Asia
On the Formal Semantics of Speech-Act Based Communication in an Agent-Oriented Programming Language
Vieira, R., Moreira, A. F., Wooldridge, M., Bordini, R. H.
Research on agent communication languages has typically taken the speech acts paradigm as its starting point. Despite their manifest attractions, speech-act models of communication have several serious disadvantages as a foundation for communication in artificial agent systems. In particular, it has proved to be extremely difficult to give a satisfactory semantics to speech-act based agent communication languages. In part, the problem is that speech-act semantics typically make reference to the "mental states" of agents (their beliefs, desires, and intentions), and there is in general no way to attribute such attitudes to arbitrary computational agents. In addition, agent programming languages have only had their semantics formalised for abstract, stand-alone versions, neglecting aspects such as communication primitives. With respect to communication, implemented agent programming languages have tended to be rather ad hoc. This paper addresses both of these problems, by giving semantics to speech-act based messages received by an AgentSpeak agent. AgentSpeak is a logic-based agent programming language which incorporates the main features of the PRS model of reactive planning systems. The paper builds upon a structural operational semantics to AgentSpeak that we developed in previous work. The main contributions of this paper are as follows: an extension of our earlier work on the theoretical foundations of AgentSpeak interpreters; a computationally grounded semantics for (the core) performatives used in speech-act based agent communication languages; and a well-defined extension of AgentSpeak that supports agent communication.
RoboCup: 10 Years of Achievements and Future Challenges
Visser, Ubbo, Burkhard, Hans-Dieter
Will we see autonomous humanoid robots that play (and win) soccer against the human soccer world champion in the year 2050? This question is not easy to answer, and the idea is quite visionary. However, this is the goal of the RoboCup Federation. There are serious research questions that have to be tackled behind the scenes of a soccer game: perception, decision making, action selection, hardware design, materials, energy, and more. RoboCup is also about the nature of intelligence, and playing soccer acts as a performance measure of systems that contain artificial intelligence -- in much the same way chess has been used over the last century. This article outlines the current situation following 10 years of research with reference to the results of the 2006 World Championship in Bremen, Germany, and discusses future challenges.
A Report on the IJCAI-07 Program
By early July, each paper had been assigned to one supervisor SPC member and one PC member. The algorithm recorded the justifications for each assignment in terms of the specific bid and keyword match. When completed, the reviews were and Its Benefits to Society." The tutorial program was Hyderabad, India, January 6-12, 2007. At the chaired by Cynthia Braezeal. More The theme of the conference was "AI Figure 2 shows the distribution of their course work.
A Novel Model of Working Set Selection for SMO Decomposition Methods
Zhao, Zhendong, Yuan, Lei, Wang, Yuxuan, Bao, Forrest Sheng, Sun, Shunyi Zhang Yanfei
In the process of training Support Vector Machines (SVMs) by decomposition methods, working set selection is an important technique, and some exciting schemes were employed into this field. To improve working set selection, we propose a new model for working set selection in sequential minimal optimization (SMO) decomposition methods. In this model, it selects B as working set without reselection. Some properties are given by simple proof, and experiments demonstrate that the proposed method is in general faster than existing methods.
NP Animacy Identification for Anaphora Resolution
In anaphora resolution for English, animacy identification can play an integral role in the application of agreement restrictions between pronouns and candidates, and as a result, can improve the accuracy of anaphora resolution systems. In this paper, two methods for animacy identification are proposed and evaluated using intrinsic and extrinsic measures. The first method is a rule-based one which uses information about the unique beginners in WordNet to classify NPs on the basis of their animacy. The second method relies on a machine learning algorithm which exploits a WordNet enriched with animacy information for each sense. The effect of word sense disambiguation on the two methods is also assessed. The intrinsic evaluation reveals that the machine learning method reaches human levels of performance. The extrinsic evaluation demonstrates that animacy identification can be beneficial in anaphora resolution, especially in the cases where animate entities are identified with high precision.
Computationally Feasible VCG Mechanisms
A major achievement of mechanism design theory is a general method for the construction of truthful mechanisms called VCG (Vickrey, Clarke, Groves). When applying this method to complex problems such as combinatorial auctions, a difficulty arises: VCG mechanisms are required to compute optimal outcomes and are, therefore, computationally infeasible. However, if the optimal outcome is replaced by the results of a sub-optimal algorithm, the resulting mechanism (termed VCG-based) is no longer necessarily truthful. The first part of this paper studies this phenomenon in depth and shows that it is near universal. Specifically, we prove that essentially all reasonable approximations or heuristics for combinatorial auctions as well as a wide class of cost minimization problems yield non-truthful VCG-based mechanisms. We generalize these results for affine maximizers. The second part of this paper proposes a general method for circumventing the above problem. We introduce a modification of VCG-based mechanisms in which the agents are given a chance to improve the output of the underlying algorithm. When the agents behave truthfully, the welfare obtained by the mechanism is at least as good as the one obtained by the algorithm's output. We provide a strong rationale for truth-telling behavior. Our method satisfies individual rationality as well.
Introduction to Arabic Speech Recognition Using CMUSphinx System
Satori, H., Harti, M., Chenfour, N.
In this paper Arabic was investigated from the speech recognition problem point of view. We propose a novel approach to build an Arabic Automated Speech Recognition System (ASR). This system is based on the open source CMU Sphinx-4, from the Carnegie Mellon University. CMU Sphinx is a large-vocabulary; speaker-independent, continuous speech recognition system based on discrete Hidden Markov Models (HMMs). We build a model using utilities from the OpenSource CMU Sphinx. We will demonstrate the possible adaptability of this system to Arabic voice recognition.
Discovering Classes of Strongly Equivalent Logic Programs
In this paper we apply computer-aided theorem discovery technique to discover theorems about strongly equivalent logic programs under the answer set semantics. Our discovered theorems capture new classes of strongly equivalent logic programs that can lead to new program simplification rules that preserve strong equivalence. Specifically, with the help of computers, we discovered exact conditions that capture the strong equivalence between a rule and the empty set, between two rules, between two rules and one of the two rules, between two rules and another rule, and between three rules and two of the three rules.
Closed-Loop Learning of Visual Control Policies
In this paper we present a general, flexible framework for learning mappings from images to actions by interacting with the environment. The basic idea is to introduce a feature-based image classifier in front of a reinforcement learning algorithm. The classifier partitions the visual space according to the presence or absence of few highly informative local descriptors that are incrementally selected in a sequence of attempts to remove perceptual aliasing. We also address the problem of fighting overfitting in such a greedy algorithm. Finally, we show how high-level visual features can be generated when the power of local descriptors is insufficient for completely disambiguating the aliased states. This is done by building a hierarchy of composite features that consist of recursive spatial combinations of visual features. We demonstrate the efficacy of our algorithms by solving three visual navigation tasks and a visual version of the classical ``Car on the Hill'' control problem.