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AI Theory and Practice: A Discussion on Hard Challenges and Opportunities Ahead

AI Magazine

So, we have a variety of people here with different interests and backgrounds that I asked to talk about not just the key challenges ahead but potential opportunities and promising pathways, trajectories to solving those problems, and their predictions about how R&D might proceed in terms of the timing of various kinds of development over time. I asked the panelists briefly to frame their comments sharing a little bit about fundamental questions, such as, "What is the research goal?" Not everybody stays up late at night hunched over a computer or a simulation or a robotic system, pondering the foundations of intelligence and human-level AI. We have here today Lise Getoor from the University ipate the liability and insurance industry; and the of Maryland; Devika Subramanian, who other one, that it was a human interface problem, comes to us from Rice University; we have Carlos that people don't necessarily want to go and type Guestrin from Carnegie Mellon University (CMU); a bunch of yes/no questions into a computer to get James Hendler from Rensselaer Polytechnic Institute an answer, even with a rule-based explanation, (RPI); Mike Wellman at the University of that if you'd taken that just a step further and Michigan; Henry Kautz at tjhe University of solved the human problem, it might have worked. Rochester; and Joe Konstan, who comes to us from Related to that, I was remembering a bunch of the Midwest, as our Minneapolis person here on these smart house projects. And I have to admit I the panel. I think everyone Joe Konstan: I was actually surprised when you hates smart spaces. I think of myself at the core there's nobody there, do you warn people and give in human-computer interaction. So I went back them a chance to answer? There's no good answer and started looking at what I knew of artificial to this question. I can tell you if that person is in intelligence to try to see where the path forward bed asleep, the answer is no, don't wake them up was, and I was inspired by the past.


A Minimum Relative Entropy Principle for Learning and Acting

Journal of Artificial Intelligence Research

This paper proposes a method to construct an adaptive agent that is universal with respect to a given class of experts, where each expert is designed specifically for a particular environment. This adaptive control problem is formalized as the problem of minimizing the relative entropy of the adaptive agent from the expert that is most suitable for the unknown environment. If the agent is a passive observer, then the optimal solution is the well-known Bayesian predictor. However, if the agent is active, then its past actions need to be treated as causal interventions on the I/O stream rather than normal probability conditions. Here it is shown that the solution to this new variational problem is given by a stochastic controller called the Bayesian control rule, which implements adaptive behavior as a mixture of experts. Furthermore, it is shown that under mild assumptions, the Bayesian control rule converges to the control law of the most suitable expert.


Combining Human Reasoning and Machine Computation: Towards a Memetic Network Solution to Satisfiability

AAAI Conferences

We propose a framework where humans and computers can collaborate seamlessly to solve problems. We do so by developing and applying a network model, namely Memenets, where human knowledge and reasoning are combined with machine computation to achieve problem-solving. The development of a Memenet is done in three steps: first, we simulate a machine-only network, as previous results have shown that memenets are efficient problem-solvers. Then, we perform an experiment with human agents organized in a online network. This allows us to investigate human behavior while solving problems in a social network and to postulate principles of agent communication in Memenets. These postulates describe an initial theory of how human-computer interaction functions inside social networks. In the third stage, postulates of step two allow one to combine human and machine computation to propose an integrated Memenet-based problem-solving computing model.


Automatic Derivation of Finite-State Machines for Behavior Control

AAAI Conferences

Finite-state controllers represent an effective action selection mechanisms widely used in domains such as video-games and mobile robotics. In contrast to the policies obtained from MDPs and POMDPs, finite-state controllers have two advantages: they are often extremely compact, and they are general, applying to many problems and not just one. A limitation of finite-state controllers, on the other hand, is that they are written by hand. In this paper, we address this limitation, presenting a method for deriving controllers automatically from models. The models represent a class of contingent problems where actions are deterministic and some fluents are observable. The problem of deriving a controller is converted into a conformant problem that is solved using classical planners, taking advantage of a complete translation into classical planning introduced recently. The controllers derived are ‘general’ in the sense that they do not solve the original problem only, but many variations as well, including changes in the size of the problem or in the uncertainty of the initial situation and action effects. Several experiments illustrating the automatic derivation of controllers are presented.


