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Kara: A System for Visualising and Visual Editing of Interpretations for Answer-Set Programs

arXiv.org Artificial Intelligence

In answer-set programming (ASP), the solutions of a problem are encoded in dedicated models, called answer sets, of a logical theory. These answer sets are computed from the program that represents the theory by means of an ASP solver and returned to the user as sets of ground first-order literals. As this type of representation is often cumbersome for the user to interpret, tools like ASPVIZ and IDPDraw were developed that allow for visualising answer sets. The tool Kara, introduced in this paper, follows these approaches, using ASP itself as a language for defining visualisations of interpretations. Unlike existing tools that position graphic primitives according to static coordinates only, Kara allows for more high-level specifications, supporting graph structures, grids, and relative positioning of graphical elements. Moreover, generalising the functionality of previous tools, Kara provides modifiable visualisations such that interpretations can be manipulated by graphically editing their visualisations. This is realised by resorting to abductive reasoning techniques. Kara is part of SeaLion, a forthcoming integrated development environment (IDE) for ASP.


The SeaLion has Landed: An IDE for Answer-Set Programming---Preliminary Report

arXiv.org Artificial Intelligence

We report about the current state and designated features of the tool SeaLion, aimed to serve as an integrated development environment (IDE) for answer-set programming (ASP). A main goal of SeaLion is to provide a user-friendly environment for supporting a developer to write, evaluate, debug, and test answer-set programs. To this end, new support techniques have to be developed that suit the requirements of the answer-set semantics and meet the constraints of practical applicability. In this respect, SeaLion benefits from the research results of a project on methods and methodologies for answer-set program development in whose context SeaLion is realised. Currently, the tool provides source-code editors for the languages of Gringo and DLV that offer syntax highlighting, syntax checking, and a visual program outline. Further implemented features are support for external solvers and visualisation as well as visual editing of answer sets. SeaLion comes as a plugin of the popular Eclipse platform and provides itself interfaces for future extensions of the IDE.


Open Source Software: How Can Design Metrics Facilitate Architecture Recovery?

arXiv.org Artificial Intelligence

Modern software development methodologies include reuse of open source code. Reuse can be facilitated by architectural knowledge of the software, not necessarily provided in the documentation of open source software. The effort required to comprehend the system's source code and discover its architecture can be considered a major drawback in reuse. In a recent study we examined the correlations between design metrics and classes' architecture layer. In this paper, we apply our methodology in more open source projects to verify the applicability of our method. Keywords: system understanding; program comprehension; object-oriented; reuse; architecture layer; design metrics;


Answer Sets for Logic Programs with Arbitrary Abstract Constraint Atoms

arXiv.org Artificial Intelligence

In this paper, we present two alternative approaches to defining answer sets for logic programs with arbitrary types of abstract constraint atoms (c-atoms). These approaches generalize the fixpoint-based and the level mapping based answer set semantics of normal logic programs to the case of logic programs with arbitrary types of c-atoms. The results are four different answer set definitions which are equivalent when applied to normal logic programs. The standard fixpoint-based semantics of logic programs is generalized in two directions, called answer set by reduct and answer set by complement. These definitions, which differ from each other in the treatment of negation-as-failure (naf) atoms, make use of an immediate consequence operator to perform answer set checking, whose definition relies on the notion of conditional satisfaction of c-atoms w.r.t. a pair of interpretations. The other two definitions, called strongly and weakly well-supported models, are generalizations of the notion of well-supported models of normal logic programs to the case of programs with c-atoms. As for the case of fixpoint-based semantics, the difference between these two definitions is rooted in the treatment of naf atoms. We prove that answer sets by reduct (resp. by complement) are equivalent to weakly (resp. strongly) well-supported models of a program, thus generalizing the theorem on the correspondence between stable models and well-supported models of a normal logic program to the class of programs with c-atoms. We show that the newly defined semantics coincide with previously introduced semantics for logic programs with monotone c-atoms, and they extend the original answer set semantics of normal logic programs. We also study some properties of answer sets of programs with c-atoms, and relate our definitions to several semantics for logic programs with aggregates presented in the literature.


