
choice is a function of how bonheur is used (in context) and
of the difference in meaning between bonheur and each of
the English possibilities. Thus, a faithful MT or more
generally a natural language generation (NLG) system
demands a sophisticated lexical-choice process1 that can
determine which of the near-synonyms is the most
appropriate in any particular situation.</p>
          <p>Our research focusses on the largest English lexical
database — WordNet and in particular its structural units,
synsets. Semantic similarity measures based on WordNet
have attracted great concern in the recent past.3 Synsets are
the sets of synonyms which are very similar in meaning but
not completely inter-substitutable (true synonymy)4. On
one hand, grouping them together gives rise to a broader
class of concepts but on the other, the near-synonym
differences among them are compromised. The goal of our
research is to extend the lexical knowledge base (in our case,
WordNet) to account for near-synonymy in a
computationally implementable manner and to model such fine-grained
distinctions among senses belonging to the same synset for
a more sophisticated lexical-choice process.</p>
          <p>Psycholinguistics is concerned with the understanding of
how language is stored and processed in the brain. In our
research, we explore the approach of using a set of
dedicated psycholinguistic experiments to quantify the
nearsynonym differences by exploiting human brain’s
cognitive ability to identify and respond to synonymous words if
subjected to appropriate experimental setting. Many
previous studies establish that brain response-times act as an
indicator of the cognitive load in various linguistic sub-fields
like phonetics, and semantics. In our case, participants of
these carefully designed tests will respond to similar words
better in the amount of time (response-time) they take to
understand the ingrained similarity between those words,
as perceived by a human brain4. These response times will
further be mapped onto the similarity scores between pairs
of near-synonym words derived from the WordNet synsets.
2</p>
          <p>Approach
In this section, we shall outline the design of the two
behavioural psycholinguistic experiments that are based on
the priming principle2. Priming is an implicit memory
effect in which exposure to one stimulus (called prime)
influences the response to another stimulus (called target).
Exposure to the prime is known to activate a range of
associated words which makes it easier for the subjects to identify
these target words via a process called spreading
activation. Of all types of priming, the one of interest is semantic
priming, where the prime and the target are from the same
semantic category and share features. Semantic priming is
observed frequently across several lexical decision tasks.</p>
          <p>For the first experiment, we start by sampling synsets
from the WordNet Corpus, and from each one we select a
representative word, called prime, and the remaining words
act as targets. For the second experiment, we randomly
select pairs of primal and target words from synsets, not
necessarily belonging to the same synset like the former. The
rationale behind the second experiment is to validate the
lemmas in WordNet. In other words, the second experiment
gives us the number of True Positives (synonymous and
belonging to the same synset) and True Negatives
(non-synonymous and belonging to different synsets) from
WordNet. For both the experiments, reaction time (RT), which is
the measured as the elapsed time between the stimulus
(target) and the subsequent behavioural response (button-press
events) in milliseconds, indicate how fast the individual
can identify the synonymy of the target and prime.
3</p>
          <p>Design and Evaluation
In this section, we first discuss the design, evaluation and
results of the first experiment, followed by the second one.
3.1 First Psycholinguistic Experiment
For the first experiment, we sampled nearly 1000 synsets
from WordNet, each comprising of at least 10 lemmas.</p>
          <p>Choosing one representative from each synset as the prime
stimulus (which appears on screen for 5 seconds), the
remaining lemmas in the synset form the target stimuli
(which appear on the screen indefinitely until a button a
pressed). As depicted in the figure below, P denotes the
prime and Ti denote the ith target corresponding to P. We
measure the response times (elapsed time between
successive button presses in ms) as a measure of mental
chronometry of this linguistic task of identifying how semantically
similar the prime and targets are.5</p>
          <p>For evaluation, response times of all the subjects were
averaged to account for any variation due to different
cognitive abilities or test errors, yielding a finite-dimensional
vector (referred to as z). We further assigned similarity
scores by squashing this vector of response times to a
vector of real values in the range (0, 1) by using the softmax
function. All the response times were negated so as to give
higher weightage to the smaller positive response time.</p>
          <p>This similarity score was correlated against the
semantic similarity scores commonly used in WordNet6.
Following table contains the similarity scores for a few target
words with the primal word as “good”. Resnik and Lin
similarity measures were reported to be null because the
underlying Information Content file had no contents for this
part-of-speech. Clearly, even though the similarity scores
of most of these near-synonymous words are close-enough,
experimentally only “adept”, “well” and “thoroughly” are
synonymous in a “true” sense.
