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Knowing Whether

arXiv.org Artificial Intelligence

Knowing whether a proposition is true means knowing that it is true or knowing that it is false. In this paper, we study logics with a modal operator Kw for knowing whether but without a modal operator K for knowing that. This logic is not a normal modal logic, because we do not have Kw (phi -> psi) -> (Kw phi -> Kw psi). Knowing whether logic cannot define many common frame properties, and its expressive power less than that of basic modal logic over classes of models without reflexivity. These features make axiomatizing knowing whether logics non-trivial. We axiomatize knowing whether logic over various frame classes. We also present an extension of knowing whether logic with public announcement operators and we give corresponding reduction axioms for that. We compare our work in detail to two recent similar proposals.


Task swapping networks in distributed systems

arXiv.org Artificial Intelligence

In this paper we propose task swapping networks for task reassignments by using task swappings in distributed systems. Some classes of task reassignments are achieved by using iterative local task swappings between software agents in distributed systems. We use group-theoretic methods to find a minimum-length sequence of adjacent task swappings needed from a source task assignment to a target task assignment in a task swapping network of several well-known topologies.


The Complexity of Optimal Monotonic Planning: The Bad, The Good, and The Causal Graph

Journal of Artificial Intelligence Research

For almost two decades, monotonic, or ``delete free,'' relaxation has been one of the key auxiliary tools in the practice of domain-independent deterministic planning. In the particular contexts of both satisficing and optimal planning, it underlies most state-of-the-art heuristic functions. While satisficing planning for monotonic tasks is polynomial-time, optimal planning for monotonic tasks is NP-equivalent. Here we establish both negative and positive results on the complexity of some wide fragments of optimal monotonic planning, with the fragments being defined around the causal graph topology. Our results shed some light on the link between the complexity of general optimal planning and the complexity of optimal planning for the respective monotonic relaxations.


Protecting Moving Targets with Multiple Mobile Resources

Journal of Artificial Intelligence Research

In recent years, Stackelberg Security Games have been successfully applied to solve resource allocation and scheduling problems in several security domains. However, previous work has mostly assumed that the targets are stationary relative to the defender and the attacker, leading to discrete game models with finite numbers of pure strategies. This paper in contrast focuses on protecting mobile targets that leads to a continuous set of strategies for the players. The problem is motivated by several real-world domains including protecting ferries with escort boats and protecting refugee supply lines. Our contributions include: (i) A new game model for multiple mobile defender resources and moving targets with a discretized strategy space for the defender and a continuous strategy space for the attacker.


Replica Exchange using q-Gaussian Swarm Quantum Particle Intelligence Method

arXiv.org Artificial Intelligence

We present a newly developed Replica Exchange algorithm using q -Gaussian Swarm Quantum Particle Optimization (REX@q-GSQPO) method for solving the problem of finding the global optimum. The basis of the algorithm is to run multiple copies of independent swarms at different values of q parameter. Based on an energy criterion, chosen to satisfy the detailed balance, we are swapping the particle coordinates of neighboring swarms at regular iteration intervals. The swarm replicas with high q values are characterized by high diversity of particles allowing escaping local minima faster, while the low q replicas, characterized by low diversity of particles, are used to sample more efficiently the local basins. We compare the new algorithm with the standard Gaussian Swarm Quantum Particle Optimization (GSQPO) and q-Gaussian Swarm Quantum Particle Optimization (q-GSQPO) algorithms, and we found that the new algorithm is more robust in terms of the number of fitness function calls, and more efficient in terms ability convergence to the global minimum. In additional, we also provide a method of optimally allocating the swarm replicas among different q values. Our algorithm is tested for three benchmark functions, which are known to be multimodal problems, at different dimensionalities. In addition, we considered a polyalanine peptide of 12 residues modeled using a G\=o coarse-graining potential energy function.


A Model of Social Dynamics for Social Intelligent Agents

AAAI Conferences

In this article we describe a general cognitive model of human social behavior that is meant to increase the social intelligence of autonomous intelligent agents in different contexts. Despite the remarkable improvements that have been made on human-agent interaction, agents still have a limited capacity to be aware of the social reality that is present in the human mind and significantly guides human behavior. The model discussed in this paper is a step toward increasing that capacity significantly. Two different case studies are described in which the proposed model is used to better explain and predict human behavior. The first case study is the well known Ultimatum game. The second one is a variation of the “Game of Nines” played by children.


Modeling Human Emotional Intelligence in Virtual Agents

AAAI Conferences

A candidate framework for integration of theoretical, modeling and experimental approaches to understanding emotional intelligence is described. The framework includes three elements of a new kind that enable representation of emotional cognition: an emotional state, an appraisal, and a moral schema. These elements are integrated with the weak semantic cognitive map representing the values of emotional appraisals. The framework is tested on interpretation of results obtained in two new experimental paradigms that reveal general features of human emotional cognition, such as the emergence of subjectively perceived persistent roles of individual virtual actors. Implications concern heterogeneous human-robot teams.


What's between KISS and KIDS: A Keep It Knowledgeable (KIKS) Principle for Cognitive Agent Design

AAAI Conferences

The two common design principles for agent-based models, KISS (Keep It Simple, Stupid) and KIDS (Keep It Descriptive, Stupid) offer limited traction for developing cognitive agents, who typically have strong ties to research findings and established theories of cognition. A KIKS principle (Keep It Knowledgeable, Stupid) is proposed to capture the fact that cognitive agents are grounded in published research findings and theory, rather than simply selecting parameters in an ad-hoc way. In short, KIKS suggests that modelers should not focus on how many parameters, but should instead focus on choosing the right research papers and implement each of their key parameters and mechanisms. Based on this principle, a design process for creating cognitive agents based on cognitive models is proposed. This process is centered around steps that cognitive agent designers are already consider (e.g., literature search, validation, implementing a computational model). However, the KIKS process suggests two differences. First, KIKS calls for reporting explicit metadata on the empirical and theoretical relationships that an agent's cognitive model is intended to capture. Each such relationship should be associated with a published paper that supports it. This metadata would serve a valuable purpose for comprehending, validating, and comparing the cognitive models used by different agents. Second, KIKS calls for validation tests to be specified before creating an agent's cognitive model computationally. This process, known as test-driven design, can be used to monitor the adherence of a cognitive agent to its underlying knowledge base as it evolves through different versions. Implications, advantages, and limitations of the proposed process for KIKS are discussed.


Designing an Intelligent Virtual Agent for Social Communication in Autism

AAAI Conferences

This paper describes the Intelligent Engine (IE) of ECHOES, a serious game built for helping young children with Autism Spectrum Conditions acquire social communication skills. ECHOES IE's main component is an autonomous virtual agent that acts as a credible social partner for children with autism by engaging them in interactive learning activities. The other IE components are a user model, a drama manager and a social communication engine. We discuss how AI technology allows us to satisfy the requirements for the design of the agent and the learning activities that we identified through consultations with children and carers and a review of best practices for autism intervention. We present experimental results pertaining to the agent's effectiveness, which show encouraging improvements for a number of children.


Viewpoints AI

AAAI Conferences

This article describes a technical approach to movement-based interactions between a human interactor and an intelligent agent based on the theatrical Viewpoints movement framework. The Viewpoints AI system features procedural gesture interpretation using shallow semantics and deep aesthetics analysis from the Viewpoints framework. The installation creates a liminal virtual / real space for the human and AI to interact by the use of digital projection for the AI visualization and shadow play to represent the human. Observations from a recent public demonstration of the system and future directions of work are also discussed.