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 Case-Based Reasoning


Applications of fuzzy logic to Case-Based Reasoning

arXiv.org Artificial Intelligence

Broadly construed Case-Based Reasoning (CBR) is the process of solving new problems based on the solution of past problems. The CBR systems' expertise is embodied in a collection (library) of past cases rather, than being encoded in classical rules. Each case typically contains a description of the problem plus a solution and/or the outcomes. When a problem is successfully solved, the experience is retained in order to solve similar problems in future. When an attempt to solve a problem fails, the reason for the failure is identified and remembered in order to avoid the same mistake in future. Thus CBR is a cyclic and integrated process of solving a problem, learning from this experience, solving a new problem, etc.


Contribution of Case Based Reasoning (CBR) in the Exploitation of Return of Experience. Application to Accident Scenarii in Railroad Transport

arXiv.org Artificial Intelligence

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. Index Terms-- Accident scenario, Exploitation of knowledge Return of experience, Case based reasoning,Security.


Crowdsourcing Real World Human-Robot Dialog and Teamwork through Online Multiplayer Games

AI Magazine

While such systems have been shown to successfully support a broad range of interactions, they rely heavily on precoded data. For example, dialogue responses are typically limited to only one or two dozen phrases, which pales in comparison to the diversity of human speech. We believe that in order for robotic systems to become a truly ubiquitous technology, robots must make sense of natural human behavior and engage with humans in a more humanlike way. Robots must become more like humans instead of forcing humans to be more like robots. Much of human knowledge about the appropriateness of behavior, in terms of both speech and actions, comes from our personal experiences and our observations of others. We compare its performance variations form a knowledge base from which to a teleoperated robot following a scripted task we learn what to say and what actions to perform to protocol and examine both the behavior of the achieve certain goals.


Nearest Neighbor based Greedy Coordinate Descent

Neural Information Processing Systems

Increasingly, optimization problems in machine learning, especially those arising from high-dimensional statistical estimation, have a large number of variables. Modern statistical estimators developed over the past decade have statistical or sample complexity that depends only weakly on the number of parameters when there is some structure to the problem, such as sparsity. A central question is whether similar advances can be made in their computational complexity as well. In this paper, we propose strategies that indicate that such advances can indeed be made. In particular, we investigate the greedy coordinate descent algorithm, and note that performing the greedy step efficiently weakens the costly dependence on the problem size provided the solution is sparse. We then propose a suite of methods that perform these greedy steps efficiently by a reduction to nearest neighbor search. We also devise a more amenable form of greedy descent for composite non-smooth objectives; as well as several approximate variants of such greedy descent. We develop a practical implementation of our algorithm that combines greedy coordinate descent with locality sensitive hashing. Without tuning the latter data structure, we are not only able to significantly speed up the vanilla greedy method, but also outperform cyclic descent when the problem size becomes large. Our results indicate the effectiveness of our nearest neighbor strategies, and also point to many open questions regarding the development of computational geometric techniques tailored towards first-order optimization methods.


Target Neighbor Consistent Feature Weighting for Nearest Neighbor Classification

Neural Information Processing Systems

We consider feature selection and weighting for nearest neighbor classifiers. A technical challenge in this scenario is how to cope with the discrete update of nearest neighbors when the feature space metric is changed during the learning process. This issue, called the target neighbor change, was not properly addressed in the existing feature weighting and metric learning literature. In this paper, we propose a novel feature weighting algorithm that can exactly and efficiently keep track of the correct target neighbors via sequential quadratic programming. To the best of our knowledge, this is the first algorithm that guarantees the consistency between target neighbors and the feature space metric. We further show that the proposed algorithm can be naturally combined with regularization path tracking, allowing computationally efficient selection of the regularization parameter. We demonstrate the effectiveness of the proposed algorithm through experiments.


Enhancing Support for Knowledge Works: A relatively unexplored vista of computing research

arXiv.org Artificial Intelligence

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. The patient-care task is practiced by healthcare professionals, typically within organizational setups like hospitals. An instance of the task, known as a case, is carried out by a group of professionals (physicians, surgeons, nurses, laboratory technicians etc.) led by a physician (often known as the lead physician for the case) with the primary goal of restoring an ailing patient to state of health. However, the performance also serves various secondary goals achieved through capture and reuse of information about the case. The overall task is usually divided into subtasks or activities such as examination, identification of possible diseases, clinical tests, diagnosis, treatment, followup etc. The actions taken during these activities and their results have complex interrelationships. The patient-care SSKW realizes an integrated ITbased system platform which supports all the constituent activities in ways consistent with their interrelationships. Our hypothetical scenario depicts a particular activity by the lead physician (shall be referred as LP hereafter), i.e., diagnosing a patient P with the help of a patient-care SSKW. Making a diagnosis results in identifying a particular disease based on available evidence (e.g., symptoms, signs and medical history of the patient, results of various clinical tests conducted) for which the patient will be treated. Such a scenario is described below.


Building Human-Level AI for Real-Time Strategy Games

AAAI Conferences

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.


Recommender Systems: An Overview

AI Magazine

Recommender systems are tools for interacting with large and complex information spaces. The field, christened in 1995, has grown enormously in the variety of problems addressed and techniques employed, as well as in its practical applications. Recommender systems research has incorporated a wide variety of artificial intelligence techniques including machine learning, data mining, user modeling, case-based reasoning, and constraint satisfaction, among others. The purpose of the articles in this special issue is to take stock of the current landscape of recommender systems research and identify directions the field is now taking.


Recommendation Technologies for Configurable Products

AI Magazine

State of the art recommender systems support users in the selection of items from a predefined assortment (for example, movies, books, and songs). In contrast to an explicit definition of each individual item, configurable products such as computers, financial service portfolios, and cars are repre¬sented in the form of a configuration knowledge base that describes the properties of allowed instances. Although the knowledge representation used is different compared to non-confi¬gurable products, the decision support requirements remain the same: users have to be supported in finding a solution that fits their wishes and needs. In this article we show how recommendation technologies can be applied for supporting the configuration of products. In addition to existing approaches we discuss relevant issues for future research.


Seven Design Challenges for Fully-realized Experience Management

AAAI Conferences

Drama Managers, a specific type of the more general Experience Manager, have become a common subject of study in the interactive narrative literature. With a range of representational and computational approaches, authors have repeatedly developed techniques that enable computers to generate, reason about, and adapt narratives in an interactive virtual setting. In order to fully realize an experience manager, seven representational and computational problems need to be solved, generally on a case-by-case basis. In other words, the choice to use an Experience Manager is the choice to model the design as, and implement solutions to, seven inter-dependent design problems. We explicitly articulate those design problems and provide a number of examples of methods that both motivate the design problems as well as illustrate a range of approaches to solving them.