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AAAI Conferences Calendar

AI Magazine

IUI-14 held in cooperation with AAAI. AAAI Spring Symposium Series will be AI Research Society Conference. Third International Conference on held March 24-26, 2014 at Stanford FLAIRS-14 will be held May 21-23, Pattern Recognition Applications University in Palo Alto, California USA 2014 in Pensacola Beach, Florida, USA and Methods. ICAPS-14 will be held Sixteenth International Conference 2014 will be held June 1-4, 2014 at the June 21-26, 2014 in Portsmouth, New on Enterprise Information Systems. IAAI-14 will be held July SOCS 2014 will be held August 15-17, 5th International Joint Conference 27-31, 2014, in Quebec City, Quebec, 2014 in Prague, Czech Republic on Computational Creativity.


The Eighth International Workshop on Planning and Scheduling for Space (IWPSS)

AI Magazine

The two invited talks illustrated used NASA's Deep Space Habitat both the diverse applications of planning (DSH), an analog spacecraft habitat, for and scheduling technologies for the simulation, and a number of scenarios space, as well as the degree to which covering a range of activities these technologies have been successfully were applied. Scheduling for Space (IWPSS) focuses infused into space systems. In addition to the two full days of he Workshop on Planning and on the technical challenges Chien from JPL presented a talk titled technical talks, there were demonstrations and opportunities facing the AI planning "Using Space, Air, Marine, and Ground of six planning and scheduling and scheduling community when Assets for Disaster Response and Environmental systems in various stages of deployment. He described Copies of papers and slides are space-based applications, from mission how space, air, Inin-situ, and marine available at robotics.estec.esa.int/IWoperations to autonomy in space exploration assets have been integrated into sensor PSS. There have been webs to enable detection, tracking, The next IWPSS workshop will be eight workshops in the series. At this and response to a wide range of terrestrial held in 2015 at a location to be determined.



AI Grand Challenges for Education

AI Magazine

This article focuses on contributions that AI can make to address long-term educational goals. It describes five challenges that would support: (1) mentors for every learner; (2) learning twenty-first century skills; (3) interaction data to support learning; (4) universal access to global classrooms; and (5) lifelong and life-wide learning. A vision and brief research agenda are described for each challenge along with goals that lead to access to global educational resources and the reuse and sharing of digital educational resources. Instructional systems with AI technology are described that currently support richer experiences for learners and supply researchers with new opportunities to analyze vast data sets of instructional behavior from big databases, containing elements of learning, affect, motivation, and social interaction. Personalized learning is described using computational tools that enhance student and group experience, reflection, and analysis, and supply data for development of novel theory development.


Virtual Humans for Learning

AI Magazine

Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. We present two systems that embody these ideas. The first, the Twins are virtual docents in the Museum of Science, Boston, designed to engage visitors and raise their awareness and knowledge of science. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.


Any-Angle Path Planning

AI Magazine

In robotics and video games, one often discretizes continuous terrain into a grid with blocked and unblocked grid cells and then uses path-planning algorithms to find a shortest path on the resulting grid graph. This path, however, is typically not a shortest path in the continuous terrain. In this overview article, we discuss a path-planning methodology for quickly finding paths in continuous terrain that are typically shorter than shortest grid paths. Any-angle path-planning algorithms are variants of the heuristic path-planning algorithm A* that find short paths by propagating information along grid edges (like A*, to be fast) without constraining the resulting paths to grid edges (unlike A*, to find short paths).


Serious Games Get Smart: Intelligent Game-Based Learning Environments

AI Magazine

Intelligent game-based learning environments integrate commercial game technologies with AI methods from intelligent tutoring systems and intelligent narrative technologies. This article introduces the CRYSTAL ISLAND intelligent game-based learning environment, which has been under development in the authors’ laboratory for the past seven years. After presenting CRYSTAL ISLAND, the principal technical problems of intelligent game-based learning environments are discussed: narrative-centered tutorial planning, student affect recognition, student knowledge modeling, and student goal recognition. Solutions to these problems are illustrated with research conducted with the CRYSTAL ISLAND learning environment.


Intelligent Learning Technologies Part 2: Applications of Artificial Intelligence to Contemporary and Emerging Educational Challenges

AI Magazine

Part Two of the special issue of AI Magazine presents articles on some of the most interesting projects at the intersection of AI and Education. Included are articles on integrated systems such as virtual humans, an intellgent textbook a game-based learning environment as well as technology focused components such as student models and data mining. The issue concludes with an article summarizing the contemporary and emerging challenges at the intersection of AI and education.


An Online Expectation-Maximisation Algorithm for Nonnegative Matrix Factorisation Models

arXiv.org Machine Learning

In this paper we formulate the nonnegative matrix factorisation (NMF) problem as a maximum likelihood estimation problem for hidden Markov models and propose online expectation-maximisation (EM) algorithms to estimate the NMF and the other unknown static parameters. We also propose a sequential Monte Carlo approximation of our online EM algorithm. We show the performance of the proposed method with two numerical examples.


Distinguishing noise from chaos: objective versus subjective criteria using Horizontal Visibility Graph

arXiv.org Machine Learning

A recently proposed methodology called the Horizontal Visibility Graph (HVG) [Luque {\it et al.}, Phys. Rev. E., 80, 046103 (2009)] that constitutes a geometrical simplification of the well known Visibility Graph algorithm [Lacasa {\it et al.\/}, Proc. Natl. Sci. U.S.A. 105, 4972 (2008)], has been used to study the distinction between deterministic and stochastic components in time series [L. Lacasa and R. Toral, Phys. Rev. E., 82, 036120 (2010)]. Specifically, the authors propose that the node degree distribution of these processes follows an exponential functional of the form $P(\kappa)\sim \exp(-\lambda~\kappa)$, in which $\kappa$ is the node degree and $\lambda$ is a positive parameter able to distinguish between deterministic (chaotic) and stochastic (uncorrelated and correlated) dynamics. In this work, we investigate the characteristics of the node degree distributions constructed by using HVG, for time series corresponding to $28$ chaotic maps and $3$ different stochastic processes. We thoroughly study the methodology proposed by Lacasa and Toral finding several cases for which their hypothesis is not valid. We propose a methodology that uses the HVG together with Information Theory quantifiers. An extensive and careful analysis of the node degree distributions obtained by applying HVG allow us to conclude that the Fisher-Shannon information plane is a remarkable tool able to graphically represent the different nature, deterministic or stochastic, of the systems under study.