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 Memory-Based Learning


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.


Understanding (dis)similarity measures

arXiv.org Artificial Intelligence

From a psychological point of view, a human being uses the notions of similarity and dissimilarity for problem solving, inductive reasoning, element categorization, or simply to search for information partially matching specific criteria. The ability to assess similarities between a newly given pattern and already known patterns is a distinctive feature of human thinking. It is therefore not strange that similarity and its dual concept dissimilarity are a fundamental part of many theories and applications in several fields, within or related to Artificial Intelligence, like Case Based Reasoning [1], Data Mining [2], Information Retrieval [3], Pattern Matching [4] or Neural Networks, as the Radial Basis Function network [5]. Many applications are characterized by the use of metrics for measuring differences between objects. Metric dissimilarities have been deeply studied but they are tied to a particular transitivity expression based on the triangle inequality. Very often metric (distance) functions are used due to our natural understanding of Euclidean spaces. However, not all metrics are Euclidean and many interesting dissimilarities are non-metric. 1 In a general sense, similarity and dissimilarity express a dual comparison between two elements. We argue that every property of a similarity should have a correspondence with one property of a dissimilarity and vice versa. This duality is commonly ignored, as well as some annoying properties (e.g.


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

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.