IPSV
Inquire Biology: A Textbook that Answers Questions
Chaudhri, Vinay K. (SRI International) | Cheng, Britte (SRI International) | Overtholtzer, Adam (SRI International) | Roschelle, Jeremy (SRI International) | Spaulding, Aaron (SRI International) | Clark, Peter (Vulcan Inc.) | Greaves, Mark (Pacific Northwest National Laboratory) | Gunning, Dave (Palo Alto Research Center)
Inquire Biology is a prototype of a new kind of intelligent textbook -- one that answers students' questions, engages their interest, and improves their understanding. Inquire Biology provides unique capabilities via a knowledge representation that captures conceptual knowledge from the textbook and uses inference procedures to answer students' questions. In an initial controlled experiment, community college students using the Inquire Biology prototype outperformed students using either a hardcopy or conventional E-book version of the same biology textbook. While additional research is needed to fully develop Inquire Biology, the initial prototype clearly demonstrates the promise of applying knowledge representation and question-answering technology to electronic textbooks.
Reports of the 2013 AAAI Spring Symposium Series
Markman, Vita (Disney Interactive Studios) | Stojanov, Georgi (American University of Paris) | Indurkhya, Bipin (International Institute of Information Technology) | Kido, Takashi (Rikengenesis) | Takadama, Keiki (University of Electro-Communications) | Konidaris, George (Massachusetts Institute of Technology) | Eaton, Eric (Bryn Mawr College) | Matsumura, Naohiro (Osaka University) | Fruchter, Renate (Stanford University) | Sofge, Donald (Naval Research Laboratory) | Lawless, William (Paine College) | Madani, Omid (Google) | Sukthankaris, Rahul (Google)
The Association for the Advancement of Artificial Intelligence was pleased to present the AAAI 2013 Spring Symposium Series, held Monday through Wednesday, March 25-27, 2013. The titles of the eight symposia were Analyzing Microtext, Creativity and (Early) Cognitive Development, Data Driven Wellness: From Self-Tracking to Behavior Change, Designing Intelligent Robots: Reintegrating AI II, Lifelong Machine Learning, Shikakeology: Designing Triggers for Behavior Change, Trust and Autonomous Systems, and Weakly Supervised Learning from Multimedia. This report contains summaries of the symposia, written, in most cases, by the cochairs of the symposium.
The Mario AI Championship 2009-2012
Togelius, Julian (IT University of Copenhagen) | Shaker, Noor (IT University of Copenhagen) | Karakovskiy, Sergey (St. Petersburg State University) | Yannakakis, Georgios N. (University of Malta)
We give a brief overview of the Mario AI Championship, a series of competitions based on an open source clone of the seminal platform game Super Mario Bros. The competition has four tracks. The gameplay and learning tracks resemble traditional reinforcement learning competitions, the Level generation track focuses on the generation of entertaining game levels, and the Turing Test track focuses on humanlike game-playing behavior. We also outline some lessons learned from the competition and its future.
Student Modeling: Supporting Personalized Instruction, from Problem Solving to Exploratory Open Ended Activities
Conati, Cristina (University of British Columbia) | Kardan, Samad (University of British Columbia)
The field of intelligent tutoring systems has successfully delivered techniques and applications to provide personalized coaching and feedback for problem solving in a variety of domains. The core of this personalized instruction is a student model; the ITS component in charge of assessing student traits and states relevant to tailor the tutorial interaction to specific student needs during problem solving. There are however, other educational activities that can help learners acquire the target skills and abilities at different stages of learning including, among others, exploring interactive simulations and playing educational games. This article describes research on creating student models that support personalization for these novel types of interactions, their unique challenges, and how AI and machine learning can help.
New Potentials for Data-Driven Intelligent Tutoring System Development and Optimization
Koedinger, Kenneth R. (Carnegie Mellon University) | Brunskill, Emma (Carnegie Mellon University) | Baker, Ryan S.J.d. (Columbia University) | McLaughlin, Elizabeth A. (Carnegie Mellon University) | Stamper, John (Carnegie Mellon University)
Increasing widespread use of educational technologies is producing vast amounts of data. Such data can be used to help advance our understanding of student learning and enable more intelligent, interactive, engaging, and effective education. In this article, we discuss the status and prospects of this new and powerful opportunity for data-driven development and optimization of educational technologies, focusing on intelligent tutoring systems We provide examples of use of a variety of techniques to develop or optimize the select, evaluate, suggest, and update functions of intelligent tutors, including probabilistic grammar learning, rule induction, Markov decision process, classification, and integrations of symbolic search and statistical inference.
The International General Game Playing Competition
Genesereth, Michael ( Stanford University) | Björnsson, Yngvi (Reykjavik University)
Games have played a prominent role as a test-bed for advancements in the field of Artificial Intelligence ever since its foundation over half a century ago, resulting in highly specialized world-class game-playing systems being developed for various games. The establishment of the International General Game Playing Competition in 2005, however, resulted in a renewed interest in more general problem solving approaches to game playing. In general game playing (GGP) the goal is to create game-playing systems that autonomously learn how to skillfully play a wide variety of games, given only the descriptions of the game rules. In this paper we review the history of the competition, discuss progress made so far, and list outstanding research challenges.
The Annual Computer Poker Competition
Bard, Nolan (University of Alberta) | Hawkin, John (Verafin) | Rubin, Jonathan (PARC) | Zinkevich, Martin (Google)
Now entering its eighth year, the Annual Computer Poker Competition (ACPC) is the premier event within the field of computer poker. With both academic and nonacademic competitors from around the world, the competition provides an open and international venue for benchmarking computer poker agents. We describe the competition's origins and evolution, current events, and winning techniques.
Applying Automated Language Translation at a Global Enterprise Level
Rychtyckyj, Nestor (Ford Motor Company) | Plesco, Craig (Ford Motor Company)
In 2007 we presented a paper that described the application of Natural Language Processing (NLP) and Machine Translation (MT) for the automated translation of process build instructions from English to other languages to support Ford's assembly plants in non-English speaking countries. This project has continued to evolve with the addition of new languages and improvements to the translation process. However, we discovered that there was a large demand for automated language translation across all of Ford Motor Company and we decided to expand the scope of our project to address these requirements. This paper will describe our efforts to meet all of Ford's internal translation requirements with AI and MT technology and focus on the challenges and lessons that we learned from applying advanced technology across an entire corporation.
A Human/Computer Learning Network to Improve Biodiversity Conservation and Research
Kelling, Steve (Cornell University) | Gerbracht, Jeff (Cornell University) | Fink, Daniel (Cornell University) | Lagoze, Carl (Cornell University) | Wong, Weng-Keen (Oregon State University) | Yu, Jun (Oregon State University) | Damoulas, Theodoros (Cornell University) | Gomes, Carla (Cornell University)
In this paper we describe eBird, a citizen-science project that takes advantage of the human observational capacity to identify birds to species, which is then used to accurately represent patterns of bird occurrences across broad spatial and temporal extents. We call this a Human-Computer Learning Network, whose core is an active learning feedback loop between humans and machines that dramatically improves the quality of both, and thereby continually improves the effectiveness of the network as a whole. In this paper we explore how Human-Computer Learning Networks can leverage the contributions of a broad recruitment of human observers and processes their contributed data with Artificial Intelligence algorithms leading to a computational power that far exceeds the sum of the individual parts.