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An improved bi-directional heuristic search algorithm
There are a number of transportation applications that require the use of a heuristic shortest path algorithm rather than one of the standard, optimal algorithms. This is primarily due to the requirements of some transportation applications where shortest paths need to be quickly identified either because an immediate response is required (e.g., in-vehicle route guidance systems) or because the shortest paths need to be recalculated repeatedly (e.g., vehicle routing and scheduling). For this reason a number of heuristic approaches have been advocated for decreasing the computation time of the shortest path algorithm. This paper presents a survey review of various heuristic shortest path algorithms that have been developed in the past. The goal is to identify the main features of different heuristic strategies, develop a unifying classification framework, and summarize relevant computational experience.
An overview of OWL, a language for knowledge representation
Szolovitz, P. | Hawkinson, L. B. | Martin, W. A.
The Open Mind Common Sense project is an attempt to construct a database of commonsense knowledge through the collaboration of a distributed community of thousands of non-expert netizens. We give an overview of the project, describe our knowledge acquisition and representation strategy of using natural language rather than formal logic, and demonstrate this strategy with a search engine application that employs simple commonsense reasoning to reformulate problem queries into more effective solution queries.
Dynamic probability, computer chess, and the measurement of knowledge
Philosophers and - "pseudognosticians" (the artificial intelligentsial) are coming more and more to recognize that they share common ground and that each can learn from the other. This has been generally recognized for many years as far as symbolic logic is concerned, but less so in relation to the foundations of probability. In this essay I hope to convince the pseudognostician that the philosophy of probability is relevant to his work. Formal systems, such as those used in mathematics, logic, and computer programming, can lead to deductions outside the system only when there is an input of assumptions. For example, no probability can be numerically inferred from the axioms of probability unless some probabilities are assumed without using the axioms: ex nihilo nihil fit.2
An experiment on inductive learning in chess end games.
Further progress in the application of computers to many practical fields seems to depend heavily on the success in implementing learning and inductive processes within machines. For example, to develop a consultation system for medical or plant disease diagnosis, prognosis and decision making in general, it is very desirable, perhaps even necessary, to be able to'teach' the system through examples of correct and/or incorrect decisions, rather than by precisely describing the decision process in its full generality and then transforming this description into a computer program. A similar situation exists in computer chess. The development of computer programs playing at the master level (especially the end games) seems to be a formidable task if the programs are not eventually able to learn and improve on their decision making rules through the specific examples of games, rather than by being explicitly told all the rules. Due to easy access to human knowledge about chess and the relative simplicity of testing the results, chess is one of the most attractive testing domains for inductive inference programs.
Epistemological Problems of Artificial Intelligence
EPISTEMOLOGICAL PROBLEMS OF ARTIFICIAL INTELLIGENCE John McCarthy Computer Science Department Stanford University Stanford, California 94305 Introduction In (McCarthy and Hayes 1969), we proposed dividing the artificial intelligence problem into two parts - an epistemological part and a heuristic part. This lecture further explains this division, explains some of the epistemological problems, and presents some new results and approaches. The epistemological part of Al studies what kinds of facts about the world are available to an observer with given Opportunities to observe, how these facts can be represented in the memory of a computer, and what rules permit legitimate conclusions to be drawn from these facts. It leaves aside the heuristic problems of how to search spaces of possibilities and how to match patterns. Considering epistemological problems separately has the following advantages: I. The same problems of what information is available to an observer and what conclusions can be drawn from information arise in connection with a variety of problem solving tasks. Recently we have found that introducing concepts as individuals makes possible a first order logic expression of facts usually expressed In modal logic but With important advantages over modal logic - and so far no disadvantages.
Inference and knowledge in language comprehension.
To use language one must be able to make inferences about the information which language conveys. This is apparent in many ways. For one thing, many of the processes which we typically consider "linguistic" require inference making. For example, structural disambiguation: (1) Waiter, I would like spaghetti with meat sauce and wine. You would not expect to be served a bowl of spaghetti floating in meat sauce and wine. That is, you would expect the meal represented by structure (2) rather than that represented by (3).
A theory of advice
Machine intelligence problems are sometimes defined as those problems which (i) computers can't yet do, and (ii) humans can. We shall further consider how much "knowledge" about a finite mathematical function can, on certain assumptions, be credited to a computer program. Although our approach is quite general, we are really only interested in programs which evaluate "semihard" functions, believing that the evaluation of such functions constitutes the defining aspiration of machine intelligence work. If a function is less hard than "semihard," then we can evaluate it by pure algorithm (trading space for time) or by pure lookup (making the opposite trade), with no need to talk of knowledge, advice, machine intelligence, or any of those things. We call such problems "standard." If however the function is "semihard," then we will be driven to construct some form of artful compromise between the two representations: without such a compromise the function will not be evaluable within practical resource limits. If the function is harder than "semihard," i.e. is actually "hard," then no amount of compromise can ever make feasible its evaluation by any terrestrial device.
Language access to distributed data with error recovery
This paper discusses an effort in the application of artificial intelligence to the access of data from a large, distributed data base over a computer network. A running system is described that provides real-time access over the ARPANET to a data base distributed over several machines. The system accepts a rather wide range of natural language questions about the data, plans a sequence of appropriate queries to the data base management system to answer the question, determines on which machine(s) to carry out the queries, establishes links to those machines over the ARPANET, monitors the prosecution of the queries and recovers from certain errors in execution, and prepares a relevant answer. In addition to the components that make up the demonstration system, more sophisticated functionally equivalent components are discussed and proposed. The work described in this paper represents the joint efforts of an integrated, energetic group at SRI. Members of this group include Rich Fikes (now at Xerox PARC), Koichi Furukawa (now at ETL).
Representation and understanding of text
How can we get a computer to understand natural language? Our view of the problem has progressed over the years to a point where an answer to that question today would look quite different from one given ten or even five years ago. Originally, researchers felt that the most relevant issue was syntax. Later, most people agreed that semantics was the most relevant field of study (although few would have agreed on what semantics was). Five years ago, or so, our research was concentrated on finding an adequate meaning representation for sentences.
The computer as coach: An athletic paradigm for intellectual education
This paper is a preliminary proposal to develop the theory and design for "coaches" for computer games, to implement prototypes, and to experiment with their ability to convey important intellectual skills. The focus of this project will be restricted to developing a coach for a single example of an intellectual game called Wumpus. It is pointed out that, while computer games have a powerful educational appeal, they also have a limitation in that the player, on his own, can fail to acquire the skills of an expert. A computer coach, which could provide advice on strategy and tactics for better play and tutor basic mathematical, scientific, or other kinds of knowledge related to the game, could overcome that limitation. The project would address three specific questions: (1) how the expertise can be designed in the coach so that it can respond reasonably to the player's particular choice of move; (2) how the player can be modeled sufficiently so that the coach's remarks are appropriate, i.e., neither too advanced for a beginner nor too elementary for an expert; and (3) how the nature of the coach's advice can be controlled so that it is given in a friendly and personal manner.