Industry
A Review of Real-Time Strategy Game AI
Robertson, Glen (University of Aukland) | Watson, Ian (University of Auckland)
This literature review covers AI techniques used for real-time strategy video games, focusing specifically on StarCraft. It finds that the main areas of current academic research are in tactical and strategic decision-making, plan recognition, and learning, and it outlines the research contributions in each of these areas. The paper then contrasts the use of game AI in academia and industry, finding the academic research heavily focused on creating game-winning agents, while the indus- try aims to maximise player enjoyment. It finds the industry adoption of academic research is low because it is either in- applicable or too time-consuming and risky to implement in a new game, which highlights an area for potential investi- gation: bridging the gap between academia and industry.
Power to the People: The Role of Humans in Interactive Machine Learning
Amershi, Saleema (Microsoft Research) | Cakmak, Maya (University of Washington) | Knox, William Bradley (Massachusetts Institute of Technology) | Kulesza, Todd (Oregon State University)
Intelligent systems that learn interactively from their end-users are quickly becoming widespread. Until recently, this progress has been fueled mostly by advances in machine learning; however, more and more researchers are realizing the importance of studying users of these systems. In this article we promote this approach and demonstrate how it can result in better user experiences and more effective learning systems. We present a number of case studies that characterize the impact of interactivity, demonstrate ways in which some existing systems fail to account for the user, and explore new ways for learning systems to interact with their users. We argue that the design process for interactive machine learning systems should involve users at all stages: explorations that reveal human interaction patterns and inspire novel interaction methods, as well as refinement stages to tune details of the interface and choose among alternatives. After giving a glimpse of the progress that has been made so far, we discuss the challenges that we face in moving the field forward.
AAAI News
Breakfast with Champions: A Women's Mentoring Event: AAAI is holding an inaugural is the worldwide popular game of soccer, Breakfast with Champions will be well in dynamic and adversarial environments. Each team won a championship at form at www.regonline.com/aaai15 UK. demonstrations, and invited talks. January 18: Abstracts Due addition to the AI Robotics Early Career Research groups and robotics companies January 23: papers, posters, and Demos Spotlight Talk and Robotics in Texas program, will participate in the AAAI Robotics Exhibition, Due. Series will be held march 23-25 at 29. Intelligence for Health and Cognitive during the past five years will be featured.
ACTIVE-ating Artificial Intelligence: Integrating Active Learning in an Introductory Course
desJardins, Marie (University of Maryland Baltimore County)
his column describes my experience with using a new classroom space (the ACTIVE Center), which was designed to facilitate group-based active learning and problem solving, to teach an introductory artificial intelligence course. By restructuring the course into a format that was roughly half lecture and half small-group problem-solving, I was able to significantly increase student engagement, their understanding and retention of difficult concepts, and my own enjoyment in teaching the class.
A Review of Real-Time Strategy Game AI
Robertson, Glen (University of Aukland) | Watson, Ian (University of Auckland)
This literature review covers AI techniques used for real-time strategy video games, focusing specifically on StarCraft. It finds that the main areas of current academic research are in tactical and strategic decision-making, plan recognition, and learning, and it outlines the research contributions in each of these areas. The paper then contrasts the use of game AI in academia and industry, finding the academic research heavily focused on creating game-winning agents, while the indus- try aims to maximise player enjoyment. It finds the industry adoption of academic research is low because it is either in- applicable or too time-consuming and risky to implement in a new game, which highlights an area for potential investi- gation: bridging the gap between academia and industry. Fi- nally, the areas of spatial reasoning, multi-scale AI, and co- operation are found to require future work, and standardised evaluation methods are proposed to produce comparable re- sults between studies.
