143,823 research outputs found

    Explaining Actual Causation via Reasoning About Actions and Change

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    In causality, an actual cause is often defined as an event responsible for bringing about a given outcome in a scenario. In practice, however, identifying this event alone is not always sufficient to provide a satisfactory explanation of how the outcome came to be. In this paper, we motivate this claim using well-known examples and present a novel framework for reasoning more deeply about actual causation. The framework reasons over a scenario and domain knowledge to identify additional events that helped to "set the stage" for the outcome. By leveraging techniques from Reasoning about Actions and Change, the approach supports reasoning over domains in which the evolution of the state of the world over time plays a critical role and enables one to identify and explain the circumstances that led to an outcome of interest. We utilize action language AL for defining the constructs of the framework. This language lends itself quite naturally to an automated translation to Answer Set Programming, using which, reasoning tasks of considerable complexity can be specified and executed. We speculate that a similar approach can also lead to the development of algorithms for our framework

    Epistemic virtues, metavirtues, and computational complexity

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    I argue that considerations about computational complexity show that all finite agents need characteristics like those that have been called epistemic virtues. The necessity of these virtues follows in part from the nonexistence of shortcuts, or efficient ways of finding shortcuts, to cognitively expensive routines. It follows that agents must possess the capacities – metavirtues –of developing in advance the cognitive virtues they will need when time and memory are at a premium

    The challenge of complexity for cognitive systems

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    Complex cognition addresses research on (a) high-level cognitive processes – mainly problem solving, reasoning, and decision making – and their interaction with more basic processes such as perception, learning, motivation and emotion and (b) cognitive processes which take place in a complex, typically dynamic, environment. Our focus is on AI systems and cognitive models dealing with complexity and on psychological findings which can inspire or challenge cognitive systems research. In this overview we first motivate why we have to go beyond models for rather simple cognitive processes and reductionist experiments. Afterwards, we give a characterization of complexity from our perspective. We introduce the triad of cognitive science methods – analytical, empirical, and engineering methods – which in our opinion have all to be utilized to tackle complex cognition. Afterwards we highlight three aspects of complex cognition – complex problem solving, dynamic decision making, and learning of concepts, skills and strategies. We conclude with some reflections about and challenges for future research

    Fourteenth Biennial Status Report: März 2017 - February 2019

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    General-Purpose Planning Algorithms In Partially-Observable Stochastic Games

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    Partially observable stochastic games (POSGs) are difficult domains to plan in because they feature multiple agents with potentially opposing goals, parts of the world are hidden from the agents, and some actions have random outcomes. It is infeasible to solve a large POSG optimally. While it may be tempting to design a specialized algorithm for finding suboptimal solutions to a particular POSG, general-purpose planning algorithms can work just as well, but with less complexity and domain knowledge required. I explore this idea in two different POSGs: Navy Defense and Duelyst. In Navy Defense, I show that a specialized algorithm framework, goal-driven autonomy, which requires a complex subsystem separate from the planner for explicitly reasoning about goals, is unnecessary, as simple general planners such as hindsight optimization exhibit implicit goal reasoning and have strong performance. In Duelyst, I show that a specialized expert-rule-based AI can be consistently beaten by a simple general planner using only a small amount of domain knowledge. I also introduce a modification to Monte Carlo tree search that increases performance when rollouts are slow and there are time constraints on planning
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