Supporting Temporal Reasoning by Mapping Calendar Expressions to Minimal Periodic Sets

arXiv.org Artificial Intelligence

In the recent years several research efforts have focused on the concept of time granularity and its applications. A first stream of research investigated the mathematical models behind the notion of granularity and the algorithms to manage temporal data based on those models. A second stream of research investigated symbolic formalisms providing a set of algebraic operators to define granularities in a compact and compositional way. However, only very limited manipulation algorithms have been proposed to operate directly on the algebraic representation making it unsuitable to use the symbolic formalisms in applications that need manipulation of granularities. This paper aims at filling the gap between the results from these two streams of research, by providing an efficient conversion from the algebraic representation to the equivalent low-level representation based on the mathematical models. In addition, the conversion returns a minimal representation in terms of period length. Our results have a major practical impact: users can more easily define arbitrary granularities in terms of algebraic operators, and then access granularity reasoning and other services operating efficiently on the equivalent, minimal low-level representation. As an example, we illustrate the application to temporal constraint reasoning with multiple granularities. From a technical point of view, we propose an hybrid algorithm that interleaves the conversion of calendar subexpressions into periodical sets with the minimization of the period length. The algorithm returns set-based granularity representations having minimal period length, which is the most relevant parameter for the performance of the considered reasoning services. Extensive experimental work supports the techniques used in the algorithm, and shows the efficiency and effectiveness of the algorithm.


A Bayesian Model for Plan Recognition in RTS Games Applied to StarCraft

AAAI Conferences

The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. “Tech trees” or “build trees” are the core of real-time strategy (RTS) game strategic (long term) planning. This paper presents a generic and simple Bayesian model for RTS build tree prediction from noisy observations, which parameters are learned from replays (game logs). This unsupervised machine learning approach involves minimal work for the game developers as it leverage players’ data (com- mon in RTS). We applied it to StarCraft1 and showed that it yields high quality and robust predictions, that can feed an adaptive AI.


An Object-Oriented Approach to Reinforcement Learning in an Action Game

AAAI Conferences

In this work, we look at the challenge of learning in an action game,Infinite Mario. Learning to play an action game can be divided intotwo distinct but related problems, learning an object-relatedbehavior and selecting a primitive action. We propose a framework that allows for the use of reinforcement learning for both ofthese problems. We present promising results in some instances of thegame and identify some problems that might affect learning.


Knowledge Guided Development of Videogames

AAAI Conferences

Due to the changing nature of videogames, the component-based architecture is the design of choice for managing game entities instead of the traditional static class hierarchies. A component-based architecture lets programmers edit entities as collections of components, which provide the entity with new functionalities. Such architecture promotes flexibility but makes the code more difficult to understand because entities are built at runtime by linking components. In this paper we present a semi-automatic process for moving from a class hierarchy to a component-based architecture. Through the application of Formal Concept Analysis we propose a novel technique for automatically identifying candidate distributions of responsibilities among components.


Game Metrics Without Players: Strategies for Understanding Game Artifacts

AAAI Conferences

Game metrics are an approach to understanding games and gameplay by analyzing and visualizing information collected from players in playtests. This paper proposes that another source of metrics is the game itself, and that not all information needs to (or ought to) come from empirical playtests. I discuss seven strategies for extracting information from games, and discuss how the information retrieved in this manner relates to empirical playtest metrics---which it differs from but can often complement.


AI for Massive Multiplayer Online Strategy Games

AAAI Conferences

Massive Multiplayer Online Strategy games present several unique challenges to players and designers. There is the need to constantly adapt to changes in the game itself and the need to achieve a certain level of simulation and realism, which typically implies battles involving combat with several distinct armies, combat phases and diferent terrains; resource management which involves buying and selling goods and combining lots of diferent kinds of resources to fund the player's nation and cutthroat diplomacy which dictates the pace of the game. However, these constant changes and simulation mechanisms make a game harder to play, increasing the amount of effort required to play it properly. As some of these games take months to be played, players who become inactive have a negative impact on the game. This work pretends to demonstrate how to create versatile agents for playing Massive Multiplayer Online Turn Based Strategy Games, while keeping close attention to their playing performance. In a test to measure this performance the results showed similar survival performance between humans and AIs.