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Reports of the AAAI 2010 Conference Workshops

AI Magazine

The AAAI-10 Workshop program was held Sunday and Monday, July 11–12, 2010 at the Westin Peachtree Plaza in Atlanta, Georgia. The AAAI-10 workshop program included 13 workshops covering a wide range of topics in artificial intelligence. The titles of the workshops were AI and Fun, Bridging the Gap between Task and Motion Planning, Collaboratively-Built Knowledge Sources and Artificial Intelligence, Goal-Directed Autonomy, Intelligent Security, Interactive Decision Theory and Game Theory, Metacognition for Robust Social Systems, Model Checking and Artificial Intelligence, Neural-Symbolic Learning and Reasoning, Plan, Activity, and Intent Recognition, Statistical Relational AI, Visual Representations and Reasoning, and Abstraction, Reformulation, and Approximation. This article presents short summaries of those events.


Reports of the AAAI 2010 Conference Workshops

AI Magazine

The AAAI-10 Workshop program was held Sunday and Monday, July 11–12, 2010 at the Westin Peachtree Plaza in Atlanta, Georgia. The AAAI-10 workshop program included 13 workshops covering a wide range of topics in artificial intelligence. The titles of the workshops were AI and Fun, Bridging the Gap between Task and Motion Planning, Collaboratively-Built Knowledge Sources and Artificial Intelligence, Goal-Directed Autonomy, Intelligent Security, Interactive Decision Theory and Game Theory, Metacognition for Robust Social Systems, Model Checking and Artificial Intelligence, Neural-Symbolic Learning and Reasoning, Plan, Activity, and Intent Recognition, Statistical Relational AI, Visual Representations and Reasoning, and Abstraction, Reformulation, and Approximation. This article presents short summaries of those events.


Best-First Heuristic Search for Multicore Machines

Journal of Artificial Intelligence Research

To harness modern multicore processors, it is imperative to develop parallel versions of fundamental algorithms. In this paper, we compare different approaches to parallel best-first search in a shared-memory setting. We present a new method, PBNF, that uses abstraction to partition the state space and to detect duplicate states without requiring frequent locking. PBNF allows speculative expansions when necessary to keep threads busy. We identify and fix potential livelock conditions in our approach, proving its correctness using temporal logic. Our approach is general, allowing it to extend easily to suboptimal and anytime heuristic search. In an empirical comparison on STRIPS planning, grid pathfinding, and sliding tile puzzle problems using 8-core machines, we show that A*, weighted A* and Anytime weighted A* implemented using PBNF yield faster search than improved versions of previous parallel search proposals.


Representing and Managing Narratives in a Computer-Suitable Form

AAAI Conferences

Narratives can be defined informally as a “spatio-temporally bounded stream of elementary events”. To make this sort of definition more computationally useful we introduce, firstly, some pragmatic criteria for recognizing highly ambiguous entities like the “elementary events” and for linking these events together into complete narratives. We raise then the problem of how to concretely represent elementary events and narratives in computer-suitable form. We introduce then the main characteristics of a language, NKRL (Narrative Knowledge Representation Language), expressly specified and implemented for dealing with (non-fictional) narratives and temporal information. We conclude by showing briefly how this language can be used for questioning and for particularly complex inference operations.


Rethinking Traditional Planning Assumptions to Facilitate Narrative Generation

AAAI Conferences

STRIPS-style planning has proven to be a helpful methodology for narrative generation, but certain assumptions about the process remain in use which inhibit the creation of interesting stories. The sequence of actions is more important than the initial and goal state of the world, so a narrative planner should first build a plot and then adapt the world to that plot. This is possible by relaxing the closed world assumption to allow revision to the initial and goal states.


Modeling the Evolution of Knowledge and Reasoning in Learning Systems

AAAI Conferences

How do reasoning systems that learn evolve over time? Characterizing the evolution of these systems is important for understanding their limitations and gaining insights into the interplay between learning and reasoning. We describe an inverse ablation model for studying how learning and reasoning interact: Create a small knowledge base by ablation, and incrementally re-add facts, collecting snapshots of reasoning performance of the system to measure properties of interest. Experiments with this model suggest that different concepts show different rates of growth, and that the density of facts is an important parameter for modulating the rate of learning.


