Europe
Computational Aspects of Reordering Plans
This article studies the problem of modifying the action ordering of a plan in order to optimise the plan according to various criteria. One of these criteria is to make a plan less constrained and the other is to minimize its parallel execution time. Three candidate definitions are proposed for the first of these criteria, constituting a sequence of increasing optimality guarantees. Two of these are based on deordering plans, which means that ordering relations may only be removed, not added, while the third one uses reordering, where arbitrary modifications to the ordering are allowed. It is shown that only the weakest one of the three criteria is tractable to achieve, the other two being NP-hard and even difficult to approximate. Similarly, optimising the parallel execution time of a plan is studied both for deordering and reordering of plans. In the general case, both of these computations are NP-hard. However, it is shown that optimal deorderings can be computed in polynomial time for a class of planning languages based on the notions of producers, consumers and threats, which includes most of the commonly used planning languages. Computing optimal reorderings can potentially lead to even faster parallel executions, but this problem remains NP-hard and difficult to approximate even under quite severe restrictions.
Computer Bridge: A Big Win for AI Planning
Smith, Stephen J., Nau, Dana, Throop, Tom
A computer program that uses AI planning techniques is now the world champion computer program in the game of Contract Bridge. As reported in The New York Times and The Washington Post, this program -- a new version of Great Game Products' BRIDGE BARON program -- won the Baron Barclay World Bridge Computer Challenge, an international competition hosted in July 1997 by the American Contract Bridge League. It is well known that the game tree search techniques used in computer programs for games such as Chess and Checkers work differently from how humans think about such games. In contrast, our new version of the BRIDGE BARON emulates the way in which a human might plan declarer play in Bridge by using an adaptation of hierarchical task network planning. This article gives an overview of the planning techniques that we have incorporated into the BRIDGE BARON and discusses what the program's victory signifies for research on AI planning and game playing.
Constraints and Agents: Confronting Ignorance
Eaton, Peggy S., Freuder, Eugene C., Wallace, Richard J.
Research on constraints and agents is emerging at the intersection of the communities studying constraint computation and software agents. Constraint- based reasoning systems can be enhanced by using agents with multiple problem-solving approaches or diverse problem representations. The constraint computation paradigm can be used to model agent consultation, cooperation, and competition. An interesting theme in agent interaction, which is studied here in constraint-based terms, is confronting ignorance: the agent's own ignorance or its ignorance of other agents.
Empirical Methods in AI
In the last few years, we have witnessed a major growth in the use of empirical methods in AI. In part, this growth has arisen from the availability of fast networked computers that allow certain problems of a practical size to be tackled for the first time. There is also a growing realization that results obtained empirically are no less valuable than theoretical results. Experiments can, for example, offer solutions to problems that have defeated a theoretical attack and provide insights that are not possible from a purely theoretical analysis. I identify some of the emerging trends in this area by describing a recent workshop that brought together researchers using empirical methods as far apart as robotics and knowledge-based systems.
The Eleventh International Workshop on Qualitative Reasoning
The Eleventh International Workshop on Qualitative Reasoning was held in Cortona, Italy, on 3 to 6 June 1997. Participants included scientists from both qualitative reasoning and quantitative mathematical modeling communities. This article summarizes the significant issues and discussion raised during the workshop.
Review of Foundations of Cognitive Science
What I like to see is more international volumes with a balanced set of multicultural views from the United States, Europe, and Asia. This goes back to Roy D'Andrade's However, a number of To my mind, some of the chapters to answer the question, "What is cognitive issues are repeated across chapters, and indulge in lots of talk without any science?" The book does answer it is not clear that the authors of each clear detail or data. I found that the question, in so far as it can in such chapter had a chance to read the other Daniel Schacter's chapter on memory a young field, by providing a range of chapters while they wrote theirs. The was too full of references to other chapters tackling cognitive science different parts of the book could have work and had little of his own discussion; from different points of view.
A Selective Macro-learning Algorithm and its Application to the NxN Sliding-Tile Puzzle
Finkelstein, L., Markovitch, S.
One of the most common mechanisms used for speeding up problem solvers is macro-learning. Macros are sequences of basic operators acquired during problem solving. Macros are used by the problem solver as if they were basic operators. The major problem that macro-learning presents is the vast number of macros that are available for acquisition. Macros increase the branching factor of the search space and can severely degrade problem-solving efficiency. To make macro learning useful, a program must be selective in acquiring and utilizing macros. This paper describes a general method for selective acquisition of macros. Solvable training problems are generated in increasing order of difficulty. The only macros acquired are those that take the problem solver out of a local minimum to a better state. The utility of the method is demonstrated in several domains, including the domain of NxN sliding-tile puzzles. After learning on small puzzles, the system is able to efficiently solve puzzles of any size.
Integrative Windowing
In this paper we re-investigate windowing for rule learning algorithms. We show that, contrary to previous results for decision tree learning, windowing can in fact achieve significant run-time gains in noise-free domains and explain the different behavior of rule learning algorithms by the fact that they learn each rule independently. The main contribution of this paper is integrative windowing, a new type of algorithm that further exploits this property by integrating good rules into the final theory right after they have been discovered. Thus it avoids re-learning these rules in subsequent iterations of the windowing process. Experimental evidence in a variety of noise-free domains shows that integrative windowing can in fact achieve substantial run-time gains. Furthermore, we discuss the problem of noise in windowing and present an algorithm that is able to achieve run-time gains in a set of experiments in a simple domain with artificial noise.
Integrative Windowing
In this paper we re-investigate windowing for rule learning algorithms. We show that, contrary to previous results for decision tree learning, windowing can in fact achieve significant run-time gains in noise-free domains and explain the different behavior of rule learning algorithms by the fact that they learn each rule independently. The main contribution of this paper is integrative windowing, a new type of algorithm that further exploits this property by integrating good rules into the final theory right after they have been discovered. Thus it avoids re-learning these rules in subsequent iterations of the windowing process. Experimental evidence in a variety of noise-free domains shows that integrative windowing can in fact achieve substantial run-time gains. Furthermore, we discuss the problem of noise in windowing and present an algorithm that is able to achieve run-time gains in a set of experiments in a simple domain with artificial noise.