Goto

Collaborating Authors

 Technology


When Planning Should Be Easy: On Solving Cumulative Planning Problems

Bartak, Roman (Charles University in Prague) | Dvorak, Filip (Charles University in Prague) | Gemrot, Jakub (Charles University in Prague) | Brom, Cyril (Charles University in Prague) | Toropila, Daniel (Charles University in Prague)

AAAI Conferences

This paper deals with planning domains that appear in computer games, especially when modeling intelligent virtual agents. Some of these domains contain only actions with no negative effects and are thus treated as easy from the planning perspective. We propose two new techniques to solve the problems in these planning domains, a heuristic search algorithm ANA* and a constraint-based planner RelaxPlan, and we compare them with the state-of-the-art planners, that were successful in IPC, using planning domains motivated by computer games.


A Comparison of Gains between Educational Games and a Traditional ITS

Jackson, G. Tanner Tanner (Arizona State University) | Boonthum-Denecke, Chutima (Hampton University) | McNamara, Danielle S. (Arizona State University)

AAAI Conferences

Intelligent Tutoring Systems (ITSs) have begun to incorporate game-based components in an attempt to balance the learning benefits of ITSs with the motivational benefits of games. iSTART-ME (Motivationally Enhanced) is a new game-based learning environment that was developed on top of an existing ITS (iSTART). In a multi-session lab-based efficacy study with 125 high school students, those students with a low prior reading ability who were trained by a game-based tutoring system (iSTART-ME) or a traditional intelligent tutoring system (iSTART-Regular) performed significantly better on posttest measures than students assigned to a time-delayed control condition. Additionally, the low reading ability students who interacted with the game-based system had a tendency to gain more than students in the traditional ITS system.


A Formal Bi-Logic Framework for the Mental Processes

Fu, Tzu-Keng (University of Bremen)

AAAI Conferences

This paper addresses questions of the transition related to conscious processes and unconscious processes, namely aims to substantiating a primary framework to the following open question: The vast majority of brain activity is non-conscious. What is the criterion to distinguish the non-conscious activities from conscious ones? To support our answers in a principled way, we present a general framework for the study of mental processes resting on two main principles: firstly, we endorse Matte Blanco’s principle of symmetry by giving central stage to the concept of unconscious processes. Secondly, to structure and combine the notions of infinity and part-whole equivalence in a mathematical logic method, moreover we base our work on modern non-classical logics in the disposition of context-dependency, as forcefully put forward by CJS Clarke. In particular, we employ the paraconsistent logic as the underlying logical system for defining the general framework for mental processes, highly structural and formal representation, called bi-logic framework.


Quantitative Comparison of Linear and Non-linear Dimensionality Reduction Techniques for Solar Image Archives

Banda, Juan M. (Montana State University) | Angryk, Rafal A. (Montana State University) | Martens, Petrus C. (Montana State University)

AAAI Conferences

This work investigates the applicability of several dimensionality reduction techniques for large scale solar data analysis. Using the first solar domain-specific benchmark dataset that contains images of multiple types of phenomena, we investigate linear and non-linear dimensionality reduction methods in order to reduce our storage costs and maintain an accurate representation of our data in a new vector space. We present a comparative analysis between several dimensionality reduction methods and different numbers of target dimensions by utilizing different classifiers in order to determine the percentage of dimensionality reduction that can be achieved on solar data with said methods, and to discover the method that is the most effective for solar images.


Invited Talks

Youngblood, Michael (University of North Carolina Charlotte)

AAAI Conferences

Bill Swartout Introduced by Alan Kay at XEROX PARC in the 1970's, the desktop metaphor, which was later adopted in the Macintosh and Windows operating systems, has become the primary way we think about interacting with computers. Over the last decade, we have been developing sophisticated virtual humans at the USC Institute for Creative Technologies.


Constructing a Personality-Annotated Corpus for Educational Game based on Leary’s Rose Framework

Burkett, Candice (University of Memphis) | Keshtkar, Fazel (University of Memphis) | Graesser, Arthur (University of Memphis) | Li, Haiying (University of Memphis)

AAAI Conferences

Researchers have recognized the importance of classifying personality through discourse for many years. However, this line of research tends to focus almost exclusively on the personality categories known as the Big Five factors. Though this information is certainly valuable, it may also be useful to categorize personality based on the Leary’s Interpersonal Circumplex model which emphasizes a predictive function. In this paper we construct the data set for personality annotation among six dimensions (based on a coding scheme developed from Leary’s Interpersonal Circumplex) for players using a chat interaction in an epistemic game, Land Science. Our results indicate that overall personality annotation is reliable (Average Kappa = 0.65) with the highest reliability for the competitive dimension and the lowest reliability for the leading dimension.


Focused Grounding for Markov Logic Networks

Glass, Michael Robert (University of Texas at Austin) | Barker, Ken (IBM Watson Research Lab)

AAAI Conferences

Markov logic networks have been successfully applied to many problems in AI. However, the computational complexity of the inference procedures has limited their application. Previous work in lifted inference, lazy inference and cutting plane inference has identified cases where the entire ground network need not be constructed. These approaches are specific to particular inference procedures, and apply well only to certain classes of problems. We introduce a method of focused grounding that can use either general purpose or domain specific heuristics to produce only the most relevant ground formulas. Though a solution to the focused grounding is not, in general, a solution to the complete grounding, we show empirically that the smaller search space of a focused grounding makes it easier to locate a good solution. We evaluate focused grounding on two diverse domains, joint entity resolution and abductive plan recognition. We show improved results and decreased computation cost for the entity resolution domain relative to a complete grounding. Focused grounding in abductive plan recognition produces state of the art results in a domain where complete grounding proved intractable.


Question Answering in Natural Language Narratives Using Symbolic Probabilistic Reasoning

Hajishirzi, Hannaneh (Disney Research) | Mueller, Erik T. (IBM Research)

AAAI Conferences

We present a framework to represent and reason about nar- ratives. We build a symbolic probabilistic representation of the temporal sequence of world states and events implied by a narrative using statistical approaches. We show that the combination of this representation together with domain knowledge and symbolic probabilistic reasoning algorithms enables understanding of a narrative and answering semantic questions whose responses are not contained in the narrative. In our experiments, we show the power of our framework (vs. traditional approaches) in answering semantic questions for two domains of RoboCup soccer commentaries and early reader children stories focused on spatial contexts.


Virtual Facework Trainer: Use of Offendable Bots for Learning Cross-Cultural (Im)Politeness

Lee, Ronald M. (Florida International University) | Campillo, Elizabeth Dominguez (Universidad de la Habana) | Diaz, Gregory (Florida International University)

AAAI Conferences

This project focuses on artificial social interactions where things get nasty and mean. The purpose is training in social 'facework' -- managing the situation so that participants maintain their social dignity or 'face'. This can be especially delicate in cross-cultural contexts, where assumptions about social protocols and the emotional associations of utterances and gestures may differ. The purpose of this project is two-fold. First, it is intended as a training system, so that users might learn the do's and don'ts of social interactions in different cultures and different situations. The knowledge base draws from existing theories of diplomacy, facework, and (im)politeness theory. The other goal is to provide a platform for observation and experimentation of social interaction in an artificial, virtual setting in order to improve these theories.