Pedagogical Agents that Interact with Learners
Lei Qu, Ning Wang, and W. Lewis Johnson
Center for Advanced Research in Technology for Education (CARTE), USC / ISI
4676 Admiralty Way, Suite 1001, Marina del Rey, CA, 90292
{leiqu, ning, Johnson}@isi.edu
Abstract
In this paper, we describe a method for pedagogical
agents to choose when to interact with learners in
interactive learning environments. This method is based on
observations of human tutors coaching students in on-line
learning tasks. It takes into account the focus of attention
of the learner, the learner’s current task, and expected
time required to perform the task. A Bayesian network
model combines evidence from eye gaze and interface
actions to infer learner focus of attention. The attention
model is combined with a plan recognizer to detect learner
difficulties which warrant intervention. This capability is
part of a pedagogical agent able to interact with learners
in socially appropriate ways.
determine when best to interact with the learner. Our
approach involves monitoring of the learner’s activities both interface actions and focus of eye gaze. It infers the
learner’s focus of attention using a Bayesian network [22],
which allows reasoning under uncertainty with various
sources of information as discussed later. And it combines
the method for tracking learner focus of attention with a
plan recognition capability for interpreting learner actions
and forming expectations of future actions. This approach
should be of general use for improving the interactivity of
intelligent tutoring systems. Our particular motivation for
conducting this work is to create pedagogical agents that
are able to interact with learners in more socially
appropriate ways, sensitive to rules of politeness and
etiquette and able to influence learner motivational as well
as cognitive state [5, 7, 15].
2. Requirements from Background Study
1. Introduction
Animated pedagogical agent technology seeks to
improve the effectiveness of intelligent tutoring systems,
by enabling them to interact in a natural, more engaging
way. However, work to date has focused mainly on
improving the output side of the interface, through the
inclusion of expressive, lifelike behaviors [24]. The focus
of the work described in this paper is on the input side, to
enable the agent to track the learner’s activities and infer
learner state, so it can initiate interactions with the learner
at the appropriate times and in appropriate manners. For
instances, we want to enable agents to intervene
proactively when the learner appears to be confused or
stuck.
Proactive interaction is important for pedagogical
agents because learners are sometimes reluctant to ask for
help [7]. If the learner is truly stuck, it may be appropriate
to interrupt and offer assistance. That requires an ability to
monitor the learner’s activities continuously. Failure to
track the learner’s activities accurately could cause the
agent to interrupt the learner with advice when the learner
does not really need it, which could be very annoying.
In this paper, we present our work on enabling
pedagogical agents to track learner activities and focus of
attention, to generate analyses that can be used to
In an earlier study, we investigated how human tutors
coach learners while interacting with the Virtual Factory
Teaching System (VFTS) [15, 8], an on-line factory system
for teaching industrial engineering concepts and skills. We
found that tutors used the following types of information,
observed and inferred, in deciding when and how to
interact with the learner:
• The task that the learner was expected to perform next.
As the learner read the tutorial, the tutor would note
what the learner was reading, infer what the learner
ought to do next based on the content of the tutorial,
and then intervene if the learner is having difficulties
to perform that task.
• The learner’s focus of attention. The tutor would note
the learner's focus of eye gaze, as well as keyboard
and mouse actions, in order to infer the learner's focus.
• The learner’s self-confidence, inferred from the
questions that the learner asked.
• The learner’s effort expended, as evidenced by the
amount of time that the learner spent reading the
tutorial and carrying out the tasks described in the
tutorial.
We therefore designed the user interface of our new
system to enable an agent to have access to sufficient
information about the learner, her/his activities, cognitive
and motivational state. The new interface includes three
major components:
• The VFTS interface, which reports each keyboard
entry and mouse click that the learner performs on it.
• WebTutor, an on-line tutorial used to teach learner
instruction and concepts of industrial engineering.
• Agent Window, in which the left part is a text area
used to communicate with the agent (or a human tutor
in Wizard-of-Oz mode) and the right part is an
animated character that generates speech and gestures.
The input devices consist of keyboard, mouse, and a
small camera focused on the learner’s face. This interface
thus provides information that is similar to the information
that human tutors use in tracking learner activities.