3.2 Second Psycholinguistic Experiment
For the second experiment, we sampled around 10000 pairs
of lemmas from WordNet. Choosing one of them as the
prime, the other word acts as the target. As depicted in the
figure below, Pi denotes the ith prime and Ti denotes the
corresponding target. We record the response times in a
manner similar to the first experiment. Subjects of this
experiment are expected to press one specific button to imply
that the target is synonymous to the prime (type Y),
otherwise another button (type N). We follow a similar
evaluation procedure for the ‘Y’-type prime-target pairs as the
first experiment. Table below highlights the results
obtained for this experiment. Although dear occurs in the
same synset as good as adept, but it is reported more similar
to good than adept. We also evaluated the True Positives
and True Negatives (defined in Section 2). Also, by looking
at the confusion matrix below, we can draw that although
50.8% of the 10000 words considered words belong to the
same synset, but according to subjects they should not.
4
Through this paper, it was shown that the proposed
experiments performed sufficiently well in the task of
establishing near-synonym differences among near-synonyms
derived from the WordNet corpus. The semantic similarity
scores obtained would help extending the English lexical
knowledge base in a computationally feasible fashion.</p>
          <p>References
Can AI Reason over Representations?
Matthew Wyss, Aaron Thieme, John Licato
Analogical Reasoning and Constructivism Lab</p>
          <p>IPFW Department of Philosophy</p>
          <p>Fort Wayne, IN 46805
wyssmd02@students.ipfw.edu, thieac01@students.ipfw.edu, licatoj@ipfw.edu
1</p>
          <p>Introduction1
This poster investigates the possibility of an AI reasoning
over representational systems. In artificial intelligence
research, this marks a shift from an AI merely reasoning from
within one. Given an AI and a set of representational systems,
our question is whether an AI reasoner can choose between
the representational systems for the purpose of some
application. We begin by defining representational systems
and recommending formality as a useful metric for choosing
between them. Next, we provide a precise, general
interpretation of formality as permutation invariance. We
argue that more work will have to be completed on problems
of AI and pragmatics (e.g., context sensitivity) before an
account can be developed of how AI can fruitfully reason
over representational systems.
2</p>
          <p>Representational Systems
Taking our cue from object oriented programming and
following Licato (2017), we define a representational system
R as an ordered pair (M, A) where M is a set of typed
elements (with or without values) and A is a set of methods.</p>
          <p>A representation R is a pair (Rv, f ) where Rv is an instantiated
representational system (i.e., every element has a value) and
f is a semantic evaluation function from M∪A to set S.</p>
          <p>Intuitively, S is a set of semantic values that correspond to
each element and method in Rv.</p>
          <p>Our question is whether, given a set of
representational systems, an AI reasoner can choose between
them in order to solve some problem. Because different
applications will require different levels of representational
formality in making this decision, an AI must be able to
reason over the formality of different representational
systems.
3</p>
          <p>Formality as Permutation Invariance
There are a variety of precise interpretations of formality,
e.g., the formal as computable, the formal as
desemantification. (See Dutilh Novaes 2011 for a survey.)
1 © Copyright retained by the authors</p>
          <p>Following Sher (1991, 1996), van Benthem (1989), McGee
(1996), McCarthy (1981), and MacFarlane (2000), we
interpret formality as permutation invariance. The two
historical inspirations for this approach are the success of
Klein’s Erlanger program (1893) in delineating different
geometries and Tarski’s work on logical notions (1986).</p>
          <p>Klein indicated how the concepts of Euclidean geometry are
invariant under similarity transformations while the concepts
of topology are invariant under bicontinuous transformations.</p>
          <p>Tarski (1986) writes “we call a notion ‘logical’ if it is
invariant under all possible one-one transformations of the
world onto itself” (149). On the permutation invariance
interpretation of formality, formal structures do not depend
on the individual identities of their elements. Formality as
permutation invariance, then, captures the sense in which the
formal is general and abstract.</p>
          <p>The permutation invariance interpretation also
offers technical utility. Following MacFarlane (2000) and
van Benthem (1989), we can make permutation invariance
precise in the generalized setting of type theory, though we
lack space to do this here. Barring the interpretation of
formality as computability, this kind of technical precision
and generality is lacking in other interpretations of formality.</p>
          <p>MacFarlane (2000) argues that permutation
invariance is always relative to some intrinsic structure on the
objects being permuted; equivalently, a definition of
permutation invariance requires delimiting what kinds of
transformations are permitted. In Euclidean geometry, these
are only similarity transformations, a subset of bicontinuous
transformations under which topological concepts are
invariant. In spelling out the permutation invariance of
logical concepts, Tarski permits every permutation of the set
of objects while holding rigid the set of truth values, the
