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 Spatial Reasoning


Extracting Topological Information from Spatial Constraint Databases

AAAI Conferences

This paper presents an efficient topology information extraction algorithm that is capable of extracting primary topological relations, such as, interior, boundary, and exterior from a single spatial or spatio-temporal object stored in a linear constraint database. Any non-spatial constraints will be preserved so that the input spatio-temporal object’s temporal constraints will not be sacrificed by the algorithm. Based on the three primary topological relations, more topological relations between regions, lines, and points can be defined in a constraint database for future spatial analysis.


Spatiotemporal Interpolation Methods for Air Pollution Exposure

AAAI Conferences

This paper investigates spatiotemporal interpolation methods for the application of air pollution assessment. The air pollutant of interest in this paper is fine particulate matter PM2.5. The choice of the time scale is investigated when applying the shape function-based method. It is found that the measurement scale of the time dimension has an impact on the interpolation results. Based upon the comparison between the accuracies of interpolation results, the most effective time scale out of four experimental ones was selected for performing the PM2.5 interpolation. The paper also evaluates the population exposure to the ambient air pollution of PM2.5 at the county-level in the contiguous U.S. in 2009. The interpolated county-level PM2.5 has been linked to 2009 population data and the population with a risky PM2.5 exposure has been estimated. The risky PM2.5 exposure means the PM2.5 concentration exceeding the National Ambient Air Quality Standards. The geographic distribution of the counties with a risky PM2.5 exposure is visualized. This work is essential to understanding the associations between ambient air pollution exposure and population health outcomes.


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.


Representing and Reasoning About Spatial Regions Defined by Context

AAAI Conferences

In order to collaborate with people in the real world, cognitive systems must be able to represent and reason about spatial regions in human environments. Consider the command "go to the front of the classroom". The spatial region mentioned (the front of the classroom) is not perceivable using geometry alone. Instead it is defined by its functional use, implied by nearby objects and their configuration. In this paper, we define such areas as context-dependent spatial regions and propose a method for a cognitive system to learn them incrementally by combining qualitative spatial representations, semantic labels, and analogy. Using data from a mobile robot, we generate a relational representation of semantically labeled objects and their configuration. Next, we show how the boundary of a context-dependent spatial region can be defined using anchor points. Finally, we demonstrate how an existing computational model of analogy can be used to transfer this region to a new situation.


Combining Spatial and Temporal Logics: Expressiveness vs. Complexity

arXiv.org Artificial Intelligence

In this paper, we construct and investigate a hierarchy of spatio-temporal formalisms that result from various combinations of propositional spatial and temporal logics such as the propositional temporal logic PTL, the spatial logics RCC-8, BRCC-8, S4u and their fragments. The obtained results give a clear picture of the trade-off between expressiveness and computational realisability within the hierarchy. We demonstrate how different combining principles as well as spatial and temporal primitives can produce NP-, PSPACE-, EXPSPACE-, 2EXPSPACE-complete, and even undecidable spatio-temporal logics out of components that are at most NP- or PSPACE-complete.


A Particle Model for State Estimation in Real-Time Strategy Games

AAAI Conferences

A big challenge for creating human-level game AI is building agents capable of operating in imperfect information environments. In real-time strategy games the technological progress of an opponent and locations of enemy units are partially observable. To overcome this limitation, we explore a particle-based approach for estimating the location of enemy units that have been encountered. We represent state estimation as an optimization problem, and automatically learn parameters for the particle model by mining a corpus of expert StarCraft replays. The particle model tracks opponent units and provides conditions for activating tactical behaviors in our StarCraft bot. Our results show that incorporating a learned particle model improves the performance of EISBot by 10% over baseline approaches.


Aligned Scene Modeling of a Robot's Vista Space — An Evaluation

AAAI Conferences

One kind of meaningful structures in indoor rooms are supporting structures like tables and cupboards. A robot will need to know these structures for a natural interaction with the human and the environment. As bottom-up detection of such structures is a challenging problem, we propose to estimate potential supporting structures from a spatial description like ``a bowl on the table''. As language and cognition schematize the space in the same way it is possible to estimate the representation of the space underlying a scene description. To do so, we introduce the aligned modeling approach which consists of rules transforming a sequence of object relations into a set of trees and a methodology to ground the abstract representation of the scene layout in the current perception using detectors for small movable objects and an extraction of planar surfaces. An analysis of 30 descriptions shows the robustness of our approach to a variety of description strategies and object detection errors.


Human Spatial Relational Reasoning: Processing Demands, Representations, and Cognitive Model

AAAI Conferences

Empirical findings indicate that humans draw infer- ences about spatial arrangements by constructing and manipulating mental models which are internal representations of objects and relations in spatial working memory. Central to the Mental Model Theory (MMT), is the assumption that the human reasoning process can be divided into three phases: (i) Mental model construction, (ii) model inspection, and (iii) model validation. The MMT can be formalized with respect to a computational model, connecting the reasoning process to operations on mental model representations. In this respect a computational model has been implemented in the cognitive architecture ACT-R capable of explaining human reasoning difficulty by the number of model operations. The presented ACT-R model allows simulation of psychological findings about spatial reasoning problems from a previous study that investigated conventional behavioral data such as response times and error rates in the context of certain mental model construction principles.


OCS-14: You Can Get Occluded in Fourteen Ways

AAAI Conferences

Occlusions are a central phenomenon in multi-object computer vision. However, formal analyses (LOS14, ROC20) proposed in the spatial reasoning literature ignore many distinctions crucial to computer vision, as a result of which these algebras have been largely ignored in vision applications. Two distinctions of relevance to visual computation are (a) whether the occluder is a moving object or part of the static background, and (b) whether the visible part of an object is a connected blob or fragmented. In this work, we develop a formal model of occlusion states that combines these criteria with overlap distinctions modeled in spatial reasoning to come up with a comprehensive set of fourteen occlusion states, which we define as OCS14. Transitions between these occlusion states are an important source of information on visual activity (e.g. splits and merges). We show that the resulting formalism is representationally complete in the sense that these states constitute a partition of all possible occlusion situations based on these criteria. Finally, we show results from implementations of this approach in a test application involving static camera based scene analysis, where occlusion state analysis and multiple object tracking can be used for two tasks -- (a) identifying static occluders, and (b) modeling a class of interactions represented as transitions of occlusion states. Thus, the formalism is shown to have direct relevance to actual vision applications.


On Qualitative Route Descriptions: Representation and Computational Complexity

AAAI Conferences

The generation of route descriptions is a fundamental task of navigation systems. A particular problem in this context is to identify routes that can easily be described and processed by users. In this work, we present a framework for representing route networks with the qualitative information necessary to evaluate and optimize route descriptions with regard to ambiguities in them. We identify different agent models that differ in how agents are assumed to process route descriptions while navigating through route networks. Further, we analyze the computational complexity of matching route descriptions and paths in route networks in dependency of the agent model. Finally we empirically evaluate the influence of the agent model on the optimization and the processing of route instructions.