The Metacognitive Loop: An Architecture for Building Robust Intelligent Systems

AAAI Conferences

What commonsense knowledge do intelligent systems need, in order to recover from failures or deal with unexpected situations? It is impractical to represent predetermined solutions to deal with every unanticipated situation or provide predetermined fixes for all the different ways in which systems may fail. We contend that intelligent systems require only a finite set of anomaly-handling strategies to muddle through anomalous situations. We describe a generalized metacognition module that implements such a set of anomaly-handling strategies and that in principle can be attached to any host system to improve the robustness of that system. Several implemented studies are reported, that support our contention.


A Constraint Satisfaction Framework for Executing Perceptions and Actions in Diagrammatic Reasoning

Journal of Artificial Intelligence Research

Diagrammatic reasoning (DR) is pervasive in human problem solving as a powerful adjunct to symbolic reasoning based on language-like representations. The research reported in this paper is a contribution to building a general purpose DR system as an extension to a SOAR-like problem solving architecture. The work is in a framework in which DR is modeled as a process where subtasks are solved, as appropriate, either by inference from symbolic representations or by interaction with a diagram, i.e., perceiving specified information from a diagram or modifying/creating objects in a diagram in specified ways according to problem solving needs. The perceptions and actions in most DR systems built so far are hand-coded for the specific application, even when the rest of the system is built using the general architecture. The absence of a general framework for executing perceptions/actions poses as a major hindrance to using them opportunistically -- the essence of open-ended search in problem solving. Our goal is to develop a framework for executing a wide variety of specified perceptions and actions across tasks/domains without human intervention. We observe that the domain/task-specific visual perceptions/actions can be transformed into domain/task-independent spatial problems. We specify a spatial problem as a quantified constraint satisfaction problem in the real domain using an open-ended vocabulary of properties, relations and actions involving three kinds of diagrammatic objects -- points, curves, regions. Solving a spatial problem from this specification requires computing the equivalent simplified quantifier-free expression, the complexity of which is inherently doubly exponential. We represent objects as configuration of simple elements to facilitate decomposition of complex problems into simpler and similar subproblems. We show that, if the symbolic solution to a subproblem can be expressed concisely, quantifiers can be eliminated from spatial problems in low-order polynomial time using similar previously solved subproblems. This requires determining the similarity of two problems, the existence of a mapping between them computable in polynomial time, and designing a memory for storing previously solved problems so as to facilitate search. The efficacy of the idea is shown by time complexity analysis. We demonstrate the proposed approach by executing perceptions and actions involved in DR tasks in two army applications.


Project Halo Update--Progress Toward Digital Aristotle

AI Magazine

In the winter, 2004 issue of AI Magazine, we reported Vulcan Inc.'s first step toward creating a question-answering system called "Digital Aristotle." The goal of that first step was to assess the state of the art in applied Knowledge Representation and Reasoning (KRR) by asking AI experts to represent 70 pages from the advanced placement (AP) chemistry syllabus and to deliver knowledge-based systems capable of answering questions from that syllabus. This paper reports the next step toward realizing a Digital Aristotle: we present the design and evaluation results for a system called AURA, which enables domain experts in physics, chemistry, and biology to author a knowledge base and that then allows a different set of users to ask novel questions against that knowledge base. These results represent a substantial advance over what we reported in 2004, both in the breadth of covered subjects and in the provision of sophisticated technologies in knowledge representation and reasoning, natural language processing, and question answering to domain experts and novice users.


An Offline Planning Approach to Game Plotline Adaptation

AAAI Conferences

Role-playing games, and other types of contemporary video games, usually contain a main storyline consisting of several causally related quests. As players have different motivations, tastes and preferences, it can be beneficial to customize game plotlines. In this paper, we present an offline algorithm for adapting human-authored game plotlines for computer role-playing games to suit the unique needs of individual players, thereby customizing gaming experiences and enhancing re-playability. Our approach uses an plan refinement technique based on partial-order planning to (a) optimize the global structure of the plotline according to input from a player model, (b) maintain plotline coherence, and (c) facilitate authorial intent by preserving as much of the original plotline as possible. A theoretical analysis of the authorial leverage and a user study suggest the benefits of this approach.