Problem Solving
A Heuristic Search Approach to Planning with Continuous Resources in Stochastic Domains
Meuleau, N., Benazera, E., Brafman, R. I., Hansen, E. A., Mausam,
We consider the problem of optimal planning in stochastic domains with resource constraints, where the resources are continuous and the choice of action at each step depends on resource availability. We introduce the HAO* algorithm, a generalization of the AO* algorithm that performs search in a hybrid state space that is modeled using both discrete and continuous state variables, where the continuous variables represent monotonic resources. Like other heuristic search algorithms, HAO* leverages knowledge of the start state and an admissible heuristic to focus computational effort on those parts of the state space that could be reached from the start state by following an optimal policy. We show that this approach is especially effective when resource constraints limit how much of the state space is reachable. Experimental results demonstrate its effectiveness in the domain that motivates our research: automated planning for planetary exploration rovers.
Logical Algorithms meets CHR: A meta-complexity result for Constraint Handling Rules with rule priorities
This paper investigates the relationship between the Logical Algorithms language (LA) of Ganzinger and McAllester and Constraint Handling Rules (CHR). We present a translation schema from LA to CHR-rp: CHR with rule priorities, and show that the meta-complexity theorem for LA can be applied to a subset of CHR-rp via inverse translation. Inspired by the high-level implementation proposal for Logical Algorithm by Ganzinger and McAllester and based on a new scheduling algorithm, we propose an alternative implementation for CHR-rp that gives strong complexity guarantees and results in a new and accurate meta-complexity theorem for CHR-rp. It is furthermore shown that the translation from Logical Algorithms to CHR-rp combined with the new CHR-rp implementation, satisfies the required complexity for the Logical Algorithms meta-complexity result to hold.
A New Method for Knowledge Representation in Expert System's (XMLKR)
Knowledge representation it is an essential section of a Expert Systems, Because in this section we have a framework to establish an expert system then we can modeling and use by this to design an expert system. Many method it is exist for knowledge representation but each method have problems, in this paper we introduce a new method of object oriented by XML language as XMLKR to knowledge representation, and we want to discuss advantage and disadvantage of this method.
AND/OR Multi-Valued Decision Diagrams (AOMDDs) for Graphical Models
Mateescu, R., Dechter, R., Marinescu, R.
Inspired by the recently introduced framework of AND/OR search spaces for graphical models, we propose to augment Multi-Valued Decision Diagrams (MDD) with AND nodes, in order to capture function decomposition structure and to extend these compiled data structures to general weighted graphical models (e.g., probabilistic models). We present the AND/OR Multi-Valued Decision Diagram (AOMDD) which compiles a graphical model into a canonical form that supports polynomial (e.g., solution counting, belief updating) or constant time (e.g. equivalence of graphical models) queries. We provide two algorithms for compiling the AOMDD of a graphical model. The first is search-based, and works by applying reduction rules to the trace of the memory intensive AND/OR search algorithm. The second is inference-based and uses a Bucket Elimination schedule to combine the AOMDDs of the input functions via the the APPLY operator. For both algorithms, the compilation time and the size of the AOMDD are, in the worst case, exponential in the treewidth of the graphical model, rather than pathwidth as is known for ordered binary decision diagrams (OBDDs). We introduce the concept of semantic treewidth, which helps explain why the size of a decision diagram is often much smaller than the worst case bound. We provide an experimental evaluation that demonstrates the potential of AOMDDs.
