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Melomics: A Case-Study of AI in Spain

AI Magazine

Traditionally focused on good old-fashioned AI and robotics, the Spanish AI community holds a vigorous computational intelligence substrate. Neuromorphic, evolutionary, or fuzzylike systems have been developed by many research groups in the Spanish computer sciences. It is no surprise, then, that these naturegrounded efforts start to emerge, enriching the AI catalogue of research projects and publications and, eventually, leading to new directions of basic or applied research. In this article, we review the contribution of Melomics in computational creativity.


AAAI Conferences Calendar

AI Magazine

ICEIS 2014 will be held April 27-30, AAAI Fall Symposium Series. The Twenty-Seventh International Florida 2014 in Lisbon, Portugal AAAI Fall Symposium Series will be AI Research Society Conference. held November 15-17 at the Westin FLAIRS-14 will be held May 21-23, IEA/AIE-14 will be held June 3-6, 2014 Scheduling. ICAPS-14 will be held Computation and Crowdsourcing. KR AAAI Spring Symposium Series will be 2014 will be held July 20-24, 2014 in held March 24-26 at Stanford University Vienna, Austria in Palo Alto, California USA. ICAART 2014 will be held March 6-8, Twenty-Sixth Innovative Applications 2014, in Angers, France of Artificial Intelligence Conference.


Student Modeling: Supporting Personalized Instruction, from Problem Solving to Exploratory Open Ended Activities

AI Magazine

Learner assessment is nontrivial even in its most basic incarnation, namely evaluating a learner's understanding of a set of domain-dependent skills from ad hoc test items (for example, Desmarais [2011]). The assessment challenges increase with the complexity of the learner's traits to be captured, because how a student behaves during an instructional activity generally provides partial and ambiguous information on the student's underlying states, and the gap between what can be observed and what a learner actually thinks and feels increases as these states go from cognitive to metacognitive and affective. In ITSs, the research field concerned with addressing these challenges is known as student modeling, and a student model is the ITS component in charge of assessing student traits and states relevant to tailor the tutorial interaction to specific student needs. Student modeling research has made the problem solution from the tutor et al. [2010]), given extensive evidence substantial progress in providing reliable (for instance by repeatedly asking for in education research showing that learner assessment during problem help) without trying to solve the problem affective factors play an important role solving or question-answering on their own (Baker et al. 2008), in learning. Educational technology At the cognitive level, knowledge can foster understanding at different however, continues to produce novel assessment, that is, evaluating the student's stages of the learning process or for environments often consisting of knowledge of relevant concepts learners with different preferences and activities not as structured and well and skills at specific points of the interaction abilities.


The Mario AI Championship 2009-2012

AI Magazine

Bros. The competition has four tracks. Almost as important is that good scoring mechanisms are available, that the visual aspects of the games make it easy to compare and characterize the performance of the controllers, and that it is easy to engage both students and the general public in the competition. Several recently introduced competitions are based on games such as Ms. Pac-Man (Lucas 2007), the first-person shooter Unreal Tournament (Hingston 2010), the real-time strategy game Star-Craft, and the car racing game TORCS (Loiacono et al. 2010). In 2009, Julian Togelius and Sergey Karakovskiy set out to create a benchmark for game AI controllers based on Infinite Mario Bros (IMB). IMB is an open source clone (created by Markus Persson, who later went on to create Minecraft) of Nintendo's platform game Super Mario Bros. (SMB), which has been one of the world's most influential games since its release in 1985.


MizAR 40 for Mizar 40

arXiv.org Artificial Intelligence

As a present to Mizar on its 40th anniversary, we develop an AI/ATP system that in 30 seconds of real time on a 14-CPU machine automatically proves 40% of the theorems in the latest official version of the Mizar Mathematical Library (MML). This is a considerable improvement over previous performance of large- theory AI/ATP methods measured on the whole MML. To achieve that, a large suite of AI/ATP methods is employed and further developed. We implement the most useful methods efficiently, to scale them to the 150000 formulas in MML. This reduces the training times over the corpus to 1-3 seconds, allowing a simple practical deployment of the methods in the online automated reasoning service for the Mizar users (MizAR).


