Memory-Based Learning
Contribution of Case Based Reasoning (CBR) in the Exploitation of Return of Experience. Application to Accident Scenarii in Railroad Transport
Maalel, Ahmed, Hadj-Mabrouk, Habib
The study is from a base of accident scenarii in rail transport (feedback) in order to develop a tool to share build and sustain knowledge and safety and secondly to exploit the knowledge stored to prevent the reproduction of accidents / incidents. This tool should ultimately lead to the proposal of prevention and protection measures to minimize the risk level of a new transport system and thus to improve safety. The approach to achieving this goal largely depends on the use of artificial intelligence techniques and rarely the use of a method of automatic learning in order to develop a feasibility model of a software tool based on case based reasoning (CBR) to exploit stored knowledge in order to create know-how that can help stimulate domain experts in the task of analysis, evaluation and certification of a new system.
Enhancing Support for Knowledge Works: A relatively unexplored vista of computing research
Let us envision a new class of IT systems, the "Support Systems for Knowledge Works" or SSKW. An SSKW can be defined as a system built for providing comprehensive support to human knowledge-workers while performing instances of complex knowledge-works of a particular type within a particular domain of professional activities To get an idea what an SSKW-enabled work environment can be like, let us look into a hypothetical scenario that depicts the interaction between a physician and a patient-care SSKW during the activity of diagnosing a patient.
Building Human-Level AI for Real-Time Strategy Games
Weber, Ben George (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz) | Jhala, Arnav (University of California, Santa Cruz)
Video games are complex simulation environments with many real-world properties that need to be addressed in order to build robust intelligence. In particular, real-time strategy games provide a multi-scale challenge which requires both deliberative and reactive reasoning processes. Experts approach this task by studying a corpus of games, building models for anticipating opponent actions, and practicing within the game environment. We motivate the need for integrating heterogeneous approaches by enumerating a range of competencies involved in gameplay and discuss how they are being implemented in EISBot, a reactive planning agent that we have applied to the task of playing real-time strategy games at the same granularity as humans.
An Algorithm for Adapting Cases Represented in ALC
Cojan, Julien (UHP-Nancy 1, LORIA) | Lieber, Jean (UHP-Nancy 1, LORIA)
This paper presents an algorithm of adaptation for a case-based reasoning system with cases and domain knowledge represented in the expressive description logic ALC. The principle is to first pretend that the source case to be adapted solves the current target case. This may raise some contradictions with the specification of the target case and with the domain knowledge. The adaptation consists then in repairing these contradictions. This adaptation algorithm is based on an extension of the classical tableau method used for deductive inferences in ALC.
On Combining Decisions from Multiple Expert Imitators for Performance
Rubin, Jonathan (University of Auckland) | Watson, Ian (University of Auckland)
One approach for artificially intelligent agents wishing to maximise some performance metric in a given domain is to learn from a collection of training data that consists of actions or decisions made by some expert, in an attempt to imitate that expert's style. We refer to this type of agent as an expert imitator. In this paper we investigate whether performance can be improved by combining decisions from multiple expert imitators. In particular, we investigate two existing approaches for combining decisions. The first approach combines decisions by employing ensemble voting between multiple expert imitators. The second approach dynamically selects the best imitator to use at runtime given the performance of the imitators in the current environment. We investigate these approaches in the domain of computer poker. In particular, we create expert imitators for limit and no limit Texas Hold'em and determine whether their performance can be improved by combining their decisions using the two approaches listed above.
On the Role of Domain Knowledge in Analogy-Based Story Generation
Ontanon, Santiago (IIIA-CSIC) | Zhu, Jichen (University of Central Florida)
Computational narrative is a complex and interesting domain for exploring AI techniques that algorithmically analyze, understand, and most importantly, generate stories. This paper studies the importance of domain knowledge in story generation, and particularly in analogy-based story generation (ASG). Based on the construct of knowledge container in case-based reasoning, we present a theoretical framework for incorporating domain knowledge in ASG. We complement the framework with empirical results in our existing system Riu.
Real-time retrieval for case-based reasoning in interactive multiagent-based simulations
De Loor, Pierre, Bรฉnard, Romain, Pierre, Chevaillier
The aim of this paper is to present the principles and results about case-based reasoning adapted to real- time interactive simulations, more precisely concerning retrieval mechanisms. The article begins by introducing the constraints involved in interactive multiagent-based simulations. The second section pre- sents a framework stemming from case-based reasoning by autonomous agents. Each agent uses a case base of local situations and, from this base, it can choose an action in order to interact with other auton- omous agents or users' avatars. We illustrate this framework with an example dedicated to the study of dynamic situations in football. We then go on to address the difficulties of conducting such simulations in real-time and propose a model for case and for case base. Using generic agents and adequate case base structure associated with a dedicated recall algorithm, we improve retrieval performance under time pressure compared to classic CBR techniques. We present some results relating to the performance of this solution. The article concludes by outlining future development of our project.
An Efficient Random Decision Tree Algorithm for Case-Based Reasoning Systems
Houeland, Tor Gunnar (Norwegian University of Science and Technology)
We present an efficient random decision tree algorithm for case-based reasoning systems. We combine this algorithm with a simple similarity measure based on domain knowledge to create a stronger hybrid algorithm. This combination is based on our general approach for combining lazy and eager learning methods. We evaluate the resulting algorithms on a case base of patient records in a palliative care domain. Our hybrid algorithm consistently produces a lower average error than the base algorithms.
Supplemental Case Acquisition Using Mixed-Initiative Control
Floyd, Michael William (Carleton University) | Esfandiari, Babak (Carleton University)
Learning by observation allows a software agent to learn by watching an expert perform a task. This transfers the burden of training from the expert, who would traditionally need to program the agent, to the agent itself. Most existing approaches to learning by observation perform their observation in a purely passive manner. We propose a case-based reasoning agent that is able to observe passively but can also use mixed-initiative control to request assistance from the expert for difficult input problems. Our agent uses mixed-initiative case acquisition in the game of Tetris. We show that the agent is able to obtain cases it would not have been able to with passive observation alone, is able to improve its performance and places less burden on the expert.