Enhancing Affective Communication in Embodied Conversational Agents

AAAI Conferences

The Embodied Conversational Agents (ECAs) are computergenerated motivation for the study of ECAs, inside PRAIA project, characters whose purpose is to exhibit the same started with the belief that ECAs represent a promising solution properties as humans in face-to-face conversation. The general for responding appropriately to student's in educational goal of researchers in the field of ECAs is to create environments. This work, however, cannot be placed inside agents that can be more natural, believable and easy to use. the "task and Application domains" concentration of the taxonomy Due to the broad scope of research and the multidisciplinary presented above. We are not interested in designing of the field, many other investigations can arise in many different and implementing an ECA to meet the needs and fill a suitable areas, leading researchers to face numerous questions: role within one specific educational environment. We What kind of embodiment to use? What parts of the body to believe that making a general contribution in other concentrations represent? What kind of modalities to explore? What personality will increase the possibilities of future research inside model to consider? Will the ECA have emotions?


The Exact Closest String Problem as a Constraint Satisfaction Problem

arXiv.org Artificial Intelligence

We report (to our knowledge) the first evaluation of Constraint Satisfaction as a computational framework for solving closest string problems. We show that careful consideration of symbol occurrences can provide search heuristics that provide several orders of magnitude speedup at and above the optimal distance. We also report (to our knowledge) the first analysis and evaluation -- using any technique -- of the computational difficulties involved in the identification of all closest strings for a given input set. We describe algorithms for web-scale distributed solution of closest string problems, both purely based on AI backtrack search and also hybrid numeric-AI methods.


The Immediate Present Train Model Time Production and Representation for Cognitive Agents

AAAI Conferences

Time perception and inferences there from are of critical importance to many autonomous agents. But time is not perceived directly by any sensory organ. We argue that time is constructed by cognitive processes. Here we present a model for time perception that concentrates on succession and duration, and that generates these concepts and others, such as continuity, immediate present duration, and lengths of time. These concepts are grounded through the perceptual process itself. The LIDA cognitive model is used to illustrate these ideas.


Detecting Bots Based on Keylogging Activities

arXiv.org Artificial Intelligence

A bot is a piece of software that is usually installed on an infected machine without the user's knowledge. A bot is controlled remotely by the attacker under a Command and Control structure. Recent statistics show that bots represent one of the fastest growing threats to our network by performing malicious activities such as email spamming or keylogging. However, few bot detection techniques have been developed to date. In this paper, we investigate a behavioural algorithm to detect a single bot that uses keylogging activity. Our approach involves the use of function calls analysis for the detection of the bot with a keylogging component. Correlation of the frequency of a specified time-window is performed to enhance he detection scheme. We perform a range of experiments with the spybot. Our results show that there is a high correlation between some function calls executed by this bot which indicates abnormal activity in our system.


Extensive Games with Possibly Unaware Players

arXiv.org Artificial Intelligence

Standard game theory assumes that the structure of the game is common knowledge among players. We relax this assumption by considering extensive games where agents may be unaware of the complete structure of the game. In particular, they may not be aware of moves that they and other agents can make. We show how such games can be represented; the key idea is to describe the game from the point of view of every agent at every node of the game tree. We provide a generalization of Nash equilibrium and show that every game with awareness has a generalized Nash equilibrium. Finally, we extend these results to games with awareness of unawareness, where a player i may be aware that a player j can make moves that i is not aware of, and to subjective games, where payers may have no common knowledge regarding the actual game and their beliefs are incompatible with a common prior.


Geocoding multilingual texts: Recognition, disambiguation and visualisation

arXiv.org Artificial Intelligence

We are presenting a method to recognise geographical references in free text. Our tool must work on various languages with a mi ni-mum of language-dependent resources, except a gazetteer. The main difficulty is to disa mbiguate these place names by distinguis hing places from persons and by selecting the mo st likely place out of a list of homographi c place names world-wide. The system uses a number of language-independent clues and he uristics to disambiguate place name homogra phs. The final aim is to index texts with the countries and cities they mention and to automatically visualise this information on geographical maps using various tools.