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The Road Ahead for Knowledge Management: An AI Perspective

AI Magazine

Enabling organizations to capture, share, and apply the collective experience and know-how of their people is seen as fundamental to competing in the knowledge economy. As a result, there has been a wave of enthusiasm and activity centered on knowledge management. To make progress in this area, issues of technology, process, people, and content must be addressed. In this article, we develop a road map for knowledge management. It begins with an assessment of the current state of the practice, using examples drawn from our experience at Schlumberger. It then sketches the possible evolution of technology and practice over a 10-year period. Along the way, we highlight ways in which AI technology, present and future, can be applied in knowledge management systems.


Probabilistic Algorithms in Robotics

AI Magazine

This article describes a methodology for programming robots known as probabilistic robotics. The probabilistic paradigm pays tribute to the inherent uncertainty in robot perception, relying on explicit representations of uncertainty when determining what to do. This article surveys some of the progress in the field, using in-depth examples to illustrate some of the nuts and bolts of the basic approach. My central conjecture is that the probabilistic approach to robotics scales better to complex real-world applications than approaches that ignore a robot's uncertainty.


Stand-Allocation System (SAS): A Constraint-Based System Developed with Software Components

AI Magazine

In addition, to cope with conflicts caused by changes in actual operations, the airport authority also needs to make real-time problem-solving decisions on stand reassignments. the Hong Kong International Airport The stand-allocation system ( Figure world's busiest international airports in terms 1 is a snapshot of the The Although there were some initial hitches when system is installed and used in the Airport the new airport opened on 6 July 1998, operations Control Center (ACC), which is located in the quickly returned to normal within a control tower. Within a month, operational statistics management, and reactive scheduling capabilities surpassed those of the old airport--80 for stand management. The system supports percent of all flights were on time or within 15 concurrent use by multiple operators in minutes of schedule, all passengers cleared nonstop 24-hour-a-day operations because immigration within 15 minutes, and average HKIA is a 24-hour airport. Typically, a human operator must have several years of experience to acquire enough knowledge about airport operations before he/she can produce a "good" quality stand-assignment plan. Generating an allocation plan manually not only requires a highly experienced individual but is also very time consuming because it requires balancing many objectives against many possible alternatives.


AIS-BN: An Adaptive Importance Sampling Algorithm for Evidential Reasoning in Large Bayesian Networks

Journal of Artificial Intelligence Research

Stochastic sampling algorithms, while an attractive alternative to exact algorithms in very large Bayesian network models, have been observed to perform poorly in evidential reasoning with extremely unlikely evidence. To address this problem, we propose an adaptive importance sampling algorithm, AIS-BN, that shows promising convergence rates even under extreme conditions and seems to outperform the existing sampling algorithms consistently. Three sources of this performance improvement are (1) two heuristics for initialization of the importance function that are based on the theoretical properties of importance sampling in finite-dimensional integrals and the structural advantages of Bayesian networks, (2) a smooth learning method for the importance function, and (3) a dynamic weighting function for combining samples from different stages of the algorithm. We tested the performance of the AIS-BN algorithm along with two state of the art general purpose sampling algorithms, likelihood weighting (Fung & Chang, 1989; Shachter & Peot, 1989) and self-importance sampling (Shachter & Peot, 1989). We used in our tests three large real Bayesian network models available to the scientific community: the CPCS network (Pradhan et al., 1994), the PathFinder network (Heckerman, Horvitz, & Nathwani, 1990), and the ANDES network (Conati, Gertner, VanLehn, & Druzdzel, 1997), with evidence as unlikely as 10^-41. While the AIS-BN algorithm always performed better than the other two algorithms, in the majority of the test cases it achieved orders of magnitude improvement in precision of the results. Improvement in speed given a desired precision is even more dramatic, although we are unable to report numerical results here, as the other algorithms almost never achieved the precision reached even by the first few iterations of the AIS-BN algorithm.


