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 Memory-Based Learning


Applying Learning by Observation and Case-Based Reasoning to Improve Commercial RTS Game AI

AAAI Conferences

This document summarises my research in the area of Real-Time Strategy (RTS) video game Artificial Intelligence (AI). The main objective of this research is to increase the quality of AI used in commercial RTS games, which has seen little improvement over the past decade. This objective will be addressed by investigating the use of a learning by observation, case-based reasoning agent, which can be applied to new RTS games with minimal development effort. To be successful, this agent must compare favourably with standard commercial RTS AI techniques: it must be easier to apply, have reasonable resource requirements, and produce a better player. Currently, a prototype implementation has been produced for the game StarCraft, and it has demonstrated the need for processing large sets of input data into a more concise form for use at run-time.


Multi-Agents Dynamic Case Based Reasoning and The Inverse Longest Common Sub-Sequence And Individualized Follow-up of Learners in The CEHL

arXiv.org Artificial Intelligence

In E-learning, there is still the problem of knowing how to ensure an individualized and continuous learner's follow-up during learning process, indeed among the numerous tools proposed, very few systems concentrate on a real time learner's follow-up. Our work in this field develops the design and implementation of a Multi-Agents System Based on Dynamic Case Based Reasoning which can initiate learning and provide an individualized follow-up of learner. When interacting with the platform, every learner leaves his/her traces in the machine. These traces are stored in a basis under the form of scenarios which enrich collective past experience. The system monitors, compares and analyses these traces to keep a constant intelligent watch and therefore detect difficulties hindering progress and/or avoid possible dropping out. The system can support any learning subject. The success of a case-based reasoning system depends critically on the performance of the retrieval step used and, more specifically, on similarity measure used to retrieve scenarios that are similar to the course of the learner (traces in progress). We propose a complementary similarity measure, named Inverse Longest Common Sub-Sequence (ILCSS). To help and guide the learner, the system is equipped with combined virtual and human tutors.


A Real-Time Decision Support System for High Cost Oil-Well Drilling Operations

AAAI Conferences

In this paper we present DrillEdge — a commercial and award winning software system that monitors oil-well drilling operations in order to reduce non-productive time (NPT). DrillEdge utilizes case-based reasoning with temporal representations on streaming real-time data, pattern matching and agent systems to predict problems and give advice on how to mitigate the problems. The methods utilized, the architecture, the GUI and development cost in addition to two case studies are documented.


Lessons Learned From a Rational Reconstruction of Minstrel

AAAI Conferences

Scott Turner's 1993 Minstrel system was a high water mark in story generation, harnessing the concept of imaginative recall to generate creative stories. Using case-based reasoning and an author level planning system, Minstrel models human creative processes. However, the algorithmic and representational commitments made in Minstrel were never subject to principled and quantitative analysis. By rationally reconstructing Minstrel, we are able to investigate Turner's computational model of creativity and learn new lessons about his architecture. We find that Minstrel's original performance was tied to a well-groomed case library, but by modifying several components of the algorithm we can create a more general version which can construct stories using a sparser and less structured case library. Through a rational reconstruction of Minstrel, we both learn new architectural and algorithmic lessons about Minstrel’s computational model of creativity as well as make his architecture available to the contemporary research community for further experimentation.


Solution Diversity in Planning

AAAI Conferences

Diverse planning consists of generating multiple different solutions for the same planning problem. I explore solution diversity, based on quantitative (domain-independent) and qualitative (domain-dependent) distance metrics, in deterministic and nondeterministic planning domains.


Learning from Demonstration for Goal-Driven Autonomy

AAAI Conferences

Goal-driven autonomy (GDA) is a conceptual model for creating an autonomous agent that monitors a set of expectations during plan execution, detects when discrepancies occur, builds explanations for the cause of failures, and formulates new goals to pursue when planning failures arise. While this framework enables the development of agents that can operate in complex and dynamic environments, implementing the logic for each of the subtasks in the model requires substantial domain engineering. We present a method using case-based reasoning and intent recognition in order to build GDA agents that learn from demonstrations. Our approach reduces the amount of domain engineering necessary to implement GDA agents and learns expectations, explanations, and goals from expert demonstrations. We have applied this approach to build an agent for the real-time strategy game StarCraft. Our results show that integrating the GDA conceptual model into the agent greatly improves its win rate.


Interactivity and Multimedia in Case-Based Recommendation

AAAI Conferences

The increasingly prevalent view that recommendation is a conversation between user and system is driving a renewed interest in approaches to system design that involve the user in meaningful ways. In addition to this the proliferation of mobile devices and the near-ubiquity of sensing technologies means that there are now many opportunities to capture real-life experiences, in real-time, providing a new source of raw material for case-based reasoning. In this paper we consider the availability of real-world exercise information, in this cases corresponding to jogging routes, and meth- ods by which we can involve a user in recommending such routes. We describe the Exercise Builder, a proof-of-concept application that attempts to help visitors to a new city to plan their jogging routes by combining case retrieval, interactive adaptation, and multimedia explanation in a single online service.


Toward a Knowledge Transfer Model of Case-Based Inference

AAAI Conferences

While similarity and retrieval in case-based reasoning (CBR) have received a lot of attention in the literature, other aspects of CBR, such as case reuse are less understood. Specifically, we focus on one of such, less understood, problems: "knowledge transfer". The issue we intend to elucidate can be expressed as follows: what knowledge present in a source case is transferred to a target problem in case-based inference? This paper presents a preliminary formal model of knowledge transfer and relates it to the classical notion of analogy.


Case Acquisition Strategies for Case-Based Reasoning in Real-Time Strategy Games

AAAI Conferences

Real-time Strategy (RTS) games are complex domains which are a significant challenge to both human and artificial intelligence (AI). For that reason, and although many AI approaches have been proposed for the RTS game AI problem, the AI of all commercial RTS games is scripted and offers a very static behavior subject to exploits. In this paper, we will focus on a case-based reasoning (CBR) approach to this problem, and concentrate on the process of case-acquisition. Specifically, we will describe 7 different techniques to automatically acquire plans by observing human demonstrations and compare their performance when using them in the Darmok 2 system in the context of an RTS game.


Customizing Question Selection in Conversational Case-Based Reasoning

AAAI Conferences

Conversational case-based reasoning systems use an interactive dialog to retrieve stored cases. Normally the ordering of questions in this dialog is chosen based only on their discriminativeness. However, because the user may not be able to answer all questions, even highly discriminative questions are not guaranteed to provide information. This paper presents a customization method CCBR systems can apply to adjust entropy-based discriminativeness considerations by predictions of user ability to answer questions. The method uses a naive Bayesian classifier to classify users into user groups based on the questions they answer, applies information from group profiles to predict which future questions they are likely to be able to answer, and selects the next questions to ask based on a combination of information gain and response likelihood. The method was evaluated for a mix of simulated user groups, each associated with particular probabilities for answering questions about each case indexing feature, in four sample domains. For simulated users with varying abilities to answer particular questions, results showed improvement in dialog length over a non-customized entropy-based approach in all test domains.