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FF: The Fast-Forward Planning System
Fast-forward (FF) was the most successful automatic planner in the Fifth International Conference on Artificial Intelligence Planning and Scheduling (AIPS '00) planning systems competition. Like the well-known hsp system, FF relies on forward search in the state space, guided by a heuristic that estimates goal distances by ignoring delete lists. It differs from HSP in a number of important details. This article describes the algorithmic techniques used in FF in comparison to hsp and evaluates their benefits in terms of run-time and solution-length behavior.
A Gamut of Games
In 1950, Claude Shannon published his seminal work on how to program a computer to play chess. Since then, developing game-playing programs that can compete with (and even exceed) the abilities of the human world champions has been a long-sought-after goal of the AI research community. In Shannon's time, it would have seemed unlikely that only a scant 50 years would be needed to develop programs that play world-class backgammon, checkers, chess, Othello, and Scrabble. These remarkable achievements are the result of a better understanding of the problems being solved, major algorithmic insights, and tremendous advances in hardware technology. Computer games research is one of the important success stories of AI. This article reviews the past successes, current projects, and future research directions for AI using computer games as a research test bed.
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.
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.
AAAI News
The Council encouraged Science and Engineering Fair, to be sometimes after an appropriate the Conference Committee to gather held May 8-10 in San Jose. Carol asked waiting period agreeable to our copublisher, extensive feedback after the 2002 conference for a volunteer to replace Mel Montemerlo The MIT Press. The Council voted to gauge how well this new as the coordinator of the judging in favor of reaffirming this policy format was received.
Unsupervised Learning: Foundations of Neural Computation
Unsupervised Learning: Foundations of Neural Computation is a collection of 21 papers published in the journal Neural Computation in the 10-year period since its founding in 1989 by Terrence Sejnowski. Neural Computation has become the leading journal of its kind. The editors of the book are Geoffrey Hinton and Terrence Sejnowski, two pioneers in neural networks. The selected papers include some of the most influential titles of late, for example, "What Is the Goal of Sensory Coding" by David Field and "An Information-Maximization Approach to Blind Separation and Blind Deconvolution" by Anthony Bell and Terrence Sejnowski. The edited volume provides a sample of important works on unsupervised learning, which cut across the fields of