Understanding Boltzmann Machine and Deep Learning via A Confident Information First Principle

arXiv.org Machine Learning

Typical dimensionality reduction methods focus on directly reducing the number of random variables while retaining maximal variations in the data. In this paper, we consider the dimensionality reduction in parameter spaces of binary multivariate distributions. We propose a general Confident-Information-First (CIF) principle to maximally preserve parameters with confident estimates and rule out unreliable or noisy parameters. Formally, the confidence of a parameter can be assessed by its Fisher information, which establishes a connection with the inverse variance of any unbiased estimate for the parameter via the Cram\'{e}r-Rao bound. We then revisit Boltzmann machines (BM) and theoretically show that both single-layer BM without hidden units (SBM) and restricted BM (RBM) can be solidly derived using the CIF principle. This can not only help us uncover and formalize the essential parts of the target density that SBM and RBM capture, but also suggest that the deep neural network consisting of several layers of RBM can be seen as the layer-wise application of CIF. Guided by the theoretical analysis, we develop a sample-specific CIF-based contrastive divergence (CD-CIF) algorithm for SBM and a CIF-based iterative projection procedure (IP) for RBM. Both CD-CIF and IP are studied in a series of density estimation experiments.


Duality in Graphical Models

arXiv.org Machine Learning

Graphical models have proven to be powerful tools for representing high-dimensional systems of random variables. One example of such a model is the undirected graph, in which lack of an edge represents conditional independence between two random variables given the rest. Another example is the bidirected graph, in which absence of edges encodes pairwise marginal independence. Both of these classes of graphical models have been extensively studied, and while they are considered to be dual to one another, except in a few instances this duality has not been thoroughly investigated. In this paper, we demonstrate how duality between undirected and bidirected models can be used to transport results for one class of graphical models to the dual model in a transparent manner. We proceed to apply this technique to extend previously existing results as well as to prove new ones, in three important domains. First, we discuss the pairwise and global Markov properties for undirected and bidirected models, using the pseudographoid and reverse-pseudographoid rules which are weaker conditions than the typically used intersection and composition rules. Second, we investigate these pseudographoid and reverse pseudographoid rules in the context of probability distributions, using the concept of duality in the process. Duality allows us to quickly relate them to the more familiar intersection and composition properties. Third and finally, we apply the dualization method to understand the implications of faithfulness, which in turn leads to a more general form of an existing result.


Learning-Based Procedural Content Generation

arXiv.org Artificial Intelligence

Procedural content generation (PCG) has recently become one of the hottest topics in computational intelligence and AI game researches. Among a variety of PCG techniques, search-based approaches overwhelmingly dominate PCG development at present. While SBPCG leads to promising results and successful applications, it poses a number of challenges ranging from representation to evaluation of the content being generated. In this paper, we present an alternative yet generic PCG framework, named learning-based procedure content generation (LBPCG), to provide potential solutions to several challenging problems in existing PCG techniques. By exploring and exploiting information gained in game development and public beta test via data-driven learning, our framework can generate robust content adaptable to end-user or target players on-line with minimal interruption to their experience. Furthermore, we develop enabling techniques to implement the various models required in our framework. For a proof of concept, we have developed a prototype based on the classic open source first-person shooter game, Quake. Simulation results suggest that our framework is promising in generating quality content.


Towards common-sense reasoning via conditional simulation: legacies of Turing in Artificial Intelligence

arXiv.org Artificial Intelligence

The problem of replicating the flexibility of human common-sense reasoning has captured the imagination of computer scientists since the early days of Alan Turing's foundational work on computation and the philosophy of artificial intelligence. In the intervening years, the idea of cognition as computation has emerged as a fundamental tenet of Artificial Intelligence (AI) and cognitive science. But what kind of computation is cognition? We describe a computational formalism centered around a probabilistic Turing machine called QUERY, which captures the operation of probabilistic conditioning via conditional simulation. Through several examples and analyses, we demonstrate how the QUERY abstraction can be used to cast common-sense reasoning as probabilistic inference in a statistical model of our observations and the uncertain structure of the world that generated that experience. This formulation is a recent synthesis of several research programs in AI and cognitive science, but it also represents a surprising convergence of several of Turing's pioneering insights in AI, the foundations of computation, and statistics.


The Generalized Traveling Salesman Problem solved with Ant Algorithms

arXiv.org Artificial Intelligence

A well known N P-hard problem called the Generalized Traveling Salesman Problem (GTSP) is considered. In GTSP the nodes of a complete undirected graph are partitioned into clusters. The objective is to find a minimum cost tour passing through exactly one node from each cluster. An exact exponential time algorithm and an effective meta-heuristic algorithm for the problem are presented. The meta-heuristic proposed is a modified Ant Colony System (ACS) algorithm called Reinforcing Ant Colony System (RACS) which introduces new correction rules in the ACS algorithm. Computational results are reported for many standard test problems. The proposed algorithm is competitive with the other already proposed heuristics for the GTSP in both solution quality and computational time.