Above are papers related to the following paper: [Paper_ID] Paper #1112099. 	[Title] The Power of a Pebble: Exploring and Mapping Directed Graphs [Abstract] Exploring and mapping an unknown environment is a fundamental problem, which is studied in a variety of contexts. Many works have focused on finding efficient solutions to restricted versions of the problem. In this paper, we consider a model that makes very limited assumptions on the environment and solve the mapping problem in this general setting. We model the environment by an unknown directed graph G, and consider the problem of a robot exploring and mapping G. We do not assume that the vertices of G are labeled, and thus the robot has no hope of succeeding unless it is given some means of distinguishing between vertices. For this reason we provide the robot with a pebble a device that it can place on a vertex and use to identify the vertex later. In this paper we show: (1) If the robot knows an upper bound on the number of vertices then it can learn the graph efficiently with only one pebble. (2) If the robot does not know an upper bound on the number of vertices n, then fi(log log n) pebbles are both necessary and sufficient. In both cases our algorithms are deterministic. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #38722. 	[Title] Learning Probabilistic Automata with Variable Memory Length [Abstract] We propose and analyze a distribution learning algorithm for variable memory length Markov processes. These processes can be described by a subclass of probabilistic finite automata which we name Probabilistic Finite Suffix Automata. The learning algorithm is motivated by real applications in man-machine interaction such as handwriting and speech recognition. Conventionally used fixed memory Markov and hidden Markov models have either severe practical or theoretical drawbacks. Though general hardness results are known for learning distributions generated by sources with similar structure, we prove that our algorithm can indeed efficiently learn distributions generated by our more restricted sources. In Particular, we show that the KL-divergence between the distribution generated by the target source and the distribution generated by our hypothesis can be made small with high confidence in polynomial time and sample complexity. We demonstrate the applicability of our algorithm by learning the structure of natural English text and using our hy pothesis for the correction of corrupted text. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #12195. 	[Title] Efficient Learning of Typical Finite Automata from Random Walks (Extended Abstract) [Abstract] This paper describes new and efficient algorithms for learning deterministic finite automata. Our approach is primarily distinguished by two features: (1) the adoption of an average-case setting to model the "typical" labeling of a finite automaton, while retaining a worst-case model for the underlying graph of the automaton, along with (2) a learning model in which the learner is not provided with the means to experiment with the machine, but rather must learn solely by observing the automaton's output behavior on a random input sequence. The main contribution of this paper is in presenting the first efficient algorithms for learning non-trivial classes of automata in an entirely passive learning model. We adopt an on-line learning model in which the learner is asked to predict the output of the next state, given the next symbol of the random input sequence; the goal of the learner is to make as few prediction mistakes as possible. Assuming the learner has a means of resetting the target machine to a fixed start state, we first present an efficient algorithm that makes an expected polynomial number of mistakes in this model. Next, we show how this first algorithm can be used as a subroutine by a second algorithm that also makes a polynomial number of mistakes even in the absence of a reset. Along the way, we prove a number of combinatorial results for randomly labeled automata. We also show that the labeling of the states and the bits of the input sequence need not be truly random, but merely semi-random. Finally, we discuss an extension of our results to a model in which automata are used to represent distributions over binary strings. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #12165. 	[Title] The Power of Team Exploration: Two Robots Can Learn Unlabeled Directed Graphs [Abstract] We show that two cooperating robots can learn exactly any strongly-connected directed graph with n indistinguishable nodes in expected time polynomial in n. We introduce a new type of homing sequence for two robots, which helps the robots recognize certain previously-seen nodes. We then present an algorithm in which the robots learn the graph and the homing sequence simultaneously by actively wandering through the graph. Unlike most previous learning results using homing sequences, our algorithm does not require a teacher to provide counterexamples. Furthermore, the algorithm can use efficiently any additional information available that distinguishes nodes. We also present an algorithm in which the robots learn by taking random walks. The rate at which a random walk on a graph converges to the stationary distribution is characterized by the conductance of the graph. Our random-walk algorithm learns in expected time polynomial in n and in the inverse of the conductance and is more efficient than the homing-sequence algorithm for high-conductance graphs. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #28456. 	[Title] A Competitive Approach to Game Learning [Abstract] Machine learning of game strategies has often depended on competitive methods that continually develop new strategies capable of defeating previous ones. We use a very inclusive definition of game and consider a framework within which a competitive algorithm makes repeated use of a strategy learning component that can learn strategies which defeat a given set of opponents. We describe game learning in terms of sets H and X of first and second player strategies, and connect the model with more familiar models of concept learning. We show the importance of the ideas of teaching set [20] and specification number [19] k in this new context. The performance of several competitive algorithms is investigated, using both worst-case and randomized strategy learning algorithms. Our central result (Theorem 4) is a competitive algorithm that solves games in a total number of strategies polynomial in lg(jHj), lg(jX j), and k. Its use is demonstrated, including an application in concept learning with a new kind of counterexample oracle. We conclude with a complexity analysis of game learning, and list a number of new questions arising from this work. