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Inference in Bayesian Networks

AI Magazine

A Bayesian network is a compact, expressive representation of uncertain relationships among parameters in a domain. In this article, I introduce basic methods for computing with Bayesian networks, starting with the simple idea of summing the probabilities of events of interest. The article introduces major current methods for exact computation, briefly surveys approximation methods, and closes with a brief discussion of open issues.


Background to Qualitative Decision Theory

AI Magazine

This article provides an overview of the field of qualitative decision theory: its motivating tasks and issues, its antecedents, and its prospects. Qualitative decision theory studies qualitative approaches to problems of decision making and their sound and effective reconciliation and integration with quantitative approaches. Although it inherits from a long tradition, the field offers a new focus on a number of important unanswered questions of common concern to AI, economics, law, psychology, and management.


Recent Advances in AI Planning

AI Magazine

The past five years have seen dramatic advances in planning algorithms, with an emphasis on propositional methods such as GRAPHPLAN and compilers that convert planning problems into propositional conjunctive normal form formulas for solution using systematic or stochastic SAT methods. Related work, in the context of spacecraft control, advances our understanding of interleaved planning and execution. In this survey, I explain the latest techniques and suggest areas for future research.


The Innovative Applications of Artificial Intelligence Conference

AI Magazine

The Innovative Applications of Artificial Intelligence Conference was held 28-30 July 1998 in Madison, Wisconsin. Bruce Buchanan was the program chair and Sam Uthrusamy was the program cochair.




Verification and Validation of Knowledge-Based Systems: Report on Two 1997 Events

AI Magazine

This article gives an overview of two recent events on the validation and verification of knowledge-based systems: (1) the 1997 European Symposium on the Verification and Validation of Knowledge-Based Systems (EUROVAV-97) and (2) the Four-teenth National Conference on Artificial Intelligence Workshop on the Verification and Validation of Knowledge- Based Systems. To give an integrated view of current research issues in this field, we organized this article along thematic lines, unifying the reports of the two separate meetings. Our report focuses on the trends that we think will be important in the near future in this field.


A Review of How the Mind Works

AI Magazine

Book review of "How the Mind Works, Steven Pinker, W. W. Norton & Co., New York, 1997, 660 pp., $29.90, ISBN 0-393- 04535-8. Book review of "How the Mind Works, Steven Pinker, W. W. Norton & Co., New York, 1997, 660 pp., $29.90, ISBN 0-393- 04535-8.


Empirical Methods in AI

AI Magazine

In the last few years, we have witnessed a major growth in the use of empirical methods in AI. In part, this growth has arisen from the availability of fast networked computers that allow certain problems of a practical size to be tackled for the first time. There is also a growing realization that results obtained empirically are no less valuable than theoretical results. I identify some of the emerging trends in this area by describing a recent workshop that brought together researchers using empirical methods as far apart as robotics and knowledge-based systems.


Computer Bridge: A Big Win for AI Planning

AI Magazine

A computer program that uses AI planning techniques is now the world champion computer program in the game of Contract Bridge. As reported in The New York Times and The Washington Post, this program -- a new version of Great Game Products' BRIDGE BARON program -- won the Baron Barclay World Bridge Computer Challenge, an international competition hosted in July 1997 by the American Contract Bridge League. It is well known that the game tree search techniques used in computer programs for games such as Chess and Checkers work differently from how humans think about such games. This article gives an overview of the planning techniques that we have incorporated into the BRIDGE BARON and discusses what the program's victory signifies for research on AI planning and game playing.