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Mehdi Samadi

dblp:68/3471 · DBLP profile ↗
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12ranked-venue papers
9as first author
0since 2021 · last 2016
—ORCID · none

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

Artificial intelligence and machine learning · 12 · 9 first-authorGraphics, computer vision, multimedia, augmented reality and games · 8 · 7 first-authorSystems, architecture and hardware · 1

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
6 papers
Information extraction and text analysis · 48% Knowledge representation and reasoning · 42% Robot navigation and mapping · 6%
Databases, data mining, and information retrieval
1 paper
Query processing and optimization · 100%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Natural language and speech › Information extraction and text analysis
web information extraction
0.422015
Never-Ending Learning · AAAI 2015
OpenEval: Web Information Query Evaluation · AAAI 2013
Natural language and speech › Information extraction and text analysis
fact-checking
0.212016
ClaimEval: Integrated and Flexible Framework for Claim Evaluation Using Credibility of Sources · AAAI 2016
Knowledge, reasoning and agents › Knowledge representation and reasoning › probabilistic reasoning › probabilistic logic
probabilistic soft logic
0.212016
ClaimEval: Integrated and Flexible Framework for Claim Evaluation Using Credibility of Sources · AAAI 2016
Knowledge, reasoning and agents › Knowledge representation and reasoning › knowledge acquisition
never-ending learning
0.212015
Never-Ending Learning · AAAI 2015
Knowledge, reasoning and agents › Knowledge representation and reasoning › ontology › ontology evolution
ontology extension
0.212015
Never-Ending Learning · AAAI 2015
Query processing and optimization
query execution
0.212015
AskWorld: Budget-Sensitive Query Evaluation for Knowledge-on-Demand · IJCAI 2015
Robotics › Robot navigation and mapping
object search
0.112012
Using the Web to Interactively Learn to Find Objects · AAAI 2012
Natural language and speech › Information extraction and text analysis
web-based knowledge acquisition
0.112012
Using the Web to Interactively Learn to Find Objects · AAAI 2012
Machine learning › Learning paradigms
weakly supervised learning
0.112008
Learning from Multiple Heuristics · AAAI 2008

