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AIPS 2000 Planning Competition: The Fifth International Conference on Artificial Intelligence Planning and Scheduling Systems
The planning competition has become a regular part of the biennial Artificial Intelligence Planning and Scheduling (AIPS) conferences. AIPS'98 featured the very first competition, and for AIPS'00, we built on this foundation to run the second competition. The 2000 competition featured a much larger group of participants and a wide variety of different approaches to planning. Some of these approaches were refinements of known techniques, and others were quite different from anything that had been tried before. Besides the dramatic increase in participation, the 2000 competition demonstrated that planning technology has taken a giant leap forward in performance since 1998. The 2000 competition featured planning systems that were orders of magnitude faster than the planners of just two years prior. This article presents an overview of the competition and reviews the main results.
Planning by Rewriting
Ambite, J. L., Knoblock, C. A.
Domain-independent planning is a hard combinatorial problem. Taking into account plan quality makes the task even more difficult. This article introduces Planning by Rewriting (PbR), a new paradigm for efficient high-quality domain-independent planning. PbR exploits declarative plan-rewriting rules and efficient local search techniques to transform an easy-to-generate, but possibly suboptimal, initial plan into a high-quality plan. In addition to addressing the issues of planning efficiency and plan quality, this framework offers a new anytime planning algorithm. We have implemented this planner and applied it to several existing domains. The experimental results show that the PbR approach provides significant savings in planning effort while generating high-quality plans.
Grounding the Lexical Semantics of Verbs in Visual Perception using Force Dynamics and Event Logic
This paper presents an implemented system for recognizing the occurrence of events described by simple spatial-motion verbs in short image sequences. The semantics of these verbs is specified with event-logic expressions that describe changes in the state of force-dynamic relations between the participants of the event. An efficient finite representation is introduced for the infinite sets of intervals that occur when describing liquid and semi-liquid events. Additionally, an efficient procedure using this representation is presented for inferring occurrences of compound events, described with event-logic expressions, from occurrences of primitive events. Using force dynamics and event logic to specify the lexical semantics of events allows the system to be more robust than prior systems based on motion profile.
Mean Field Methods for a Special Class of Belief Networks
Bhattacharyya, C., Keerthi, S. S.
The chief aim of this paper is to propose mean-field approximations for a broad class of Belief networks, of which sigmoid and noisy-or networks can be seen as special cases. The approximations are based on a powerful mean-field theory suggested by Plefka. We show that Saul, Jaakkola and Jordan' s approach is the first order approximation in Plefka's approach, via a variational derivation. The application of Plefka's theory to belief networks is not computationally tractable. To tackle this problem we propose new approximations based on Taylor series. Small scale experiments show that the proposed schemes are attractive.
The GRT Planning System: Backward Heuristic Construction in Forward State-Space Planning
This paper presents GRT, a domain-independent heuristic planning system for STRIPS worlds. GRT solves problems in two phases. In the pre-processing phase, it estimates the distance between each fact and the goals of the problem, in a backward direction. Then, in the search phase, these estimates are used in order to further estimate the distance between each intermediate state and the goals, guiding so the search process in a forward direction and on a best-first basis. The paper presents the benefits from the adoption of opposite directions between the preprocessing and the search phases, discusses some difficulties that arise in the pre-processing phase and introduces techniques to cope with them. Moreover, it presents several methods of improving the efficiency of the heuristic, by enriching the representation and by reducing the size of the problem. Finally, a method of overcoming local optimal states, based on domain axioms, is proposed. According to it, difficult problems are decomposed into easier sub-problems that have to be solved sequentially. The performance results from various domains, including those of the recent planning competitions, show that GRT is among the fastest planners.