AAAI News

AI Magazine

Each award winner and received a B.S. in electrical received a certificate and a check engineering from the Technion Haifa for $2500.


Using Reactive and Adaptive Behaviors to Play Soccer

AI Magazine

This work deals with designing simple behaviors to allow quadruped robots to play soccer. The robots are fully autonomous; they cannot exchange messages between each other. They are equipped with a charge-coupled-device camera that allows them to detect objects in the scene. In addition to vision problems such as changing lighting conditions and color confusion, legged robots must cope with "bouncing images" because of successive legs hitting the ground. When defining task-driven strategies, the designer has to take into account the influences of the locomotion and vision systems on the behavior. Locomotion and vision skills should be made as reliable as possible. Because it is not always possible to simulate the problems encountered in real situations, the behavior strategy should anticipate them. In this article, we describe all the behaviors used to play soccer games on a soccer field surrounded with landmarks. Experiments were carried out at the 1999 RoboCup in Stockholm using the Sony quadruped robots (Fujita 2000).


Arvand: A Soccer Player Robot

AI Magazine

In practice, by calculating the distance between ball center and robot geometrical center, the robot is commanded to rotate around the ball center. Figure 1 shows a picture of our player robot. Our fast robotics research centers to construct a team of image-processing algorithm can process as robots that could play indoor soccer with many as 16 frames a second and can recognize another team according certain rules and regulations. Our team became done using a wireless network under TCP champion among 21 teams in the middlesize-league (transmission control protocol) protocols. Therefore, player robot, a particular mechanics was we designed a special mechanics that provided designed and implemented that, together with a fast and flexible omnidirectional movement the motor's current feedbacks, to a good extent especially when looking for the ball and dribbling. Therefore, object finding and one castor wheel in the rear.


Trying to Understand RoboCup

AI Magazine

As the English striker Gary Lineker famously said, "Football is a very simple game. For 90 minutes, 22 men go running after the ball, and at the end, the Germans win." Although the game is simple, analyzing it can be hard. Just what makes one team better than another? How much difference do tactics make? Is there really such a thing as a "lucky win?" Here, we try to answer these questions in the context of RoboCup. We take the giant set of log data produced by the simulator tournaments from 1997 to 1999 and feed it to a data-munching program that produces statistics on important game features. Using these statistics, we identify precisely what has improved in RoboCup and what still requires further work. Plus, because the data muncher can work in real time, we can also release it as a proxy server for RoboCup. This proxy server gives all RoboCup developers instant access to statistics while a game is in progress and is a promising step toward an important goal: understanding RoboCup.


Overview of RoboCup-99

AI Magazine

RoboCup is an initiative designed to promote the full integration of AI and robotics research. Following the success of the first RoboCup in 1997 at Nagoya (Kitano 1998; Noda et al. 1998) and the second RoboCup in Paris in 1998, the Third Robot World Cup Soccer Games and Conferences, RoboCup-99, were held in Stockholm from 27 July to 4 August 1999 in conjunction with the Sixteenth International Joint Conference on Artificial Intelligence (IJCAI-99). There were four different leagues: (1) the simulation league, (2) the small-size real robot league, (3) the middle-size real robot league, and (4) the Sony legged robot league. RoboCup-2000, the Fourth Robot World Cup Soccer Games and Conferences, will take place in Melbourne, Australia, in August 2000.


The 1999 Asia-Pacific Conference on Intelligent-Agent Technology

AI Magazine

Intelligent-agent technology is one of the most exciting, active areas of research and development in computer science and information technology today. The First Asia-Pacific Conference on Intelligent- Agent Technology (IAT'99) attracted researchers and practitioners from diverse fields such as computer science, information systems, business, telecommunications, manufacturing, human factors, psychology, education, and robotics to examine the design principles and performance characteristics of various approaches in agent technologies and, hence, fostered the cross-fertilization of ideas on the development of autonomous agents and multiagent systems among different domains.