structure Tarski is interested in preserving. In some concrete
application, if an AI is to choose between representational
systems, it must decide what structure is intrinsic to the
concepts in S; that is, it must decide what kinds of
permutations should be permitted on the concepts of S.</p>
          <p>Conclusions and Future Work
In sum, reasoning over representational systems for the
purpose of effectively employing a representation requires
determining the level of permutation invariance of the
representations. This determination depends on the intrinsic
structure on S, the set of semantic concepts of the
representation. Our claim is that the choice of an intrinsic
structure on S must depend on how the representation R is to
be used. In this way, it is a pragmatic choice.2 But developing
an AI that can take into account context-sensitive pragmatics
is currently an intractable problem in AI research that does
not appear to be solvable in the foreseeable future. Hence, an
AI considering formality as permutation invariance to reason
over representational systems for the purpose of effective
applications is not a foreseeable prospect.</p>
          <p>Future work may, first, attempt to address the
problem of AI taking into account pragmatic assumptions in
order to choose between representational systems as a special
case of the more general problem of developing AI that is
sensitive to pragmatic context.3 Second, future work may
attempt to avoid the problems raised by pragmatics by
developing non-pragmatic, context insensitive criteria for AI
to choose between representational systems. For example,
computability is a criterion that does not require pragmatic
assumptions to the extent that permutation invariance does;
assuming an amount of resources available for computation
is the only pragmatic assumption required by a computability
criterion. This criterion would be of the following form:
given two systems, if one requires more resources than
available, choose the other system. However, it is precisely
because this computability criterion does not take into
account more pragmatic information that it is of minimal use
in choosing between representational systems.</p>
          <p>Other possible criteria may be borrowed from
Rudolf Carnap’s (1950) criteria for the process of explication.</p>
          <p>Following Licato (2017), future research may explore
similarity, exactness, fruitfulness, and simplicity as criteria.</p>
          <p>Carnap suggests these conditions as criteria for a
scientifically useful explication of inexact, informal
concepts. Because of the extreme contextual sensitivity of
these criteria, they presuppose much more pragmatic</p>
          <p>2 For example, if R is to represent the space of all possible
representations in general, then there will be no assumptions on the
structure of S. In contrast, if R is to represent scientific reasoning,
then one might presupposes that the elements in S obey
fundamental physical laws.
information than computability and even permutation
invariance. Further, these criteria are not as open to a
generalized, technical formulation. For them to function as
criteria for an AI choosing between representational systems,
more work will have to be completed on contextual
pragmatics and AI.</p>
          <p>In short, choosing a representational system is not
an isolated choice but a choice for some end. To avoid
making an arbitrary decision and to maximize utility,
pragmatics must be considered. Given this difficulty, we
propose that future research follow the first direction of
working on contextual pragmatics and AI for the problem of
representational system choice.
Syntactic Differentiation in Oscar Wilde’s “Dorian Gray”</p>
          <p>Melissa Wright, Reva Freedman</p>
          <p>Northern Illinois University</p>
          <p>DeKalb, Illinois 60115
meliswright16@gmail.com, rfreedman@niu.edu
This study analyzes the syntax and constituents in
Oscar Wilde’s The Picture of Dorian Gray,
looking for syntactic differences between quoted and
narrative sections. We investigate sentence length,
parse tree height and the frequency of various
coordinating conjunctions in the text. We show that
Wilde’s character dialogue uses shorter sentences
and less subordination than narrative passages. We
also show frequency differences among the
conjunctions studied. We hypothesize that these
differences relate to the difference in working memory
load between speaking and reading.
1 Introduction1
The aim of this study was to analyze differences in the
syntactic form of sentences in two different types of running
text. As a case study, we analyzed the syntactic structure of
each sentence in Oscar Wilde’s The Picture of Dorian Gray
(1890). We distinguished between two types of text in the
novel, dialogue and narrative. We analyzed three
hypotheses: 1) that there was a difference in sentence length in the
dialogue and narrative sections of the novel, 2) that there
was a difference in the average height of parse trees, and
3) that there was a difference in the frequency of use of the
conjunctions and, but and or.</p>
          <p>
            A series of Python programs were created to clean up the
input and make the text readable for the Stanford Parser2
            <xref ref-type="bibr" rid="ref6">(Klein and Manning, 2003)</xref>
            . The syntax trees provided by
the parser enabled us to see how often certain parts of
speech occurred and at what level of syntactic structure they
were found. A CSV file was created with this information
and fed to a final program to evaluate the hypotheses and
calculate statistical significance.