Learning Partially Observable Deterministic Action Models
We present exact algorithms for identifying deterministic-actions' effects and preconditions in dynamic partially observable domains. They apply when one does not know the action model(the way actions affect the world) of a domain and must learn it from partial observations over time. Such scenarios are common in real world applications. They are challenging for AI tasks because traditional domain structures that underly tractability (e.g., conditional independence) fail there (e.g., world features become correlated). Our work departs from traditional assumptions about partial observations and action models. In particular, it focuses on problems in which actions are deterministic of simple logical structure and observation models have all features observed with some frequency. We yield tractable algorithms for the modified problem for such domains. Our algorithms take sequences of partial observations over time as input, and output deterministic action models that could have lead to those observations. The algorithms output all or one of those models (depending on our choice), and are exact in that no model is misclassified given the observations. Our algorithms take polynomial time in the number of time steps and state features for some traditional action classes examined in the AI-planning literature, e.g., STRIPS actions. In contrast, traditional approaches for HMMs and Reinforcement Learning are inexact and exponentially intractable for such domains. Our experiments verify the theoretical tractability guarantees, and show that we identify action models exactly. Several applications in planning, autonomous exploration, and adventure-game playing already use these results. They are also promising for probabilistic settings, partially observable reinforcement learning, and diagnosis.
On Granular Knowledge Structures
Knowledge plays a central role in human and artificial intelligence. One of the key characteristics of knowledge is its structured organization. Knowledge can be and should be presented in multiple levels and multiple views to meet people's needs in different levels of granularities and from different perspectives. In this paper, we stand on the view point of granular computing and provide our understanding on multi-level and multi-view of knowledge through granular knowledge structures (GKS). Representation of granular knowledge structures, operations for building granular knowledge structures and how to use them are investigated. As an illustration, we provide some examples through results from an analysis of proceeding papers. Results show that granular knowledge structures could help users get better understanding of the knowledge source from set theoretical, logical and visual point of views. One may consider using them to meet specific needs or solve certain kinds of problems.
The Fractal Nature of the Semantic Web
Berners-Lee, Tim (Massachusetts Institute of Technology) | Kagal, Lalana (Massachusetts Institute of Technology)
In the past, many knowledge representation systems failed because they were too monolithic and didn't scale well, whereas other systems failed to have an impact because they were small and isolated. Along with this trade-off in size, there is also a constant tension between the cost involved in building a larger community that can interoperate through common terms and the cost of the lack of interoperability. Its main contribution is in recognizing and supporting the fractal patterns of scalable web systems. In this article we discuss why fractal patterns are an appropriate model for web systems and how semantic web technologies can be used to design scalable and interoperable systems.
Dynamic Control in Real-Time Heuristic Search
Bulitko, V., Lustrek, M., Schaeffer, J., Bjornsson, Y., Sigmundarson, S.
Real-time heuristic search is a challenging type of agent-centered search because the agent's planning time per action is bounded by a constant independent of problem size. A common problem that imposes such restrictions is pathfinding in modern computer games where a large number of units must plan their paths simultaneously over large maps. Common search algorithms (e.g., A*, IDA*, D*, ARA*, AD*) are inherently not real-time and may lose completeness when a constant bound is imposed on per-action planning time. Real-time search algorithms retain completeness but frequently produce unacceptably suboptimal solutions. In this paper, we extend classic and modern real-time search algorithms with an automated mechanism for dynamic depth and subgoal selection. The new algorithms remain real-time and complete. On large computer game maps, they find paths within 7% of optimal while on average expanding roughly a single state per action. This is nearly a three-fold improvement in suboptimality over the existing state-of-the-art algorithms and, at the same time, a 15-fold improvement in the amount of planning per action.
Report on the Eighteenth International Workshop on Principles of Diagnosis (DX-07)
Biswas, Gautam (Vanderbilt University) | Koutsoukos, Xenofon (Vanderbilt University)
The eighteenth annual International Workshop on Principles of Diagnosis was held in Nashville, Tennessee, May 29–31, 2007. Papers presented at the workshop covered a variety of theories, principles, and computational techniques for diagnosis, monitoring, testing, reconfiguration, fault-adaptive control, and repair of complex systems. This year's workshop emphasized inter-actions and exchange of ideas and experiences between researchers and practitioners whose backgrounds included AI, control theory, systems engineering, software engineering, and related areas.