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

crowdsourcing · 0.4probabilistic soft logic · 0.2utility function · 0.1interactive learning · 0.1
YearPublicationVenuePosition
2016 ClaimEval: Integrated and Flexible Framework for Claim Evaluation Using Credibility of Sources
abstract
The World Wide Web (WWW) has become a rapidly growing platform consisting of numerous sources which provide supporting or contradictory information about claims (e.g., "Chicken meat is healthy"). In order to decide whether a claim is true or false, one needs to analyze content of different sources of information on the Web, measure credibility of information sources, and aggregate all these information. This is a tedious process and the Web search engines address only part of the overall problem, viz., producing only a list of relevant sources. In this paper, we present ClaimEval, a novel and integrated approach which given a set of claims to validate, extracts a set of pro and con arguments from the Web information sources, and jointly estimates credibility of sources and correctness of claims. ClaimEval uses Probabilistic Soft Logic (PSL), resulting in a flexible and principled framework which makes it easy to state and incorporate different forms of prior-knowledge. Through extensive experiments on real-world datasets, we demonstrate ClaimEval’s capability in determining validity of a set of claims, resulting in improved accuracy compared to state-of-the-art baselines.
Mehdi Samadi, Partha P. Talukdar, Manuela M. Veloso, Manuel Blum 0002
AAAI1
2015 Never-Ending Learning
abstract
Whereas people learn many different types of knowledge from diverse experiences over many years, most current machine learning systems acquire just a single function or data model from just a single data set. We propose a never-ending learning paradigm for machine learning, to better reflect the more ambitious and encompassing type of learning performed by humans. As a case study, we describe the Never-Ending Language Learner (NELL), which achieves some of the desired properties of a never-ending learner, and we discuss lessons learned. NELL has been learning to read the web 24 hours/day since January 2010, and so far has acquired a knowledge base with over 80 million confidence-weighted beliefs (e.g., servedWith(tea, biscuits)). NELL has also learned millions of features and parameters that enable it to read these beliefs from the web. Additionally, it has learned to reason over these beliefs to infer new beliefs, and is able to extend its ontology by synthesizing new relational predicates. NELL can be tracked online at http://rtw.ml.cmu.edu, and followed on Twitter at @CMUNELL.
Tom M. Mitchell, William W. Cohen, Estevam Hruschka, Partha P. Talukdar, Justin Betteridge, Andrew Carlson, Bhavana Dalvi, Matt Gardner 0001, Bryan Kisiel, Jayant Krishnamurthy, Ni Lao, Kathryn Mazaitis, Thahir Mohamed, Ndapandula Nakashole, Emmanouil A. Platanios, Alan Ritter, Mehdi Samadi, Burr Settles, Richard C. Wang, Derry Wijaya, Abhinav Gupta 0001, Xinlei Chen, Abulhair Saparov, Malcolm Greaves, Joel Welling
AAAI17
2015 AskWorld: Budget-Sensitive Query Evaluation for Knowledge-on-Demand
Mehdi Samadi, Partha P. Talukdar, Manuela M. Veloso, Tom M. Mitchell
IJCAI1
2013 OpenEval: Web Information Query Evaluation
abstract
In this paper, we investigate information validation tasks that are initiated as queries from either automated agents or humans. We introduce OpenEval, a new online information validation technique, which uses information on the web to automatically evaluate the truth of queries that are stated as multi-argument predicate instances (e.g., DrugHasSideEffect(Aspirin,GI Bleeding)). OpenEval gets a small number of instances of a predicate as seed positive examples and automatically learns how to evaluate the truth of a new predicate instance by querying the web and processing the retrieved unstructured web pages. We show that OpenEval is able to respond to the queries within a limited amount of time while also achieving high F1 score. In addition, we show that the accuracy of responses provided by OpenEval is increased as more time is given for evaluation. We have extensively tested our model and shown empirical results that illustrate the effectiveness of our approach compared to related techniques.
Mehdi Samadi, Manuela M. Veloso, Manuel Blum 0002
AAAI1
2012 Using the Web to Interactively Learn to Find Objects
abstract
In order for robots to intelligently perform tasks with humans, they must be able to access a broad set of background knowledge about the environments in which they operate. Unlike other approaches, which tend to manually define the knowledge of the robot, our approach enables robots to actively query the World Wide Web (WWW) to learn background knowledge about the physical environment. We show that our approach is able to search the Web to infer the probability that an object, such as a "coffee,'' can be found in a location, such as a "kitchen.'' Our approach, called ObjectEval, is able to dynamically instantiate a utility function using this probability, enabling robots to find arbitrary objects in indoor environments. Our experimental results show that the interactive version of ObjectEval visits 28% fewer locations than the version trained offline and 71% fewer locations than a baseline approach which uses no background knowledge.
Mehdi Samadi, Thomas Kollar, Manuela M. Veloso
AAAI1
2012 CoBots: Collaborative robots servicing multi-floor buildings
abstract