We then conducted a Wizard-of-Oz study with the
interface to verify that the information collected via the
interface was sufficient for enabling an agent to interact in
a manner similar to the way human tutors do. In the study
the experimenter was able to view the learner’s actions on
the display, as well as the view of the face picked up by the
camera, in order to infer approximate focus of gaze. We
concluded from these experiments that human tutors were
able to track learner actions using these modalities about as
well as they could in in-person interactions.
3. Description of Our Method
There are four components in our approach to choosing
interaction points:
• WebTutor provides information about what task the
learner is working on, as well the actions the learners
perform as they read through the tutorial.
• The plan recognizer in VFTS monitors the learner’s
actions and tracks learner progress through the task.
• The focus of attention module takes input from the
WebTutor interface, the VFTS interface and Agent
interface as well as eye gaze information, in order to
infer learner focus of attention.
• The decision module uses focus of attention and plan
recognition information to infer learner difficulties
such as confusion and decide intervene time.
These four components can provide agents with
information about learners’ states and their expected tasks.
Therefore agents are able to detect learners’ confusion and
interact with them and help them overcome their
difficulties.
Our method is similar to that of the Lumière Project
[18], which also tracks learner activities by monitoring
learner actions and tracking learner tasks. The differences
are that our system has more information about learner
activity (e.g., eye gaze) as well as more information about
learner task (from the WebTutor). It can therefore track
learner activities with greater confidence, and can therefore
focus more on detecting and categorizing learner
difficulties.
3.1 Tracking learner focus of attention under
uncertainty
Information about eye gaze is extremely useful for
detecting user focus of attention. In our system we want an
eye tracking approach that is unobtrusive, that requires no
special hardware and no calibration. Common eye
tracking methods require special hardware attached to the
head, restrict head movement, and/or require calibration
[21]. This has limited their applicability in learning
systems to laboratory experiments (e.g., [20]).
Figure 1: Screenshot of eye tracking program
We use a program developed by Larry Kite in the
Laboratory for Computational and Biological Vision at
USC (as shown in figure 1) to track eye gaze. It estimates
the coordinates on a video display that correspond to the
focus of gaze. The approach is to discover a mapping from
a multiple dimension feature space, comprising features
extracted from processed real-time video images of the
student’s head, to the two dimensional space of the x-y
pixel coordinates of the video monitor. For this purpose, it
tracks the following landmarks: the pupil and two corners
of each eye, the bridge of the nose, the tip of the nose, and
the left and right nose corners.
This technique is robust and it can be used easily in
almost any environment where a camera is installed. It
works without calibration, although accuracy suffers as a
result, particularly in the vertical direction. Fortunately, we
can combine the eye tracking information with other
learner interaction data in order to improve accuracy.
The agent uses two types of information to infer the
learner’s focus: (1) information with certainty, i.e., mouse
click, type and scroll window events in VFTS, WebTutor
and Agent Window, and (2) information with uncertainty,
namely data from eye track program and inferences about
current state based upon past events.
Information with certainty
When certain events occur, the agent can infer the
focus of learner’s attention with near certainty. For
example, if a learner clicks a button or scrolls a window,
the focus of learner must be on that window, assuming that
the hand and eye are coordinated.
Information with uncertainty
However there are also intervals of time during which
the learner is looking at the screen and taking no action.
During these intervals the system combines evidence from
eye tracking with evidence from previous interface actions
to make probabilistic inferences about the learner’s focus
of attention.
For example, if a learner performs a mouse click in the
VFTS window at time n, the agent can infer learner’s exact
focused window in VFTS at time n. After that the focus of
attention is likely to stay on the VFTS window for a period
of time. We found from our experiments that the
probability of the learner’s focus remaining at the same
window after 5 seconds was more than 60%. Table 1
shows the probabilities of the learner’s focus remaining in
the same window for different intervals following an
interface action.
n+1
n+2
n+3
n+4
n+5
n+10
>95% >85% >75%
65%
60% <50%
Table 1: The probabilities of learners’ focus
remaining at the same window after learners
perform actions at time n second.
We also evaluated the possibility of using mouse
location on the screen as evidence for current focus of
attention. However, analysis of user behavior on the VFTS
interface showed that mouse location is not a reliable
indicator of focus, and did not improve overall accuracy of
estimation of focus.
To combine these different sources of information, we
use a Bayesian network. Bayesian networks are an efficient
notation for building models of domains with inherent
uncertainty. And a Bayesian network is a graphical model
that encodes probabilistic relationships among domain
variables [9]. The relationship between any set of state
variables can be specified by a joint probability
distribution.
