Transcript ppt
ADAPTIVE
HYPERMEDIA
Presented By:Debraj Manna
Raunak Pilani
Gada Kekin Dhiraj
OUTLINE
Introduction
What is Hypermedia?
‘Lost in Hyperspace’ Syndrome
Adaptive Hypermedia
AntWeb
WebWatcher
Conclusion
HYPERMEDIA
Hypertext
Text, displayed on a computer, with references
(hyperlinks) to other text that the reader can
immediately access
Hypermedia
The use of text, data, graphics, audio and video
(i.e. multimedia) as elements of an extended
hypertext system
All elements are linked so that the user can
move between them at will
CURRENT SCENARIO
Search Engine helps in finding web pages.
But not link within the websites.
‘Lost in Hyperspace’ syndrome
Too many links to choose
But little knowledge about appropriate ones
EXAMPLE
EXAMPLE
EXAMPLE
ADAPTIVE HYPERMEDIA
It tries to answer the ‘lost in hyperspace’
syndrome.
It tries to select a set of links appropriate for a
current user. E.g.
www.amazon.com
Recommends books based on prior history and
preferences of other users
ADAPTIVE V/S ADAPTABLE
HYPERMEDIA
Primary difference between the two is the
degree to which the adaptation process
occurs autonomously
Adaptive Hypermedia is a system driven
personalization and modifications.
Adaptable Hypermedia is user-driven.
E.g. e-mail inbox
Adaptable is a-priori but adaptive is
a-posterior.
FRAMEWORK
General Framework of Adaptive Hypermedia Systems [3]
AntWeb
WHAT IS ANTWEB?
• Acts as an extended Web Server
• Treats Web Users as Artificial ants
• Doesn't modify content on page, instead just
directs user to his/her most probable
destination
WHY ANTS?
• Drawbacks of ants:
• No vision, thus no Global View
• Essentially no intelligence in single ants
• Despite this:
• They are capable of finding shortest path from
food to source
• They are adaptable to a changing environment
HOW DO THEY DO THIS?
• Ants use chemical substance called
“Pheromone” to communicate with one another
• Ants display intelligence as swarms rather than
single units
CHOOSING THE SHORTEST PATH
Image taken from: http://blog.vettalabs.com
USERS AS ARTIFICIAL ANTS
• AntWeb System treats users as ants and an
information source as the goal (food)
• Server deposits “Pheromone” on users behalf
• Maintains large Database of all pheromone
values at each page
• Tries to estimate what page an Ant wants to visit
based on pheromone left by previous Ants
BASIC APPROACH
• Pheromone value depends on quality of solution
• Heuristic value (estimate of time spent at a
page) is also used
• Probability is calculated based on both these
values
• AntWeb then chooses the page with the highest
probability of being the one the Ant wants
MATHEMATICALLY
Probability of moving
from node i to node j:
j
Where,
τi,j is the amount of pheromone on edge i,j
α is a parameter to control the influence of τi,j
ηi,j is the desirability of edge i,j (a priori knowledge, typically 1 / di,j)
β is a parameter to control the influence of ηi,j
MATHEMATICALLY(contd.)
Pheromone Depositing:
Where,
is the amount of pheromone deposited on page ‘i’ by ant ‘k’ at iteration ‘p’
for destination ‘d’
is the tour done by ant ‘k’ at iteration ‘p’ to get to destination ‘d’
is the distance of i from d in T
is a parameter that represents how the distance of ‘i’ until d in T affects
decrease in pheromone deposited
MATHEMATICALLY (contd.)
Pheromone Update:
Where,
τi,j is the amount of pheromone on a given edge i,j
ρ is the rate of pheromone evaporation
Δτi,j is the amount of pheromone deposited
EXAMPLE
Let, a visitor make the following trajectory to arrive to
his target page 9
1A, 2A, 3A, 2C, 9
Page
1A
2A
3A
2C
9
Pheromone Deposited
1/5
1/4
1/3
1/2
1
ADAPTING TO CHANGE IN ENVIRONMENT
• A pheromone decay coefficient is used
• So AntWeb will also consider other paths as time
passes and choose better ones, if found
• New system also has provision for multiple
solutions at a time thus providing more flexibility
ANTWEB IN ACTION [1]
WebWatcher
A TOUR GUIDE FOR MUSEUM
Need for a Museum Tour Guide
Poorly Defined Initial Interests of the visitor
Museum contents not known to the visitor
Help from someone who is familiar with the museum
Steps
Visitor describes initial interest to the guide
Guide points out items of interest that refine the
interests of the visitor
Guide in turn refines its guidance through every such
experience
A TOUR GUIDE FOR WWW
Acts as a Web Tour Guide
Accompanies user from page to page
Suggests appropriate links
Learns from experience
Different from keyword based search engine
Search can not learn that “machine learning”
matches “neural networks”
TOUR WITH WEBWATCHER
Home Page of CMU
Image taken from http://www.cs.cmu.edu/~webwatcher/wwdemo.html
TOUR WITH WEBWATCHER
The user can now type in an interest
Image taken from http://www.cs.cmu.edu/~webwatcher/wwdemo.html
TOUR WITH WEBWATCHER
WebWatcher's tour begins from the same page
Image taken from http://www.cs.cmu.edu/~webwatcher/wwdemo.html
INTERFACE
WebWatcher Interface [2]
LEARNING
Keyword accumulation at hyperlinks [2]
SUGGESTING A LINK
Hyperlink is annotated with the interest of the
users.
Hyperlink description and interests are stored
as TFIDF feature vector.
Suggest hyperlinks by calculating similarity
between user’s interest & hyperlink
description
Cosine similarity is used.
CONCLUSION
Adaptive Hypermedia (AH) is a new but
quickly developing area of research.
Currently only 20 such systems are
developed. [3]
Generally used in e-commerce & IR
hypermedia.
It comes at the cost of efficiency.
Experimental testing of AH system isn’t as
developed.
REFERENCES
[1] W. M. Teles, L. Weigang, and C. G. Ralha AntWeb –The
Adaptive Web Server Based on the Ants’ Behavior, wi, pp.558,
2003 IEEE/WIC International Conference on Web Intelligence
(WI'03), 2003
[2] T. Joachims, D. Freitag, T. Mitchell, WebWatcher: A Tour Guide
for the World Wide Web , Proceedings of IJCAI97, August 1997
[3] P. Brusilovsky, Methods and Techniques of Adaptive
Hypermedia, User Modeling and User Adapted Interaction. V.6, n.23, pp.87-129. Special issue on adaptive hipertext and hypermedia,
1996.
[4] M. Dorigo, V. Maniezzo, et A. Colorni, Ant system: optimization
by a colony of cooperating agents, IEEE Transactions on
Systems, Man, and Cybernetics--Part B , volume 26, numéro 1,
pages 29-41, 1996
END
Questions?
EXTRA SLIDES
Example to explain TF. IDF
Document containing 100 words wherein the
word cow appears 3 times
TF for cow= 0.03 (3 / 100)
Now, assume 10 million documents and cow
appears in one thousand of these
Inverse Document Frequency (IDF) of cow=
ln(10 000 000 / 1 000) = 9.21
TF-IDF score is the product of these
quantities: 0.03 * 9.21 = 0.28.
Slide taken from cs626-449 ‘s Lecture 7