2 Data Source and Cleanup
The input for this study, containing 57,673 words, was
retrieved from the Project Gutenberg website.3
1 © Copyright retained by the authors
2 http://nlp.stanford.edu/software/lex-parser.shtml.
3 https://www.gutenberg.org/.
          </p>
          <p>A few items had to be manually changed before
preprocessing. The text contained poetry in both French and
English, as well as entire paragraphs in French. Not only were
these irrelevant to the hypotheses, but a parser trained on
English prose could obviously not parse them. Furthermore,
when these items were preceded by a colon (e.g., “He
said: ...”), the colon had to be replaced by a period so that
the introductory phrase would not appear to refer to the text
after the deleted material, which might not even be a quote.</p>
          <p>Since the Stanford Parser treats every period as final
sentence punctuation, ellipses (“...”) gave rise to empty
sentences. As the material after an ellipsis can start with a
capital letter (e.g., a proper noun), it was necessary to decide
manually whether each ellipsis was intra-sentential, in
which case it could be deleted, or terminal punctuation.</p>
          <p>Following the manual phase, the second phase consisted
of mechanized preprocessing. Periods and other terminators
(e.g. !, ?, etc.) that occurred elsewhere than at the end of a
sentence were dropped so that abbreviations such as “Mr.”
would not cause false sentence breaks. Similarly, we
removed the periods that Oscar Wilde used after Roman
numerals. Wilde’s use of the unusual punctuation string “,--”
was replaced by equivalent modern punctuation. Front and
back matter, chapter headings (e.g., “CHAPTER XII”), and
page numbers, formatted as [12], or [...12] when a chapter
started mid-page, were also removed.
3 Methodology
The preprocessing phase enabled us to split sentences at the
final punctuation mark. The text contained standalone
quotations which were complete sentences, as well as narrative
sentences which contained no quotations. However, it also
contained sentences with an initial narrative portion
introducing a quotation (“He said, ‘...’”), with a terminal
narrative portion (“‘...,’ said Lord Henry”), or with a variety of
more complex sentence structures, such as the following:
“Oh, there is really very little to tell, Harry,”
answered the young painter; “and I am afraid
you will hardly understand it. Perhaps you will
hardly believe it.”
To separate quoted from narrative material, we broke each
sentence into segments, separating quoted and non-quoted
material. Since the Stanford Parser parses sentences, a new
record was created when either a sentence break or a change
in text type (from quote to non-dialogue or vice versa)
occurred. For example, the above sentence was split into the
following four segments:</p>
          <p>Q: Oh, there is really very little to tell, Harry,
N: answered the young painter;
Q: and I am afraid you will hardly understand it.</p>
          <p>Q: Perhaps you will hardly believe it.</p>
          <p>We replaced segment-final punctuation with periods so that
the parser would treat each segment as a complete sentence.</p>
          <p>As can be seen in the third segment above, or the segment
“said Lord Henry”, not all segments were sentences
according to prescriptive English grammar; however, since the
Stanford Parser is probabilistic, it could generally handle the
segments we gave it. We verified some unusual cases before
settling on this approach. For example, the parser could
handle “said Lord Henry” but not “Said Lord Henry”, which
fortunately did not occur in the corpus.</p>
          <p>Note that this decision does not affect the length or tree
height of sentences in the quoted material but reduces both
variables for narrative segments, since, for example,
“answered the young painter” has a sentence length of 4 and
contains no nested clauses, while the original sentence is
obviously longer and contains coordination.</p>
          <p>
            Figure 1 provides a sample output from the parser,
showing examples of the extensive Penn Treebank tagset
            <xref ref-type="bibr" rid="ref8">(Santorini, 1995)</xref>
            . The parser output was used to calculate
segment length, parse tree height and the frequency of and,
or and but. We then conducted a two-tailed t-test with
unequal variances on each of these variables, applying the
Bonferroni correction in each case.
4 Results and Discussion
With regard to sentence length, the t-test showed that there
is a significant difference (p &lt; .001) in sentence length
between the two types of text; narrative sentences are
significantly longer. This result is even more striking when one
considers that the length of the narrative segments was
artificially depressed by the splitting mechanism employed.
          </p>
          <p>Two extreme examples of sentence length are the two
longest sentences in the book, both of which are pure
narrative. One contains 198 words and the other contains 448
words. Although the rest of the book could be parsed in one
batch, each of these sentences needed five times the default
memory size of the Stanford Parser and had to be parsed
separately.</p>
          <p>Similarly, with regard to height of the syntax trees, the
t-test showed that there is a significant difference (p &lt; .001)
in tree height between the two types of text; the narrative
text also had significantly deeper trees. This finding is
consistent with the previous one, providing further evidence
that the narrative portion of the text is significantly more
complex than the quoted portion.</p>
          <p>
            This pattern could be due to Wilde’s attempt to mirror
real-world conversational style: if there are “limitations in
human working memory and processing capacity [which]
force reliance on a number of syntactic heuristics in order to
make a provisional parse of a sentence as it is being
processed”
            <xref ref-type="bibr" rid="ref1">(Elman, 2009, p. 556)</xref>
            , then it would be intuitive as
an interlocutor to utilize less complex sentences within a
discourse.
