"At the highest level of generality, a general CBR cycle may be described by the following four processes:
– Case-Based Reasoning: Foundational Issues, Methodological Variations, and System Approaches. Agnar Aamodt & Enric Plaza. AI Communications. IOS Press, Vol. 7: 1, pp. 39-59.
In a statement, AP spokeswoman Lauren Easton said that AP journalists "met with representatives from the Department of Justice in an effort to get information on stories they were reporting, as reporters do. During the course of the meeting, they asked DOJ representatives about a storage locker belonging to Paul Manafort, without sharing its name or location."
Anyway, at some point I got a bit tired of reading papers of various algorithms claiming to be the fastest and most accurate, so I built a benchmark suite called ann-benchmarks. It pits a number of algorithms in a brutal showdown. I recently Dockerized it and wrote about it previously on this blog. So why am I blogging about it just three months later? Well…there's a lot of water under the bridge in the world of approximate nearest neighbors, so I decided to re-run the benchmarks and publish new results. I will probably do this a few times every year, at my own questionable discretion.
While reinforcement learning (RL) has been applied to turn-based board games for many years, more complex games involving decision-making in real-time are beginning to receive more attention. A challenge in such environments is that the time that elapses between deciding to take an action and receiving a reward based on its outcome can be longer than the interval between successive decisions. We explore this in the context of a non-player character (NPC) in a modern first-person shooter game. Such games take place in 3D environments where players, both human and computer-controlled, compete by engaging in combat and completing task objectives. We investigate the use of RL to enable NPCs to gather experience from game-play and improve their shooting skill over time from a reward signal based on the damage caused to opponents. We propose a new method for RL updates and reward calculations, in which the updates are carried out periodically, after each shooting encounter has ended, and a new weighted-reward mechanism is used which increases the reward applied to actions that lead to damaging the opponent in successive hits in what we term "hit clusters".
In an increasingly complex scenario for network management, a solution that allows configuration in more autonomous way with less intervention of the network manager is expected. This paper presents an evaluation of similarity functions that are necessary in the context of using a learning strategy for finding solutions. The learning approach considered is based on Case-Based Reasoning (CBR) and is applied to a network scenario where different Bandwidth Allocation Models (BAMs) behaviors are used and must be eventually switched looking for the best possible network operation. In this context, it is required to identify and configure an adequate similarity function that will be used in the learning process to recover similar solutions previously considered. This paper introduces the similarity functions, explains the relevant aspects of the learning process in which the similarity function plays a role and, finally, presents a proof of concept for a specific similarity function adopted. Results show that the similarity function was capable to get similar results from the existing use case database. As such, the use of similarity functions with CBR technique has proved to be potentially satisfactory for supporting BAM switching decisions mostly driven by the dynamics of input traffic profile.
Learning from Observation involves creating agents that observe experts performing tasks and imitate them. Case-Based Reasoning (CBR) is a tool that can be used for this purpose. Regular CBR can only learn memoryless behavior: behavior that doesn't rely on the past. Temporal Backtracking (TB) is an approach to learning state-based behavior that uses recency as its inductive bias, which may or may not be relevant to the agent behavior. We show how TB can be viewed as a particular case of a more generalized case-based approach to learning state-based behavior that can accommodate other inductive biases. We then propose five alternative similarity metrics to learn three different state-based behaviors in a 2D vacuum cleaner domain, and compare their performance to the TB algorithm's performance. We show that none of the proposed metrics (nor TB) is a one-size-fits all algorithm for learning state-based behavior.
Lucca, Marcos R. B. (Federal University of Santa Maria) | Junior, Alcides G. Lopes ( Federal University of Rio Grande do Sul ) | Freitas, Edison P. ( Federal University of Rio Grande do Sul ) | Silva, Luis A. L. ( Federal University of Santa Maria )
Artificial Intelligence (AI) techniques are essential to the modeling of realistic behaviors for agents in simulation systems. Although Case-Based Reasoning (CBR) and Clustering techniques are being explored in the implementation of such agents in computer games, these techniques are still under-used in the implementation of simulation systems. This work approaches this gap by proposing a new CBR and clustering framework in which clustering algorithms and clustering evaluation techniques are explored in both the construction of adjusted similarity functions and the organization of sub-case bases, which are indexing components to the efficient retrieval of relevant cases from case bases so as to support the solution of new simulation problems. To evaluate this framework, a case-based algorithm was implemented to simulate the choice of military supplies to be used in artillery battery missions in virtual tactical simulations.
Case-based reasoning (CBR) is an artificial intelligence problem solving and learning methodology that retrieves and adapts previous experiences to fit newly encountered situations. This special track, currently in its 18th year, serves as an annual forum for researchers to present and discuss developments in CBR theory and application. Mirroring the annual International Conference on Case-Based Reasoning, this year’s special track has attracted a variety of high-quality submissions that present many valuable theoretical contributions and application domains. Although the CBR special track serves an important role as a focal point for the North American CBR community, this year continues the tradition of strong international participation. We would like to thank everyone who contributed to the success of this special track, especially the authors, the program committee members, the additional reviewers, and the FLAIRS conference organizers.
In this paper we present the Creative Invention Benchmark (CrIB), a 2000-problem benchmark for evaluating a particular facet of computational creativity. Specifically, we address combinational p-creativity, the creativity at play when someone combines existing knowledge to achieve a solution novel to that individual. We present generation strategies for the five problem categories of the benchmark and a set of initial baselines.