Industry
Beth Definability in Expressive Description Logics
ten Cate, B., Franconi, E., Seylan, I.
The Beth definability property, a well-known property from classical logic, is investigated in the context of description logics: if a general L-TBox implicitly defines an L-concept in terms of a given signature, where L is a description logic, then does there always exist over this signature an explicit definition in L for the concept? This property has been studied before and used to optimize reasoning in description logics. In this paper a complete classification of Beth definability is provided for extensions of the basic description logic ALC with transitive roles, inverse roles, role hierarchies, and/or functionality restrictions, both on arbitrary and on finite structures. Moreover, we present a tableau-based algorithm which computes explicit definitions of at most double exponential size. This algorithm is optimal because it is also shown that the smallest explicit definition of an implicitly defined concept may be double exponentially long in the size of the input TBox. Finally, if explicit definitions are allowed to be expressed in first-order logic, then we show how to compute them in single exponential time.
Defeasible Inheritance-Based Description Logics
Defeasible inheritance networks are a non-monotonic framework that deals with hierarchical knowledge. On the other hand, rational closure is acknowledged as a landmark of the preferential approach to non-monotonic reasoning. We will combine these two approaches and define a new non-monotonic closure operation for propositional knowledge bases that combines the advantages of both. Then we redefine such a procedure for Description Logics (DLs), a family of logics well-suited to model structured information. In both cases we will provide a simple reasoning method that is built on top of the classical entailment relation and, thus, is amenable of an implementation based on existing reasoners. Eventually, we evaluate our approach on well-known landmark test examples.
Informed Source Separation: A Bayesian Tutorial
ABSTRACT Source separation problems are ubiquitous in the physical sciences; any situation where signals are superimposed calls for source separation to estimate the original signals. In this tutorial I will discuss the Bayesian approach to the source separation problem. This approach has a specific advantage in that it requires the designer to explicitly describe the signal model in addition to any other information or assumptions that go into the problem description. This leads naturally to the idea of informed source separation, where the algorithm design incorporates relevant information about the specific problem. This approach promises to enable researchers to design their own high-quality algorithms that are specifically tailored to the problem at hand. 1. UNDERSTANDING THE PROBLEM To gather information about the physical world, we deploy sensors to make measurements and detect signals. Our sensors, if properly designed, will collect information about the signals of interest. However, very often the signals of interest are comprised of a set of discrete signals, which have been superimposed during propagation, often with signals that are not of interest. Thus our sensors almost invariably detect a mixture of signals--some interesting and some noninteresting.
Moments and Root-Mean-Square Error of the Bayesian MMSE Estimator of Classification Error in the Gaussian Model
Zollanvari, Amin, Dougherty, Edward R.
The most important aspect of any classifier is its error rate, because this quantifies its predictive capacity. Thus, the accuracy of error estimation is critical. Error estimation is problematic in small-sample classifier design because the error must be estimated using the same data from which the classifier has been designed. Use of prior knowledge, in the form of a prior distribution on an uncertainty class of feature-label distributions to which the true, but unknown, feature-distribution belongs, can facilitate accurate error estimation (in the mean-square sense) in circumstances where accurate completely model-free error estimation is impossible. This paper provides analytic asymptotically exact finite-sample approximations for various performance metrics of the resulting Bayesian Minimum Mean-Square-Error (MMSE) error estimator in the case of linear discriminant analysis (LDA) in the multivariate Gaussian model. These performance metrics include the first, second, and cross moments of the Bayesian MMSE error estimator with the true error of LDA, and therefore, the Root-Mean-Square (RMS) error of the estimator. We lay down the theoretical groundwork for Kolmogorov double-asymptotics in a Bayesian setting, which enables us to derive asymptotic expressions of the desired performance metrics. From these we produce analytic finite-sample approximations and demonstrate their accuracy via numerical examples. Various examples illustrate the behavior of these approximations and their use in determining the necessary sample size to achieve a desired RMS. The Supplementary Material contains derivations for some equations and added figures.
