Agents
Solving Mathematical Puzzles: A Challenging Competition for AI
Chesani, Federico (University of Bologna) | Mello, Paola (University of Bologna) | Milano, Michela (University of Bologna)
Recently, a number of noteworthy results have been achieved in various fields of artificial intelligence, and many aspects of the problem solving process have received significant attention by the scientific community. In this context, the extraction of comprehensive knowledge suitable for problem solving and reasoning, from textual and pictorial problem descriptions, has been less investigated, but recognized as essential for autonomous thinking in Artificial Intelligence. In this work we present a challenge where methods and tools for deep understanding are strongly needed for enabling problem solving: we propose to solve mathematical puzzles by means of computers, starting from text and diagrams describing them, without any human intervention. We are aware that the proposed challenge is hard and of difficult solution nowadays (and in the foreseeable future), but even studying and solving only single parts of the proposed challenge would represent an important step forward for artificial intelligence.
Reports of the Workshops of the Thirty-First AAAI Conference on Artificial Intelligence
Anderson, Monica (University of Alabama) | Barták, Roman (Charles University) | Brownstein, John S. (Boston Children's Hospital, Harvard University) | Buckeridge, David L. (McGill University) | Eldardiry, Hoda (Palo Alto Research Center) | Geib, Christopher (Drexel University) | Gini, Maria (University of Minnesota) | Isaksen, Aaron (New York University) | Keren, Sarah (Technion University) | Laddaga, Robert (Vanderbilt University) | Lisy, Viliam (Czech Technical University) | Martin, Rodney (NASA Ames Research Center) | Martinez, David R. (MIT Lincoln Laboratory) | Michalowski, Martin (University of Ottawa) | Michael, Loizos (Open University of Cyprus) | Mirsky, Reuth (Ben-Gurion University) | Nguyen, Thanh (University of Michigan) | Paul, Michael J. (University of Colorado Boulder) | Pontelli, Enrico (New Mexico State University) | Sanner, Scott (University of Toronto) | Shaban-Nejad, Arash (University of Tennessee) | Sinha, Arunesh (University of Michigan) | Sohrabi, Shirin (IBM T. J. Watson Research Center) | Sricharan, Kumar (Palo Alto Research Center) | Srivastava, Biplav (IBM T. J. Watson Research Center) | Stefik, Mark (Palo Alto Research Center) | Streilein, William W. (MIT Lincoln Laboratory) | Sturtevant, Nathan (University of Denver) | Talamadupula, Kartik (IBM T. J. Watson Research Center) | Thielscher, Michael (University of New South Wales) | Togelius, Julian (New York University) | Tran, So Cao (New Mexico State University) | Tran-Thanh, Long (University of Southampton) | Wagner, Neal (MIT Lincoln Laboratory) | Wallace, Byron C. (Northeastern University) | Wilk, Szymon (Poznan University of Technology) | Zhu, Jichen (Drexel University)
Deep learning and machine learning tailored toward a specific Next to convex optimization, contributed were hot topics, and the workshop application. It is now recognized that papers addressed the problems included papers from across the globe formal languages, and their symbolic of symbolic stochastic planning on deep reinforcement learning agents underpinnings, can enable descriptive and shortest path problems.
Certifiable Trust in Autonomous Systems: Making the Intractable Tangible
Lyons, Joseph B. (Air Force Research Laboratory) | Clark, Matthew A. (Air Force Research Laboratory) | Wagner, Alan R. (SRA International) | Schuelke, Matthew J.
This article discusses verification and validation (V&V) of autonomous systems, a concept that will prove to be difficult for systems that were designed to execute decision initiative. V&V of such systems should include evaluations of the trustworthiness of the system based on transparency inputs and scenario-based training. Transparency facets should be used to establish shared awareness and shared intent between the designer, tester, and user of the system. The transparency facets will allow the human to understand the goals, social intent, contextual awareness, task limitations, analytical underpinnings, and team-based orientation of the system in an attempt to verify its trustworthiness. Scenario-based training can then be used to validate that programming in a variety of situations that test the behavioral repertoire of the system. This novel method should be used to analyze behavioral adherence to a set of governing principles coded into the system.
Sketching a Generative Model of Intention Management for Characters in Stories: Adding Intention Management to a Belief-Driven Story Planning Algorithm
Young, R. Michael (University of Utah)
Previous work on story planning has shown success in the generation of plans that are both intention-coherent and demonstrate aspects of inter-character conflict. However, the initial models of intention and conflict have been limited, in that they lack methods to generate story plots wherecharacters drop sub-plans to achieve their goals in believably consistent and expressive ways and adopt new sub-plans in the face of plan failure. In current work, we have developed models of failed actions in stories that go hand in hand with erroneous belief models for character. Motivated by characterizations of rational agents' intentions as choice combined with commitment, we provide a framing of the plan generation process that is intended to show how characters form their own plans to achieve their own goals, act upon those plans until they feel that conditions no longer support their plans, and then re-plan in the face of adversity to achieve their goals. We show an example story plan that contains several types of character-based intention dynamics targeted by our approach.
