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Game-Related Examples of Artificial Intelligence

AAAI Conferences

The field of artificial intelligence needs to attract new researchers to the field to continue current explorations and look for novel approaches to tomorrow's problems. One approach involves providing students with learning tools that excite their imagination and help them obtain an appreciation for what artificial intelligence can do. The tools described here are used in an undergraduate course at Sam Houston State University. They include heuristic-driven search in a potential game's terrain map, reinforcement learning in a tank battle game, and game tree search techniques in tic-tac-toe.


ACOPlan: Planning with Ants

AAAI Conferences

In this paper an application of the metaheuristic Ant Colony Optimization to optimal planning is presented. It is well known that finding out optimal solutions to planning problem is a very hard computational problem. Approximate methods do not guarantee either optimality or completeness, but it has been proved that in many applications they are able to find very good solutions, often close to optimal ones. Since one of the most performing stochastic method for combinatorial optimization is ACO, we have decided to use this technique to design an algorithm which optimizes plan length in propositional planning. This algorithm has been implemented and some empirical evaluations have been performed. The results obtained are encouraging and show the feasibility of this approach.


Robot Defense: Using the Java Instructional Game Engine in the Artificial Intelligence Classroom

AAAI Conferences

In this paper, we examine Robot Defense, a computer game that serves as a pedagogical platform for students to explore methods typically covered in an Introductory Artificial Intelligence course. Robot Defense is the synergistic outcome of two NSF funded Course, Curriculum, and Laboratory Improvement (CCLI) projects and was first presented in (Wallace, Russell and Markov 2008). The primary contribution of this paper is to discuss the implementation of the Robot Defense platform and the outcome of its first use in the classroom.


Inference with Relational Theories over Infinite Domains

AAAI Conferences

Many important tasks can be cast as weighted relational satisfiability problems.ย  Propositionalizing relational theories and making inferences with them using SAT algorithms has proven effective in many cases.ย  However, these approaches require that all objects in a domain be known in advance.ย  Many domains, from language understanding to machine vision, involve reasoning about objects that are not known beforehand.ย  Theories with unknown objects can require models with infinite objects in their domain and thus lead to propositionalized SAT theories that existing algorithms cannot deal with.ย  To address these problems, we characterize a class of relational generative weighted satisfiability theories (GenSAT) over potentially infinite domains and propose an algorithm, GenDPLL, for finding models of these theories.ย  We introduce the notion of a relevant model and an increasing cost theory to identify conditions under which GenDPLL is complete, even when a theory has infinite models.


Efficient Informative Sensing using Multiple Robots

Journal of Artificial Intelligence Research

The need for efficient monitoring of spatio-temporal dynamics in large environmental applications, such as the water quality monitoring in rivers and lakes, motivates the use of robotic sensors in order to achieve sufficient spatial coverage. Typically, these robots have bounded resources, such as limited battery or limited amounts of time to obtain measurements. Thus, careful coordination of their paths is required in order to maximize the amount of information collected, while respecting the resource constraints. In this paper, we present an efficient approach for near-optimally solving the NP-hard optimization problem of planning such informative paths. In particular, we first develop eSIP (efficient Single-robot Informative Path planning), an approximation algorithm for optimizing the path of a single robot. Hereby, we use a Gaussian Process to model the underlying phenomenon, and use the mutual information between the visited locations and remainder of the space to quantify the amount of information collected. We prove that the mutual information collected using paths obtained by using eSIP is close to the information obtained by an optimal solution. We then provide a general technique, sequential allocation, which can be used to extend any single robot planning algorithm, such as eSIP, for the multi-robot problem. This procedure approximately generalizes any guarantees for the single-robot problem to the multi-robot case. We extensively evaluate the effectiveness of our approach on several experiments performed in-field for two important environmental sensing applications, lake and river monitoring, and simulation experiments performed using several real world sensor network data sets.


Sentence Compression as Tree Transduction

Journal of Artificial Intelligence Research

This paper presents a tree-to-tree transduction method for sentence compression. Our model is based on synchronous tree substitution grammar, a formalism that allows local distortion of the tree topology and can thus naturally capture structural mismatches. We describe an algorithm for decoding in this framework and show how the model can be trained discriminatively within a large margin framework. Experimental results on sentence compression bring significant improvements over a state-of-the-art model.


Fast Algorithms for Mining Interesting Frequent Itemsets without Minimum Support

arXiv.org Artificial Intelligence

Real world datasets are sparse, dirty and contain hundreds of items. In such situations, discovering interesting rules (results) using traditional frequent itemset mining approach by specifying a user defined input support threshold is not appropriate. Since without any domain knowledge, setting support threshold small or large can output nothing or a large number of redundant uninteresting results. Recently a novel approach of mining only N-most/Top-K interesting frequent itemsets has been proposed, which discovers the top N interesting results without specifying any user defined support threshold. However, mining interesting frequent itemsets without minimum support threshold are more costly in terms of itemset search space exploration and processing cost. Thereby, the efficiency of their mining highly depends upon three main factors (1) Database representation approach used for itemset frequency counting, (2) Projection of relevant transactions to lower level nodes of search space and (3) Algorithm implementation technique. Therefore, to improve the efficiency of mining process, in this paper we present two novel algorithms called (N-MostMiner and Top-K-Miner) using the bit-vector representation approach which is very efficient in terms of itemset frequency counting and transactions projection. In addition to this, several efficient implementation techniques of N-MostMiner and Top-K-Miner are also present which we experienced in our implementation. Our experimental results on benchmark datasets suggest that the NMostMiner and Top-K-Miner are very efficient in terms of processing time as compared to current best algorithms BOMO and TFP.


HybridMiner: Mining Maximal Frequent Itemsets Using Hybrid Database Representation Approach

arXiv.org Artificial Intelligence

In this paper we present a novel hybrid (arraybased layout and vertical bitmap layout) database representation approach for mining complete Maximal Frequent Itemset (MFI) on sparse and large datasets. Our work is novel in terms of scalability, item search order and two horizontal and vertical projection techniques. We also present a maximal algorithm using this hybrid database representation approach. Different experimental results on real and sparse benchmark datasets show that our approach is better than previous state of art maximal algorithms.


A Methodology for Learning Players' Styles from Game Records

arXiv.org Artificial Intelligence

We describe a preliminary investigation into learning a Chess player's style from game records. The method is based on attempting to learn features of a player's individual evaluation function using the method of temporal differences, with the aid of a conventional Chess engine architecture. Some encouraging results were obtained in learning the styles of two recent Chess world champions, and we report on our attempt to use the learnt styles to discriminate between the players from game records by trying to detect who was playing white and who was playing black. We also discuss some limitations of our approach and propose possible directions for future research. The method we have presented may also be applicable to other strategic games, and may even be generalisable to other domains where sequences of agents' actions are recorded.


Learning for Dynamic subsumption

arXiv.org Artificial Intelligence

In this paper a new dynamic subsumption technique for Boolean CNF formulae is proposed. It exploits simple and sufficient conditions to detect during conflict analysis, clauses from the original formula that can be reduced by subsumption. During the learnt clause derivation, and at each step of the resolution process, we simply check for backward subsumption between the current resolvent and clauses from the original formula and encoded in the implication graph. Our approach give rise to a strong and dynamic simplification technique that exploits learning to eliminate literals from the original clauses. Experimental results show that the integration of our dynamic subsumption approach within the state-of-the-art SAT solvers Minisat and Rsat achieves interesting improvements particularly on crafted instances.