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Evolving localizations in reaction-diffusion cellular automata

arXiv.org Artificial Intelligence

We consider hexagonal cellular automata with immediate cell neighbourhood and three cell-states. Every cell calculates its next state depending on the integral representation of states in its neighbourhood, i.e. how many neighbours are in each one state. We employ evolutionary algorithms to breed local transition functions that support mobile localizations (gliders), and characterize sets of the functions selected in terms of quasi-chemical systems. Analysis of the set of functions evolved allows to speculate that mobile localizations are likely to emerge in the quasi-chemical systems with limited diffusion of one reagent, a small number of molecules is required for amplification of travelling localizations, and reactions leading to stationary localizations involve relatively equal amount of quasi-chemical species. Techniques developed can be applied in cascading signals in nature-inspired spatially extended computing devices, and phenomenological studies and classification of non-linear discrete systems.


Computational Chemotaxis in Ants and Bacteria over Dynamic Environments

arXiv.org Artificial Intelligence

Chemotaxis can be defined as an innate behavioural response by an organism to a directional stimulus, in which bacteria, and other single-cell or multicellular organisms direct their movements according to certain chemicals in their environment. This is important for bacteria to find food (e.g., glucose) by swimming towards the highest concentration of food molecules, or to flee from poisons. Based on self-organized computational approaches and similar stigmergic concepts we derive a novel swarm intelligent algorithm. What strikes from these observations is that both eusocial insects as ant colonies and bacteria have similar natural mechanisms based on stigmergy in order to emerge coherent and sophisticated patterns of global collective behaviour. Keeping in mind the above characteristics we will present a simple model to tackle the collective adaptation of a social swarm based on real ant colony behaviors (SSA algorithm) for tracking extrema in dynamic environments and highly multimodal complex functions described in the well-know De Jong test suite. Later, for the purpose of comparison, a recent model of artificial bacterial foraging (BFOA algorithm) based on similar stigmergic features is described and analyzed. Final results indicate that the SSA collective intelligence is able to cope and quickly adapt to unforeseen situations even when over the same cooperative foraging period, the community is requested to deal with two different and contradictory purposes, while outperforming BFOA in adaptive speed. Results indicate that the present approach deals well in severe Dynamic Optimization problems.


A Reactive Tabu Search Algorithm for Stimuli Generation in Psycholinguistics

arXiv.org Artificial Intelligence

The generation of meaningless "words" matching certain statistical and/or linguistic criteria is frequently needed for experimental purposes in Psycholinguistics. Such stimuli receive the name of pseudowords or nonwords in the Cognitive Neuroscience literatue. The process for building nonwords sometimes has to be based on linguistic units such as syllables or morphemes, resulting in a numerical explosion of combinations when the size of the nonwords is increased. In this paper, a reactive tabu search scheme is proposed to generate nonwords of variables size. The approach builds pseudowords by using a modified Metaheuristic algorithm based on a local search procedure enhanced by a feedback-based scheme. Experimental results show that the new algorithm is a practical and effective tool for nonword generation.


Using Linguistic Cues for the Automatic Recognition of Personality in Conversation and Text

Journal of Artificial Intelligence Research

It is well known that utterances convey a great deal of information about the speaker in addition to their semantic content. One such type of information consists of cues to the speaker's personality traits, the most fundamental dimension of variation between humans. Recent work explores the automatic detection of other types of pragmatic variation in text and conversation, such as emotion, deception, speaker charisma, dominance, point of view, subjectivity, opinion and sentiment. Personality affects these other aspects of linguistic production, and thus personality recognition may be useful for these tasks, in addition to many other potential applications. However, to date, there is little work on the automatic recognition of personality traits. This article reports experimental results for recognition of all Big Five personality traits, in both conversation and text, utilising both self and observer ratings of personality. While other work reports classification results, we experiment with classification, regression and ranking models. For each model, we analyse the effect of different feature sets on accuracy. Results show that for some traits, any type of statistical model performs significantly better than the baseline, but ranking models perform best overall. We also present an experiment suggesting that ranking models are more accurate than multi-class classifiers for modelling personality. In addition, recognition models trained on observed personality perform better than models trained using self-reports, and the optimal feature set depends on the personality trait. A qualitative analysis of the learned models confirms previous findings linking language and personality, while revealing many new linguistic markers.


