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Collaborating Authors

Sukthankar, Gita


Intelligently Assisting Human-Guided Quadcopter Photography

AAAI Conferences

Drones are a versatile platform for both amateur and professional photographers, enabling them to capture photos that are impossible to shoot with ground-based cameras. However, when guided by inexperienced pilots, they have a high incidence of collisions, crashes, and poorly framed photographs. This paper presents an intelligent user interface for photographing objects that is robust against navigation errors and reliably collects high quality photographs. By retaining the human in the loop, our system is faster and more selective than purely autonomous UAVs that employ simple coverage algorithms. The intelligent user interface operates in multiple modes, allowing the user to either directly control the quadcopter or fly in a semi-autonomous mode around a target object in the environment. To evaluate the interface, users completed a data set collection task in which they were asked to photograph objects from multiple views. Our sketch-based control paradigm facilitated task completion, reduced crashes, and was favorably reviewed by the participants.


Jackson

AAAI Conferences

Reinforcement learning (RL) is a popular choice for solving robotic control problems. However, applying RL techniques to controlling humanoid robots with high degrees of freedom remains problematic due to the difficulty of acquiring sufficient training data. The problem is compounded by the fact that most real-world problems involve continuous states and actions. In order for RL to be scalable to these situations it is crucial that the algorithm be sample efficient. Model-based methods tend to be more data efficient than model-free approaches and have the added advantage that a single model can generalize to multiple control problems. This paper proposes a model approximation algorithm for continuous states and actions that integrates case-based reasoning (CBR) and Hidden Markov Models (HMM) to generalize from a small set of state instances. The paper demonstrates that the performance of the learned model is close to that of the system dynamics it approximates, where performance is measured in terms of sampling error.


Learning Continuous State/Action Models for Humanoid Robots

AAAI Conferences

Reinforcement learning (RL) is a popular choice for solving robotic control problems. However, applying RL techniques to controlling humanoid robots with high degrees of freedom remains problematic due to the difficulty of acquiring sufficient training data. The problem is compounded by the fact that most real-world problems involve continuous states and actions. In order for RL to be scalable to these situations it is crucial that the algorithm be sample efficient. Model-based methods tend to be more data efficient than model-free approaches and have the added advantage that a single model can generalize to multiple control problems. This paper proposes a model approximation algorithm for continuous states and actions that integrates case-based reasoning (CBR) and Hidden Markov Models (HMM) to generalize from a small set of state instances. The paper demonstrates that the performance of the learned model is close to that of the system dynamics it approximates, where performance is measured in terms of sampling error.



The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report

AI Magazine

The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) was held October 14–18, 2013, at Northeastern University in Boston, Massachusetts. The mission of the AIIDE conference is to provide a forum for researchers and game developers to discuss ways that AI can enhance games and other forms of interactive entertainment. In addition to presentations on adapting standard AI techniques such as search, planning and machine learning for use within games, key topic areas include creating realistic autonomous characters, interactive narrative, procedural content generation, and integrating AI into game design and production tools.


The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report

AI Magazine

The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) was held October 14–18, 2013, at Northeastern University in Boston, Massachusetts. The mission of the AIIDE conference is to provide a forum for researchers and game developers to discuss ways that AI can enhance games and other forms of interactive entertainment. In addition to presentations on adapting standard AI techniques such as search, planning and machine learning for use within games, key topic areas include creating realistic autonomous characters, interactive narrative, procedural content generation, and integrating AI into game design and production tools.



The AAAI-13 Conference Workshops

AI Magazine

The AAAI-13 Workshop Program, a part of the 27th AAAI Conference on Artificial Intelligence, was held Sunday and Monday, July 14–15, 2013 at the Hyatt Regency Bellevue Hotel in Bellevue, Washington, USA. The program included 12 workshops covering a wide range of topics in artificial intelligence, including Activity Context-Aware System Architectures (WS-13-05); Artificial Intelligence and Robotics Methods in Computational Biology (WS-13-06); Combining Constraint Solving with Mining and Learning (WS-13-07); Computer Poker and Imperfect Information (WS-13-08); Expanding the Boundaries of Health Informatics Using Artificial Intelligence (WS-13-09); Intelligent Robotic Systems (WS-13-10); Intelligent Techniques for Web Personalization and Recommendation (WS-13-11); Learning Rich Representations from Low-Level Sensors (WS-13-12); Plan, Activity, and Intent Recognition (WS-13-13); Space, Time, and Ambient Intelligence (WS-13-14); Trading Agent Design and Analysis (WS-13-15); and Statistical Relational Artificial Intelligence (WS-13-16).


Sukthankar

AAAI Conferences

The computer game industry has become a multibillion-dollar commercial enterprise, comparable in size and scope to the film industry. Game system requirements are an important driver of hardware and so ware innovation in the computer industry, and games have expanded to fill market niches opened by new platforms such as mobile phones, consoles, tablets, and social media. Artificial intelligence is a major component contributing to this success, creating the conditions for more complex virtual environments, realistic non-player characters, and engaging experiences.