Dynamic scripting is a reinforcement learning approach to adaptive game AI that learns, during gameplay, which game tactics an opponent should select to play effectively. We introduce the evolutionary state-based tactics generator (ESTG), which uses an evolutionary algorithm to generate tactics automatically. Experimental results show that ESTG improves dynamic scripting's performance in a real-time strategy game. We conclude that high-quality domain knowledge can be automatically generated for strong adaptive game AI opponents.
The Sixth International Conference on Case-Based Reasoning (ICCBR-05) took place from 23 August through 26 August 2005 at the downtown campus of De- Paul University, in the heart of Chicago's downtown Loop. The conference program included Industry Day, four workshops, and two days of technical paper presentations divided into poster sessions and a single plenary track. This report describes the conference in detail.
This article presents an overview and survey of current work in case-based reasoning (CBR) integrations. There has been a recent upsurge in the integration of CBR with other reasoning modalities and computing paradigms, especially rule-based reasoning (RBR) and constraint-satisfaction problem (CSP) solving. CBR integrations with modelbased reasoning (MBR), genetic algorithms, and information retrieval are also discussed. This article characterizes the types of multimodal reasoning integrations where CBR can play a role, identifies the types of roles that CBR components can fulfill, and provides examples of integrated CBR systems.
Shop is a hierarchical task network planning algorithm that is provably sound and complete across a large class of planning domains. It plans for tasks in the same order that they will later be executed, and thus, it knows the current world state at each step of the planning process. For example, shop's preconditions can include logical inferences, complex numeric computations, and calls to external programs.
Drabble, Brian, Chaudron, Laurent, Tessier, Catherine, Abu-Hakima, Sue, Willmott, Steven, Austin, Jim, Faltings, Boi, Freuder, Eugene C., Friedrich, Gerhard, Freitas, Alex A., Cortes, U., Sanchez-Marre, M., Aha, David W., Becerra-Fernandez, Irma, Munoz-Avila, Hector, Ghose, Aditya, Menzies, Tim, Satoh, Ken, Califf, Mary Elaine, Cox, Michael, Sen, Sandip, Brezillon, Patrick, Pomerol, Jean-Charles, Turner, Roy, Turner, Elise
The AAAI-99 Workshop Program (a part of the sixteenth national conference on artificial intelligence) was held in Orlando, Florida. Each workshop was limited to approximately 25 to 50 participants. Participation was by invitation from the workshop organizers. The workshops were Agent-Based Systems in the Business Context, Agents' Conflicts, Artificial Intelligence for Distributed Information Networking, Artificial Intelligence for Electronic Commerce, Computation with Neural Systems Workshop, Configuration, Data Mining with Evolutionary Algorithms: Research Directions (Jointly sponsored by GECCO-99), Environmental Decision Support Systems and Artificial Intelligence, Exploring Synergies of Knowledge Management and Case-Based Reasoning, Intelligent Information Systems, Intelligent Software Engineering, Machine Learning for Information Extraction, Mixed-Initiative Intelligence, Negotiation: Settling Conflicts and Identifying Opportunities, Ontology Management, and Reasoning in Context for AI Applications.