This article discusses building a computable design process model, which is a prerequisite for realizing intelligent computer-aided design systems. First, we introduce general design theory, from which a descriptive model of design processes is derived. In this model, the concept of metamodels plays a crucial role in describing the evolutionary nature of design. Second, we show a cognitive design process model obtained by observing design processes using a protocol analysis method. We then discuss a computable model that can explain most parts of the cognitive model and also interpret the descriptive model. In the computable model, a design process is regarded as an iterative logical process realized by abduction, deduction, and circumscription. We implemented a design simulator that can trace design processes in which design specifications and design solutions are gradually revised as the design proceeds.
In part, the critics of AI are driven by the knowledge that'white collar jobs' are the ones that are now under threat. Business leaders are frequently confronted by notions of job-killing automation and headlines on the variation of the theme that "Robots Will Steal Our Jobs." Elon Musk, CEO of Tesla, Silicon Valley figurehead, and champion of technology-driven innovation even goes a step further by suggesting AI is a fundamental threat to human civilisation. The robot on the assembly line is now a familiar image. AI in middle management is new.
That's because, to paraphrase Amazon's Jeff Bezos, artificial intelligence (AI) is "not just in the first inning of a long baseball game, but at the stage where the very first batter comes up." Look around, and you will find AI everywhere--in self driving cars, Siri on your phone, online customer support, movie recommendations on Netflix, fraud detection for your credit cards, etc. To be sure, there's more to come. Featuring 30 lectures, MIT's course "introduces students to the basic knowledge representation, problem solving, and learning methods of artificial intelligence." It includes interactive demonstrations designed to "help students gain intuition about how artificial intelligence methods work under a variety of circumstances."
The IJCAI-09 Workshop on Learning Structural Knowledge from Observations (STRUCK-09) took place as part of the International Joint Conference on Artificial Intelligence (IJCAI-09) on July 12 in Pasadena, California. The workshop program included paper presentations, discussion sessions about those papers, group discussions about two selected topics, and a joint discussion. As a result, many cognitive architectures use structural models to represent relations between knowledge of different complexity. Structural modeling has led to a number of representation and reasoning formalisms including frames, schemas, abstractions, hierarchical task networks (HTNs), and goal graphs among others. These formalisms have in common the use of certain kinds of constructs (for example, objects, goals, skills, and tasks) that represent knowledge of varying degrees of complexity and that are connected through structural relations.
Planning in real-time offers several benefits over the more typical techniques of implementing Non-Player Character (NPC) behavior with scripts or finite state machines. NPCs that plan their actions dynamically are better equipped to handle unexpected situations. The modular nature of the goals and actions that make up the plan facilitates reuse, sharing, and maintenance of behavioral building blocks. These benefits, however, come at the cost of CPU cycles. In order to simultaneously plan for several NPCs in real-time, while continuing to share the processor with the physics, animation, and rendering systems, careful consideration must taken with the supporting architecture. The architecture must support distributed processing and caching of costly calculations. These considerations have impacts that stretch beyond the architecture of the planner, and affect the agent architecture as a whole. This paper describes lessons learned while implementing real-time planning for NPCs for F.E.A.R., a AAA first person shooter shipping for PC in 2005.