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 Memory-Based Learning


Integrating Case-Based and Rule-Based Reasoning: the Possibilistic Connection

arXiv.org Artificial Intelligence

Rule based reasoning (RBR) and case based reasoning (CBR) have emerged as two important and complementary reasoning methodologies in artificial intelligence (Al). For problem solving in complex, real world situations, it is useful to integrate RBR and CBR. This paper presents an approach to achieve a compact and seamless integration of RBR and CBR within the base architecture of rules. The paper focuses on the possibilistic nature of the approximate reasoning methodology common to both CBR and RBR. In CBR, the concept of similarity is casted as the complement of the distance between cases. In RBR the transitivity of similarity is the basis for the approximate deductions based on the generalized modus ponens. It is shown that the integration of CBR and RBR is possible without altering the inference engine of RBR. This integration is illustrated in the financial domain of mergers and acquisitions. These ideas have been implemented in a prototype system called MARS.


K-Nearest Neighbour algorithm coupled with logistic regression in medical case-based reasoning systems. Application to prediction of access to the renal transplant waiting list in Brittany

arXiv.org Artificial Intelligence

Introduction. Case Based Reasoning (CBR) is an emerg- ing decision making paradigm in medical research where new cases are solved relying on previously solved similar cases. Usually, a database of solved cases is provided, and every case is described through a set of attributes (inputs) and a label (output). Extracting useful information from this database can help the CBR system providing more reliable results on the yet to be solved cases. Objective. For that purpose we suggest a general frame- work where a CBR system, viz. K-Nearest Neighbor (K-NN) algorithm, is combined with various information obtained from a Logistic Regression (LR) model. Methods. LR is applied, on the case database, to assign weights to the attributes as well as the solved cases. Thus, five possible decision making systems based on K-NN and/or LR were identified: a standalone K-NN, a standalone LR and three soft K-NN algorithms that rely on the weights based on the results of the LR. The evaluation of the described approaches is performed in the field of renal transplant access waiting list. Results and conclusion. The results show that our suggested approach, where the K-NN algorithm relies on both weighted attributes and cases, can efficiently deal with non relevant attributes, whereas the four other approaches suffer from this kind of noisy setups. The robustness of this approach suggests interesting perspectives for medical problem solving tools using CBR methodology.


Similarity Assessment through blocking and affordance assignment in Textual CBR

arXiv.org Artificial Intelligence

It has been conceived that children learn new objects through their affordances, that is, the actions that can be taken on them. We suggest that web pages also have affordances defined in terms of the users' information need they meet. An assumption of the proposed approach is that different parts of a text may not be equally important / relevant to a given query. Judgment on the relevance of a web document requires, therefore, a thorough look into its parts, rather than treating it as a monolithic content. We propose a method to extract and assign affordances to texts and then use these affordances to retrieve the corresponding web pages. The overall approach presented in the paper relies on case-based representations that bridge the queries to the affordances of web documents. We tested our method on the tourism domain and the results are promising.


Playing with Cases: Rendering Expressive Music with Case-Based Reasoning

AI Magazine

Following a brief overview discussing why we prefer listening to expressive music instead of lifeless synthesized music, we examine a representative selection of well-known approaches to expressive computer music performance with an emphasis on AI-related approaches. In the main part of the paper we focus on the existing CBR approaches to the problem of synthesizing expressive music, and particularly on TempoExpress, a case-based reasoning system developed at our Institute, for applying musically acceptable tempo transformations to monophonic audio recordings of musical performances. Finally we briefly describe an ongoing extension of our previous work consisting on complementing audio information with information of the gestures of the musician. Music is played through our bodies, therefore capturing the gesture of the performer is a fundamental aspect that has to be taken into account in future expressive music renderings.


Playing with Cases: Rendering Expressive Music with Case-Based Reasoning

AI Magazine

This paper surveys significant research on the problem of rendering expressive music by means of AI techniques with an emphasis on Case-Based Reasoning. Following a brief overview discussing why we prefer listening to expressive music instead of lifeless synthesized music, we examine a representative selection of well-known approaches to expressive computer music performance with an emphasis on AI-related approaches. In the main part of the paper we focus on the existing CBR approaches to the problem of synthesizing expressive music, and particularly on TempoExpress, a case-based reasoning system developed at our Institute, for applying musically acceptable tempo transformations to monophonic audio recordings of musical performances. Finally we briefly describe an ongoing extension of our previous work consisting on complementing audio information with information of the gestures of the musician. Music is played through our bodies, therefore capturing the gesture of the performer is a fundamental aspect that has to be taken into account in future expressive music renderings. This paper is based on the “2011 Robert S. Engelmore Memorial Lecture” given by the first author at AAAI/IAAI 2011.


A Logic and Adaptive Approach for Efficient Diagnosis Systems using CBR

arXiv.org Artificial Intelligence

Case Based Reasoning (CBR) is an intelligent way of thinking based on experience and capitalization of already solved cases (source cases) to find a solution to a new problem (target case). Retrieval phase consists on identifying source cases that are similar to the target case. This phase may lead to erroneous results if the existing knowledge imperfections are not taken into account. This work presents a novel solution based on Fuzzy logic techniques and adaptation measures which aggregate weighted similarities to improve the retrieval results. To confirm the efficiency of our solution, we have applied it to the industrial diagnosis domain. The obtained results are more efficient results than those obtained by applying typical measures.


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

AAAI Conferences

The high degree of difficulty leads academic Despite increasing academic interest in video game Artificial researchers to create complex AI agents which attempt Intelligence (AI) over the past decade, and a rapidly to deal with the challenges but require large amounts changing games industry which often competes on new technology of development effort. The simpler commercial game agents (Laird and VanLent 2001), AI in video games has not are unable to adapt to situations unforeseen by their developers, improved as much as graphics, sound, animation or gameplay making them monotonous or easily exploitable (Mehta et al. 2009; Tozour 2002). Adoption of academic by human players (Baumgarten, Colton, and Morris 2009; research in AI is slow, likely because the industry Tozour 2002).


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.