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Collaborating Authors

 Munoz-Avila, Hector


Task Modifiers for HTN Planning and Acting

arXiv.org Artificial Intelligence

The ability of an agent to change its objectives in response to unexpected events is desirable in dynamic environments. In order to provide this capability to hierarchical task network (HTN) planning, we propose an extension of the paradigm called task modifiers, which are functions that receive a task list and a state and produce a new task list. We focus on a particular type of problems in which planning and execution are interleaved and the ability to handle exogenous events is crucial. To determine the efficacy of this approach, we evaluate the performance of our task modifier implementation in two environments, one of which is a simulation that differs substantially from traditional HTN domains.


MIDCA: A Metacognitive, Integrated Dual-Cycle Architecture for Self-Regulated Autonomy

AAAI Conferences

The results of autonomy are often some mechanism Research on cognitive architectures have made significant by which we automate system behavior and decision-making contributions over the years including the ability to reason computationally. We claim that for a system to exhibit with multiple knowledge modes (Laird 2012), to introspectively self-regulated autonomy, however, it must have a model of examine the rationale for a decision (Forbus, Klenk itself in addition to the usual model of the world. Like selfregulated and Hinrichs 2009), and the ability to learn knowledge of learning (e.g., Bjork, Dunlosky and Kornell 2013), varied levels of abstraction (Langley and Choi 2006). Comparatively whereby a learner manages the pace, resources, and goals of less research efforts examine the metacognitive learning, self-regulated autonomy involves a system that contributions to effective decision-making and behavior.


Modeling Unit Classes as Agents in Real-Time Strategy Games

AAAI Conferences

We present CLASS QL , a multi-agent model for playing real-time strategy games, where learning and control of our own team’s units is decentralized; each agent uses its own reinforcement learning process to learn and control units of the same class. Coordination between these agents occurs as a result of a common reward function shared by all agents and synergistic relations in a carefully crafted state and action model for each class. We present results of CLASS QL against the built-in AI in a variety of maps using the Wargus real-time strategy game.


Automated Generation of Diverse NPC-Controlling FSMs Using Nondeterministic Planning Techniques

AAAI Conferences

We study the problem of generating a set of Finite State Machines (FSMs) modeling the behavior of multiple, distinct NPCs. We observe that nondeterministic planning techniques can be used to generate FSMs by following conventions typically used when manually creating FSMs modeling NPC behavior. We implement our ideas in DivNDP, the first algorithm for automated diverse FSM generation.


Discovery of Player Strategies in a Serious Game

AAAI Conferences

Serious games are popular computer games that frequently simulate real-world events or processes designed for the purpose of solving a problem. Although they are often entertaining, their main purpose is to train or educate users. Not surprisingly, users exhibit different game play behaviors because of their diverse background and game experience. To improve the educational effectiveness of these games, it is important to understand and learn from the interaction between the users and the game engine. This paper presents a study attempting to apply machine learning techniques to the game log to discover: a) strategies that are common to players interacting with serious games and b) variances in the demographics of the player base for these strategies. This is an empirical study with end-user data while playing Missing, a serious game developed to help mitigate biases that people may exhibit when analyzing plausible hypothesis for observed events. We found a set of common strategies and interesting variances in player demographics associated with these strategies.


IAAI-13 Preface

AAAI Conferences

Welcome to the Twenty-Fifth Annual Conference on the Innovative Applications of Artificial Intelligence (IAAI-13), the premier conference focusing on applied AI research ranging from exciting new potential applications to innovative deployments of AI technology. IAAI is colocated with AAAI and their paper presentations and invited talks are coordinated. This enables conference attendees to seamlessly move between conferences fostering interest in applied AI research while keeping track of the latest results of AI research. IAAI-13 will have 3 paper tracks: deployed applications, emerging applications and challenge problems. The deployed applications track focuses on fielded AI applications that distinguish themselves for their innovative use of AI technology.


Plan-Based Character Diversity

AAAI Conferences

Non-player character diversity enriches game environments increasing their replay value. We propose a method for obtaining character behavior diversity based on the diversity of plans enacted by characters, and demonstrate this method in a scenario in which characters have multiple choices. Using case-based planning techniques, we reuse plans for varied character behavior, which simulate different personality traits.


CLASSQ-L: A Q-Learning Algorithm for Adversarial Real-Time Strategy Games

AAAI Conferences

We present CLASS Q-L (for: class Q-learning) an application of the Q-learning reinforcement learning algorithm to play complete Wargus games. Wargus is a real-time strategy game where players control armies consisting of units of different classes (e.g., archers, knights). CLASS Q-L uses a single table for each class  of unit so that each unit is controlled and updates its class’ Q-table. This enables rapid learning as in Wargus there are many units of the same class. We present initial results of CLASS Q-L against a variety of opponents.


Generating Diverse Plans Using Quantitative and Qualitative Plan Distance Metrics

AAAI Conferences

Diversity-aware planning consists of generating multiple plans which, while solving the same problem, are dissimilar from one another. Quantitative plan diversity is domain-independent and does not require extensive knowledge-engineering effort, but can fail to reflect plan differences that are relevant to users. Qualitative plan diversity is based on domain-specific characteristics, thus being of greater practical value, but may require substantial knowledge engineering. We demonstrate a domain-independent diverse plan generation method that is based on customizable plan distance metrics and amenable to both quantitative and qualitative diversity. Qualitative plan diversity is obtained with minimal knowledge-engineering effort, using distance metrics which incorporate domain-specific content.


The Special Issue of AI Magazine on Structured Knowledge Transfer

AI Magazine

This issue summarizes the state of the art in structured knowledge transfer, which is an emerging approach to the general problem of knowledge acquisition and reuse. Its goal is to capture, in a general form, the internal structure of the objects, relations, strategies, and processes used to solve tasks drawn from a source domain, and exploit that knowledge to improve performance in a target domain.