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A Computational Model of Reasoning from the Clinical Literature

AI Magazine

This article explores the premise that a formalized representation of empirical studies can play a central role in computer- based decision support. The specific motivations underlying this research include the following propositions: (1) Reasoning from experimental evidence contained in the clinical literature is central to the decisions physicians make in patient care. (2) A computational model based on a declarative representation for published reports of clinical studies can drive a computer program that selectively tailors knowledge of the clinical literature as it is applied to a particular case. (3) The development of such a computational model is an important first step toward filling a void in computer-based decision support systems. Furthermore, the model can help us better understand the general principles of reasoning from experimental evidence both in medicine and other domains. Roundsman is a developmental computer system that draws on structured representations of the clinical literature to critique plans for the management of primary breast cancer. Roundsman is able to produce patient-specific analyses of breast cancer-management options based on the 24 clinical studies currently encoded in its knowledge base. The Roundsman system is a first step in exploring how the computer can help bring a critical analysis of the relevant literature, structured around a particular patient and treatment decision, to the physician.


Motivating the Notion of Generic Design within Information-Processing Theory: The Design Problem Space

AI Magazine

The notion of generic design, although it has been around for 25 years, is not often articulated; such is especially true within Newell and Simon's (1972) information-processing theory (IPT) framework. Design is merely lumped in with other forms of problem-solving activity. Intuitively, one feels there should be a level of description of the phenomenon that refines this broad classification by further distinguishing between design and nondesign problem solving. However, IPT does not facilitate such problem classification. This article makes a preliminary attempt to differentiate design problem solving from nondesign problem solving by identifying major invariants in the design problem space.


Eliminating expensive chunks by restricting expressiveness

Classics

Chunking, an experience based-learning mechanism, improves Soar's performance a great deal when viewed in terms of the number of subproblems required and the number of steps within a subproblem. This high-level view of the impact of chunking on performance is based on an deal computational model, which says that the time per step is constant. However, if the chunks created by chunking are expensive, then they consume a large amount of processing in the match, i.e, indexing the knowledge-base, distorting Soar*s constant time-per-stcp model. In these situations, the gain in number of steps does not reflect an improvement in performance; in fact there may be degradation in the total run time of the system. Such chunks form a major problem for the system, since absolutely 10 guarantees can be given about its behavior. I "his article presents a solution to the problem of expensive chunks. The solution is based on the notion of restricting the expressiveness of Soar's representational language to guarantee that chunks formed will require only a limited amount of matching effort. We analyze the tradeoffs involved in restricting expressiveness and present some empirical evidence to support our analysis.


On optimal game-tree search using rational meta-reasoning

Classics

In this paper we outline a general approach to the study of problem-solving, in which search steps are considered decisions in the same sense as actions in the world. Unlike other metrics in the literature, the value of a search step is defined as a real utility rather than as a quasiutility, and can therefore be computed directly from a model of the base-level problem-solver. We develop a formula for the expected value of a search step in a game-playing context using the single-step assumption, namely that a computation step can be evaluated as it was the last to be taken. We prove some metalevel theorems that enable the development of a low-overhead algorithm, MGSS*, that chooses search steps in order of highest estimated utility. Although we show that the single-step assumption is untenable in general, a program implemented for the game of Othello soundly beats an alpha-beta search while expanding significantly fewer nodes, even though both programs use the same evaluation function.


Divide and conquer under global constraints: A solution to the N-queens problem

Classics

Configuring N mutually nonattacking queens on an N-by-N chessboard is a classical problem that was first posed over a century ago. Over the past few decades, this problem has become important to computer scientists by serving as the standard example of a globally constrained problem which is solvable using backtracking search methods. A related problem, placing the N queens on a toroidal board, has been discussed in detail by Poyla and Chandra. Their work focused on characterizing the solvable cases and finding solutions which arrange the queens in a regular pattern. This paper describes a new divide-and-conquer algorithm that solves both problems and investigates the relationship between them.


PRODIGY: An integrated architecture for planning and learning

Classics

Artificial intelligence has progressed to the point where multiple cognitive capabilities are being integrated into computational architectures, such as SOAR, PRODIGY, THEO, and ICARUS. Learning in PRODIGY occurs at all decision points and integration in PRODIGY is at the knowledge level; the learning and reasoning modules produce mutually interpretable knowledge structures. Issues in architectural design are discussed, providing a context to examine the underlying tenets of the PRODIGY architecture.



Invariant Object Recognition Using a Distributed Associative Memory

Neural Information Processing Systems

This paper describes an approach to 2-dimensional object recognition. Complex-log conformal mapping is combined with a distributed associative memory to create a system which recognizes objects regardless of changes in rotation or scale. Recalled information from the memorized database is used to classify an object, reconstruct the memorized version of the object, and estimate the magnitude of changes in scale or rotation. The system response is resistant to moderate amounts of noise and occlusion. Several experiments, using real, gray scale images, are presented to show the feasibility of our approach. Introduction The challenge of the visual recognition problem stems from the fact that the projection of an object onto an image can be confounded by several dimensions of variability such as uncertain perspective, changing orientation and scale, sensor noise, occlusion, and nonuniform illumination.


LEARNING BY STATE RECURRENCE DETECTION

Neural Information Processing Systems

LEARNING BY ST ATE RECURRENCE DETECfION Bruce E. Rosen, James M. Goodwint, and Jacques J. Vidal University of California, Los Angeles, Ca. 90024 ABSTRACT This research investigates a new technique for unsupervised learning of nonlinear control problems. The approach is applied both to Michie and Chambers BOXES algorithm and to Barto, Sutton and Anderson's extension, the ASE/ACE system, and has significantly improved the convergence rate of stochastically based learning automata. Recurrence learning is a new nonlinear reward-penalty algorithm. It exploits information found during learning trials to reinforce decisions resulting in the recurrence of nonfailing states. Recurrence learning applies positive reinforcement during the exploration of the search space, whereas in the BOXES or ASE algorithms, only negative weight reinforcement is applied, and then only on failure. Simulation results show that the added information from recurrence learning increases the learning rate. Our empirical results show that recurrence learning is faster than both basic failure driven learning and failure prediction methods. Although recurrence learning has only been tested in failure driven experiments, there are goal directed learning applications where detection of recurring oscillations may provide useful information that reduces the learning time by applying negative, instead of positive reinforcement.


REFLEXIVE ASSOCIATIVE MEMORIES

Neural Information Processing Systems

REFLEXIVE ASSOCIATIVE MEMORIES Hendrlcus G. Loos Laguna Research Laboratory, Fallbrook, CA 92028-9765 ABSTRACT In the synchronous discrete model, the average memory capacity of bidirectional associative memories (BAMs) is compared with that of Hopfield memories, by means of a calculat10n of the percentage of good recall for 100 random BAMs of dimension 64x64, for different numbers of stored vectors. The memory capac1ty Is found to be much smal1er than the Kosko upper bound, which Is the lesser of the two dimensions of the BAM. On the average, a 64x64 BAM has about 68 % of the capacity of the corresponding Hopfield memory with the same number of neurons. The memory capacity limitations are due to spurious stable states, which arise In BAMs In much the same way as in Hopfleld memories. Occurrence of spurious stable states can be avoided by replacing the thresholding in the backlayer of the BAM by another nonl1near process, here called "Dominant Label Selection" (DLS).