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 Problem Solving


Evolving Playable Content for Cut the Rope through a Simulation-Based Approach

AAAI Conferences

In order to automatically generate high-quality game levels, one needs to be able to automatically verify that the levels are playable. The simulation-based approach to playability testing uses an artificial agent to play through the level, but building such an agent is not always an easy task and such an agent is not always readily available. We discuss this prob- lem in the context of the physics-based puzzle game Cut the Rope, which features continuous time and state space, mak- ing several approaches such as exhaustive search and reactive agents inefficient. We show that a deliberative Prolog-based agent can be used to suggest all sensible moves at each state, which allows us to restrict the search space so that depth-first search for solutions become viable. This agent is successfully used to test playability in Ropossum, a level generator based on grammatical evolution. The method proposed in this paper is likely to be useful for a large variety of games with similar characteristics.


Algorithm Runtime Prediction: Methods & Evaluation

arXiv.org Artificial Intelligence

Perhaps surprisingly, it is possible to predict how long an algorithm will take to run on a previously unseen input, using machine learning techniques to build a model of the algorithm's runtime as a function of problem-specific instance features. Such models have important applications to algorithm analysis, portfolio-based algorithm selection, and the automatic configuration of parameterized algorithms. Over the past decade, a wide variety of techniques have been studied for building such models. Here, we describe extensions and improvements of existing models, new families of models, and -- perhaps most importantly -- a much more thorough treatment of algorithm parameters as model inputs. We also comprehensively describe new and existing features for predicting algorithm runtime for propositional satisfiability (SAT), travelling salesperson (TSP) and mixed integer programming (MIP) problems. We evaluate these innovations through the largest empirical analysis of its kind, comparing to a wide range of runtime modelling techniques from the literature. Our experiments consider 11 algorithms and 35 instance distributions; they also span a very wide range of SAT, MIP, and TSP instances, with the least structured having been generated uniformly at random and the most structured having emerged from real industrial applications. Overall, we demonstrate that our new models yield substantially better runtime predictions than previous approaches in terms of their generalization to new problem instances, to new algorithms from a parameterized space, and to both simultaneously.


Inquire Biology: A Textbook that Answers Questions

AI Magazine

Inquire Biology is a prototype of a new kind of intelligent textbook -- one that answers students' questions, engages their interest, and improves their understanding. Inquire Biology provides unique capabilities via a knowledge representation that captures conceptual knowledge from the textbook and uses inference procedures to answer students' questions. In an initial controlled experiment, community college students using the Inquire Biology prototype outperformed students using either a hardcopy or conventional E-book version of the same biology textbook. While additional research is needed to fully develop Inquire Biology, the initial prototype clearly demonstrates the promise of applying knowledge representation and question-answering technology to electronic textbooks.


Student Modeling: Supporting Personalized Instruction, from Problem Solving to Exploratory Open Ended Activities

AI Magazine

The field of intelligent tutoring systems has successfully delivered techniques and applications to provide personalized coaching and feedback for problem solving in a variety of domains. The core of this personalized instruction is a student model; the ITS component in charge of assessing student traits and states relevant to tailor the tutorial interaction to specific student needs during problem solving. There are however, other educational activities that can help learners acquire the target skills and abilities at different stages of learning including, among others, exploring interactive simulations and playing educational games. This article describes research on creating student models that support personalization for these novel types of interactions, their unique challenges, and how AI and machine learning can help.



Inquire Biology: A Textbook that Answers Questions

AI Magazine

Inquire Biology is a prototype of a new kind of intelligent textbook โ€” one that answers studentsโ€™ questions, engages their interest, and improves their understanding. Inquire Biology provides unique capabilities via a knowledge representation that captures conceptual knowledge from the textbook and uses inference procedures to answer studentsโ€™ questions. Students ask questions by typing free-form natural language queries or by selecting passages of text. The system then attempts to answer the question and also generates suggested questions related to the query or selection. The questions supported by the system were chosen to be educationally useful, for example: what is the structure of X? compare X and Y? how does X relate to Y? In user studies, students found this question-answering capability to be extremely useful while reading and while doing problem solving. In an initial controlled experiment, community college students using the Inquire Biology prototype outperformed students using either a hardcopy or conventional E-book version of the same biology textbook. While additional research is needed to fully develop Inquire Biology, the initial prototype clearly demonstrates the promise of applying knowledge representation and question-answering technology to electronic textbooks.


