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The sameAs Problem: A Survey on Identity Management in the Web of Data

arXiv.org Artificial Intelligence

In a decentralised knowledge representation system such as the W eb of Data, it is common and indeed desirable for different knowledge graphs to overlap. Whenever multiple names are used to denote the same thing, owl:sameAs statements are needed in order to link the data and foster reuse. Whilst the deductive value of such identity statements can be extremely useful in enhancing various knowledge-based systems, incorrect use of identity can have wide-ranging effects in a global knowledge space like the W eb of Data. With several works already proven that identity in the W eb is broken, this survey investigates the current state of this "sameAs problem". An open discussion highlights the main weaknesses suffered by solutions in the literature, and draws open challenges to be faced in the future.


How quickly can AI solve a Rubik's Cube? In less time than it took you to read this headline.

#artificialintelligence

Few things reveal the limits of someone's problem-solving skills faster than a Rubik's Cube, the multicolored, three-dimensional puzzle that has befuddled so many since the 1970s. Though the cube has furrowed countless human brows over the years, it's not much of a challenge for an emerging group of hyper-intelligent machines, as it turns out. This week, the University of California at Irvine announced that an artificial intelligence system solved the puzzle in just over a second, besting the current human world record by more than two seconds. The system, known as DeepCubeA -- a reinforcement-learning algorithm programmed by UCI computer scientists and mathematicians -- solved the puzzle without prior knowledge of the game or coaching from its human handlers, according to the university. The feat is even more impressive considering that there are billions of potential moves available to a Rubik's Cube player, with the puzzle's six sides and nine sections, but only one goal: each of the cube's six sides displaying a solid color.


Neo4j: How a lack of context awareness is hampering AI development

#artificialintelligence

What do we mean when we say'context'? In essence, context is the information that frames something to give it meaning. Taken on its own, a shout could be anything from an expression of joy to warning. In the context of a structured piece of on-stage Grime, it's what made Stormzy's appearance at Glastonbury the triumph it was. The problem is that context doesn't come free – it has to be discovered.


Representation Learning for Classical Planning from Partially Observed Traces

arXiv.org Artificial Intelligence

Specifying a complete domain model is time-consuming, which has been a bottleneck of AI planning technique application in many real-world scenarios. Most classical domain-model learning approaches output a domain model in the form of the declarative planning language, such as STRIPS or PDDL, and solve new planning instances by invoking an existing planner. However, planning in such a representation is sensitive to the accuracy of the learned domain model which probably cannot be used to solve real planning problems. In this paper, to represent domain models in a vectorization representation way, we propose a novel framework based on graph neural network (GNN) integrating model-free learning and model-based planning, called LP-GNN . By embedding propositions and actions in a graph, the latent relationship between them is explored to form a domain-specific heuristics. We evaluate our approach on five classical planning domains, comparing with the classical domain-model learner ARMS. The experimental results show that the domain models learned by our approach are much more effective on solving real planning problems.


Artificial intelligence breakthrough: Self-taught AI solved Rubik's Cube in just 1 second

#artificialintelligence

"The solution to the Rubik's Cube involves more symbolic, mathematical and abstract thinking, so a deep learning machine that can crack such a puzzle is getting closer to becoming a system that can think, reason, plan and make decisions." An expert system designed for a narrow task, such as only solving a Rubik's Cube will forever be limited to that domain. But a system like DeepCubeA, boasting an adaptable neural net, can be used for other tasks, such as solving complex scientific, mathematical, and engineering problems. Stephen McAleer, a co-author of the new paper, told Gizmodo how this system "is a small step toward creating agents that are able to learn how to think and plan for themselves in new environments." Reinforcement learning works the way it sounds.


Researchers' deep learning algorithm solves Rubik's Cube faster than any human

#artificialintelligence

Since its invention by a Hungarian architect in 1974, the Rubik's Cube has furrowed the brows of many who have tried to solve it, but the 3-D logic puzzle is no match for an artificial intelligence system created by researchers at the University of California, Irvine. DeepCubeA, a deep reinforcement learning algorithm programmed by UCI computer scientists and mathematicians, can find the solution in a fraction of a second, without any specific domain knowledge or in-game coaching from humans. This is no simple task considering that the cube has completion paths numbering in the billions but only one goal state--each of six sides displaying a solid color--which apparently can't be found through random moves. For a study published today in Nature Machine Intelligence, the researchers demonstrated that DeepCubeA solved 100 percent of all test configurations, finding the shortest path to the goal state about 60 percent of the time. The algorithm also works on other combinatorial games such as the sliding tile puzzle, Lights Out and Sokoban.


