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AND/OR Multi-Valued Decision Diagrams (AOMDDs) for Graphical Models

arXiv.org Artificial Intelligence

Inspired by the recently introduced framework of AND/OR search spaces for graphical models, we propose to augment Multi-Valued Decision Diagrams (MDD) with AND nodes, in order to capture function decomposition structure and to extend these compiled data structures to general weighted graphical models (e.g., probabilistic models). We present the AND/OR Multi-Valued Decision Diagram (AOMDD) which compiles a graphical model into a canonical form that supports polynomial (e.g., solution counting, belief updating) or constant time (e.g. equivalence of graphical models) queries. We provide two algorithms for compiling the AOMDD of a graphical model. The first is search-based, and works by applying reduction rules to the trace of the memory intensive AND/OR search algorithm. The second is inference-based and uses a Bucket Elimination schedule to combine the AOMDDs of the input functions via the the APPLY operator. For both algorithms, the compilation time and the size of the AOMDD are, in the worst case, exponential in the treewidth of the graphical model, rather than pathwidth as is known for ordered binary decision diagrams (OBDDs). We introduce the concept of semantic treewidth, which helps explain why the size of a decision diagram is often much smaller than the worst case bound. We provide an experimental evaluation that demonstrates the potential of AOMDDs.


The Complexity of Circumscription in DLs

arXiv.org Artificial Intelligence

As fragments of first-order logic, Description logics (DLs) do not provide nonmonotonic features such as defeasible inheritance and default rules. Since many applications would benefit from the availability of such features, several families of nonmonotonic DLs have been developed that are mostly based on default logic and autoepistemic logic. In this paper, we consider circumscription as an interesting alternative approach to nonmonotonic DLs that, in particular, supports defeasible inheritance in a natural way. We study DLs extended with circumscription under different language restrictions and under different constraints on the sets of minimized, fixed, and varying predicates, and pinpoint the exact computational complexity of reasoning for DLs ranging from ALC to ALCIO and ALCQO. When the minimized and fixed predicates include only concept names but no role names, then reasoning is complete for NExpTime^NP. It becomes complete for NP^NExpTime when the number of minimized and fixed predicates is bounded by a constant. If roles can be minimized or fixed, then complexity ranges from NExpTime^NP to undecidability.


Survey On The Estimation Of Mutual Information Methods as a Measure of Dependency Versus Correlation Analysis

arXiv.org Machine Learning

In this survey, we present and compare different approaches to estimate Mutual Information (MI) from data to analyse general dependencies between variables of interest in a system. We demonstrate the performance difference of MI versus correlation analysis, which is only optimal in case of linear dependencies. First, we use a piece-wise constant Bayesian methodology using a general Dirichlet prior. In this estimation method, we use a two-stage approach where we approximate the probability distribution first and then calculate the marginal and joint entropies. Here, we demonstrate the performance of this Bayesian approach versus the others for computing the dependency between different variables. We also compare these with linear correlation analysis. Finally, we apply MI and correlation analysis to the identification of the bias in the determination of the aerosol optical depth (AOD) by the satellite based Moderate Resolution Imaging Spectroradiometer (MODIS) and the ground based AErosol RObotic NETwork (AERONET). Here, we observe that the AOD measurements by these two instruments might be different for the same location. The reason of this bias is explored by quantifying the dependencies between the bias and 15 other variables including cloud cover, surface reflectivity and others.


Computational Logic Foundations of KGP Agents

arXiv.org Artificial Intelligence

This paper presents the computational logic foundations of a model of agency called the KGP (Knowledge, Goals and Plan model. This model allows the specification of heterogeneous agents that can interact with each other, and can exhibit both proactive and reactive behaviour allowing them to function in dynamic environments by adjusting their goals and plans when changes happen in such environments. KGP provides a highly modular agent architecture that integrates a collection of reasoning and physical capabilities, synthesised within transitions that update the agents state in response to reasoning, sensing and acting. Transitions are orchestrated by cycle theories that specify the order in which transitions are executed while taking into account the dynamic context and agent preferences, as well as selection operators for providing inputs to transitions.


DynaLearn โ€“ An Intelligent Learning Environment for Learning Conceptual Knowledge

AI Magazine

Articulating thought in computer-based media is a powerful means for humans to develop their understanding of phenomena. We have created DynaLearn, an Intelligent Learning Environment that allows learners to acquire conceptual knowledge by constructing and simulating qualitative models of how systems behave. DynaLearn uses diagrammatic representations for learners to express their ideas. This article presents an overview of the DynaLearn system.


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).


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.


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).


Fighting Sample Degeneracy and Impoverishment in Particle Filters: A Review of Intelligent Approaches

arXiv.org Artificial Intelligence

During the last two decades there has been a growing interest in Particle Filtering (PF). However, PF suffers from two long-standing problems that are referred to as sample degeneracy and impoverishment. We are investigating methods that are particularly efficient at Particle Distribution Optimization (PDO) to fight sample degeneracy and impoverishment, with an emphasis on intelligence choices. These methods benefit from such methods as Markov Chain Monte Carlo methods, Mean-shift algorithms, artificial intelligence algorithms (e.g., Particle Swarm Optimization, Genetic Algorithm and Ant Colony Optimization), machine learning approaches (e.g., clustering, splitting and merging) and their hybrids, forming a coherent standpoint to enhance the particle filter. The working mechanism, interrelationship, pros and cons of these approaches are provided. In addition, Approaches that are effective for dealing with high-dimensionality are reviewed. While improving the filter performance in terms of accuracy, robustness and convergence, it is noted that advanced techniques employed in PF often causes additional computational requirement that will in turn sacrifice improvement obtained in real life filtering. This fact, hidden in pure simulations, deserves the attention of the users and designers of new filters.