63,232 research outputs found

    Progress in AI Planning Research and Applications

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    Planning has made significant progress since its inception in the 1970s, in terms both of the efficiency and sophistication of its algorithms and representations and its potential for application to real problems. In this paper we sketch the foundations of planning as a sub-field of Artificial Intelligence and the history of its development over the past three decades. Then some of the recent achievements within the field are discussed and provided some experimental data demonstrating the progress that has been made in the application of general planners to realistic and complex problems. The paper concludes by identifying some of the open issues that remain as important challenges for future research in planning

    Reformulation in planning

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    Reformulation of a problem is intended to make the problem more amenable to efficient solution. This is equally true in the special case of reformulating a planning problem. This paper considers various ways in which reformulation can be exploited in planning

    Survey of data mining approaches to user modeling for adaptive hypermedia

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    The ability of an adaptive hypermedia system to create tailored environments depends mainly on the amount and accuracy of information stored in each user model. Some of the difficulties that user modeling faces are the amount of data available to create user models, the adequacy of the data, the noise within that data, and the necessity of capturing the imprecise nature of human behavior. Data mining and machine learning techniques have the ability to handle large amounts of data and to process uncertainty. These characteristics make these techniques suitable for automatic generation of user models that simulate human decision making. This paper surveys different data mining techniques that can be used to efficiently and accurately capture user behavior. The paper also presents guidelines that show which techniques may be used more efficiently according to the task implemented by the applicatio

    Adaptive hypermedia for education and training

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    Adaptive hypermedia (AH) is an alternative to the traditional, one-size-fits-all approach in the development of hypermedia systems. AH systems build a model of the goals, preferences, and knowledge of each individual user; this model is used throughout the interaction with the user to adapt to the needs of that particular user (Brusilovsky, 1996b). For example, a student in an adaptive educational hypermedia system will be given a presentation that is adapted specifically to his or her knowledge of the subject (De Bra & Calvi, 1998; Hothi, Hall, & Sly, 2000) as well as a suggested set of the most relevant links to proceed further (Brusilovsky, Eklund, & Schwarz, 1998; Kavcic, 2004). An adaptive electronic encyclopedia will personalize the content of an article to augment the user's existing knowledge and interests (Bontcheva & Wilks, 2005; Milosavljevic, 1997). A museum guide will adapt the presentation about every visited object to the user's individual path through the museum (Oberlander et al., 1998; Stock et al., 2007). Adaptive hypermedia belongs to the class of user-adaptive systems (Schneider-Hufschmidt, Kühme, & Malinowski, 1993). A distinctive feature of an adaptive system is an explicit user model that represents user knowledge, goals, and interests, as well as other features that enable the system to adapt to different users with their own specific set of goals. An adaptive system collects data for the user model from various sources that can include implicitly observing user interaction and explicitly requesting direct input from the user. The user model is applied to provide an adaptation effect, that is, tailor interaction to different users in the same context. In different kinds of adaptive systems, adaptation effects could vary greatly. In AH systems, it is limited to three major adaptation technologies: adaptive content selection, adaptive navigation support, and adaptive presentation. The first of these three technologies comes from the fields of adaptive information retrieval (IR) and intelligent tutoring systems (ITS). When the user searches for information, the system adaptively selects and prioritizes the most relevant items (Brajnik, Guida, & Tasso, 1987; Brusilovsky, 1992b)

    The 'what' and 'how' of learning in design, invited paper

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    Previous experiences hold a wealth of knowledge which we often take for granted and use unknowingly through our every day working lives. In design, those experiences can play a crucial role in the success or failure of a design project, having a great deal of influence on the quality, cost and development time of a product. But how can we empower computer based design systems to acquire this knowledge? How would we use such systems to support design? This paper outlines some of the work which has been carried out in applying and developing Machine Learning techniques to support the design activity; particularly in utilising previous designs and learning the design process

    A Survey of Paraphrasing and Textual Entailment Methods

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    Paraphrasing methods recognize, generate, or extract phrases, sentences, or longer natural language expressions that convey almost the same information. Textual entailment methods, on the other hand, recognize, generate, or extract pairs of natural language expressions, such that a human who reads (and trusts) the first element of a pair would most likely infer that the other element is also true. Paraphrasing can be seen as bidirectional textual entailment and methods from the two areas are often similar. Both kinds of methods are useful, at least in principle, in a wide range of natural language processing applications, including question answering, summarization, text generation, and machine translation. We summarize key ideas from the two areas by considering in turn recognition, generation, and extraction methods, also pointing to prominent articles and resources.Comment: Technical Report, Natural Language Processing Group, Department of Informatics, Athens University of Economics and Business, Greece, 201

    "Going back to our roots": second generation biocomputing

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    Researchers in the field of biocomputing have, for many years, successfully "harvested and exploited" the natural world for inspiration in developing systems that are robust, adaptable and capable of generating novel and even "creative" solutions to human-defined problems. However, in this position paper we argue that the time has now come for a reassessment of how we exploit biology to generate new computational systems. Previous solutions (the "first generation" of biocomputing techniques), whilst reasonably effective, are crude analogues of actual biological systems. We believe that a new, inherently inter-disciplinary approach is needed for the development of the emerging "second generation" of bio-inspired methods. This new modus operandi will require much closer interaction between the engineering and life sciences communities, as well as a bidirectional flow of concepts, applications and expertise. We support our argument by examining, in this new light, three existing areas of biocomputing (genetic programming, artificial immune systems and evolvable hardware), as well as an emerging area (natural genetic engineering) which may provide useful pointers as to the way forward.Comment: Submitted to the International Journal of Unconventional Computin

    A group learning management method for intelligent tutoring systems

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    In this paper we propose a group management specification and execution method that seeks a compromise between simple course design and complex adaptive group interaction. This is achieved through an authoring method that proposes predefined scenarios to the author. These scenarios already include complex learning interaction protocols in which student and group models use and update are automatically included. The method adopts ontologies to represent domain and student models, and object Petri nets to specify the group interaction protocols. During execution, the method is supported by a multi-agent architecture
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