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 Problem Solving


True Knowledge: Open-Domain Question Answering Using Structured Knowledge and Inference

AI Magazine

The motivation for the project was to tackle what might be regarded as the "holy grail" of Internet search, replacing larger and larger numbers of keyword-based lists of links with perfect, direct answers to naturally phrased queries on any subject. The platform was also designed to scale, with the primary mechanism for answering more and more questions being the addition of knowledge to the platform rather than writing more program code. Additional knowledge areas are typically included by adding "knowledge about knowledge." The system is live and answers millions of questions per month, asked by real Internet users. Questions can be tried at (and API access obtained from) www.trueknowledge.com. All the intellectual External computer systems can connect to the property was subsequently transferred in 2006 platform at two points through an API.


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.


A Model-Based Active Testing Approach to Sequential Diagnosis

Journal of Artificial Intelligence Research

Model-based diagnostic reasoning often leads to a large number of diagnostic hypotheses. The set of diagnoses can be reduced by taking into account extra observations (passive monitoring), measuring additional variables (probing) or executing additional tests (sequential diagnosis/test sequencing). In this paper we combine the above approaches with techniques from Automated Test Pattern Generation (ATPG) and Model-Based Diagnosis (MBD) into a framework called FRACTAL (FRamework for ACtive Testing ALgorithms). Apart from the inputs and outputs that connect a system to its environment, in active testing we consider additional input variables to which a sequence of test vectors can be supplied. We address the computationally hard problem of computing optimal control assignments (as defined in FRACTAL) in terms of a greedy approximation algorithm called FRACTAL-G. We compare the decrease in the number of remaining minimal cardinality diagnoses of FRACTAL-G to that of two more FRACTAL algorithms: FRACTAL-ATPG and FRACTAL-P. FRACTAL-ATPG is based on ATPG and sequential diagnosis while FRACTAL-P is based on probing and, although not an active testing algorithm, provides a baseline for comparing the lower bound on the number of reachable diagnoses for the FRACTAL algorithms. We empirically evaluate the trade-offs of the three FRACTAL algorithms by performing extensive experimentation on the ISCAS85/74XXX benchmark of combinational circuits.


Narrative Planning: Balancing Plot and Character

Journal of Artificial Intelligence Research

Narrative, and in particular storytelling, is an important part of the human experience. Consequently, computational systems that can reason about narrative can be more effective communicators, entertainers, educators, and trainers. One of the central challenges in computational narrative reasoning is narrative generation, the automated creation of meaningful event sequences. There are many factors -- logical and aesthetic -- that contribute to the success of a narrative artifact. Central to this success is its understandability. We argue that the following two attributes of narratives are universal: (a) the logical causal progression of plot, and (b) character believability. Character believability is the perception by the audience that the actions performed by characters do not negatively impact the audience's suspension of disbelief. Specifically, characters must be perceived by the audience to be intentional agents. In this article, we explore the use of refinement search as a technique for solving the narrative generation problem -- to find a sound and believable sequence of character actions that transforms an initial world state into a world state in which goal propositions hold. We describe a novel refinement search planning algorithm -- the Intent-based Partial Order Causal Link (IPOCL) planner -- that, in addition to creating causally sound plot progression, reasons about character intentionality by identifying possible character goals that explain their actions and creating plan structures that explain why those characters commit to their goals. We present the results of an empirical evaluation that demonstrates that narrative plans generated by the IPOCL algorithm support audience comprehension of character intentions better than plans generated by conventional partial-order planners.


The LAMA Planner: Guiding Cost-Based Anytime Planning with Landmarks

Journal of Artificial Intelligence Research

LAMA is a classical planning system based on heuristic forward search. Its core feature is the use of a pseudo-heuristic derived from landmarks, propositional formulas that must be true in every solution of a planning task. LAMA builds on the Fast Downward planning system, using finite-domain rather than binary state variables and multi-heuristic search. The latter is employed to combine the landmark heuristic with a variant of the well-known FF heuristic. Both heuristics are cost-sensitive, focusing on high-quality solutions in the case where actions have non-uniform cost. A weighted A* search is used with iteratively decreasing weights, so that the planner continues to search for plans of better quality until the search is terminated. LAMA showed best performance among all planners in the sequential satisficing track of the International Planning Competition 2008. In this paper we present the system in detail and investigate which features of LAMA are crucial for its performance. We present individual results for some of the domains used at the competition, demonstrating good and bad cases for the techniques implemented in LAMA. Overall, we find that using landmarks improves performance, whereas the incorporation of action costs into the heuristic estimators proves not to be beneficial. We show that in some domains a search that ignores cost solves far more problems, raising the question of how to deal with action costs more effectively in the future. The iterated weighted A* search greatly improves results, and shows synergy effects with the use of landmarks.