Goal Recognition through Goal Graph Analysis
We present a novel approach to goal recognition based on a two-stage paradigm of graph construction and analysis. First, a graph structure called a Goal Graph is constructed to represent the observed actions, the state of the world, and the achieved goals as well as various connections between these nodes at consecutive time steps. Then, the Goal Graph is analysed at each time step to recognise those partially or fully achieved goals that are consistent with the actions observed so far. The Goal Graph analysis also reveals valid plans for the recognised goals or part of these goals. Our approach to goal recognition does not need a plan library. It does not suffer from the problems in the acquisition and hand-coding of large plan libraries, neither does it have the problems in searching the plan space of exponential size. We describe two algorithms for Goal Graph construction and analysis in this paradigm. These algorithms are both provably sound, polynomial-time, and polynomial-space. The number of goals recognised by our algorithms is usually very small after a sequence of observed actions has been processed. Thus the sequence of observed actions is well explained by the recognised goals with little ambiguity. We have evaluated these algorithms in the UNIX domain, in which excellent performance has been achieved in terms of accuracy, efficiency, and scalability.
Personalized Electronic Program Guides for Digital TV
Although today's world offers us unprecedented access to greater and greater amounts of electronic information, we are faced with significant problems when it comes to finding the right information at the right time -- the essence of the information-overload problem. One of the proposed solutions to this problem is to develop technologies for automatically learning about the implicit and explicit preferences of individual users to customize and personalize the search for relevant information. In this article, we describe the development of the personalized television listings system (PTV),1 which tackles the information-overload problem associated with modern TV listings data by providing an Internet-based personalized TV listings service so that each registered user receives a daily TV guide that has been specially compiled to suit his/her particular viewing preferences.
Human-Level AI's Killer Application: Interactive Computer Games
Although one of the fundamental goals of AI is to understand and develop intelligent systems that have all the capabilities of humans, there is little active research directly pursuing this goal. We propose that AI for interactive computer games is an emerging application area in which this goal of human-level AI can successfully be pursued. Interactive computer games have increasingly complex and realistic worlds and increasingly complex and intelligent computer-controlled characters. In this article, we further motivate our proposal of using interactive computer games for AI research, review previous research on AI and games, and present the different game genres and the roles that human-level AI could play within these genres. We then describe the research issues and AI techniques that are relevant to each of these roles. Our conclusion is that interactive computer games provide a rich environment for incremental research on human-level AI.
Multiagent Systems: A Modern Approach to Distributed Artificial Intelligence
The structure of the book makes examples and applications, and a section such as the agent's ability to it useful for practitioners from AI and dedicated to the relationship between perceive the environment and maintain general computer science as well as multiagent systems and various knowledge about it, reason about other areas such as aviation, transportation, other research areas. This book compiles said environment, and execute particular and business. The book presents the important concepts and actions to solve tasks. The design the basics of all the components methodologies required to develop a of a single-agent system, although not required to build a multiagent system.
An Innovative Application from the DARPA Knowledge Bases Programs: Rapid Development of a Course-of-Action Critiquer
Tecuci, Gheorghe, Boicu, Mihai, Bowman, Mike, Marcu, Dorin
First, we introduce the concept of a learning agent shell as a tool to be used directly by a subjectmatter of theories, methods, and tools that expert (SME) to develop an agent. In his invited talk at the 1993 National strategies. In addition, it supported the (MIT), Stanford University, and Conference on Artificial Intelligence, development of methods for rapidly Northwestern University, developed two Edward Feigenbaum compared the technology extracting knowledge from natural language end-to-end integrated systems that were of a knowledge-based computer texts and the World Wide Web evaluated by Information Extraction system with a tiger in a cage. Rarely does and for knowledge acquisition from subject and Transport Inc. (IET), the challenge a technology arise that offers such a matter experts (SMEs). However, emphasis of the HPKB Program was 1999. Both systems demonstrated high this technology is still far from the use of challenge problems, which are performance through knowledge reuse achieving its potential. This tiger is in a complex, innovative military applications and semantic integration and created a cage, and to free it, the AI research community of AI that are intended to focus the significant amount of reusable knowledge.