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #51180. 	[Title] On the Learnability and Usage of Acyclic Probabilistic Finite Automata [Abstract] We propose and analyze a distribution learning algorithm for a subclass of Acyclic Probabilistic Finite Automata (APFA). This subclass is characterized by a certain distinguishability property of the automata's states. Though hardness results are known for learning distributions generated by general APFAs, we prove that our algorithm can efficiently learn distributions generated by the subclass of APFAs we consider. In particular, we show that the KL-divergence between the distribution generated by the target source and the distribution generated by our hypothesis can be made arbitrarily small with high confidence in polynomial time. We present two applications of our algorithm. In the first, we show how to model cursively written letters. The resulting models are part of a complete cursive handwriting recognition system. In the second application we demonstrate how APFAs can be used to build multiple-pronunciation models for spoken words. We evaluate the APFA based pronunciation models on labeled speech data. The good performance (in terms of the log-likelihood obtained on test data) achieved by the APFAs and the little time needed for learning suggests that the learning algorithm of APFAs might be a powerful alternative to commonly used probabilistic models. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #101261. 	[Title] Optimality and Domination in Repeated Games with Bounded Players [Abstract] We examine questions of optimality and domination in repeated stage games where one or both players may draw their strategies only from (perhaps different) computationally bounded sets. We also consider optimality and domination when bounded convergence rates of the infinite payoff. We develop a notion of a "grace period" to handle the problem of vengeful strategies. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #12238. 	[Title] Exactly Learning Automata with Small Cover Time [Abstract] We present algorithms for exactly learning unknown environments that can be described by deterministic finite automata. The learner performs a walk on the target automaton, where at each step it observes the output of the state it is at, and chooses a labeled edge to traverse to the next state. We assume that the learner has no means of a reset, and we also assume that the learner does not have access to a teacher that answers equivalence queries and gives the learner counterexamples to its hypotheses. We present two algorithms, one assumes that the outputs observed by the learner are always correct and the other assumes that the outputs might be erroneous. The running times of both algorithms are polynomial in the cover time of the underlying graph of the target automaton. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1107567. 	[Title] Learning Algorithms with Applications to Robot Navigation and Protein Folding [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #101263. 	[Title] Efficient Algorithms for Learning to Play Repeated Games Against Computationally Bounded Adversaries [Abstract] We study the problem of efficiently learning to play a game optimally against an unknown adversary chosen from a computationally bounded class. We both contribute to the line of research on playing games against finite automata, and expand the scope of this research by considering new classes of adversaries. We introduce the natural notions of games against recent history adversaries (whose current action is determined by some simple boolean formula on the recent history of play), and games against statistical adversaries (whose current action is determined by some simple function of the statistics of the entire history of play). In both cases we give efficient algorithms for learning to play penny-matching and a more difficult game called contract . We also give the most powerful positive result to date for learning to play against finite automata, an efficient algorithm for learning to play any game against any finite automata with probabilistic actions and low cover time. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #12211. 	[Title] Learning From a Population of Hypotheses [Abstract] We introduce a new formal model in which a learning algorithm must combine a collection of potentially poor but statistically independent hypothesis functions in order to approximate an unknown target function arbitrarily well. Our motivation includes the question of how to make optimal use of multiple independent runs of a mediocre learning algorithm, as well as settings in which the many hypotheses are obtained by a distributed population of identical learning agents. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #12182. 	[Title] How to Use Expert Advice (Extended Abstract) [Abstract] We analyze algorithms that predict a binary value by combining the predictions of several prediction strategies, called experts. Our analysis is for worst-case situations, i.e., we make no assumptions about the way the sequence of bits to be predicted is generated. We measure the performance of the algorithm by the difference between the expected number of mistakes it makes on the bit sequence and the expected number of mistakes made by the best expert on this sequence, where the expectation is taken with respect to the randomization in the predictions. We show that the minimum achievable difference is on the order of the square root of the number of mistakes of the best expert, and we give efficient algorithms that achieve this. Our upper and lower bounds have matching leading constants in most cases. We give implications of this result on the performance of batch learning algorithms in a PAC setting which improve on the best results currently known in this context. We also extend our analysis to the case in which log loss is used instead of the expected number of mistakes. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #67415. 	[Title] On the Learnability of Discrete Distributions (extended abstract) [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1139928. 	