Implicit Abstraction Heuristics

Journal of Artificial Intelligence Research

State-space search with explicit abstraction heuristics is at the state of the art of cost-optimal planning. These heuristics are inherently limited, nonetheless, because the size of the abstract space must be bounded by some, even if a very large, constant. Targeting this shortcoming, we introduce the notion of (additive) implicit abstractions, in which the planning task is abstracted by instances of tractable fragments of optimal planning. We then introduce a concrete setting of this framework, called fork-decomposition, that is based on two novel fragments of tractable cost-optimal planning. The induced admissible heuristics are then studied formally and empirically. This study testifies for the accuracy of the fork decomposition heuristics, yet our empirical evaluation also stresses the tradeoff between their accuracy and the runtime complexity of computing them. Indeed, some of the power of the explicit abstraction heuristics comes from precomputing the heuristic function offline and then determining h(s) for each evaluated state s by a very fast lookup in a ``database.'' By contrast, while fork-decomposition heuristics can be calculated in polynomial time, computing them is far from being fast. To address this problem, we show that the time-per-node complexity bottleneck of the fork-decomposition heuristics can be successfully overcome. We demonstrate that an equivalent of the explicit abstraction notion of a ``database'' exists for the fork-decomposition abstractions as well, despite their exponential-size abstract spaces. We then verify empirically that heuristic search with the ``databased" fork-decomposition heuristics favorably competes with the state of the art of cost-optimal planning.


Planning with Noisy Probabilistic Relational Rules

Journal of Artificial Intelligence Research

Noisy probabilistic relational rules are a promising world model representation for several reasons. They are compact and generalize over world instantiations. They are usually interpretable and they can be learned effectively from the action experiences in complex worlds. We investigate reasoning with such rules in grounded relational domains. Our algorithms exploit the compactness of rules for efficient and flexible decision-theoretic planning. As a first approach, we combine these rules with the Upper Confidence Bounds applied to Trees (UCT) algorithm based on look-ahead trees. Our second approach converts these rules into a structured dynamic Bayesian network representation and predicts the effects of action sequences using approximate inference and beliefs over world states. We evaluate the effectiveness of our approaches for planning in a simulated complex 3D robot manipulation scenario with an articulated manipulator and realistic physics and in domains of the probabilistic planning competition. Empirical results show that our methods can solve problems where existing methods fail.


Optimizing Selective Search in Chess

arXiv.org Artificial Intelligence

In this paper we introduce a novel method for automatically tuning the search parameters of a chess program using genetic algorithms. Our results show that a large set of parameter values can be learned automatically, such that the resulting performance is comparable with that of manually tuned parameters of top tournament-playing chess programs.


Search Space Reduction Using Swamp Hierarchies

AAAI Conferences

In various domains, such as computer games, robotics, and transportation networks, shortest paths may need to be found quickly. Search time can be significantly reduced if it is known which parts of the graph include "swamps" - areas that cannot lie on the only available shortest path, and can thus safely be pruned during search. We introduce an algorithm for detecting hierarchies of swamps, and exploiting them. Experiments support our claims of improved efficiency, showing significant reduction in search time.


Computing Equivalent Transformations for Combinatorial Optimization by Branch-and-Bound Search

AAAI Conferences

Branch-and-Bound search is a basic algorithm for solving combinatorial optimization problems. Here we introduce a new lower-bounding methodology that can be incorporated into any branch-and-bound solver, and demonstraint its use on the MaxSAT constraint optimization problem. The approach is to adapt a “minimum-height equivalent transformation” framework that was first developed in the context of computer vision. We present efficient algorithms to realize this framework within the MaxSAT domain, and demonstrate their feasibility by implementing them within the state-of-the-art maxsatz solver. We evaluate the solver on test sets from the 2009 MaxSAT competition; we observe a basic performance tradeoff whereby the (quadratic) time cost of computing the transformations may or may not be worthwhile in exchange for better bounds and more frequent pruning. For specific test sets, the trade-off does result in significant improvement in both prunings and overall run-time.