Industry
Special Track on Games and Entertainment
Youngblood, G. Michael (Technical University Ilmenau) | Jantke, Klaus P.
Games are an integral part of the human experience. Starting in our childhood and continuing through our lives they teach us about the world through the concepts of rules, strategies, and outcomes. They help prepare us for our future, provide entertainment, bring us together socially, and give us people to cheer for--making ordinary people heroes for a moment. Digital games build on centuries of play and interaction bringing to the modern age a unique and creative form. Fully integrated into modern life, the video game industry now rivals that of the motion picture and music industries and their products are fully integrated into our digital lifestyles. Computers with advanced graphics capabilities have contributed to the immersive interactive experience that attracts many to spend as much of their leisure time playing video games as watching television or listening to music.
Knowledge Engineering with Didactic Knowledge — First Steps towards an Ultimate Goal
Knauf, Rainer (Ilmenau University of Technology) | Boeck, Ronald (University of Magdeburg) | Sakurai, Yoshitaka (Tokyo Denki University) | Tsuruta, Setsuo (Tokyo Denki University)
Generally, learning systems suffer from a lack of an explicit and adaptable didactic design. A previously introduced modeling approach called storyboarding is setting the stage to apply Knowledge Engineering Technologies to verify and validate the didactics behind a learning process. Moreover, didactics can be refined according to revealed weaknesses and proven excellence. Successful didactic patterns can be explored by applying mining techniques to the various ways students went through the storyboard and their associated level of success.
In Search for the Human Factor in Rule Based Game AI: The GrinTu Evaluation and Refinement Approach
Gaudl, Swen E. (Fraunhofer IDMT) | Jantke, Klaus P. (Fraunhofer IDMT) | Knauf, Rainer (FACULTY OF COMPUTER SCIENCE AND AUTOMATION)
What is the biggest difference between playing a game against a human or against a computer generated player? Why do many people believe it is more challenging to play with humans than playing with an artificial player? The big success of massive multiplayer games and the huge number of so-called "LAN parties", where players meet and play with each other, seems to be related to the human demeanor of the players. All this indicates, that the current state of game AI is unsatisfactory compared to the performance of human players. This paper introduces a tool for analyzing basic computer games with incorporated AI modules which store strategies for performing the behavior of artificial players. This sets the stage for a systematic evaluation and refinement of rule based game AI.
A Data Warehouse-Based Approach for Quality Management, Analysis and Evaluation of Intelligent Systems using Subgroup Mining
Atzmueller, Martin (University of Wuerzburg) | Puppe, Frank (University of Wuerzburg) | Beer, Stephanie (University-Hospital of Wuerzburg)
Quality management, analysis and evaluation of intelligent systems are important tasks. This paper proposes a data mining approach based on the technique of subgroup mining utilizing a data warehouse that contains data from the respective intelligent system to be evaluated and from other external sources. The context of our work is given by an intelligent documentation and consultation system in the medical domain of sonography. For demonstrating the applicability and benefit of the presented approach, we provide several realworld examples of a case-study applying the approach in the medical domain of sonography.
Multivariate Time Series Classification with Temporal Abstractions
Batal, Iyad (University of Pittsburgh) | Sacchi, Lucia (University of Pavia) | Bellazzi, Riccardo (University of Pavia) | Hauskrecht, Milos (University of Pittsburgh)
The increase in the number of complex temporal datasets collected today has prompted the development of methods that extend classical machine learning and data mining methods to time-series data. This work focuses on methods for multivariate time-series classification. Time series classification is a challenging problem mostly because the number of temporal features that describe the data and are potentially useful for classification is enormous. We study and develop a temporal abstraction framework for generating multivariate time series features suitable for classification tasks. We propose the STF-Mine algorithm that automatically mines discriminative temporal abstraction patterns from the time series data and uses them to learn a classification model. Our experimental evaluations, carried out on both synthetic and real world medical data, demonstrate the benefit of our approach in learning accurate classifiers for time-series datasets.