          </p>
          <p>The findings illustrated in this study illustrate the
importance of context when studying linguistic features. Within a
conversation, there may be a subconscious expectation that
speakers will utilize simpler constructions due to working
memory load; however, when reading a descriptive passage
in a written work, such limitations may not apply.</p>
          <p>We examined three coordinating conjunctions, and, but
and or. In the quoted text, and occurs approximately five
times as often as but, while in the narrative text, it occurs
approximately 25 times as often. Similarly, in the quoted
text, or occurs approximately twice as often as and, while in
the narrative text, these conjunctions have similar rates of
occurrence. These data provide evidence that coordinating
conjunctions play different roles in different types of text.</p>
          <p>The relative rarity of but in the narrative text may result
from the fact that but is most frequently used to show a
contrast between two propositions. Therefore it would be less
useful in longer sentences containing multiple propositions.</p>
          <p>But may also be more useful in dialogue, where it frequently
occurs sentence-initially, allowing one character to signify
disagreement with another. Further evidence from a text
where but would be likely to occur in a non-quoted context,
such as a deductive or argumentative context, would be
useful in extending our understanding of but.</p>
          <p>
            These patterns in Wilde’s work may also display the
author’s linguistic thumbprint
            <xref ref-type="bibr" rid="ref7">(Nolan, 2001)</xref>
            . Previous
research has been done on examining whether speakers and
authors can be identified by unique linguistic patterns, and
this study may indicate that there are indeed such patterns.
          </p>
          <p>
            Further evidence, from other works by Oscar Wilde and
from other authors, would be required to evaluate this
hypothesis.
5 Related Work
Coh-Metrix
            <xref ref-type="bibr" rid="ref5">(Graesser et al., 2004)</xref>
            uses parts of speech,
word frequency statistics and other features to measure
cohesion.
            <xref ref-type="bibr" rid="ref9">Wang et al. (2014)</xref>
            used syntactic features to
differentiate conference papers from workshop papers.
            <xref ref-type="bibr" rid="ref3">Freedman
and Krieghbaum (2014)</xref>
            used syntactic features to
differentiate early essays from revised ones by the same student
authors, while
            <xref ref-type="bibr" rid="ref4">Freedman and Krieghbaum (2015)</xref>
            used
syntactic features to differentiate two faculty authors.
            <xref ref-type="bibr" rid="ref2">Freedman (2017)</xref>
            used both syntactic and semantic means to
differentiate sections of the book of Isaiah. Further information
about the current study can be found in
            <xref ref-type="bibr" rid="ref11">Wright (2017)</xref>
            .
6 Conclusions
In this paper we analyzed the differences between quoted
and narrative portions of Oscar Wilde’s The Picture of
Dorian Gray. Through parsing every sentence and
analyzing the results, we showed that there are significant
differences (p &lt; .001) in both sentence length and parse tree
height between quoted text and narrative portions. We also
showed major differences in the frequency of various
coordinating conjunctions between these two types of text.
          </p>
          <p>Perhaps the most significant implication of this study is
the possible intuition speakers and authors may have when
taking part in or creating a conversation – if interlocutors
instinctively know that shorter structures are to be employed
in a conversational context, this may indicate underlying
unconscious conversational syntactic principles.</p>
          <p>The methods used in this study may enable future
researchers to investigate linguistic components specific to an
individual’s written and oral speech patterns that will allow
differentiation between personal style and unconscious
conversational syntactic principles. Further research is also
needed on the relationship between choice of conjunction,
depth of clause embedding and discourse context, such as
speaker quotation or other prose forms, including narrative,
descriptive, explanatory and argumentative text.</p>
          <p>There is also room for further analysis of the variation in
sentence length between dialogue and narrative text. Such
research has the potential to illustrate the strength of
working memory load theories concerning real-time sentence
processing, giving discourse psychologists a more solid
foundation for investigating cognitive processing during
conversation and reading.</p>
          <p>Acknowledgments
Dr. Gulsat Aygen and Dr. Betty Birner, Department of
English, Northern Illinois University provided advice on this
study. The tree analysis code was based on code written by
Doug Krieghbaum.</p>
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