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Drexel University
Reports on the 2012 AIIDE Workshops
Bown, Oliver (University of Sydney) | Eigenfeldt, Arne (Simon Fraser University) | Hodhod, Rania (Georgia Institute of Technology) | Pasquier, Philippe (Simon Fraser University) | Swanson, Reid (University of California, Santa Cruz) | Ware, Stephen G. (North Carolina State University) | Zhu, Jichen (Drexel University)
The 2012 AIIDE Conference included four workshops: Artificial Intelligence in Adversarial Real-Time Games, Human Computation in Deigital Entertainment and AI for Serious Games, Intelligent Narrative Technologies, and Musican Metacreation. The workshops took place October 8-9, 2012 at Stanford University. This report contains summaries of the activities of those four workshops.
The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Riedl, Mark (Georgia Institute of Technology) | Sukthankar, Gita Reese (University of Central Florida) | Jhala, Arnav (University of California, Santa Cruz) | Zhu, Jichen (Drexel University) | Villar, Santiago Ontanon (Drexel University) | Buro, Michael (University of Alberta) | Churchill, David (University of Newfoundland)
The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) was held October 8-12, 2012, at Stanford University in Palo Alto, California. The conference included a research and industry track as well as a demonstration program. The conference featured 16 technical papers, 16 posters, and one demonstration, along with invited speakers, the StarCraft Ai competition, a newly-introduced Doctoral Consortium, and 5 workshops. This report summarizes the activities of the conference.
Kiting in RTS Games Using Influence Maps
Uriarte, Alberto (Drexel University) | Ontaรฑรณn, Santiago (Drexel University)
Influence Maps have been successfully used in controlling the navigation of multiple units. In this paper, we apply the idea to the problem of simulating a kiting behavior (also known as ยจattack and flee'ยจ) in the context of real-time strategy (RTS) games. We present our approach and evaluate it in the popular RTS game StarCraft, where we analyze the benefits that our approach brings to a StarCraft playing bot.
Case Acquisition Strategies for Case-Based Reasoning in Real-Time Strategy Games
Ontanon, Santiago (Drexel University)
Real-time Strategy (RTS) games are complex domains which are a significant challenge to both human and artificial intelligence (AI). For that reason, and although many AI approaches have been proposed for the RTS game AI problem, the AI of all commercial RTS games is scripted and offers a very static behavior subject to exploits. In this paper, we will focus on a case-based reasoning (CBR) approach to this problem, and concentrate on the process of case-acquisition. Specifically, we will describe 7 different techniques to automatically acquire plans by observing human demonstrations and compare their performance when using them in the Darmok 2 system in the context of an RTS game.
Toward a Knowledge Transfer Model of Case-Based Inference
Ontanon, Santiago (Drexel University) | Plaza, Enric (IIIA-CSIC)
While similarity and retrieval in case-based reasoning (CBR) have received a lot of attention in the literature, other aspects of CBR, such as case reuse are less understood. Specifically, we focus on one of such, less understood, problems: "knowledge transfer". The issue we intend to elucidate can be expressed as follows: what knowledge present in a source case is transferred to a target problem in case-based inference? This paper presents a preliminary formal model of knowledge transfer and relates it to the classical notion of analogy.
Distributed Aggregation in the Presence of Uncertainty: A Statistical Physics Approach
Hsieh, Mong-ying Ani (Drexel University) | Mather, Thomas William (Drexel University)
We present a statistical physics inspired approach to modeling, analysis, and design of distributed aggregation control policies for teams of homogeneous and heterogeneous robots. We assume high-level agent behavior can be described as a sequential composition of lower-level behavioral primitives. Aggregation or division of the collective into distinct clusters is achieved by developing a macroscopic description of the ensemble dynamics. The advantages of this approach are twofold: 1) the derivation of a low dimensional but highly predictive description of the collective dynamics and 2) a framework where interaction uncertainties between the low-level components can be explicitly modeled and control. Additionally, classical dynamical systems theory and control theoretic techniques can be used to analyze and shape the collective dynamics of the system. We consider the aggregation problem for homogeneous agents into clusters located at distinct regions in the workspace and discuss the extension to heterogeneous teams of autonomous agents. We show how a macroscopic model of the aggregation dynamics can be derived from agent-level behaviors and discuss the synthesis of distributed coordination strategies in the presence of uncertainty.
