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 Problem Solving


Bipolar Possibilistic Representations

arXiv.org Artificial Intelligence

Recently, it has been emphasized that the possibility theory framework allows us to distinguish between i) what is possible because it is not ruled out by the available knowledge, and ii) what is possible for sure. This distinction may be useful when representing knowledge, for modelling values which are not impossible because they are consistent with the available knowledge on the one hand, and values guaranteed to be possible because reported from observations on the other hand. It is also of interest when expressing preferences, to point out values which are positively desired among those which are not rejected. This distinction can be encoded by two types of constraints expressed in terms of necessity measures and in terms of guaranteed possibility functions, which induce a pair of possibility distributions at the semantic level. A consistency condition should ensure that what is claimed to be guaranteed as possible is indeed not impossible. The present paper investigates the representation of this bipolar view, including the case when it is stated by means of conditional measures, or by means of comparative context-dependent constraints. The interest of this bipolar framework, which has been recently stressed for expressing preferences, is also pointed out in the representation of diagnostic knowledge.


Inductive Policy Selection for First-Order MDPs

arXiv.org Artificial Intelligence

We select policies for large Markov Decision Processes (MDPs) with compact first-order representations. We find policies that generalize well as the number of objects in the domain grows, potentially without bound. Existing dynamic-programming approaches based on flat, propositional, or first-order representations either are impractical here or do not naturally scale as the number of objects grows without bound. We implement and evaluate an alternative approach that induces first-order policies using training data constructed by solving small problem instances using PGraphplan (Blum & Langford, 1999). Our policies are represented as ensembles of decision lists, using a taxonomic concept language. This approach extends the work of Martin and Geffner (2000) to stochastic domains, ensemble learning, and a wider variety of problems. Empirically, we find "good" policies for several stochastic first-order MDPs that are beyond the scope of previous approaches. We also discuss the application of this work to the relational reinforcement-learning problem.


Problem Solving and Computational Thinking in a Learning Environment

arXiv.org Artificial Intelligence

Computational thinking is a new problem soling method named for its extensive use of computer science techniques. It synthesizes critical thinking and existing knowledge and applies them in solving complex technological problems. The term was coined by J. Wing, but the relationship between computational and critical thinking, the two modes of thiking in solving problems, has not been yet learly established. This paper aims at shedding some light into this relationship. We also present two classroom experiments performed recently at the Graduate Technological Educational Institute of Patras in Greece. The results of these experiments give a strong indication that the use of computers as a tool for problem solving enchances the students' abilities in solving real world problems involving mathematical modelling. This is also crossed by earlier findings of other researchers for the problem solving process in general (not only for mathematical problems).


Shadows and Headless Shadows: an Autobiographical Approach to Narrative Reasoning

arXiv.org Artificial Intelligence

The Xapagy architecture is a story-oriented cognitive system which relies exclusively on the autobiographical memory implemented as a raw collection of events. Reasoning is performed by shadowing current events with events from the autobiography. The shadows are then extrapolated into headless shadows (HLSs). In a story following mood, HLSs can be used to track the level of surprise of the agent, to infer hidden actions or relations between the participants, and to summarize ongoing events. In recall mood, the HLSs can be used to create new stories ranging from exact recall to free-form confabulation.


Learning and Detecting Patterns in Multi-Attributed Network Data

AAAI Conferences

Network analysis is a growing field across many domains, including computer vision, social media marketing, transportation networks, and intelligence analysis. The growing use of digital communication devices and platforms, as well as persistent surveillance sensors, has resulted in explosion of the quantity of data and stretched the abilities of current technologies to process this data and draw meaningful conclusions. Current tools either require significant levels of manual intervention (e.g., to prepare the data, to define patterns, or to draw conclusions from data) or are unable to generalize to new data sources and analysis needs. In this paper, we present automated solutions to two major problems in network analysis: (a) finding patterns in the network data that contains high levels of noise and irrelevant information; and (b) learning repetitive patterns and dependencies between entities and attributes. Our modeling framework represents network data using multi-attributed graphs that can encode various discrete and continuous features and relationships between network entities. The pattern search and learning model is based on probabilistic multi-attributed graph matching, and implemented using distributed message passing algorithms. Our algorithms achieved high accuracy rates in learning and finding patterns in the data, are flexible to new domains and data types, and scale to large datasets using the Map-Reduce framework.


