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Learning from Solution Paths: An Approach to the Credit Assignment Problem

AI Magazine

In this article we discuss a method for learning useful conditions on the application of operators during heuristic search. Since learning is not attempted until a complete solution path has been found for a problem, credit for correct moves and blame for incorrect moves is easily assigned. We review four learning systems that have incorporated similar techniques to learn in the domains of algebra, symbolic integration, and puzzle-solving. We conclude that the basic approach of learning from solution paths can be applied to any situation in which problems can be solved by sequential search.


Relaxation and constrained optimization by local processes

Classics

The distributive computation of constrained optimization problems by networks of locally interconnected simple processors is examined. A general method for designing such networks is described. The design includes the network of interconnections among the participating processors, as well as the iterative computation to be performed by each processor. The application of these results to relaxation techniques in the processing of visual information is discussed and exemplified.



Additive AND/OR graphs

Classics

Additive AND/OR graphs are defined as AND/ /ORgraphs without circuits, which can be considered as folded AND/OR trees; i.e. the cost of a common subproblem is added to the cost as many times as the subproblem occurs, but it is computed only once. Additive AND/OR graphs are naturally obtained by reinterpreting the dynamic programming method in the light of the problem-reduction approach. An example of this reduction is given. A top-down and a bottom-up method are proposed for searching additive AND/OR graphs. These methods are, respectively, extensions of the "arrow" method proposed by Nilsson for searching AND/OR trees and Dijkstra's algorithm for finding the shortest path. A proof is given that the two methods find an optimal solution whenever a solution exists. 1) introduction In the literature on artificial intelligence, AND/OR trees have proved to be a good formalism for representing the problem-reduction approach to problem solving. Usually, the search is for any solution tree, but in a paper by Nilsson the problem is presented of finding the best solution tree, where arcs have a given cost, and the cost of a tree is simply the sum of the costs of the arcs. Nilsson gives there an algorithm which assumes available, for each node, an estimate of the cost of the "optimal solution tree rooted at that node.



On the application of dynamic programming to the determination of optimal play in chess and checkers

Classics

One of the fundamental concepts in mathematics is that of transformation. The study of the unfolding over time of a physical process leads naturally to investigations of the effects of the repetition of a transformation, which is to say to the study of multistage processes. Much of classical and contemporary analysis stems from this source: iteration, ergodic theory, the theory of semigroups [1], the theory of branching processes [2], random transformations at fixed times and deterministic transformations at stochastic times [3, 4]. We wish to indicate still another direction of research, that of multistage decision processes. What happens when we allow a choice of the transformation to be employed at each time?


Computers and Thought

Classics

E.A. Feigenbaum and J. Feldman (Eds.). Computers and Thought. McGraw-Hill, 1963. This collection includes twenty classic papers by such pioneers as A. M. Turing and Marvin Minsky who were behind the pivotal advances in artificially simulating human thought processes with computers. All Parts are available as downloadable pdf files; most individual chapters are also available separately. COMPUTING MACHINERY AND INTELLIGENCE. A. M. Turing. CHESS-PLAYING PROGRAMS AND THE PROBLEM OF COMPLEXITY. Allen Newell, J.C. Shaw and H.A. Simon. SOME STUDIES IN MACHINE LEARNING USING THE GAME OF CHECKERS. A. L. Samuel. EMPIRICAL EXPLORATIONS WITH THE LOGIC THEORY MACHINE: A CASE STUDY IN HEURISTICS. Allen Newell J.C. Shaw and H.A. Simon. REALIZATION OF A GEOMETRY-THEOREM PROVING MACHINE. H. Gelernter. EMPIRICAL EXPLORATIONS OF THE GEOMETRY-THEOREM PROVING MACHINE. H. Gelernter, J.R. Hansen, and D. W. Loveland. SUMMARY OF A HEURISTIC LINE BALANCING PROCEDURE. Fred M. Tonge. A HEURISTIC PROGRAM THAT SOLVES SYMBOLIC INTEGRATION PROBLEMS IN FRESHMAN CALCULUS. James R. Slagle. BASEBALL: AN AUTOMATIC QUESTION ANSWERER. Green, Bert F. Jr., Alice K. Wolf, Carol Chomsky, and Kenneth Laughery. INFERENTIAL MEMORY AS THE BASIS OF MACHINES WHICH UNDERSTAND NATURAL LANGUAGE. Robert K. Lindsay. PATTERN RECOGNITION BY MACHINE. Oliver G. Selfridge and Ulric Neisser. A PATTERN-RECOGNITION PROGRAM THAT GENERATES, EVALUATES, AND ADJUSTS ITS OWN OPERATORS. Leonard Uhr and Charles Vossler. GPS, A PROGRAM THAT SIMULATES HUMAN THOUGHT. Allen Newell and H.A. Simon. THE SIMULATION OF VERBAL LEARNING BEHAVIOR. Edward A. Feigenbaum. PROGRAMMING A MODEL OF HUMAN CONCEPT FORMULATION. Earl B. Hunt and Carl I. Hovland. SIMULATION OF BEHAVIOR IN THE BINARY CHOICE EXPERIMENT Julian Feldman. A MODEL OF THE TRUST INVESTMENT PROCESS. Geoffrey P. E. Clarkson. A COMPUTER MODEL OF ELEMENTARY SOCIAL BEHAVIOR. John T. Gullahorn and Jeanne E. Gullahorn. TOWARD INTELLIGENT MACHINES. Paul Armer. STEPS TOWARD ARTIFICIAL INTELLIGENCE. Marvin Minsky. A SELECTED DESCRIPTOR-INDEXED BIBLIOGRAPHY TO THE LITERATURE ON ARTIFICIAL INTELLIGENCE. Marvin Minsky.


Applied Dynamic Programming

Classics

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