In this video we briefly illustrate the progress and contributions made with our mobile, indoor, service robots CoBots (Collaborative Robots), since their creation in 2009. Many researchers, present authors included, aim for autonomous mobile robots that robustly perform service tasks for humans in our indoor environments. The efforts towards this goal have been numerous and successful, and we build upon them. However, there are clearly many research challenges remaining until we can experience intelligent mobile robots that are fully functional and capable in our human environments.
Manuela M. Veloso, Joydeep Biswas, Brian Coltin, Stephanie Rosenthal, Thomas Kollar, Çetin Meriçli, Mehdi Samadi, Susana Brandão, Rodrigo M. M. Ventura
IROS7
2011 Degrees of Separation in Social Networks
abstract
Social networks play an increasingly important role in today's society. Special characteristics of these networks make them challenging domains for the search community. In particular, social networks of users can be viewed as search graphs of nodes, where the cost of obtaining information about a node can be very high. This paper addresses the search problem of identifying the degree of separation between two users. New search techniques are introduced to provide optimal or near-optimal solutions. The experiments are performed using Twitter, and they show an improvement of several orders of magnitude over greedy approaches. Our optimal algorithm finds an average degree of separation of 3.43 between two random Twitter users, requiring an average of only 67 requests for information over the Internet to Twitter. A near-optimal solution of length 3.88 can be found by making an average of 13.3 requests.
Reza Bakhshandeh, Mehdi Samadi, Zohreh Azimifar, Jonathan Schaeffer 0001
SOCS2
2009 Extending the Applicability of Pattern and Endgame Databases
abstract
For most high-performance two-player game programs, a significant amount of time is devoted to developing the evaluation function. An important issue in this regard is how to take advantage of a large memory. For some two-player games, endgame databases have been an effective way of reducing search effort and introducing accurate values into the search. For some one-player games (single-agent domains or puzzles), pattern databases have been effective at improving the quality of the heuristic values used in a search. This paper introduces new ways to extend the utility of pattern and endgame databases. Through the use of abstraction: (1) single-agent pattern databases can be applied to two- or more-player games; knowledge of the capabilities of one player (being oblivious to the opponent) can be an effective evaluation function for a class of game domains, and (2) endgame database positions can be viewed as an abstraction of more complicated positions; database lookups can be used as evaluation function features. These ideas are illustrated using the games of Chinese Checkers, Chess, and Thief and Police. For each domain, even small databases can be used to produce strong game play. This research has relevance to the recent interest in building general game-playing (GGP) programs. For two- or more-player applications where pattern and/or endgame databases can be built, abstraction can be used to automatically construct an evaluation function.
Mehdi Samadi, Fatemeh Torabi Asr, Jonathan Schaeffer 0001, Zohreh Azimifar
IEEE Trans. Comput. Intell. AI Games1
2008 Learning from Multiple Heuristics
Mehdi Samadi, Ariel Felner, Jonathan Schaeffer 0001
AAAI1
2008 Using abstraction in Two-Player Games
abstract
For most high-performance two-player game programs, a significant amount of time is devoted to developing the evaluation function. An important issue in this regard is how to take advantage of a large memory. For some two-player games, endgame databases have been an effective way of reducing search effort and introducing accurate values into the search. For some one-player games (puzzles), pattern databases have been effective at improving the quality of the heuristic values used in a search.
Mehdi Samadi, Jonathan Schaeffer 0001, Fatemeh Torabi Asr, Majid Samar, Zohreh Azimifar
ECAI1
2008 Compressing Pattern Databases with Learning
abstract
A pattern database (PDB) is a heuristic function implemented as a lookup table. It stores the lengths of optimal solutions for instances of subproblems. Most previous PDBs had a distinct entry in the table for each subproblem instance. In this paper we apply learning techniques to compress PDBs by using neural networks and decision trees thereby reducing the amount of memory needed. Experiments on the sliding tile puzzles and the TopSpin puzzle show that our compressed PDBs significantly outperforms both uncompressed PDBs as well as previous compressing methods. Our full compressing system reduced the size of memory needed by a factor of up to 63 at a cost of no more than a factor of 2 in the search effort.
Mehdi Samadi, Maryam Siabani, Ariel Felner, Robert C. Holte
ECAI1
2007 Learning: An Effective Approach in Endgame Chess Board Evaluation
abstract
Classical chess engines exhaustively explore moving possibilities from a chess board position to decide what the next best move to play is. The main component of a chess engine is board evaluation function. In this article we present a new method to solve chess endgames optimally without using brute-force algorithms or endgame tables. We propose to use artificial neural network to obtain better evaluation function for endgame positions. This method is specifically applied to three classical endgames: king-bishop-bishop-king, king-rook-king, and king-queen-king. The empirical results show that the proposed learning strategy is effective in wining against an opponent who offers its best survival defense using Nalimov database of best endgame moves.
Mehdi Samadi, Zohreh Azimifar, Mansoor Zolghadri Jahromi
ICMLA1