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 Case-Based Reasoning


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.


Diffusion Decision Making for Adaptive k-Nearest Neighbor Classification

Neural Information Processing Systems

We show that conventional k-nearest neighbor classification can be viewed as a special problem of the diffusion decision model in the asymptotic situation. By applying the optimal strategy associated with the diffusion decision model, an adaptive rule is developed for determining appropriate values of k in k-nearest neighbor classification. Making use of the sequential probability ratio test (SPRT) and Bayesian analysis, we propose five different criteria for adaptively acquiring nearest neighbors. Experiments with both synthetic and real datasets demonstrate the effectiveness of our classification criteria.


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.


Comparing K-Nearest Neighbors and Potential Energy Method in classification problem. A case study using KNN applet by E.M. Mirkes and real life benchmark data sets

arXiv.org Machine Learning

K-nearest neighbors (KNN) method is used in many supervised learning classification problems. Potential Energy (PE) method is also developed for classification problems based on its physical metaphor. The energy potential used in the experiments are Yukawa potential and Gaussian Potential. In this paper, I use both applet and MATLAB program with real life benchmark data to analyze the performances of KNN and PE method in classification problems. The results show that in general, KNN and PE methods have similar performance. In particular, PE with Yukawa potential has worse performance than KNN when the density of the data is higher in the distribution of the database. When the Gaussian potential is applied, the results from PE and KNN have similar behavior. The indicators used are correlation coefficients and information gain.


Plan-Based Character Diversity

AAAI Conferences

Non-player character diversity enriches game environments increasing their replay value. We propose a method for obtaining character behavior diversity based on the diversity of plans enacted by characters, and demonstrate this method in a scenario in which characters have multiple choices. Using case-based planning techniques, we reuse plans for varied character behavior, which simulate different personality traits.


Applying Learning by Observation and Case-Based Reasoning to Improve Commercial RTS Game AI

AAAI Conferences

The high degree of difficulty leads academic Despite increasing academic interest in video game Artificial researchers to create complex AI agents which attempt Intelligence (AI) over the past decade, and a rapidly to deal with the challenges but require large amounts changing games industry which often competes on new technology of development effort. The simpler commercial game agents (Laird and VanLent 2001), AI in video games has not are unable to adapt to situations unforeseen by their developers, improved as much as graphics, sound, animation or gameplay making them monotonous or easily exploitable (Mehta et al. 2009; Tozour 2002). Adoption of academic by human players (Baumgarten, Colton, and Morris 2009; research in AI is slow, likely because the industry Tozour 2002).


On Case Base Formation in Real-Time Heuristic Search

AAAI Conferences

Real-time heuristic search algorithms obey a constant limit on planning time per move. Agents using these algorithms can execute each move as it is computed, suggesting a strong potential for application to real-time video-game AI. Recently, a breakthrough in real-time heuristic search performance was achieved through the use of case-based reasoning. In this framework, the agent optimally solves a set of problems and stores their solutions in a case base. Then, given any new problem, it seeks a similar case in the case base and uses its solution as an aid to solve the problem at hand. A number of ad hoc approaches to the case base formation problem have been proposed and empirically shown to perform well. In this paper, we investigate a theoretically driven approach to solving the problem. We mathematically relate properties of a case base to the suboptimality of the solutions it produces and subsequently develop an algorithm that addresses these properties directly. An empirical evaluation shows our new algorithm outperforms the existing state of the art on contemporary video-game pathfinding benchmarks.


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.