Motility at the origin of life: Its characterization and a model
Froese, Tom, Virgo, Nathaniel, Ikegami, Takashi
Due to recent advances in synthetic biology and artificial life, the origin of life is currently a hot topic of research. We review the literature and argue that the two traditionally competing "replicator-first" and "metabolism-first" approaches are merging into one integrated theory of individuation and evolution. We contribute to the maturation of this more inclusive approach by highlighting some problematic assumptions that still lead to an impoverished conception of the phenomenon of life. In particular, we argue that the new consensus has so far failed to consider the relevance of intermediate timescales. We propose that an adequate theory of life must account for the fact that all living beings are situated in at least four distinct timescales, which are typically associated with metabolism, motility, development, and evolution. On this view, self-movement, adaptive behavior and morphological changes could have already been present at the origin of life. In order to illustrate this possibility we analyze a minimal model of life-like phenomena, namely of precarious, individuated, dissipative structures that can be found in simple reaction-diffusion systems. Based on our analysis we suggest that processes in intermediate timescales could have already been operative in prebiotic systems. They may have facilitated and constrained changes occurring in the faster- and slower-paced timescales of chemical self-individuation and evolution by natural selection, respectively.
Modeling Unit Classes as Agents in Real-Time Strategy Games
Jaidee, Ulit (Lehigh University) | Munoz-Avila, Hector (Lehigh University)
We present CLASS QL , a multi-agent model for playing real-time strategy games, where learning and control of our own teamโs units is decentralized; each agent uses its own reinforcement learning process to learn and control units of the same class. Coordination between these agents occurs as a result of a common reward function shared by all agents and synergistic relations in a carefully crafted state and action model for each class. We present results of CLASS QL against the built-in AI in a variety of maps using the Wargus real-time strategy game.
Player Knowledge Modeling in Game Design Feedback and Automation
Butler, Eric (University of Washington)
Models that capture the knowledge of players of digital games could be used to great effect in AI-assisted tools that automate or provide feedback for game design. There are several important tasks knowledge models should perform: predicting player performance on a particular task to adjust difficulty, knowing in which order to give particular concepts for maximum learning, or understanding how the pacing of a concept impacts player engagement. While all of these have been explored individual both in games and related fields like intelligent tutoring systems, there have been no models that capture all of these effects together in a way that allows their use in design tools. We propose to expand on previous work in game authoring tools to create toolsย in which the designer can leverage information about how players learn their game's concepts to create better designs. We will survey the existing player modeling work to find the best representation for this task, deploy these models in adaptive games to learn from data, and then apply these models to create novel game design tools.
Ropossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope Levels
Shaker, Noor (IT University of Copenhagen) | Shaker, Mohammad (University of Damascus) | Togelius, Julian (IT University of Copenhagen)
We present a demonstration of Ropossum, an authoring tool for the generation and testing of levels of the physics-based game, Cut the Rope. Ropossum integrates many features: (1) automatic design of complete solvable content, (2) incorporation of designerโs input through the creation of complete or partial designs, (3) automatic check for playability and (4) optimization of a given design based on playability. The system includes a physics engine to simulate the game and an evolutionary framework to evolve content as well as an AI reasoning agent to check for playability. The system is optimised to allow on-line feedback and realtime interaction.
Ontological Knowledge for Goal-Driven Autonomy Agents in Starcraft
Dannenhauer, Dustin (Lehigh University)
Starcraft, a commercial Real-Time Strategy (RTS) game that has enjoyed world-wide popularity (including televised professional matches), is a challenging domain for automated computer agents. Evidence of this difficulty comes not only from characteristics of the game (massive state space, stochastic actions, partial visibility, etc.) but also from three years of competitive entries in tournaments (i.e. AIIDE Annual Starcraft Competition) in which the best automated entry performs poorly against a human expert. We are interested in taking a new research direction: using semantic knowledge, such as description logic, to represent the game state with abstract concepts in order to perform high level actions.
Using the Creative Process for Sound Design Based on Generic Sound Form
Mazzola, Guerino (University of Minnesota) | Thalmann, Florian (University of Minnesota)
Building on recent research in musical creativity and the composition process, this paper presents a specific practical application of our theory and software to sound design. The BigBang rubette module that brings gestural music composition methods to the Rubato Composer software was recently generalized in order to work with any kinds of musical and non-musical objects. Here, we focus on time-independent sound objects to illustrate several levels of metacreativity. On the one hand, we show a sample process of designing the sound objects themselves by defining appropriate datatypes, which can be done at runtime. On the other hand, we demonstrate how the creative process itself, recorded by the software once the composer starts working with these sound objects, can be used for both improvisation with and automation of any defined operations and transformations.