Goto

Collaborating Authors

 Europe


Hilbert's epsilon as an Operator of Indefinite Committed Choice

arXiv.org Artificial Intelligence

Paul Bernays and David Hilbert carefully avoided overspecification of Hilbert's epsilon-operator and axiomatized only what was relevant for their proof-theoretic investigations. Semantically, this left the epsilon-operator underspecified. In the meanwhile, there have been several suggestions for semantics of the epsilon as a choice operator. After reviewing the literature on semantics of Hilbert's epsilon operator, we propose a new semantics with the following features: We avoid overspecification (such as right-uniqueness), but admit indefinite choice, committed choice, and classical logics. Moreover, our semantics for the epsilon supports proof search optimally and is natural in the sense that it does not only mirror some cases of referential interpretation of indefinite articles in natural language, but may also contribute to philosophy of language. Finally, we ask the question whether our epsilon within our free-variable framework can serve as a paradigm useful in the specification and computation of semantics of discourses in natural language.


Design of Emergent and Adaptive Virtual Players in a War RTS Game

arXiv.org Artificial Intelligence

Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e., non-human player controlled) player that usually consists of a pre-programmed decision-making script. These scripts have usually associated some well-known problems (e.g., predictability, non-rationality, repetitive behaviors, and sensation of artificial stupidity among others). This paper describes a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games. The paper also shows preliminary results obtained on a one player wRTS game constructed specifically for experimentation.


The non-algorithmic side of the mind

arXiv.org Artificial Intelligence

The existence of a non-algorithmic side of the mind, conjectured by Penrose on the basis of G\"odel's first incompleteness theorem, is investigated here in terms of a quantum metalanguage. We suggest that, besides human ordinary thought, which can be formalized in a computable, logical language, there is another important kind of human thought, which is Turing-non-computable. This is methatought, the process of thinking about ordinary thought. Metathought can be formalized as a metalanguage, which speaks about and controls the logical language of ordinary thought. Ordinary thought has two computational modes, the quantum mode and the classical mode, the latter deriving from decoherence of the former. In order to control the logical language of the quantum mode, one needs to introduce a quantum metalanguage, which in turn requires a quantum version of Tarski Convention T.


Sparse Non Gaussian Component Analysis by Semidefinite Programming

arXiv.org Machine Learning

Sparse non-Gaussian component analysis (SNGCA) is an unsupervised method of extracting a linear structure from a high dimensional data based on estimating a low-dimensional non-Gaussian data component. In this paper we discuss a new approach to direct estimation of the projector on the target space based on semidefinite programming which improves the method sensitivity to a broad variety of deviations from normality. We also discuss the procedures which allows to recover the structure when its effective dimension is unknown.


On the equivalence of Hopfield Networks and Boltzmann Machines

arXiv.org Artificial Intelligence

A specific type of neural network, the Restricted Boltzmann Machine (RBM), is implemented for classification and feature detection in machine learning. RBM is characterized by separate layers of visible and hidden units, which are able to learn efficiently a generative model of the observed data. We study a "hybrid" version of RBM's, in which hidden units are analog and visible units are binary, and we show that thermodynamics of visible units are equivalent to those of a Hopfield network, in which the N visible units are the neurons and the P hidden units are the learned patterns. We apply the method of stochastic stability to derive the thermodynamics of the model, by considering a formal extension of this technique to the case of multiple sets of stored patterns, which may act as a benchmark for the study of correlated sets. Our results imply that simulating the dynamics of a Hopfield network, requiring the update of N neurons and the storage of N(N-1)/2 synapses, can be accomplished by a hybrid Boltzmann Machine, requiring the update of N+P neurons but the storage of only NP synapses. In addition, the well known glass transition of the Hopfield network has a counterpart in the Boltzmann Machine: It corresponds to an optimum criterion for selecting the relative sizes of the hidden and visible layers, resolving the trade-off between flexibility and generality of the model. The low storage phase of the Hopfield model corresponds to few hidden units and hence a overly constrained RBM, while the spin-glass phase (too many hidden units) corresponds to unconstrained RBM prone to overfitting of the observed data.


A comparison of two suffix tree-based document clustering algorithms

arXiv.org Artificial Intelligence

Document clustering as an unsupervised approach extensively used to navigate, filter, summarize and manage large collection of document repositories like the World Wide Web (WWW). Recently, focuses in this domain shifted from traditional vector based document similarity for clustering to suffix tree based document similarity, as it offers more semantic representation of the text present in the document. In this paper, we compare and contrast two recently introduced approaches to document clustering based on suffix tree data model. The first is an Efficient Phrase based document clustering, which extracts phrases from documents to form compact document representation and uses a similarity measure based on common suffix tree to cluster the documents. The second approach is a frequent word/word meaning sequence based document clustering, it similarly extracts the common word sequence from the document and uses the common sequence/ common word meaning sequence to perform the compact representation, and finally, it uses document clustering approach to cluster the compact documents. These algorithms are using agglomerative hierarchical document clustering to perform the actual clustering step, the difference in these approaches are mainly based on extraction of phrases, model representation as a compact document, and the similarity measures used for clustering. This paper investigates the computational aspect of the two algorithms, and the quality of results they produced.


Approaching the Symbol Grounding Problem with Probabilistic Graphical Models

AI Magazine

n order for robots to engage in dialog with human teammates, they must have the ability to map between words in the language and aspects of the external world. A solution to this symbol grounding problem (Harnad, 1990) would enable a robot to interpret commands such as “Drive over to receiving and pick up the tire pallet.” In this article we describe several of our results that use probabilistic inference to address the symbol grounding problem. Our specific approach is to develop models that factor according to the linguistic structure of a command. We first describe an early result, a generative model that factors according to the sequential structure of language, and then discuss our new framework, generalized grounding graphs (G3). The G3 framework dynamically instantiates a probabilistic graphical model for a natural language input, enabling a mapping between words in language and concrete objects, places, paths and events in the external world. We report on corpus-based experiments where the robot is able to learn and use word meanings in three real-world tasks: indoor navigation, spatial language video retrieval, and mobile manipulation.


Turn-Taking Based on Information Flow for Fluent Human-Robot Interaction

AI Magazine

Turn-taking is a fundamental part of human communication. Our goal is to devise a turn-taking framework for human-robot interaction that, like the human skill, represents something fundamental about interaction, generic to context or domain. We propose a model of turn-taking, and conduct an experiment with human subjects to inform this model. Our findings from this study suggest that information flow is an integral part of human floor-passing behavior. Following this, we implement autonomous floor relinquishing on a robot and discuss our insights into the nature of a general turn-taking model for human-robot interaction.



AAAI Conferences Calendar

AI Magazine

This page includes forthcoming AAAI sponsored conferences, conferences presented ICEIS 2012 will be held June 28 by AAAI Affiliates, and conferences held in cooperation with AAAI. RuleML-2012 will be AAAI Spring Symposium Series. The Thirteenth International Conference held August 27-31, 2012 in Montpellier, AAAI Spring Symposium Series will be on Principles of Knowledge France. KR The Third International Conference University, Stanford, California, USA 2012 will be held June 10-14, 2012 in on Computational Creativity. ICWSM-12 will be held June 4-7 at ICAPS 2012 will be held June 24-28, Twenty-Fifth International Conference Trinity College in Dublin, Ireland.