Social Simulation for Social Justice
Dickinson, Melanie Leah (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)
We argue that social simulation can help us understand social justice issues. In particular, modeling certain social dynamics within computational systems can be used to creatively explore and better understand the social and identity dynamics of oppression. Writing theories of oppression in code forces us to explicate everything, and question what we leave out or what we can’t account for. As an early step in this direction, we present an in-progress social simulation of group discussion in activist meetings, developed in the already-existing AI system, Ensemble. Through this minimal, highly constrained social arena, we can explore wide-reaching phenomena like privilege, intersectionality, and power dynamics in nonhierarchical groups, but in a way that’s grounded in concrete, person-to-person interactions. We propose that this kind of social simulation can aid in the process of unlearning hegemonic ways of being, and imagining liberatory alternatives.
The Current State of StarCraft AI Competitions and Bots
Čertický, Michal (Czech Technical University in Prague) | Churchill, David (Memorial University of Newfoundland)
Real-Time Strategy (RTS) games have become an increasingly popular test-bed for modern artificial intelligence techniques. With this rise in popularity has come the creation of several annual competitions, in which AI agents (bots) play the full game of StarCraft: Broodwar by Blizzard Entertainment. The three major annual StarCraft AI Competitions are the Student StarCraft AI Tournament (SSCAIT), the Computational Intelligence in Games (CIG) competition, and the Artificial Intelligence and Interactive Digital Entertainment (AIIDE) competition. In this paper we will give an overview of the current state of these competitions, and the bots that compete in them.
Character Focused Narrative Models for Computational Storytelling
Berov, Leonid (University of Osnabrueck, Germany)
My thesis aims at conceptualizing and implementing a computational model of narrative generation that is informed by narratological theory as well as cognitive multi-agent simulation models. It approaches this problem by taking a mimetic stance towards fictional characters and investigates how narrative phenomena related to characters can be computationally recreated from a deep character model grounded in multi agent systems. Based on such a conceptualization of narrative it explores how the generation of plot can be controlled, and how the quality of the resulting plot can be evaluated, in dependence of fictional characters. By that it contributes to research on computational creativity by implementing an evaluative storytelling system, and to narratology by proposing a generative narrative theory based on several post-structuralist descriptive theories.
Creating a Hyper-Agent for Solving Angry Birds Levels
Stephenson, Matthew (Australian National University) | Renz, Jochen (Australian National University)
Over the past few years the Angry Birds AI competition has been held in an attempt to develop intelligent agents that can successfully and efficiently solve levels for the video game Angry Birds. Many different agents and strategies have been developed to solve the complex and challenging physical reasoning problems associated with such a game. However, the performance of these various agents is non-transitive and varies significantly across different levels. No single agent dominates all situations presented, indicating that different procedures are better at solving certain levels than others. We therefore propose the construction of a hyper-agent that selects from a portfolio of sub-agents whichever it believes is best at solving any given level. This hyper-agent utilises key features that can be observed about a level to rank the available candidate algorithms based on their expected score.The proposed method exhibits a significant increase in performance over the individual sub-agents, and demonstrates the potential of using such an approach to solve other physics-based games or problems.
Dante Agent Architecture for Force-On-Force Wargame Simulation and Training
Hart, Brian (Sandia National Laboratories) | Hart, Derek (Sandia National Laboratories) | Gayle, Russell (Sandia National Laboratories) | Oppel, Fred (Sandia National Laboratories) | Xavier, Patrick (Sandia National Laboratories) | Whetzel, Jonathan (Sandia National Laboratories)
Physical site security heavily relies on expert teams continually examining and testing security profiles for discovering potential vulnerabilities. These experts hypothesize scenario(s) of interest and conduct “red versus blue” simulated exercises where they execute tactics that might reveal possible dangers. Due to the intensive manpower required, video-game environments have become a widely-adopted mechanism for conducting these exercises with virtual agents replacing many of the human roles for quicker analyses. However, these agents either have limited capabilities or require several engineers to develop realistic behaviors. This paper documents an agent architecture and authoring suite that enables subject matter experts to easily build complex attack/response plans for agents to use within Dante, a 3D simulation platform for video-game-based training/analysis of force-on-force engagements. This work expands upon current trends in commercial video-game artificial intelligence (AI) architectures to build agent behaviors deemed qualitatively valid by security experts, with the runtime of these algorithms best suited for turn-based, strategy games.
Fast Random Genetic Search for Large-Scale RTS Combat Scenarios
Clark, Corey (Southern Methodist University) | Fleshner, Anthony (Southern Methodist University)
This paper makes a contribution to the advancement of artificial intelligence in the context of multi-agent planning for large-scale combat scenarios in RTS games. This paper introduces Fast Random Genetic Search (FRGS), a genetic algorithm which is characterized by a small active population, a crossover technique which produces only one child, dynamic mutation rates, elitism, and restrictions on revisiting solutions. This paper demonstrates the effectiveness of FRGS against a static AI and a dynamic AI using the Portfolio Greedy Search (PGS) algorithm. In the context of the popular Real-Time Strategy (RTS) game, StarCraft, this paper shows the advantages of FRGS in combat scenarios up to the maximum size of 200 vs. 200 units under a 40 ms time constraint.