Bayesian Networks have been used in various
applications which initially were static [10]. More recently
researchers have used it in dynamic domains, where the
world changes and the focus are reasoning over time [11].
The following variables are employed in this Bayesian
network, as shown in Figure 2. “Eye Tracking Program”
represents where the focus of learner is based on eye
tracking program, the states of which are VFTS window
(VW), Agent window (AW), WebTutor window (WW)
and other area (NON). “Mouse Event” represents where
the mouse click event occurs, either VW, WW or no.
“Scrolling Window Event” represents whether or not a
scroll window event occurred in WebTutor (there is no
scroll bar on the VFTS Window), the states of which are
WW and no. “Focused Screen” represents which part of
the screen the learner is focusing on, Left Screen (LS),
Right Screen (RS), or NON. “Typing Event” indicates
where the type events occur, VW, AW or no. The NON
and no states for variables are different in this Bayesian
network model. The no state of a variable represents there
is no such event or action for this variable. And the NON
state for a variable represents learners are focusing on
other area other than VW, WW and AW.
Eye Tracking
Program
Mouse Event
Scrolling
Window Event
Focused
Screen
Typing Event
Focused
Window
Figure 2: The Bayesian network for
inferring focus of attention
To construct the Bayesian network for a set of
variables, we draw arcs from cause variables to their direct
effects as shown in figure 2 [6]. For example, “Eye
Tracking Program” is the direct cause of “Focused Screen.
“Mouse Event”, “Scrolling Window Event”, “Focused
Screen” and “Typing Event” are the direct causes of
“Focused Window”.
In the final step of constructing our model, we assess
the probability distribution p(x|Parent1, Parent2, … Parentn)
for each variable x. We initialize the distribution of x for
every configuration of Parenti based on our experiments.
For example, the probability distributions for learners
focusing on different windows are 0.45 for VFTS window,
0.25 for Agents Window, 0.25 for WebTutor Window and
0.05 for Other Area.
We already mentioned that certainty information will
become uncertainty over time. However such information
still is useful because it implies that the learner’s focus is
more likely to remain at the same window in next few
seconds as shown in Table 1. So we choose a dynamic
Bayesian network method to infer focus over time using
this information.
We update the conditional probability tables of the
Bayesian network in Figure 2 for the window that reports
learner’s action. For example, if the learner clicks a button
in VFTS at time n, the agent will set the probabilities in
conditional probability table for VW state of variable
“Focused Window” as 1.0. Then P(“Focused
Window”=VW | “Mouse Event” = VW, “Focused Screen”
= LS, “Scrolling Window Event” = no, “Typing Event” =
no) = 1.0. If no new action has occurred, the agent will
decrease the probabilities for VW state of variable
“Focused Window” by 0.1 each second. For example, the
agent will decrease the probabilities for VW state of
variable “Focused Window” by 0.1 at time n+1 second.
And use the new Bayesian Network at time n+1 second to
infer the focused window of learner. Agents will decrease
these probabilities by 0.2 at time n+2 second, …, by 0.1*m
at time n+m second until these probabilities are less than
their initial values.
3.2 Plan recognition system
To help pedagogical agents track learner activities and
determine when to help learners, we need to be able to
track the learner’s actions as well as track the learner’s
focus. We created a plan recognition system, as shown in
Figure 3, to help identify possible intervention points. It
also serves other functions in determining how to help the
learner, which go beyond the scope of this paper.
Update
Plan Library
Plan Library
WebTutor
WebTutor
XML VFTS
XML VFTS
Action Pattern
Action Pattern
VFTS .Net Agent Service
VFTS .Net Agent Service
VFTS
VFTS
VFTS .Net Data Service
VFTS .Net Data Service
Student
Student
Interaction
Interaction
Database
Database
Interaction
Interaction
Data as
Data as
SOAP
SOAP
Message
Message
Figure 3: Plan recognition system in VFTS
The plan recognition system has four main
components: .NET server, Student Interaction Database
(SID), Plan Library and Action Pattern file in VFTS.
The .NET server has two services: data service and
agent service. All student interaction data in VFTS are
captured and encoded into SOAP messages, sent to the
data service and then saves it to SID. Interaction data
represent learner action on the current object in the VFTS.