Individual and Domain Adaptation in Sentence Planning for Dialogue

Journal of Artificial Intelligence Research

One of the biggest challenges in the development and deployment of spoken dialogue systems is the design of the spoken language generation module. This challenge arises from the need for the generator to adapt to many features of the dialogue domain, user population, and dialogue context. A promising approach is trainable generation, which uses general-purpose linguistic knowledge that is automatically adapted to the features of interest, such as the application domain, individual user, or user group. In this paper we present and evaluate a trainable sentence planner for providing restaurant information in the MATCH dialogue system. We show that trainable sentence planning can produce complex information presentations whose quality is comparable to the output of a template-based generator tuned to this domain. We also show that our method easily supports adapting the sentence planner to individuals, and that the individualized sentence planners generally perform better than models trained and tested on a population of individuals. Previous work has documented and utilized individual preferences for content selection, but to our knowledge, these results provide the first demonstration of individual preferences for sentence planning operations, affecting the content order, discourse structure and sentence structure of system responses. Finally, we evaluate the contribution of different feature sets, and show that, in our application, n-gram features often do as well as features based on higher-level linguistic representations.


Knowware: the third star after Hardware and Software

arXiv.org Artificial Intelligence

This book proposes to separate knowledge from software and to make it a commodity that is called knowware. The architecture, representation and function of Knowware are discussed. The principles of knowware engineering and its three life cycle models: furnace model, crystallization model and spiral model are proposed and analyzed. Techniques of software/knowware co-engineering are introduced. A software component whose knowledge is replaced by knowware is called mixware. An object and component oriented development schema of mixware is introduced. In particular, the tower model and ladder model for mixware development are proposed and discussed. Finally, knowledge service and knowware based Web service are introduced and compared with Web service. In summary, knowware, software and hardware should be considered as three equally important underpinnings of IT industry. Ruqian Lu is a professor of computer science of the Institute of Mathematics, Academy of Mathematics and System Sciences. He is a fellow of Chinese Academy of Sciences. His research interests include artificial intelligence, knowledge engineering and knowledge based software engineering. He has published more than 100 papers and 10 books. He has won two first class awards from the Academia Sinica and a National second class prize from the Ministry of Science and Technology. He has also won the sixth Hua Loo-keng Mathematics Prize.


How to realize "a sense of humour" in computers ?

arXiv.org Artificial Intelligence

Computer model of a "sense of humour" suggested previously [arXiv:0711.2058, 0711.2061, 0711.2270] is raised to the level of a realistic algorithm.


Can a Computer Laugh ?

arXiv.org Artificial Intelligence

A computer model of "a sense of humour" suggested previously [arXiv:0711.2058,0711.2061], relating the humorous effect with a specific malfunction in information processing, is given in somewhat different exposition. Psychological aspects of humour are elaborated more thoroughly. The mechanism of laughter is formulated on the more general level. Detailed discussion is presented for the higher levels of information processing, which are responsible for a perception of complex samples of humour. Development of a sense of humour in the process of evolution is discussed.


Computer Model of a "Sense of Humour". II. Realization in Neural Networks

arXiv.org Artificial Intelligence

The computer realization of a "sense of humour" requires the creation of an algorithm for solving the "linguistic problem", i.e. the problem of recognizing a continuous sequence of polysemantic images. Such algorithm may be realized in the Hopfield model of a neural network after its proper modification.


Computer Model of a "Sense of Humour". I. General Algorithm

arXiv.org Artificial Intelligence

A computer model of a "sense of humour" is proposed. The humorous effect is interpreted as a specific malfunction in the course of information processing due to the need for the rapid deletion of the false version transmitted into consciousness. The biological function of a sense of humour consists in speeding up the bringing of information into consciousness and in fuller use of the resources of the brain.