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A Rational Decision Maker with Ordinal Utility under Uncertainty: Optimism and Pessimism

arXiv.org Artificial Intelligence

In game theory and artificial intelligence, decision making models often involve maximizing expected utility, which does not respect ordinal invariance. In this paper, the author discusses the possibility of preserving ordinal invariance and still making a rational decision under uncertainty.


Embedding Non-Ground Logic Programs into Autoepistemic Logic for Knowledge Base Combination

arXiv.org Artificial Intelligence

Adopting a layered architecture, a number of building blocks have been proposed that serve different purposes, from low-level data encoding to high-level semantic representation. In this architecture, the building blocks for ontologies, rules, and query languages play a prominent role. Furthermore, to ensure interoperability and wide applicability, standard representation formalisms are propagated by the World Wide Web Consortium(W3C), including the Resource Description Framework (RDF) [RDF Concepts 2004; RDF Semantics 2004], the Web Ontology Language (OWL) [OWL Semantics 2004; OWL 2 2009], and the recent Rule Interchange Format Basic Logic Dialect (RIF BLD) [RIF BLD 2009]. In addition, the RIF logical framework [Kifer 2008] lays the foundation for Web rule languages extending RIF BLD with nonmonotonic negation. Each of these formalisms has a formal semantics, which is either expressible in terms of classical logic or logic programming [de Bruijn and Heymans 2007; Horrocks and Patel-Schneider 2003; Kifer 2008]. There is a need for combining these formalisms, which is illustrated by the following simple example.


Virtual information system on working area

arXiv.org Artificial Intelligence

In order to get strategic positioning for competition in business organization, the information system must be ahead in this information age where the information as one of the weapons to win the competition and in the right hand the information will become a right bullet. The information system with the information technology support isn't enough if just only on internet or implemented with internet technology. The growth of information technology as tools for helping and making people easy to use must be accompanied by wanting to make fun and happy when they make contact with the information technology itself. Basically human like to play, since childhood human have been playing, free and happy and when human grow up they can't play as much as when human was in their childhood. We have to develop the information system which is not perform information system itself but can help human to explore their natural instinct for playing, making fun and happiness when they interact with the information system. Virtual information system is the way to present playing and having fun atmosphere on working area.


Calibration and Internal no-Regret with Partial Monitoring

arXiv.org Machine Learning

Calibrated strategies can be obtained by performing strategies that have no internal regret in some auxiliary game. Such strategies can be constructed explicitly with the use of Blackwell's approachability theorem, in an other auxiliary game. We establish the converse: a strategy that approaches a convex $B$-set can be derived from the construction of a calibrated strategy. We develop these tools in the framework of a game with partial monitoring, where players do not observe the actions of their opponents but receive random signals, to define a notion of internal regret and construct strategies that have no such regret.


Landau Theory of Adaptive Integration in Computational Intelligence

arXiv.org Artificial Intelligence

Computational Intelligence (CI) is a sub-branch of Artificial Intelligence paradigm focusing on the study of adaptive mechanisms to enable or facilitate intelligent behavior in complex and changing environments. There are several paradigms of CI [like artificial neural networks, evolutionary computations, swarm intelligence, artificial immune systems, fuzzy systems and many others], each of these has its origins in biological systems [biological neural systems, natural Darwinian evolution, social behavior, immune system, interactions of organisms with their environment]. Most of those paradigms evolved into separate machine learning (ML) techniques, where probabilistic methods are used complementary with CI techniques in order to effectively combine elements of learning, adaptation, evolution and Fuzzy logic to create heuristic algorithms that are, in some sense, intelligent. The current trend is to develop consensus techniques, since no single machine learning algorithms is superior to others in all possible situations. In order to overcome this problem several meta-approaches were proposed in ML focusing on the integration of results from different methods into single prediction. We discuss here the Landau theory for the nonlinear equation that can describe the adaptive integration of information acquired from an ensemble of independent learning agents. The influence of each individual agent on other learners is described similarly to the social impact theory. The final decision outcome for the consensus system is calculated using majority rule in the stationary limit, yet the minority solutions can survive inside the majority population as the complex intermittent clusters of opposite opinion.


