Technology
The Eleventh International Workshop on Qualitative Reasoning
The Eleventh International Workshop on Qualitative Reasoning was held in Cortona, Italy, on 3 to 6 June 1997. Participants included scientists from both qualitative reasoning and quantitative mathematical modeling communities. This article summarizes the significant issues and discussion raised during the workshop.
Designing for Human-Agent Interaction
Interacting with a computer requires adopting some metaphor to guide our actions and expectations. Most human-computer interfaces can be classified according to two dominant metaphors: (1) agent and (2) environment. Interactions based on an agent metaphor treat the computer as an intermediary that responds to user requests. In the environment metaphor, a model of the task domain is presented for the user to interact with directly. The term agent has come to refer to the automation of aspects of human-computer interaction (HCI), such as anticipating commands or autonomously performing actions. Norman's 1984 model of HCI is introduced as reference to organize and evaluate research in human-agent interaction (HAI). A wide variety of heterogeneous research involving HAI is shown to reflect automation of one of the stages of action or evaluation within Norman's model. Improvements in HAI are expected to result from a more heterogeneous use of methods that target multiple stages simultaneously.
Multiagent Systems
Agent-based systems technology has generated lots of excitement in recent years because of its promise as a new paradigm for conceptualizing, designing, and implementing software systems. This promise is particularly attractive for creating software that operates in environments that are distributed and open, such as the internet. Currently, the great majority of agent-based systems consist of a single agent. However, as the technology matures and addresses increasingly complex applications, the need for systems that consist of multiple agents that communicate in a peer-to-peer fashion is becoming apparent. Central to the design and effective operation of such multiagent systems (MASs) are a core set of issues and research questions that have been studied over the years by the distributed AI community. In this article, I present some of the critical notions in MASs and the research work that has addressed them. I organize these notions around the concept of problem-solving coherence, which I believe is one of the most critical overall characteristics that an MAS should exhibit.
Mobile Digital Assistants for Community Support
Nishibe, Yoshiyasu, Waki, Hiroaki, Morihara, Ichiro, Hattori, Fumio, Nishimura, Toshikazu, Yamaki, Hirofumi, Komura, Takaaki, Itoh, Nobuyasu, Gotoh, Tadahiro, Nishida, Toyoaki, Takeda, Hideaki, Sawada, Atsushi, Maeda, Harumi, Kajihara, Masao, Adachi, Hidekazu
We applied mobile computing to community support and explored mobile computing with a large number of terminals. This article reports on the Second International Conference on Multiagent Systems (ICMAS'96) Mobile Assistant Project that was conducted at an actual international conference for multiagent systems using 100 personal digital assistants (PDAs) and cellular telephones. We supported three types of service: (1) communication services such as e-mail and net news; (2) information services such as conference, personal, and tourist information; and (3) community support services such as forum and meeting arrangements. After the conference, we analyzed a large amount of log data and obtained the following results: It appears that people continuously used PDAs in their hotel rooms after dinner; e-mail services were used independently of the conference structure, but the load on information services reflected the schedule of the conference. Postquestionnaire data showed that our trial was considered interesting, although people were not fully satisfied with the PDAs and services provided. Participants showed a deep interest in mobile computing for community support.
Autonomous Agents as Synthetic Characters
Elliott, Clark, Brzezinski, Jacek
Humans are social creatures. Much of our intelligence derives from our ability to manipulate our environment through collaborative endeavors. Most extant computer programs and interfaces do little to take advantage of such manifestly human talents and interests, leaving broad avenues of human-computer communication unexplored. Although it is still considered controversial, there are many who believe the harnessing of social communication to be rich in possibilities for modern software. In this article, we look at a number of autonomous agent systems that embody their intelligence at least partially through the projection of a believable, engaging, synthetic persona. Among other topics, we touch briefly on samples of research that explore synthetic personality, representations of emotion, societies of fanciful and playful characters, intelligent and engaging automated tutors, and users projected as avatars into virtual worlds.
Model-Based Diagnosis using Structured System Descriptions
This paper presents a comprehensive approach for model-based diagnosis which includes proposals for characterizing and computing preferred diagnoses, assuming that the system description is augmented with a system structure (a directed graph explicating the interconnections between system components). Specifically, we first introduce the notion of a consequence, which is a syntactically unconstrained propositional sentence that characterizes all consistency-based diagnoses and show that standard characterizations of diagnoses, such as minimal conflicts, correspond to syntactic variations on a consequence. Second, we propose a new syntactic variation on the consequence known as negation normal form (NNF) and discuss its merits compared to standard variations. Third, we introduce a basic algorithm for computing consequences in NNF given a structured system description. We show that if the system structure does not contain cycles, then there is always a linear-size consequence in NNF which can be computed in linear time. For arbitrary system structures, we show a precise connection between the complexity of computing consequences and the topology of the underlying system structure. Finally, we present an algorithm that enumerates the preferred diagnoses characterized by a consequence. The algorithm is shown to take linear time in the size of the consequence if the preference criterion satisfies some general conditions.
A Selective Macro-learning Algorithm and its Application to the NxN Sliding-Tile Puzzle
Finkelstein, L., Markovitch, S.
One of the most common mechanisms used for speeding up problem solvers is macro-learning. Macros are sequences of basic operators acquired during problem solving. Macros are used by the problem solver as if they were basic operators. The major problem that macro-learning presents is the vast number of macros that are available for acquisition. Macros increase the branching factor of the search space and can severely degrade problem-solving efficiency. To make macro learning useful, a program must be selective in acquiring and utilizing macros. This paper describes a general method for selective acquisition of macros. Solvable training problems are generated in increasing order of difficulty. The only macros acquired are those that take the problem solver out of a local minimum to a better state. The utility of the method is demonstrated in several domains, including the domain of NxN sliding-tile puzzles. After learning on small puzzles, the system is able to efficiently solve puzzles of any size.
Integrative Windowing
In this paper we re-investigate windowing for rule learning algorithms. We show that, contrary to previous results for decision tree learning, windowing can in fact achieve significant run-time gains in noise-free domains and explain the different behavior of rule learning algorithms by the fact that they learn each rule independently. The main contribution of this paper is integrative windowing, a new type of algorithm that further exploits this property by integrating good rules into the final theory right after they have been discovered. Thus it avoids re-learning these rules in subsequent iterations of the windowing process. Experimental evidence in a variety of noise-free domains shows that integrative windowing can in fact achieve substantial run-time gains. Furthermore, we discuss the problem of noise in windowing and present an algorithm that is able to achieve run-time gains in a set of experiments in a simple domain with artificial noise.
Integrative Windowing
In this paper we re-investigate windowing for rule learning algorithms. We show that, contrary to previous results for decision tree learning, windowing can in fact achieve significant run-time gains in noise-free domains and explain the different behavior of rule learning algorithms by the fact that they learn each rule independently. The main contribution of this paper is integrative windowing, a new type of algorithm that further exploits this property by integrating good rules into the final theory right after they have been discovered. Thus it avoids re-learning these rules in subsequent iterations of the windowing process. Experimental evidence in a variety of noise-free domains shows that integrative windowing can in fact achieve substantial run-time gains. Furthermore, we discuss the problem of noise in windowing and present an algorithm that is able to achieve run-time gains in a set of experiments in a simple domain with artificial noise.