POWERPLAY: Training an Increasingly General Problem Solver by Continually Searching for the Simplest Still Unsolvable Problem

arXiv.org Artificial Intelligence

Most of computer science focuses on automatically solving given computational problems. I focus on automatically inventing or discovering problems in a way inspired by the playful behavior of animals and humans, to train a more and more general problem solver from scratch in an unsupervised fashion. Consider the infinite set of all computable descriptions of tasks with possibly computable solutions. The novel algorithmic framework POWERPLAY (2011) continually searches the space of possible pairs of new tasks and modifications of the current problem solver, until it finds a more powerful problem solver that provably solves all previously learned tasks plus the new one, while the unmodified predecessor does not. Wow-effects are achieved by continually making previously learned skills more efficient such that they require less time and space. New skills may (partially) re-use previously learned skills. POWERPLAY's search orders candidate pairs of tasks and solver modifications by their conditional computational (time & space) complexity, given the stored experience so far. The new task and its corresponding task-solving skill are those first found and validated. The computational costs of validating new tasks need not grow with task repertoire size. POWERPLAY's ongoing search for novelty keeps breaking the generalization abilities of its present solver. This is related to Goedel's sequence of increasingly powerful formal theories based on adding formerly unprovable statements to the axioms without affecting previously provable theorems. The continually increasing repertoire of problem solving procedures can be exploited by a parallel search for solutions to additional externally posed tasks. POWERPLAY may be viewed as a greedy but practical implementation of basic principles of creativity. A first experimental analysis can be found in separate papers [53,54].


Fast Exact Inference for Recursive Cardinality Models

arXiv.org Machine Learning

Cardinality potentials are a generally useful class of high order potential that affect probabilities based on how many of D binary variables are active. Maximum a posteriori (MAP) inference for cardinality potential models is well-understood, with efficient computations taking O(DlogD) time. Yet efficient marginalization and sampling have not been addressed as thoroughly in the machine learning community. We show that there exists a simple algorithm for computing marginal probabilities and drawing exact joint samples that runs in O(Dlog2 D) time, and we show how to frame the algorithm as efficient belief propagation in a low order tree-structured model that includes additional auxiliary variables. We then develop a new, more general class of models, termed Recursive Cardinality models, which take advantage of this efficiency. Finally, we show how to do efficient exact inference in models composed of a tree structure and a cardinality potential. We explore the expressive power of Recursive Cardinality models and empirically demonstrate their utility.


Distributed Problem Solving

AI Magazine

Distributed problem solving is a subfield within multiagent systems, where agents are assumed to be part of a team and collaborate with each other to reach a common goal. In this article, we illustrate the motivations for distributed problem solving and provide an overview of two distributed problem solving models, namely distributed constraint satisfaction problems (DCSPs) and distributed constraint optimization problems (DCOPs), and some of their algorithms.


AI@NICTA

AI Magazine

NICTA is Australia's Information and Communications Technology (ICT) Centre of Excellence. It is the largest organization in Australia dedicated to ICT research. While it has close links with local universities, it is in fact an independent but not-for-profit company in the business of doing research, commercializing that research and training PhD students to do that research. Much of the work taking place at NICTA involves various topics in artificial intelligence. In this article, we survey some of the AI work being undertaken at NICTA.


Fast Heuristic Search for RTS Game Combat Scenarios

AAAI Conferences

Heuristic search has been very successful in abstract game domains such as Chess and Go. In video games, however, adoption has been slow due to the fact that state and move spaces are much larger, real-time constraints are harsher, and constraints on computational resources are tighter. In this paper we present a fast search method — Alpha-Beta search for durative moves— that can defeat commonly used AI scripts in RTS game combat scenarios of up to 8 vs. 8 units running on a single core in under 5ms per search episode. This performance is achieved by using standard search enhancements such as transposition tables and iterative deepening, and novel usage of combat AI scripts for sorting moves and state evaluation via playouts. We also present evidence that commonly used combat scripts are highly exploitable — opening the door for a promising line of research on opponent combat modelling.