An object in VFTS could be a textfield, a tab panel or a
combobox. Interaction data include mouse clicks, mouse
movements1 and keyboard input. Mouse movement data
are events indicating when mouse enter/exit an object on
the interface.
Plan recognition is implemented in the .NET agent
service. The plan recognizer monitors updates in the SID,
retrieves the current plan from the plan library, monitors
user progress on the current plan and saves progress
information to a progress table in the SID for use by agent
and other tools. A plan in the plan library consists of a list
of tasks the user needs to achieve given a tutorial or
problem. A plan table includes:
• EstActionTime: estimated time to perform the task
• EstReadTime: estimated time to read the paragraph
related to this task
• EstDecisionTime: estimated time for the learner to
decide how to perform the task
• StartTime/EndTime: when the learner starts and
finishes the task. StartTime is when the VFTS window
gets the learner’s focus after reading in WebTutor2.
EndTime is when the effect of current task has been
achieved.
• Progress: steps the user has finished related to the
current task
• ErrorTries: steps the user has done but are not
expected by the plan recognizer for the current task
The VFTS action pattern XML file defines the actions
a user could perform in VFTS. The order of the actions is
determined by the preconditions and effects of the actions.
By consulting the action pattern file, the plan
recognizer can know the steps that need to be performed to
complete the current task. The plan recognizer could detect
the following situations, which are relevant in determining
whether or not to assist the learner:
• Correct plan steps, and the time required to perform
them,
• Unexpectedly long periods during which the learner
fails to make progress, and
• Actions that are not predicted by the plan. (Note that
such actions are not necessarily errors – the student
might have temporarily interrupted his current task to
perform another task.).
To explain how the plan recognition system works,
let’s go through an example. Suppose the learner is given a
tutorial about how to use VFTS. When WebTutor detects
the user moving to a chapter about setting up a work center
in the factory, it then updates the focus table about the set
of plans related to that chapter. This set of plans is used as
reference by Plan Recognizer. Based on tasks completed,
Plan Recognizer decides setup_workcenter is the current
task. From the XML action pattern file, the Plan
Recognizer gets the preconditions and sub-steps of
setup_workcenter. Then show_tab_workcenter (step 1) and
set_number_of_workcenters (step 2) based on their
preconditions, in order, become actions expected by the
plan recognizer. All other actions performed between the
StartTime and EndTime of the current task would be
counted as ErrorTries under the current system. Then the
plan recognizer monitors SID for step 1 and step 2. If it
finds out from SID that the learner has successfully
performed step 1 and step 2 within EstActionTime, the task
is considered finished. If after EstActionTime is up no
action related to step 1 and step 2 is found in SID, the plan
recognizer suggests the learner might need help. (See
above.) Then the Agent Service would further analyze the
non-related actions and suggest what help the agent should
offer.
Currently,
EstActionTime,
EstReadTime,
EstDecisionTime are fixed estimates, depending upon the
size of the text description in the tutorial, the specificity of
the instructions, and the difficulty of the task. We are
1
We initially did experiments using mouse movement to infer focus of
attention. We considered it was not as reliable as eye gaze. But we still
collect mouse movement data in case it’s proved to be useful in the
future.
working on calibrating them to the performance of the
individual learner. In the current plan recognition system,
we only categorize learner actions as Progress, which are
actions expected by the plan recognizer, and ErrorTries,
which are actions not expected by the plan recognizer for
the current task. In the future, we’d like to further analyze
the unexpected actions to find out some hidden cases when
the agent might need to intervene, e.g., when the learner is
repeatedly performing an inappropriate action.
3.3 Deciding when to initiate interaction
The above analyses make it possible for the agent to
track learner activities and initiate interactions with the
learner so as to maximize positive effect on the learner and
minimize negative effects. These include the following:
• Proactively offering assistance when the learner is
focusing on a particular task but is failing to make
progress on it, and
• Offering assistance when the learner has failed to
complete a task and has moved on to another task.
Note that the agent does not intervene in response to
each unexpected action that the learner performs. Constant
criticism of learner actions can cause learners to fall into a
mode of simply following the agent’s instructions,
reducing the learner’s sense of being in control.
