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Disjunctive Datalog with Existential Quantifiers: Semantics, Decidability, and Complexity Issues

arXiv.org Artificial Intelligence

Datalog is one of the best-known rule-based languages, and extensions of it are used in a wide context of applications. An important Datalog extension is Disjunctive Datalog, which significantly increases the expressivity of the basic language. Disjunctive Datalog is useful in a wide range of applications, ranging from Databases (e.g., Data Integration) to Artificial Intelligence (e.g., diagnosis and planning under incomplete knowledge). However, in recent years an important shortcoming of Datalog-based languages became evident, e.g. in the context of data-integration (consistent query-answering, ontology-based data access) and Semantic Web applications: The language does not permit any generation of and reasoning with unnamed individuals in an obvious way. In general, it is weak in supporting many cases of existential quantification. To overcome this problem, Datalogex has recently been proposed, which extends traditional Datalog by existential quantification in rule heads. In this work, we propose a natural extension of Disjunctive Datalog and Datalogex, called Datalogexor, which allows both disjunctions and existential quantification in rule heads and is therefore an attractive language for knowledge representation and reasoning, especially in domains where ontology-based reasoning is needed. We formally define syntax and semantics of the language Datalogexor, and provide a notion of instantiation, which we prove to be adequate for Datalogexor. A main issue of Datalogex and hence also of Datalogexor is that decidability is no longer guaranteed for typical reasoning tasks. In order to address this issue, we identify many decidable fragments of the language, which extend, in a natural way, analog classes defined in the non-disjunctive case. Moreover, we carry out an in-depth complexity analysis, deriving interesting results which range from Logarithmic Space to Exponential Time.


Limitations of Choice-Based Interactive Evolution for Game Level Design

AAAI Conferences

This paper presents a tool geared towards the collaboration of a human and an artificial designer for the creation of game content. The framework combines procedural content generation using stochastic search with user input in the form of an initial goal statement as well as preference of generated results. Feedback from industry experts in a pilot user experiment showcased the limitations of this approach and the protocol chosen for evaluating the authoring tool. The limitations are discussed with respect to the suitability of interactive evolution for creative design and the design of experimental protocols for evaluating authoring tools for games.


Towards an Empathizing and Adaptive Storyteller System

AAAI Conferences

This paper describes our ongoing effort to build an empathizing and adaptive storyteller system. The system under development aims to utilize emotional expressions generated from an avatar or a humanoid robot in addition to the listenerโ€™s responses which are monitored in real time, in order to deliver a story in an effective manner. We conducted a pilot study and the results were analyzed in two ways: first, through a survey questionnaire analysis based on the participantโ€™s subjective ratings; second, through automated video analysis based on the participantโ€™s emotional facial expression and eye blinking. The survey questionnaire results show that male participants have a tendency of more empathizing with a story character when a virtual storyteller is present, as compared to audio-only narration. The video analysis results show that the number of eye blinking of the participants is thought to be reciprocal to their attention.


Artificial Intelligence and Personalization Opportunities for Serious Games

AAAI Conferences

Artificial Intelligence (AI) and Personalization are both essential - How do we relate content (the factual knowledge aspects of all games, be they serious or entertainment contained, game mechanics) and context (experiences based. In this research the role of AI and Personalization is and activities) to pedagogical goals towards supporting however focused upon the context of Serious Games (SG) in pedagogically-driven design and development of SGs? particular. A concerted research direction is necessary in this From these two high-level questions we derived a more area so as to establish future benchmarks and metrics for the pragmatic approach to AI and Personalization based on: In effective use of AI and Personalization in serious games design what ways can personalization improve learning and adapt and will benefit relevant research communities in providing best to learner requirements?


Aesthetic Considerations for Automated Platformer Design

AAAI Conferences

We describe ANGELINA3, a system that can automatically develop games along a defined theme, by selecting appropriate multimedia content from a variety of sources and incorporating it into a game's design. We discuss these capabilities in the context of the FACE model for assessing progress in the building of creative systems, and discuss how ANGELINA3 can be improved through further work.


Narrative Intelligence Without (Domain) Boundaries

AAAI Conferences

Narrative Intelligence (NI) can help computational systems interact with users, such as through story generation, interactive narratives, and believable virtual characters. However, existing NI techniques generally require manually coded domain knowledge, restricting their scalability. An approach that intelligently, automatically and economically acquires script-like knowledge in any domain with strategic crowdsourcing will ease this bottleneck and broaden the application territory of narrative intelligence. This doctoral consortium paper defines the research problem, describes its significance, proposes a feasible research plan towards a Ph.D. dissertation, and reports on its current progress.


Representing and Generating Maps of Large-Scale Virtual Environments for Intelligent Mobile Agents

AAAI Conferences

The prevalence of virtual worlds presents an interesting The research questions we are looking to solve are: challenge for intelligent mobile agents. Online, very largescale, - How to represent maps of large scale, complex environments persistent virtual worlds such as Second Life (Linden Research Inc. 2012) and massively multi-player online games (MMOs) are becoming more popular. As these - How an agent can generate, update and use these maps worlds grow in size there is a challenge in providing intelligent - How can we utilise user-generated information to build agents that can generate and use maps of these environments and improve upon these maps without the need for hard-coding or pre-processing the map.


Fast Heuristic Search for RTS Game Combat Scenarios

AAAI Conferences

Heuristic search has been very successful in abstract game domains such as Chess and Go. In video games, however, adoption has been slow due to the fact that state and move spaces are much larger, real-time constraints are harsher, and constraints on computational resources are tighter. In this paper we present a fast search method โ€” Alpha-Beta search for durative movesโ€” that can defeat commonly used AI scripts in RTS game combat scenarios of up to 8 vs. 8 units running on a single core in under 5ms per search episode. This performance is achieved by using standard search enhancements such as transposition tables and iterative deepening, and novel usage of combat AI scripts for sorting moves and state evaluation via playouts. We also present evidence that commonly used combat scripts are highly exploitable โ€” opening the door for a promising line of research on opponent combat modelling.


Supporting STEM Learning With Gaming Technologies: Principles For Effective Design

AAAI Conferences

In this paper, methods and models for the design of educational interventions and usable systems are presented and synthesized. The purpose is to suplliment the design process with educational considerations and discern design principles for the development of serious STEM games. This synthesis can contribute to the design of the next generation of technologically enhanced learning environments.


Creative Partnerships with Technology: How Creativity Is Enhanced Through Interactions with Generative Computational Systems

AAAI Conferences

This paper discusses emerging creative practices that involve interacting with generative computational systems, and the effect of such cybernetic interactions on our conceptions of creativity and agency. As computing systems have become more powerful in recent years, real time interaction with intelligent computational processes and models has emerged as a basis for innovative creative practices. Examples of these practices include interactive digital media installations, generative art works, live coding performances, virtual theatre, interactive cinema, and adaptive processes in computer games. In these types of activities computational systems have assumed a significant level of agency, or autonomy, that provoke questions about shared authorship and originality that are redefining our relationship with technologies and prompting new questions about human capabilities, values and the meaning of productive activities.