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Improved Local Search in Artificial Bee Colony using Golden Section Search

arXiv.org Artificial Intelligence

Artificial bee colony (ABC), an optimization algorithm is a recent addition to the family of population based search algorithm. ABC has taken its inspiration from the collective intelligent foraging behavior of honey bees. In this study we have incorporated golden section search mechanism in the structure of basic ABC to improve the global convergence and prevent to stick on a local solution. The proposed variant is termed as ILS-ABC. Comparative numerical results with the state-of-art algorithms show the performance of the proposal when applied to the set of unconstrained engineering design problems. The simulated results show that the proposed variant can be successfully applied to solve real life problems.


Reasoning over Ontologies with Hidden Content: The Import-by-Query Approach

Journal of Artificial Intelligence Research

There is currently a growing interest in techniques for hiding parts of the signature of an ontology Kh that is being reused by another ontology Kv. Towards this goal, in this paper we propose the import-by-query framework, which makes the content of Kh accessible through a limited query interface. If Kv reuses the symbols from Kh in a certain restricted way, one can reason over Kv U Kh by accessing only Kv and the query interface. We map out the landscape of the import-by-query problem. In particular, we outline the limitations of our framework and prove that certain restrictions on the expressivity of Kh and the way in which Kv reuses symbols from Kh are strictly necessary to enable reasoning in our setting. We also identify cases in which reasoning is possible and we present suitable import-by-query reasoning algorithms.


Locally Weighted Naive Bayes

arXiv.org Machine Learning

Despite its simplicity, the naive Bayes classifier has surprised machine learning researchers by exhibiting good performance on a variety of learning problems. Encouraged by these results, researchers have looked to overcome naive Bayes primary weakness - attribute independence - and improve the performance of the algorithm. This paper presents a locally weighted version of naive Bayes that relaxes the independence assumption by learning local models at prediction time. Experimental results show that locally weighted naive Bayes rarely degrades accuracy compared to standard naive Bayes and, in many cases, improves accuracy dramatically. The main advantage of this method compared to other techniques for enhancing naive Bayes is its conceptual and computational simplicity.



Ten Years of AAMAS: Introduction to the Special Issue

AI Magazine

In 2011 the Autonomous Agents and Multiagent Systems (AAMAS) conference series celebrated its 10th anniversary, having begun as the successful merger of three related events that had run for some years previously.


AI@NICTA

AI Magazine

NICTA is Australia's Information and Communications Technology (ICT) Centre of Excellence. It is the largest organization in Australia dedicated to ICT research. While it has close links with local universities, it is in fact an independent but not-for-profit company in the business of doing research, commercializing that research and training PhD students to do that research. Much of the work taking place at NICTA involves various topics in artificial intelligence. In this article, we survey some of the AI work being undertaken at NICTA.


Game-Based Data Capture for Player Metrics

AAAI Conferences

Player metrics are an invaluable resource for game designers and QA analysts who wish to understand players, monitor and improve game play, and test design hypotheses. Usually such metrics are collected in a straightforward manner by passively recording players; however, such an approach has several potential drawbacks. First, passive recording might fail to record metrics which correspond to an infrequent player behavior. Secondly, passive recording can be a costly, laborious, and memory intensive process, even with the aid of tools. In this paper, we explore the potential for an active approach to player metric collection which strives to collect data more efficiently, and thus with less cost. We use an online, iterative approach which models the relationship between player metrics and in-game situations probabilistically using a Markov Decision Process (MDP) and solves it for the best game configurations to run. To analyze the benefits and limitations of this approach, we implemented a system, called GAMELAB, for recording player metrics in Second Life.


Autonomy in Music-Generating Systems

AAAI Conferences

The word autonomy is often used in the discussion of software-based music-generating systems. Whilst the term conveys a very clear concept โ€” the sense of self-determination of a system โ€” attempts to formalise autonomy are at an early stage, and the term is subject to a range of interpretations when practically applied. We consider how the evaluation of music-generating systems will be enhanced by a clearer understanding of autonomy and its application to music. We discuss existing definitions and approaches to quantifying autonomy and consider, through a series of examples, the information that is required in order to make precise formal judgements about autonomy, and the identification of relevant levels at which the principle of autonomy applies in music. We conclude that automated measures can supplement human evaluation of autonomy, but that (a) automated measures must be supported by sound reasoning about the features and timescales used in the measurement, and (b) they are improved by a having knowledge of the internal working of the system, rather than taking a black box approach. We consider multi-dimensional representations of system behaviour that may capture a richer sense of the notion of autonomy. Finally, we propose an approach to automatically probing music systems as a means of determining an autonomy `portrait'.


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.


Applying Learning by Observation and Case-Based Reasoning to Improve Commercial RTS Game AI

AAAI Conferences

This document summarises my research in the area of Real-Time Strategy (RTS) video game Artificial Intelligence (AI). The main objective of this research is to increase the quality of AI used in commercial RTS games, which has seen little improvement over the past decade. This objective will be addressed by investigating the use of a learning by observation, case-based reasoning agent, which can be applied to new RTS games with minimal development effort. To be successful, this agent must compare favourably with standard commercial RTS AI techniques: it must be easier to apply, have reasonable resource requirements, and produce a better player. Currently, a prototype implementation has been produced for the game StarCraft, and it has demonstrated the need for processing large sets of input data into a more concise form for use at run-time.