Maintaining learner control is important for maintaining
learner intrinsic motivation, and it is arguably important
for any work situation where the user is performing a task
assisted by an agent [7]. We therefore adopt a conservative
approach in choosing when to interact with learners –
intervene only when there is clear evidence that the learner
is failing to make progress on their own. And even then
the agent must allow for the possibility that the learner has
a different task in mind from what the agent expects, or
wishes to pursue a different problem solving strategy from
the one that the agent recommends. The task information in
the annotated tutorial enables the agent to infer the
learner’s task in most cases, but there are some notable
exceptions, some of which will be discussed below.
However, a complete solution to the problem of
deciding when to intervene with a learner depends upon a
number of additional factors:
• The immediate history of past learner performance,
• the learner’s individual characteristics (e.g., whether
or not they prefer to work on other own),
• motivational state (e.g., self-confidence),
• affective state (e.g., is the learner confused or
frustrated),
• the degree of disruptiveness of the offered help (e.g.,
does the agent’s comment require an explicit response
from the learner), as well as
• the relationship that the agent has established with the
learner (e.g., does the learner trust the agent’s advice).
Access to this information can permit the agent to be
more selective in choosing when to provide feedback, e.g.,
provide more confirmatory feedback to learners who lack
self-confidence. Some of these factors can be derived
through further analysis of the learner’s activities, as
described below.
The following parameters are the key parameters
relevant to initiate interaction.
Effort
Effort is an important indicator of intrinsic motivation
in learners, and expert human tutors often praise learners
for expending effort even when they are not successful
[19].
We use the following formula to measure the effort
value relating to a certain task:
Effort = ts/te
where ts is time that learner already spent on fulfilling a
certain task, and te represents estimated time/duration that
is needed for learn to complete this task, which includes
EstReadTime, EstDecsionTime, and EstActionTime
discussed earlier in plan recognition.
So we have a set of values efforti (i=1..n), and each
value efforti relates to the relative effort the learner spent to
fulfill a certain task tski in VFTS. Agent accumulates
values in this set as efforthistory and evaluates how much
effort learners devote. Thus, when learner performs a task
in VFTS, efforti > 1.0 and Progress remaining the same
typically mean learner is failing to make progress on tski.
And if ErrorTries also remains the same, learner must be
confused by tutorial.
Indecision
Indecision defines the degree of hesitancy to make
decisions. The agent increases measure of learner
indecision after when the time on task exceeds
EstDecisionTime and EstActionTime, without having
performed actions to the VFTS. In this case, agent need to
decide intervene the learner because learner must be
confused.
An example of indecision is if the learner stares at the
tutorial, then stares at VFTS, but he/she can not make
decision how to proceed in VFTS after expected time and
goes back to the tutorial again. Learners with a high
indecision value are most likely to be confused or stuck.
The relative proportion of gaze activity may indicate the
reason for the indecision, for example a student who
spends a long term reading the tutorial may have difficulty
deciding how to proceed, whereas a student who spends a
long time looking at the VFTS interface may be having
difficulty figuring out how to carry out his actions.
In a related fashion, it is possible in come contexts of
detect instances of learner frustration, as episodes where
the learner spends a significant amount of time on a task,
tries multiple actions, but fails to make progress in
completing the task.
Self-confidence
Self-confidence represents the confidence of learners in
solving problems in the learning environment. If learners
perform actions in VFTS after reading tutorial without
much hesitancy, such learners must have high confidence.
The self-confidence can also be reported by the learner via
the WebTutor interface. After the learner reads the tutorial
and spends EstDecisionTime to decide what to do next, but
Self-confidence remains the same, agent would initialize
the intervention.
4. Experiments and Evaluation
4.1 Comparison and evaluation of tracking models
Three approaches have been performed to
comparatively evaluate the effectiveness of inferring
learner focus of attention: eye tracking program (ETP),
learner’s actions (LA) in system and Bayesian network
model (BNM). In ETP, results from eye gaze program
represent the learner’s current focus of attention. LA
method considers the last window that learner performs
actions as current focus of attention. And BNM infers
learner focus of attention by Bayesian network with
uncertainty and certainty information.
In all of these experiments, human tutors inferred the
learners’ focus during the experiments and recorded them
Baseline
4
ETP
4
NON
VFTS
Agent
Window
WebTutor
Window
ETP
78%
71%
75%
LA
0%
22%
37%
26%
BNM
78%
84%
81%
88%
Table 2:
Average accuracies for different
windows with three approaches to infer leaner
focus of attention
Time after learners change Accuracy
of
Bayesian
focused window
network’s results
1 second
> 60%
2 seconds
> 75%
> 3 seconds
> 85%
Table 3: Accuracies of Bayesian network’s results
based on the time after learners change focused
window.