Leveraging Multiple Artificial Intelligence Techniques to Improve the Responsiveness in Operations Planning: ASPEN for Orbital Express
Knight, Russell (Jet Propulsion Laboratory, California Institute of Technology) | Chouinard, Caroline (Red Canyon Software) | Jones, Grailing (Jet Propulsion Laboratory, California Institute of Technology) | Tran, Daniel (Jet Propulsion Laboratory, California Institute of Technology)
The challenging timeline for DARPA’s Orbital Express mission demanded a flexible, responsive, and (above all) safe approach to mission planning. Mission planning for space is challenging because of the mixture of goals and constraints. Every space mission tries to squeeze all of the capacity possible out of the spacecraft. For Orbital Express, this means performing as many experiments as possible, while still keeping the spacecraft safe. Keeping the spacecraft safe can be very challenging because we need to maintain the correct thermal environment (or batteries might freeze), we need to avoid pointing cameras and sensitive sensors at the sun, we need to keep the spacecraft batteries charged, and we need to keep the two spacecraft from colliding... made more difficult as only one of the spacecraft had thrusters. Because the mission was a technology demonstration, pertinent planning information was learned during actual mission execution. For example, we didn’t know for certain how long it would take to transfer propellant from one spacecraft to the other, although this was a primary mission goal. The only way to find out was to perform the task and monitor how long it actually took. This information led to amendments to procedures, which led to changes in the mission plan. In general, we used the ASPEN planner scheduler to generate and validate the mission plans. ASPEN is a planning system that allows us to enter all of the spacecraft constraints, the resources, the communications windows, and our objectives. ASPEN then could automatically plan our day. We enhanced ASPEN to enable it to reason about uncertainty. We also developed a model generator that would read the text of a procedure and translate it into an ASPEN model. Note that a model is the input to ASPEN that describes constraints, resources, and activities. These technologies had a significant impact on the success of the Orbital Express mission. Finally, we formulated a technique for converting procedural information to declarative information by transforming procedures into models of hierarchical task networks (HTNs). The impact of this effort on the mission was a significant reduction in (1) the execution time of the mission, (2) the daily staff required to produce plans, and (3) planning errors. Not a single miss-configured command was sent during operations.
Automated Scheduling for NASA's Deep Space Network
Johnston, Mark D. (Jet Propulsion Laboratory, California Institute of Technology) | Tran, Daniel (Jet Propulsion Laboratory, California Institute of Technology) | Arroyo, Belinda (Jet Propulsion Laboratory, California Institute of Technology) | Sorensen, Sugi (Jet Propulsion Laboratory, California Institute of Technology) | Tay, Peter (Jet Propulsion Laboratory, California Institute of Technology) | Carruth, Butch (Innovative Productivity Solutions, Inc.) | Coffman, Adam (Innovative Productivity Solutions, Inc.) | Wallace, Mike (Innovative Productivity Solutions, Inc.)
This article describes the DSN scheduling wngine (DSE) component of a new scheduling system being deployed for NASA's deep space network. The DSE provides core automation functionality for scheduling the network, including the interpretation of scheduling requirements expressed by users, their elaboration into tracking passes, and the resolution of conflicts and constraint violations. The DSE incorporates both systematic search and repair-based algorithms, used for different phases and purposes in the overall system. It has been integrated with a web application which provides DSE functionality to all DSN users through a standard web browser, as part of a peer-to-peer schedule negotiation process for the entire network. The system has been deployed operationally and is in routine use, and is in the process of being extended to support long-range planning and forecasting, and near-real-time scheduling.
Space Applications of Artificial Intelligence
Chien, Steve (Jet Propulsion Laboratory, NASA) | Morris, Robert (NASA Ames Research Center)
We are pleased to introduce the space application issue articles in this issue of AI Magazine. The exploration of space is a testament to human curiosity and the desire to understand the universe that we inhabit. As many space agencies around the world design and deploy missions, it is apparent that there is a need for intelligent, exploring systems that can make decisions on their own in remote, potentially hostile environments. At the same time, the monetary cost of operating missions, combined with the growing complexity of the instruments and vehicles being deployed, make it apparent that substantial improvements can be made by the judicious use of automation in mission operations.
Feature Augmentation via Nonparametrics and Selection (FANS) in High Dimensional Classification
Fan, Jianqing, Feng, Yang, Jiang, Jiancheng, Tong, Xin
We propose a high dimensional classification method that involves nonparametric feature augmentation. Knowing that marginal density ratios are the most powerful univariate classifiers, we use the ratio estimates to transform the original feature measurements. Subsequently, penalized logistic regression is invoked, taking as input the newly transformed or augmented features. This procedure trains models equipped with local complexity and global simplicity, thereby avoiding the curse of dimensionality while creating a flexible nonlinear decision boundary. The resulting method is called Feature Augmentation via Nonparametrics and Selection (FANS). We motivate FANS by generalizing the Naive Bayes model, writing the log ratio of joint densities as a linear combination of those of marginal densities. It is related to generalized additive models, but has better interpretability and computability. Risk bounds are developed for FANS. In numerical analysis, FANS is compared with competing methods, so as to provide a guideline on its best application domain. Real data analysis demonstrates that FANS performs very competitively on benchmark email spam and gene expression data sets. Moreover, FANS is implemented by an extremely fast algorithm through parallel computing.