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Reports on the Twenty-First National Conference on Artificial Intelligence (AAAI-06) Workshop Program

AI Magazine

The Workshop program of the Twenty-First Conference on Artificial Intelligence was held July 16-17, 2006 in Boston, Massachusetts. The program was chaired by Joyce Chai and Keith Decker. The titles of the 17 workshops were AIDriven Technologies for Service-Oriented Computing; Auction Mechanisms for Robot Coordination; Cognitive Modeling and Agent-Based Social Simulations, Cognitive Robotics; Computational Aesthetics: Artificial Intelligence Approaches to Beauty and Happiness; Educational Data Mining; Evaluation Methods for Machine Learning; Event Extraction and Synthesis; Heuristic Search, Memory- Based Heuristics, and Their Applications; Human Implications of Human-Robot Interaction; Intelligent Techniques in Web Personalization; Learning for Search; Modeling and Retrieval of Context; Modeling Others from Observations; and Statistical and Empirical Approaches for Spoken Dialogue Systems.


Report on the Nineteenth International FLAIRS Conference

AI Magazine

The special tracks chair was Barry O'Sullivan, FLAIRS Conference (FLAIRS-19) was Reversals via Representational Refinements"; held 11-13 May 2006 at the Crowne Bob Morris of the NASA Ames The 20th International FLAIRS Conference (FLAIRS-20) will be held May 7 - 9, 2007 at the Casa Marina Resort, which is directly on the beach in Key West, Florida, USA. FLAIRS-20 will feature technical papers, special tracks, and invited speakers on artificial intelligence. The conference is hosted by the Florida Artificial Intelligence Research General Chair Society, in cooperation with AAAI. Geoff Sutcliffe In addition to the general conference, FLAIRS offers numerous special conference tracks. Special tracks provide researchers in focused areas the opportunity to meet and present University of Miami their work.


Editorial Introduction

AI Magazine

What Do We Know About Knowledge? Cover: AI@50--We Are Golden, by James Gary, New York, New York. Please contact AAAI for such permission. Electronic submissions should be submitted using the web-based submissions form. Submissions information is available at aimagazine.org.


AAAI News

AI Magazine

We Papers submitted to the II track should For a complete list of deadlines, program are delighted to announce this permanent highlight synergistic effects of integrating information, and to check for change as we expand the venue components from distinct areas further updates, please visit the AAAIfor the conference throughout the of AI to achieve intelligent behavior.


Active Learning with Multiple Views

Journal of Artificial Intelligence Research

Active learners alleviate the burden of labeling large amounts of data by detecting and asking the user to label only the most informative examples in the domain. We focus here on active learning for multi-view domains, in which there are several disjoint subsets of features (views), each of which is sufficient to learn the target concept. In this paper we make several contributions. First, we introduce Co-Testing, which is the first approach to multi-view active learning. Second, we extend the multi-view learning framework by also exploiting weak views, which are adequate only for learning a concept that is more general/specific than the target concept. Finally, we empirically show that Co-Testing outperforms existing active learners on a variety of real world domains such as wrapper induction, Web page classification, advertisement removal, and discourse tree parsing.


Learning Sentence-internal Temporal Relations

Journal of Artificial Intelligence Research

In this paper we propose a data intensive approach for inferring sentence-internal temporal relations. Temporal inference is relevant for practical NLP applications which either extract or synthesize temporal information (e.g., summarisation, question answering). Our method bypasses the need for manual coding by exploiting the presence of markers like ``after", which overtly signal a temporal relation. We first show that models trained on main and subordinate clauses connected with a temporal marker achieve good performance on a pseudo-disambiguation task simulating temporal inference (during testing the temporal marker is treated as unseen and the models must select the right marker from a set of possible candidates). Secondly, we assess whether the proposed approach holds promise for the semi-automatic creation of temporal annotations. Specifically, we use a model trained on noisy and approximate data (i.e., main and subordinate clauses) to predict intra-sentential relations present in TimeBank, a corpus annotated rich temporal information. Our experiments compare and contrast several probabilistic models differing in their feature space, linguistic assumptions and data requirements. We evaluate performance against gold standard corpora and also against human subjects.


NESTA: NASA Engineering Shuttle Telemetry Agent

AI Magazine

The Electrical Systems Division at the NASA Kennedy Space Center has developed and deployed an agent-based tool to monitor the space shuttle's ground processing telemetry stream. The agent provides autonomous monitoring of the telemetry stream and automatically alerts system engineers when predefined criteria have been met. Sandia National Labs' Java Expert System Shell is employed as the rule engine. This article discusses the rule-based telemetry agent used for space shuttle ground processing and explains the problem domain, development of the agent software, benefits of AI technology, and deployment and sustaining engineering of the product.


AAAI News

AI Magazine

Rob Miller (Massachusetts Institute of Technology) will be held July 22-26, 2007 in Vancouver, Holger Hoos (University of British Columbia) British Columbia, Canada.


Automatically Generating Game Tactics through Evolutionary Learning

AI Magazine

The decision-making process of computer-controlled opponents in video games is called game AI. Adaptive game AI can improve the entertainment value of games by allowing computer-controlled opponents to ix weaknesses automatically in the game AI and to respond to changes in human-player tactics. Dynamic scripting is a reinforcement learning approach to adaptive game AI that learns, during gameplay, which game tactics an opponent should select to play effectively. In previous work, the tactics used by dynamic scripting were designed manually. We introduce the evolutionary state-based tactics generator (ESTG), which uses an evolutionary algorithm to generate tactics automatically. Experimental results show that ESTG improves dynamic scripting's performance in a real-time strategy game. We conclude that high-quality domain knowledge can be automatically generated for strong adaptive game AI opponents. Game developers can bene it from applying ESTG, as it considerably reduces the time and effort needed to create adaptive game AI.


AAAI 2006 Spring Symposium Reports

AI Magazine

The Association for the Advancement of Artificial Intelligence, in cooperation with Stanford University's Computer Science Department, was pleased to present its 2006 Spring Symposium Series held March 27-29, 2006, at Stanford University, California. The titles of the eight symposia were (1) Argumentation for Consumers of Health Care (chaired by Nancy Green); (2) Between a Rock and a Hard Place: Cognitive Science Principles Meet AI Hard Problems (chaired by Christian Lebiere); (3) Computational Approaches to Analyzing Weblogs (chaired by Nicolas Nicolov); (4) Distributed Plan and Schedule Management (chaired by Ed Durfee); (5) Formalizing and Compiling Background Knowledge and Its Applications to Knowledge Representation and Question Answering (chaired by Chitta Baral); (6) Semantic Web Meets e-Government (chaired by Ljiljana Stojanovic); (7) To Boldly Go Where No Human-Robot Team Has Gone Before (chaired by Terry Fong); and (8) What Went Wrong and Why: Lessons from AI Research and Applications (chaired by Dan Shapiro).