Special Track on Data Mining
Eberle, William (Tennessee Technological University) | Bisant, David (The Laboratory for Physical Sciences)
Data mining is a field of research dedicated to the process of extracting underlying patterns in data collections. The FLAIRS special track on data mining has the goal of presenting new and important contributions to this field. Areas of interest include, but are not limited to, applications such as intelligence analysis, medical and health applications, text, video, and multimedia mining, e-commerce and web data, financial data analysis, intrusion detection, remote sensing, earth sciences, and astronomy; modeling algorithms such as hidden Markov, decision trees, neural networks, statistical methods, or probabilistic methods; case studies in areas of application, or over different algorithms and approaches; feature extraction and selection; post-processing techniques such as visualization, summarization, or trending; preprocessing and data reduction; data engineering or warehousing; or other data mining research that is related to artificial intelligence.
Beating the Defense: Using Plan Recognition to Inform Learning Agents
Molineaux, Matthew (Knexus Research Corporation) | Aha, David W. (Naval Research Laboratory) | Sukthankar, Gita (University of Central Florida)
In this paper, we investigate the hypothesis that plan recognition can significantly improve the performance of a case-based reinforcement learner in an adversarial action selection task. Our environment is a simplification of an American football game. The performance task is to control the behavior of a quarterback in a pass play, where the goal is to maximize yardage gained. Plan recognition focuses on predicting the play of the defensive team. We modeled plan recognition as an unsupervised learning task, and conducted a lesion study. We found that plan recognition was accurate, and that it significantly improved performance. More generally, our studies show that plan recognition reduced the dimensionality of the state space, which allowed learning to be conducted more effectively. We describe the algorithms, explain the reasons for performance improvement, and also describe a further empirical comparison that highlights the utility of plan recognition for this task.
Discovering Patterns of Collaboration for Recommendation
Gunawardena, Sidath (Drexel University) | Weber, Rosina (Drexel University)
Collaboration between research scientists, particularly those with diverse backgrounds, is a driver of scientific innovation. However, finding the right collaborator is often an unscientific process that is subject to chance. This paper explores recommending collaborators based on repeating patterns of previous successful collaboration experiences, what we term prototypical collaborations. We investigate a method for discovering such prototypes to use them as a basis to guide the recommendation of new collaborations. To this end, we also examine two methods for matching collaboration seekers to these prototypical collaborations. Our initial studies reveal that though promising, improving collaborations through recommendation is a complex goal.
Methodology for Classifying and Indexing Case-Based Reasoning Systems in the Health Sciences
Bichindaritz, Isabelle (University of Washington Tacoma) | John C. Reed, Jr. (University of Washington Tacoma)
As the amount of information available to researchers grows at an increasing rate, it becomes much more difficult to find relevant resources. An approach taken by several authoritative bodies, such as the Association for Computing Machinery and the U.S. National Library of Medicine, is the introduction of a classification scheme. However, even the most modern schemes are not capable of adequately distinguishing one research paper from another, due mainly to their broad generality. This paper describes a methodology for building a much narrower, specialized classification scheme focused on the area of Cased-Based Reasoning in the Health Sciences. It is derived from thorough analysis of the field, but with a framework that can be adapted to other areas. Using a tiered approach to further subdivide systems into more specific classes according to criteria specific to this particular field, this classification scheme affords interdisciplinary search, which is generally left out of generic indexing systems. This paper presents the resulting classification scheme and showcases its usefulness for classifying and tracking the evolution of research.
What a Legal CBR Ontology Should Provide
Ashley, Kevin D. (University of Pittsburgh)
This paper discusses the state of the art in CBR ontologies from the perspective of one developing an improved system for case-based legal reasoning. The paper proposes three specific roles for a CBR ontology and illustrates them in the context of the intended output of the new system: a legal classroom discussion of how to decide a case featuring hypothetical reasoning and abstract analogies. The paper distills the ontological requirements for modeling the example’s case-based arguments and assesses whether current research can meet those requirements. The concrete example helps to focus on and define goals for improving CBR ontologies.