Long Pham

CY
3papers
47citations
Novelty27%
AI Score19

3 Papers

CYAug 19, 2023
Artificial Intelligence across Europe: A Study on Awareness, Attitude and Trust

Teresa Scantamburlo, Atia Cortés, Francesca Foffano et al.

This paper presents the results of an extensive study investigating the opinions on Artificial Intelligence (AI) of a sample of 4,006 European citizens from eight distinct countries (France, Germany, Italy, Netherlands, Poland, Romania, Spain, and Sweden). The aim of the study is to gain a better understanding of people's views and perceptions within the European context, which is already marked by important policy actions and regulatory processes. To survey the perceptions of the citizens of Europe we design and validate a new questionnaire (PAICE) structured around three dimensions: people's awareness, attitude, and trust. We observe that while awareness is characterized by a low level of self-assessed competency, the attitude toward AI is very positive for more than half of the population. Reflecting upon the collected results, we highlight implicit contradictions and identify trends that may interfere with the creation of an ecosystem of trust and the development of inclusive AI policies. The introduction of rules that ensure legal and ethical standards, along with the activity of high-level educational entities, and the promotion of AI literacy are identified as key factors in supporting a trustworthy AI ecosystem. We make some recommendations for AI governance focused on the European context and conclude with suggestions for future work.

CYOct 4, 2023
Key Factors Affecting European Reactions to AI in European Full and Flawed Democracies

Long Pham, Barry O'Sullivan, Tai Tan Mai

This study examines the key factors that affect European reactions to artificial intelligence (AI) in the context of both full and flawed democracies in Europe. Analysing a dataset of 4,006 respondents, categorised into full democracies and flawed democracies based on the Democracy Index developed by the Economist Intelligence Unit (EIU), this research identifies crucial factors that shape European attitudes toward AI in these two types of democracies. The analysis reveals noteworthy findings. Firstly, it is observed that flawed democracies tend to exhibit higher levels of trust in government entities compared to their counterparts in full democracies. Additionally, individuals residing in flawed democracies demonstrate a more positive attitude toward AI when compared to respondents from full democracies. However, the study finds no significant difference in AI awareness between the two types of democracies, indicating a similar level of general knowledge about AI technologies among European citizens. Moreover, the study reveals that trust in AI measures, specifically "Trust AI Solution", does not significantly vary between full and flawed democracies. This suggests that despite the differences in democratic quality, both types of democracies have similar levels of confidence in AI solutions.

AINov 16, 2021
Compressive Features in Offline Reinforcement Learning for Recommender Systems

Hung Nguyen, Minh Nguyen, Long Pham et al.

In this paper, we develop a recommender system for a game that suggests potential items to players based on their interactive behaviors to maximize revenue for the game provider. Our approach is built on a reinforcement learning-based technique and is trained on an offline data set that is publicly available on an IEEE Big Data Cup challenge. The limitation of the offline data set and the curse of high dimensionality pose significant obstacles to solving this problem. Our proposed method focuses on improving the total rewards and performance by tackling these main difficulties. More specifically, we utilized sparse PCA to extract important features of user behaviors. Our Q-learning-based system is then trained from the processed offline data set. To exploit all possible information from the provided data set, we cluster user features to different groups and build an independent Q-table for each group. Furthermore, to tackle the challenge of unknown formula for evaluation metrics, we design a metric to self-evaluate our system's performance based on the potential value the game provider might achieve and a small collection of actual evaluation metrics that we obtain from the live scoring environment. Our experiments show that our proposed metric is consistent with the results published by the challenge organizers. We have implemented the proposed training pipeline, and the results show that our method outperforms current state-of-the-art methods in terms of both total rewards and training speed. By addressing the main challenges and leveraging the state-of-the-art techniques, we have achieved the best public leaderboard result in the challenge. Furthermore, our proposed method achieved an estimated score of approximately 20% better and can be trained faster by 30 times than the best of the current state-of-the-art methods.