[Title] Planning and Learning in an Adversarial Robotic Game [Abstract] 1 This paper demonstrates the tandem use of a finite automata learning algorithm and a utility planner for an adversarial robotic domain. For many applications, robot agents need to predict the movement of objects in the environment and plan to avoid them. When the robot has no reasoning model of the object, machine learning techniques can be used to generate one. In our project, we learn a DFA model of an adversarial robot and use the automaton to predict the next move of the adversary. The robot agent plans a path to avoid the adversary at the predicted location while fulfilling the goal requirements. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1131611. 	[Title] New Evidence Driven State Merging Algorithm [Abstract] Results of the Abbadingo One DFA Learning Competition Abstract This paper first describes the structure and results of the Abbadingo One DFA Learning Competition. The competition was designed to encourage work on algorithms that scale wellboth to larger DFAs and to sparser training data. We then describe and discuss the winning algorithm of Rodney Price, which orders state merges according to the amount of evidence in their favor. A second winning algorithm, of Hugues and Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1132285. 	[Title] Learning Harmonic Progression Using Markov Models EECS545 Project [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #12350. 	[Title] Cryptographic Limitations on Learning Boolean Formulae and Finite Automata [Abstract] In this paper we prove the intractability of learning several classes of Boolean functions in the distribution-free model (also called the Probably Approximately Correct or PAC model) of learning from examples. These results are representation independent, in that they hold regardless of the syntactic form in which the learner chooses to represent its hypotheses. Our methods reduce the problems of cracking a number of well-known public-key cryptosys- tems to the learning problems. We prove that a polynomial-time learning algorithm for Boolean formulae, deterministic finite automata or constant-depth threshold circuits would have dramatic consequences for cryptography and number theory: in particular, such an algorithm could be used to break the RSA cryptosystem, factor Blum integers (composite numbers equivalent to 3 modulo 4), and detect quadratic residues. The results hold even if the learning algorithm is only required to obtain a slight advantage in prediction over random guessing. The techniques used demonstrate an interesting duality between learning and cryptography. We also apply our results to obtain strong intractability results for approximating a gener - alization of graph coloring. fl This research was conducted while the author was at Harvard University and supported by an A.T.& T. Bell Laboratories scholarship. y Supported by grants ONR-N00014-85-K-0445, NSF-DCR-8606366 and NSF-CCR-89-02500, DAAL03-86-K-0171, DARPA AFOSR 89-0506, and by SERC. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1107319. 	[Title] On Learning Bounded-Width Branching Programs [Abstract] In this paper, we study PAC-learning algorithms for specialized classes of deterministic finite automata (DFA). In particular, we study branching programs, and we investigate the influence of the width of the branching program on the difficulty of the learning problem. We first present a distribution-free algorithm for learning width-2 branching programs. We also give an algorithm for the proper learning of width-2 branching programs under uniform distribution on labeled samples. We then show that the existence of an efficient algorithm for learning width-3 branching programs would imply the existence of an efficient algorithm for learning DNF, which is not known to be the case. Finally, we show that the existence of an algorithm for learning width-3 branching programs would also yield an algorithm for learning a very restricted version of parity with noise. Please summarise all the given information.

Paper #1112099 has the title `The Power of a Pebble: Exploring and Mapping Directed Graphs  
` and the abstract `Exploring and mapping an unknown environment is a fundamental problem, which is studied in a variety of contexts. Many works have focused on finding efficient solutions to restricted versions of the problem. In this paper, we consider a model that makes very limited assumptions on the environment and solve the mapping problem in this general setting. We model the environment by an unknown directed graph G, and consider the problem of a robot exploring and mapping G. We do not assume that the vertices of G are labeled, and thus the robot has no hope of succeeding unless it is given some means of distinguishing between vertices. For this reason we provide the robot with a pebble a device that it can place on a vertex and use to identify the vertex later. In this paper we show: (1) If the robot knows an upper bound on the number of vertices then it can learn the graph efficiently with only one pebble. (2) If the robot does not know an upper bound on the number of vertices n, then fi(log log n) pebbles are both necessary and sufficient. In both cases our algorithms are deterministic. 
`.
Question: Which category should Paper #1112099 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].


Paper #1112099 has the title `The Power of a Pebble: Exploring and Mapping Directed Graphs  
` and the abstract `Exploring and mapping an unknown environment is a fundamental problem, which is studied in a variety of contexts. Many works have focused on finding efficient solutions to restricted versions of the problem. In this paper, we consider a model that makes very limited assumptions on the environment and solve the mapping problem in this general setting. We model the environment by an unknown directed graph G, and consider the problem of a robot exploring and mapping G. We do not assume that the vertices of G are labeled, and thus the robot has no hope of succeeding unless it is given some means of distinguishing between vertices. For this reason we provide the robot with a pebble a device that it can place on a vertex and use to identify the vertex later. In this paper we show: (1) If the robot knows an upper bound on the number of vertices then it can learn the graph efficiently with only one pebble. (2) If the robot does not know an upper bound on the number of vertices n, then fi(log log n) pebbles are both necessary and sufficient. In both cases our algorithms are deterministic. 
`.
Question: Which category should Paper #1112099 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].

This paper should be classified into: Theory