As shown in table 3, the agent is able to detect periods
of fixation comparable to what learners do in practice, i.e.,
how long learners have already focused on the VFTS or
WebTutor. When agents infer the learner’s focus of
attention is “other area” for some times, i.e., >5 seconds,
agents can recognize the learner is not focused on system,
e.g., the learner walks away or turns away from the screen.
WW
3
WW
AW
AW
6.0
VFTS
1
VFTS
5.0
NON
NON
4.0
3
2
2
1
0
0
10 10
11 20
21 30
31 40
41 50
51 60
61 70
71 80
81 90
91 100
101
Time
LA
4
Time
BNM
4
Series1
Effort
Indecision
Series2
Series3
Self-Confidence
3.0
2.0
WW
3
WW
3
AW
AW
2
VFTS
VFTS
1
NON
NON
2
V a lue
10 10
11 20
21 30
31 40
41 50
51 60
61 70
71 80
81 90
91 100
101
1.0
0.0
1
01
Time
0
0
10 21
20 30
10 11
31 40
41 50
51 60
61 70
71 80
81 90
91 100
101
Time
10
9 1720 25 3033 4041 50
49 5760 6570 73 8081 90
89 100
97 105
10 21
20 31
30 41
40 51
50 60
10 11
61 70
71 80
81 90
91 100
101
Time
Figure 4: Comparison of three approaches,
ETP, LA and BNM.
using a program when they coached learners. Although
these inferred data from observation of tutors does not
match learners’ actual focus of attention completely, it still
reflects what learners are doing. So we compared results
from the three approaches with these analysis data.
Figure 4 illustrates the inferred results from different
approaches during the experiments. The figures shows
BNM gets more accurate result compared to EPT and LA.
The vertical line indicates the four different windows.
Table 2 compares the average accuracies of the three
approaches. These results indicate that agent using BNM
has more confidence for tracking learner attention than
using ETP or LA approach.
Figure 5: A sequence of key parameter values
4.2 Evaluation and discussion of decision model
Figure 5 demonstrates a sequence of key parameter
values in the experiments. In the experiments, we record
the learner’s screen in video file. So it is possible for tutor
to review the video, analyze learner motivational state and
decide possible intervention times.
For example from time 40 to 65, the Self-confidence
for learner remains same after EstDecisionTime and
EstReadTime, also Indecision kept increasing, so it is clear
that this is the right intervention time. And it is matched
with human tutor’s observations from the experiments.
5. Future Work
As part of our future work, we plan to extend the user
monitoring capability to handle a wider range of
ambiguous contexts. For example, the WebTutor interface
does not always determine the learner’s task
unambiguously. Several paragraphs could be visible to the
learner at the same time, so the agent must decide among
multiple tasks that the learner might be trying to perform.
The history of previous activity can help disambiguate; if
the learner has completed one task they are likely to
continue on to the next task.
But we also need to develop a method for classifying
the learner’s overall pattern of activity, i.e., are they
exploring the interface, exploring the tutorial, or working
through the tutorial. Learners do not always follow the
tutorials as written. In out studies we observe that human
tutors sometimes interrupt to offer help when the learner
seems to be exploring randomly, but once the learner
explains that he is exploring the tutor temporarily ceases
offering advice, until the tutor observes that the learner is
starting work on the tutorial.
Although this work has focused specific programs and
interfaces, we can generalize the approaches and
techniques used in our work to different domain. When
applied to a new application domain, we need to know the
possible actions on each window and the learner’s learning
characteristics in this domain. Then we can use such
information to rebuild and initialize the Bayesian Network,
and make it capable of tracking user’s attention in the new
domain. We also need to complete the plan library and
redefine the key parameters used for agents to decide to
intervene in the new domain. Then agents can detect
learner’s confusion and decide when to intervene in the
new domain.
Acknowledgements
This work was supported in part by the National
Science Foundation under Grant No. 0121330, and in part
by a grant from Microsoft Research. Any opinions,
findings, and conclusions or recommendations expressed
in this material are those of the author and do not
necessarily reflect the views of the National Science
Foundation.
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