LexOnt: A Semi-Automatic Ontology Creation Tool for Programmable Web
Arabshian, Knarig (Bell Labs, Alcatel-Lucent) | Danielsen, Peter (Bell Labs, Alcatel-Lucent) | Afroz, Sadia (Drexel University)
Service discovery and composition within the ProgrammableWeb directory is a difficult process, since it requires considerable manual effort to locate services, understand their capabilities and compose mashup applications. Furthermore, every site has its databases modeled in a specific way, causing semantically equivalent properties to be defined differently, since data is not easily shared across different domains in the Internet. With the use of Semantic Web technologies, such as description logic ontologies and reasoners to describe Web Services, automated service discovery and composition as well as data linking are made possible. Currently, Programmable Web classifies APIs in a flat categorization where each API is manually classified within a single service category. Search is limited to attributes such as protocol or messaging type and is not related to semantic attributes of the service category. We enhance the service descriptions by using an ontology to describe the domain of each service category. With an ontology description, an API can be automatically classified and queried for according to its attributes. Additionally, APIs can be distributed in ontology-based service discovery systems so that semantic registration and querying of services become possible. One of the limitations in using ontologies for describing a service domain is in creating its generic description. Current work in creating domain ontologies is limited to semi-automated ontology generation tools which create pure hierarchical classifications, given a well-defined corpus or taxonomy, but do not include property descriptions. We propose LexOnt, a semi-automatic ontology creation tool for a high-level service classification ontology. We use the PW directory as the corpus, although it may be used for other corpuses as well. The main contribution of LexOnt is its novel algorithm which generates and ranks frequent terms and significant phrases within a PW category by comparing them to external domain knowledge within Wikipedia, Wordnet and the current state of the ontology. First it matches terms to the Wikipedia page description of the category and ranks them higher, since these indicate domain descriptive words. Synonymous words from Wordnet are then matched and ranked. In a semi-automated process, the user chooses the terms it wants to add to the ontology and indicates the properties to assign these values to and the ontology is automatically generated. In the next iteration, terms within the current state of the ontology are compared to terms in the other categories and automatic property assignments are made for these API instances as well.
Learning to Extract Quality Discourse in Online Communities
Brennan, Michael Robert (Drexel University) | Wrazien, Stacy (Drexel University) | Greenstadt, Rachel (Drexel University)
Collaborative filtering systems have been developed to manage information overload and improve discourse in online communities. In such systems, users rank content provided by other users on the validity or usefulness within their particular context. The goal is that "good" content will rise to prominence and "bad" content will fade into obscurity. These filtering mechanisms are not well-understood and have known weaknesses. For example, they depend on the presence of a large crowd to rate content, but such a crowd may not be present. Additionally, the community's decisions determine which voices will reach a large audience and which will be silenced, but it is not known if these decisions represent "the wisdom of crowds" or a "censoring mob." Our approach uses statistical machine learning to predict community ratings. By extracting features that replicate the community's verdict, we can better understand collaborative filtering, improve the way the community uses the ratings of their members, and design agents that augment community decision-making. Slashdot is an example of such a community where peers will rate each others' comments based on their relevance to the post. This work extracts a wide variety of features from the Slashdot metadata and posts' linguistic contents to identify features that can predict the community rating. We find that author reputation, use of pronouns, and author sentiment are salient. We achieve 76% accuracy predicting community ratings as good, neutral, or bad.
A Travel-Time Optimizing Edge Weighting Scheme for Dynamic Re-Planning
Feit, Andrew (Drexel University) | Toval, Lenrik (Drexel University) | Hovagimian, Raffi (Drexel University) | Greenstadt, Rachel (Drexel University)
The success of autonomous vehicles has made path planning in real, physically grounded environments an increasingly important problem. In environments where speed matters and vehicles must maneuver around obstructions, such as autonomous car navigation in hostile environments, the speed with which real vehicles can traverse a path is often dependent on the sharpness of the corners on the path as well as the length of path edges. We present an algorithm that incorporates the use of the turn angle through path nodes as a limiting factor for vehicle speed. Vehicle speed is then used in a time-weighting calculation for each edge. This allows the path planning algorithm to choose potentially longer paths, with less turns in order to minimize path traversal time. Results simulated in the Breve environment show that travel time can be reduced over the solution obtained using the Anytime D* Algorithm by approximately 10% for a vehicle that is speed limited based on turn rate.
Semantics for Digital Engineering Archives Supporting Engineering Design Education
Regli, William C. (Drexel University) | Kopena, Joseph B. (Drexel University) | Grauer, Michael (Drexel University) | Simpson, Timothy W. (Penn State University) | Stone, Robert B. (Oregon State University) | Lewis, Kemper (University at Buffalo - SUNY) | Bohm, Matt R. (Oregon State University) | Wilkie, David (Drexel University) | Piecyk, Martin (Drexel University) | Osecki, Jordan (Drexel University)
This article introduces the challenge of digital preservation in the area of engineering design and manufacturing and presents a methodology to apply knowledge representation and semantic techniques to develop Digital Engineering Archives. This work is part of an ongoing, multiuniversity, effort to create cyber infrastructure-based engineering repositories for undergraduates (CIBER-U) to support engineering design education. The technical approach is to use knowledge representation techniques to create formal models of engineering data elements, workflows and processes. With these formal engineering knowledge and processes can be captured and preserved with some guarantee of long-term interpretability.