scholarly journals Neural Collective Entity Linking Based on Recurrent Random Walk Network Learning

Author(s):  
Mengge Xue ◽  
Weiming Cai ◽  
Jinsong Su ◽  
Linfeng Song ◽  
Yubin Ge ◽  
...  

Benefiting from the excellent ability of neural networks on learning semantic representations, existing studies for entity linking (EL) have resorted to neural networks to exploit both the local mention-to-entity compatibility and the global interdependence between different EL decisions for target entity disambiguation. However, most neural collective EL methods depend entirely upon neural networks to automatically model the semantic dependencies between different EL decisions, which lack of the guidance from external knowledge. In this paper, we propose a novel end-to-end neural network with recurrent random-walk layers for collective EL, which introduces external knowledge to model the semantic interdependence between different EL decisions. Specifically, we first establish a model based on local context features, and then stack random-walk layers to reinforce the evidence for related EL decisions into high-probability decisions, where the semantic interdependence between candidate entities is mainly induced from an external knowledge base. Finally, a semantic regularizer that preserves the collective EL decisions consistency is incorporated into the conventional objective function, so that the external knowledge base can be fully exploited in collective EL decisions. Experimental results and in-depth analysis on various datasets show that our model achieves better performance than other state-of-the-art models. Our code and data are released at https://github.com/DeepLearnXMU/RRWEL.

2020 ◽  
Vol 25 (2) ◽  
pp. 7-13
Author(s):  
Zhangozha A.R. ◽  

On the example of the online game Akinator, the basic principles on which programs of this type are built are considered. Effective technics have been proposed by which artificial intelligence systems can build logical inferences that allow to identify an unknown subject from its description (predicate). To confirm the considered hypotheses, the terminological analysis of definition of the program "Akinator" offered by the author is carried out. Starting from the assumptions given by the author's definition, the article complements their definitions presented by other researchers and analyzes their constituent theses. Finally, some proposals are made for the next steps in improving the program. The Akinator program, at one time, became one of the most famous online games using artificial intelligence. And although this was not directly stated, it was clear to the experts in the field of artificial intelligence that the program uses the techniques of expert systems and is built on inference rules. At the moment, expert systems have lost their positions in comparison with the direction of neural networks in the field of artificial intelligence, however, in the case considered in the article, we are talking about techniques using both directions – hybrid systems. Games for filling semantics interact with the user, expanding their semantic base (knowledge base) and use certain strategies to achieve the best result. The playful form of such semantics filling programs is beneficial for researchers by involving a large number of players. The article examines the techniques used by the Akinator program, and also suggests possible modifications to it in the future. This study, first of all, focuses on how the knowledge base of the Akinator program is built, it consists of incomplete sets, which can be filled and adjusted as a result of further iterations of the program launches. It is important to note our assumption that the order of questions used by the program during the game plays a key role, because it determines its strategy. It was identified that the program is guided by the principles of nonmonotonic logic – the assumptions constructed by the program are not final and can be rejected by it during the game. The three main approaches to acquisite semantics proposed by Jakub Šimko and Mária Bieliková are considered, namely, expert work, crowdsourcing and machine learning. Paying attention to machine learning, the Akinator program using machine learning to build an effective strategy in the game presents a class of hybrid systems that combine the principles of two main areas in artificial intelligence programs – expert systems and neural networks.


Author(s):  
Shafquat Hussain ◽  
Athula Ginige

Chatbots or conversational agents are computer programs that interact with users using natural language through artificial intelligence in a way that the user thinks he is having dialogue with a human. One of the main limits of chatbot technology is associated with the construction of its local knowledge base. A conventional chatbot knowledge base is typically hand constructed, which is a very time-consuming process and may take years to train a chatbot in a particular field of expertise. This chapter extends the knowledge base of a conventional chatbot beyond its local knowledge base to external knowledge source Wikipedia. This has been achieved by using Media Wiki API to retrieve information from Wikipedia when the chatbot's local knowledge base does not contain the answer to a user query. To make the conversation with the chatbot more meaningful with regards to the user's previous chat sessions, a user-specific session ability has been added to the chatbot architecture. An open source AIML web-based chatbot has been modified and programmed for use in the health informatics domain. The chatbot has been named VDMS – Virtual Diabetes Management System. It is intended to be used by the general community and diabetic patients for diabetes education and management.


2005 ◽  
Vol 01 (01) ◽  
pp. 79-107 ◽  
Author(s):  
MAK KABOUDAN

Applying genetic programming and artificial neural networks to raw as well as wavelet-transformed exchange rate data showed that genetic programming may have good extended forecasting abilities. Although it is well known that most predictions of exchange rates using many alternative techniques could not deliver better forecasts than the random walk model, in this paper employing natural computational strategies to forecast three different exchange rates produced two extended forecasts (that go beyond one-step-ahead) that are better than naïve random walk predictions. Sixteen-step-ahead forecasts obtained using genetic programming outperformed the one- and sixteen-step-ahead random walk US dollar/Taiwan dollar exchange rate predictions. Further, sixteen-step-ahead forecasts of the wavelet-transformed US dollar/Japanese Yen exchange rate also using genetic programming outperformed the sixteen-step-ahead random walk predictions of the exchange rate. However, random walk predictions of the US dollar/British pound exchange rate outperformed all forecasts obtained using genetic programming. Random walk predictions of the same three exchange rates employing raw and wavelet-transformed data also outperformed all forecasts obtained using artificial neural networks.


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