AI solves Rubik's Cube in fraction of a second - smashing human record

#artificialintelligence

The human record for solving a Rubik's Cube has been smashed by an artificial intelligence. The bot, called DeepCubeA, completed the popular puzzle in a fraction of a second - much faster than the quickest humans. While algorithms have previously been developed specifically to solve the Rubik's Cube, this is the first time it has done without any specific domain knowledge or in-game coaching from humans. It brings researchers a step closer to creating an advanced AI system that can think like a human. "The solution to the Rubik's Cube involves more symbolic, mathematical and abstract thinking," said senior author Professor Pierre Baldi, a computer scientist at the University of California, Irvine.


Rubik's cube solved in "fraction of a second" by artificial intelligence machine learning algorithm

#artificialintelligence

Researchers have developed an AI algorithm which can solve a Rubik's cube in a fraction of a second, according to a study published in the journal Nature Machine Intelligence. The system, known as DeepCubeA, uses a form of machine learning which teaches itself how to play in order to crack the puzzle without being specifically coached by humans. "Artificial intelligence can defeat the world's best human chess and Go players, but some of the more difficult puzzles, such as the Rubik's Cube, had not been solved by computers, so we thought they were open for AI approaches," Pierre Baldi, one of the developers of the algorithm and computer scientist from the University of California, Irvine, said in a statement. According to Baldi, the latest development could herald a new generation of artificial intelligence (AI) deep-learning systems which are more advanced than those used in commercially available applications such as Siri and Alexa. "These systems are not really intelligent; they're brittle, and you can easily break or fool them," Baldi said.


AI solves Rubik's Cube in one second

#artificialintelligence

An artificial intelligence system created by researchers at the University of California has solved the Rubik's Cube in just over a second. DeepCubeA, as the algorithm was called, completed the 3D logic puzzle which has been taxing humans since it was invented in 1974. "It learned on its own," said report author Prof Pierre Baldi. The researchers noted that its strategy was very different from the way humans tackle the puzzle. "My best guess is that the AI's form of reasoning is completely different from a human's," said Prof Baldi, who is professor of computer science at University of California, Irvine.


Strong Stubborn Set Pruning for Star-Topology Decoupled State Space Search

Journal of Artificial Intelligence Research

Analyzing reachability in large discrete transition systems is an important sub-problem in several areas of AI, and of CS in general. State space search is a basic method for conducting such an analysis. A wealth of techniques have been proposed to reduce the search space without affecting the existence of (optimal) solution paths. In particular, strong stubborn set (SSS) pruning is a prominent such method, analyzing action dependencies to prune commutative parts of the search space. We herein show how to apply this idea to star-topology decoupled state space search, a recent search reformulation method invented in the context of classical AI planning. Star-topology decoupled state space search, short decoupled search, addresses planning tasks where a single center component interacts with several leaf components. The search exploits a form of conditional independence arising in this setting: given a fixed path p of transitions by the center, the possible leaf moves compliant with p are independent across the leaves. Decoupled search thus searches over center paths only, maintaining the compliant paths for each leaf separately. This avoids the enumeration of combined states across leaves. Just like standard search, decoupled search is adversely affected by commutative parts of its search space. The adaptation of strong stubborn set pruning is challenging due to the more complex structure of the search space, and the resulting ways in which action dependencies may affect the search. We spell out how to address this challenge, designing optimality-preserving decoupled strong stubborn set (DSSS) pruning methods. We introduce a design for star topologies in full generality, as well as simpler design variants for the practically relevant fork and inverted fork special cases. We show that there are cases where DSSS pruning is exponentially more effective than both, decoupled search and SSS pruning, exhibiting true synergy where the whole is more than the sum of its parts. Empirically, DSSS pruning reliably inherits the best of its components, and sometimes outperforms both.