Pavan Kantharaju

dblp:201/5384 · DBLP profile ↗
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7ranked-venue papers
3as first author
4since 2021 · last 2024
0000-0002-7599-8499ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 5 · 1 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Planning, search and constraint satisfaction · 100%
Theoretical computer science
1 paper
Automata and formal languages · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
plan recognition
0.312018
Learning Combinatory Categorial Grammars for Plan Recognition · AAAI 2018
Automata and formal languages
grammatical inference
0.312018
Learning Combinatory Categorial Grammars for Plan Recognition · AAAI 2018

Methods — techniques the papers use, named apart from their topics

grammar induction · 0.7
YearPublicationVenuePosition
2024 Recognizing Value Resonance with Resonance-Tuned RoBERTa Task Definition, Experimental Validation, and Robust Modeling
abstract
Understanding the implicit values and beliefs of diverse groups and cultures using qualitative texts – such as long-form narratives – and domain-expert interviews is a fundamental goal of social anthropology. This paper builds upon a 2022 study that introduced the NLP task of Recognizing Value Resonance (RVR) for gauging perspective – positive, negative, or neutral – on implicit values and beliefs in textual pairs. This study included a novel hand-annotated dataset, the World Values Corpus (WVC), designed to simulate the task of RVR, and a transformer-based model, Resonance-Tuned RoBERTa, designed to model the task. We extend existing work by refining the task definition and releasing the World Values Corpus (WVC) dataset. We further conduct several validation experiments designed to robustly evaluate the need for task specific modeling, even in the world of LLMs. Finally, we present two additional Resonance-Tuned models trained over extended RVR datasets, designed to improve RVR model versatility and robustness. Our results demonstrate that the Resonance-Tuned models outperform top-performing Recognizing Textual Entailment (RTE) models in recognizing value resonance as well as zero-shot GPT-3.5 under several different prompt structures, emphasizing its practical applicability. Our findings highlight the potential of RVR in capturing cultural values within texts and the importance of task-specific modeling.
Noam Benkler, Scott Friedman 0001, Sonja Schmer-Galunder, Drisana Mosaphir, Robert P. Goldman, Ruta Wheelock, Vasanth Sarathy, Pavan Kantharaju, Matthew D. McLure
LREC/COLING8
2023 Mapping a Plurality of Explanations with NLP: A Case Study of Mothers and Health Workers in India
Scott Friedman 0001, Sonja Schmer-Galunder, Vasanth Sarathy, Ruta Wheelock, Matthew D. McLure, Drisana Mosaphir, Robert P. Goldman, Noam Benkler, Pavan Kantharaju, Micah B. Goldwater, Cristine H. Legare
CogSci9
2022 Modeling Player Knowledge in a Parallel Programming Educational Game
abstract
This article focuses ontracing player knowledgein educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of those concepts or skills. The main contribution of the work is an approach that integrates machine learning and domain knowledge rules to find when the player applied a certain skill and either succeeded or failed. This is then given as input to a standard knowledge tracing module (such as those from intelligent tutoring systems) to perform knowledge tracing. We evaluate our approach in the context of an educational game calledParallelto teach parallel and concurrent programming with data collected from real users, showing our approach can predict students skills with a low mean-squared error. We also provide results from deployment of our system in a classroom environment.
Pavan Kantharaju, Katelyn Bright Alderfer, Jichen Zhu, Bruce W. Char, Brian K. Smith, Santiago Ontañón
IEEE Trans. Games1
2021 Fricative Phoneme Detection Using Deep Neural Networks and its Comparison to Traditional Methods
abstract
S.3171-3175
Metehan Yurt, Pavan Kantharaju, Sascha Disch, Andreas Niedermeier, Alberto N. Escalante, Veniamin I. Morgenshtern
Interspeech2
2020 Discovering Meaningful Labelings for RTS Game Replays via Replay Embeddings
abstract
Real-Time Strategy (RTS) games are an interesting environment to study challenging AI problems, such as real-time adversarial planning and opponent modeling. In this paper we focus on approaches that make use of replay data, which usually encode domain expert knowledge of gameplay. Some of these approaches use supervised learning to learn player/agent strategy models and thus rely on these replays being annotated with specific strategies or other labels. However, replays do not usually contain labels for these strategies. The problem we address in this paper is the automatic discovery of meaningful labeling of replays in RTS games. We address this problem by learning action and replay embeddings via recursive neural network models such as LSTMs. These embedded replays can then be clustered to discover labelings by using the clusters as the labels. We show that we can learn embeddings and discover labelings for replays that are correlated with meaningful information from those replays.
Pavan Kantharaju, Santiago Ontañón
CoG1
2019 Scaling up CCG-Based Plan Recognition via Monte-Carlo Tree Search
abstract
This paper focuses on the problem of scaling Combinatory Categorial Grammar (CCG)-based plan recognition to large CCG representations in the context of Real-Time Strategy (RTS) games. Specifically, we present a technique to scale plan recognition to large domain representations using Monte-Carlo Tree Search (MCTS). CCG-based planning and plan recognition (like other domain-configurable planning frameworks) require domain definitions to be either manually authored or learned from data. Prior work has demonstrated successful learning of these CCG domain definitions from data, but these representations can be very large for complex application domains. We propose a MCTS-based approach to search for explanations and predict the goal of a given sequence of observed actions. We evaluate our approach on the RTS game AI testbed microRTS. Our experimental results show our method scales better to these large, learned CCGs than previous CCG-based approaches.
Pavan Kantharaju, Santiago Ontañón, Christopher W. Geib
CoG1
2018 Learning Combinatory Categorial Grammars for Plan Recognition
abstract
This paper defines a learning algorithm for plan grammars used for plan recognition. The algorithm learns Combinatory Categorial Grammars (CCGs) that capture the structure of plans from a set of successful plan execution traces paired with the goal of the actions. This work is motivated by past work on CCG learning algorithms for natural language processing, and is evaluated on five well know planning domains.
Christopher W. Geib, Pavan Kantharaju
AAAI2