Algebraic Properties of Qualitative Spatio-Temporal Calculi

arXiv.org Artificial Intelligence

Qualitative spatial and temporal reasoning is based on so-called qualitative calculi. Algebraic properties of these calculi have several implications on reasoning algorithms. But what exactly is a qualitative calculus? And to which extent do the qualitative calculi proposed meet these demands? The literature provides various answers to the first question but only few facts about the second. In this paper we identify the minimal requirements to binary spatio-temporal calculi and we discuss the relevance of the according axioms for representation and reasoning. We also analyze existing qualitative calculi and provide a classification involving different notions of a relation algebra.


Artificial Intelligence Based Cognitive Routing for Cognitive Radio Networks

arXiv.org Artificial Intelligence

Cognitive radio networks (CRNs) are networks of nodes equipped with cognitive radios that can optimize performance by adapting to network conditions. While cognitive radio networks (CRN) are envisioned as intelligent networks, relatively little research has focused on the network level functionality of CRNs. Although various routing protocols, incorporating varying degrees of adaptiveness, have been proposed for CRNs, it is imperative for the long term success of CRNs that the design of cognitive routing protocols be pursued by the research community. Cognitive routing protocols are envisioned as routing protocols that fully and seamless incorporate AI-based techniques into their design. In this paper, we provide a self-contained tutorial on various AI and machine-learning techniques that have been, or can be, used for developing cognitive routing protocols. We also survey the application of various classes of AI techniques to CRNs in general, and to the problem of routing in particular. We discuss various decision making techniques and learning techniques from AI and document their current and potential applications to the problem of routing in CRNs. We also highlight the various inference, reasoning, modeling, and learning sub tasks that a cognitive routing protocol must solve. Finally, open research issues and future directions of work are identified.


Heuristic Search When Time Matters

Journal of Artificial Intelligence Research

In many applications of shortest-path algorithms, it is impractical to find a provably optimal solution; one can only hope to achieve an appropriate balance between search time and solution cost that respects the user's preferences. Preferences come in many forms; we consider utility functions that linearly trade-off search time and solution cost. Many natural utility functions can be expressed in this form. For example, when solution cost represents the makespan of a plan, equally weighting search time and plan makespan minimizes the time from the arrival of a goal until it is achieved. Current state-of-the-art approaches to optimizing utility functions rely on anytime algorithms, and the use of extensive training data to compute a termination policy. We propose a more direct approach, called Bugsy, that incorporates the utility function directly into the search, obviating the need for a separate termination policy. We describe a new method based on off-line parameter tuning and a novel benchmark domain for planning under time pressure based on platform-style video games. We then present what we believe to be the first empirical study of applying anytime monitoring to heuristic search, and we compare it with our proposals. Our results suggest that the parameter tuning technique can give the best performance if a representative set of training instances is available. If not, then Bugsy is the algorithm of choice, as it performs well and does not require any off-line training. This work extends the tradition of research on metareasoning for search by illustrating the benefits of embedding lightweight reasoning about time into the search algorithm itself.


From Causal Models To Counterfactual Structures

arXiv.org Artificial Intelligence

Counterfactual reasoning arises in broad array of fields, from statistics to economics to law. Not surprisingly, there has been a great deal of work on giving semantics to counterfactuals. Perhaps the best-known approach is due to Lewis [1973] and Stalnaker [1968], and involves possible worlds. The idea is that a counterfactual of the form "ifAwere the case thenB would be the case", typically written A B, is true at a worldwifB is true at all the worlds closest tow whereAis true. Of course, making this precise requires having some notion of "closeness" among worlds. More recently, Pearl [2000] proposed the use of causal models based on structural equations for reasoning about causality. In causal models, we can examine the effect of interventions, and answer questions of the form "if random variable X were set to x, what would the value of random variable Y be". This suggests that causal models can also provide semantics for (at least some) counterfactuals. The relationship between the semantics of counterfactuals in causal models and in counterfactual structures (i.e., possible-worlds structures where the semantics of counterfactuals is given in terms of A preliminary version of this paper appears in the Proceedings of the Twelfth International Conference on Principles of Knowledge Representation and Reasoning (KR 2010), 2010.