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The First Competition on Knowledge Engineering for Planning and Scheduling

AI Magazine

We report on the staging of the first competition on knowledge engineering for AI planning and scheduling systems, held in Monterey, California, in colocation with the ICAPS 2005 conference. The background and motivation is discussed, together with the relationship of this new competition with the current international planning competition. We report on the new competition's format, its outcome, and the benefits we hope it will bring to the research area.


CMRoboBits: Creating an Intelligent AIBO Robot

AI Magazine

CMRoboBits is a course offered at Carnegie Mellon University that introduces students to all the concepts needed to create a complete intelligent robot. This course shows how an AIBO and its software resources make it possible for students to investigate and work with an unusually broad variety of AI topics within a single semester. While material presented in this article describes using AIBOs as the primary platform, the concepts presented in the course are not unique to the AIBO and can be applied on different kinds of robotic hardware.


Report on the Fourth International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2005)

AI Magazine

The 2005 Autonomous Agents and Multiagent Systems Conference (AAMAS 2005) was held July 25-29, 2005, at the University of Utrecht, the Netherlands. This report reviews the activities of that conference, including the workshop and tutorial programs, the main conference and poster tracks, the industry paper track, the demonstration track and sponsor demonstration sessions, the invited talks, exhibition, doctoral mentoring program, as well the sponsorship and scholarships activities.


The Workshops at the Twentieth National Conference on Artificial Intelligence

AI Magazine

The AAAI-05 workshops were held on Saturday and Sunday, July 9-10, in Pittsburgh, Pennsylvania. The thirteen workshops were Contexts and Ontologies: Theory, Practice and Applications, Educational Data Mining, Exploring Planning and Scheduling for Web Services, Grid and Autonomic Computing, Human Comprehensible Machine Learning, Inference for Textual Question Answering, Integrating Planning into Scheduling, Learning in Computer Vision, Link Analysis, Mobile Robot Workshop, Modular Construction of Humanlike Intelligence, Multiagent Learning, Question Answering in Restricted Domains, and Spoken Language Understanding.


A (Very) Brief History of Artificial Intelligence

AI Magazine

In this brief history, the beginnings of artificial intelligence are traced to philosophy, fiction, and imagination. Early inventions in electronics, engineering, and many other disciplines have influenced AI. Some early milestones include work in problems solving which included basic work in learning, knowledge representation, and inference as well as demonstration programs in language understanding, translation, theorem proving, associative memory, and knowledge-based systems. The article ends with a brief examination of influential organizations and current issues facing the field.


Ergonomics Analysis for Vehicle Assembly Using Artificial Intelligence

AI Magazine

In this article I discuss a deployed application at Ford Motor Company that utilizes AI technology for the analysis of potential ergonomic concerns at Ford's assembly plants. The manufacture of motor vehicles is a complex and dynamic problem, and the costs related to workplace injuries and lost productivity due to bad ergonomic design can be very significant. Ford has developed two separate ergonomic analysis systems that have been integrated into the process planning for manufacturing system at Ford known as the Global Study and Process Allocation System (GSPAS). GSPAS has become the global repository for standardized engineering processes and data for assembling all Ford vehicles, including parts, tools, and standard labor time.


Synthetic Adversaries for Urban Combat Training

AI Magazine

This article describes requirements for synthetic adversaries for urban combat training and a prototype application, MOUTBots. MOUTBots use a commercial computer game to define, implement, and test basic behavior representation requirements and the Soar architecture as the engine for knowledge representation and execution. The article describes how these components aided the development of the prototype and presents an initial evaluation against competence, taskability, fidelity, variability, transparency, and efficiency requirements.


Identifying Terrorist Activity with AI Plan Recognition Technology

AI Magazine

We describe the application of plan-recognition techniques to support human intelligence analysts in processing national security alerts. Identifying intent enables us to both prioritize and explain alert sets to analysts in a readily digestible format. Our empirical evaluation demonstrates that the approach can handle alert sets of as many as 20 elements and can readily distinguish between false and true alarms. We discuss the important opportunities for future work that will increase the cardinality of the alert sets to the level demanded by a deployable application.


VModel: A Visual Qualitative Modeling Environment for Middle-school Students

AI Magazine

Learning how to create, test, and revise models is a central skill in scientific reasoning. We argue that qualitative modeling provides an appropriate level of representation for helping middle-school students learn to become modelers. We describe Vmodel, a system we have created that uses visual representations and that enables middle-school students to create qualitative models. We discuss the design of the visual representation language, how Vmodel works, and evidence from school studies that indicate it is successful in helping students.


General Game Playing: Overview of the AAAI Competition

AI Magazine

A general game playing system is one that can accept a formal description of a game and play the game effectively without human intervention. Unlike specialized game players, such as Deep Blue, general game players do not rely on algorithms designed in advance for specific games; and, unlike Deep Blue, they are able to play different kinds of games. In order to promote work in this area, the AAAI is sponsoring an open competition at this summer's Twentieth National Conference on Artificial Intelligence. This article is an overview of the technical issues and logistics associated with this summer's competition, as well as the relevance of general game playing to the long range-goals of artificial intelligence.