Building Computer Network Attacks

arXiv.org Artificial Intelligence

In this work we set the basis of a framework for modeling and building computer network attacks. The main purpose of this framework is to provide a tool for automating the risk assessment process, in particular penetration tests, providing a further step in the direction of a tool like Core Impact [Co02]. This work has also a theoretical value: "we understand what we can build." Our framework, considered as a functional model of the attacking process, will provide the community with a deeper and more detailed model of the attacks and intrusions of computer networks. Finally, it can be used by a system administrator to simulate attacks against his network, evaluate the vulnerabilities of the network and determine which countermeasures will make it safe. 1 After reviewing related work, we describe in the second section the components of our model-probabilistic assets, quantified goals, agents and actionsand their relations. In the third section we describe the principal applications of this model: automated planning of attacks and attack simulations.


Game Information System

arXiv.org Artificial Intelligence

Information system is an arrangement of people, data, processes, and information technology that interact to collect, process, store, and provide as output the information needed to support an organization [4]. There are many information systems which become sub information system that will collaborate one and others in one information system. They are: 1) TPS (Transactional Processing System) 2) SCM (Supply Chain Management) 3) CRM (Customer Relationship Management) 4) OLTP (Online Transactional Processing) 5) ES (Expert System) 6) EIS (Executive Information System) 7) MIS (Management Information System) 8) DW (Data Warehouse) 9) BI (Business Intelligence) 10) OLAP (Online Analytical Processing) 11) DSS (Decision Support System) In the implementation the information system has been created as management level's needed. For example like TPS, OLTP, CRM, and SCM are designed for low level management to capture data and MIS, DW, OLAP, Expert System and DSS are designed for middle management, while EIS is designed for high level management. Although for some information system are designed for all management level like SCM,CRM, OLAP, DW, Expert System, and DSS. Figure 1 shows this type of information system and the level management allocation.


The Pet-Fish problem on the World-Wide Web

arXiv.org Artificial Intelligence

In Aerts & Gabora (2005a,b), we introduced a modeling scheme for concepts and their combinations that makes use of the mathematical formalism of quantum physics. This quantum modeling scheme has been further worked out in Aerts (2009a) and Aerts (2010a,b). The experimental data we used to create our modeling scheme were data collected in experiments with human subjects that were conducted within the framework of concepts research in psychology (Hampton 1988a,b). These experiments required human subjects to estimate typicalities of exemplars of concepts and their combinations. The results of these estimations were in conflict with how combinations of concepts such as'conjunction' and'disjunction' were expected to behave classically, as prescribed by classical logic or set theory. Hampton called these deviations from classical behavior'overextension' and'underextension', depending on their relation to the classically expected values of typicality (Hampton 1988a,b).


Measuring interesting rules in Characteristic rule

arXiv.org Artificial Intelligence

Finding interesting rule in the sixth strategy step about threshold control on generalized relations in attribute oriented induction, there is possibility to select candidate attribute for further generalization and merging of identical tuples until the number of tuples is no greater than the threshold value, as implemented in basic attribute oriented induction algorithm. At this strategy step there is possibility the number of tuples in final generalization result still greater than threshold value. In order to get the final generalization result which only small number of tuples and can be easy to transfer into simple logical formula, the seventh strategy step about rule transformation is evolved where there will be simplification by unioning or grouping the identical attribute. Our approach to measure interesting rule is opposite with heuristic measurement approach by Fudger and Hamilton where the more complex concept hierarchies, more interesting results are likely to be found, but our approach the simpler concept hierarchies, more interesting results are likely to be found and the more complex concept hierarchies, more complex process generalization in concept tree. The decision to find interesting rule is influenced with wide or length and depth or level of concept tree.


Towards the Design of Heuristics by Means of Self-Assembly

arXiv.org Artificial Intelligence

The current investigations on hyper-heuristics design have sprung up in two different flavours: heuristics that choose heuristics and heuristics that generate heuristics. In the latter, the goal is to develop a problem-domain independent strategy to automatically generate a good performing heuristic for the problem at hand. This can be done, for example, by automatically selecting and combining different low-level heuristics into a problem specific and effective strategy. Hyper-heuristics raise the level of generality on automated problem solving by attempting to select and/or generate tailored heuristics for the problem at hand. Some approaches like genetic programming have been proposed for this. In this paper, we explore an elegant nature-inspired alternative based on self-assembly construction processes, in which structures emerge out of local interactions between autonomous components. This idea arises from previous works in which computational models of self-assembly were subject to evolutionary design in order to perform the automatic construction of user-defined structures. Then, the aim of this paper is to present a novel methodology for the automated design of heuristics by means of self-assembly.