160 research outputs found

    Planning as Theorem Proving with Heuristics

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    Planning as theorem proving in situation calculus was abandoned 50 years ago as an impossible project. But we have developed a Theorem Proving Lifted Heuristic (TPLH) planner that searches for a plan in a tree of situations using the A* search algorithm. It is controlled by a delete relaxation-based domain independent heuristic. We compare TPLH with Fast Downward (FD) and Best First Width Search (BFWS) planners over several standard benchmarks. Since our implementation of the heuristic function is not optimized, TPLH is slower than FD and BFWS. But it computes shorter plans, and it explores fewer states. We discuss previous research on planning within KR\&R and identify related directions. Thus, we show that deductive lifted heuristic planning in situation calculus is actually doable.Comment: Submitted for a review. Copyright (C) 2023 by Mikhail Soutchanski and Ryan Youn

    Languages of games and play: A systematic mapping study

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    Digital games are a powerful means for creating enticing, beautiful, educational, and often highly addictive interactive experiences that impact the lives of billions of players worldwide. We explore what informs the design and construction of good games to learn how to speed-up game development. In particular, we study to what extent languages, notations, patterns, and tools, can offer experts theoretical foundations, systematic techniques, and practical solutions they need to raise their productivity and improve the quality of games and play. Despite the growing number of publications on this topic there is currently no overview describing the state-of-the-art that relates research areas, goals, and applications. As a result, efforts and successes are often one-off, lessons learned go overlooked, language reuse remains minimal, and opportunities for collaboration and synergy are lost. We present a systematic map that identifies relevant publications and gives an overview of research areas and publication venues. In addition, we categorize research perspectives along common objectives, techniques, and approaches, illustrated by summaries of selected languages. Finally, we distill challenges and opportunities for future research and development

    Every normal logic program has a 2-valued semantics: theory, extensions, applications, implementations

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    Trabalho apresentado no âmbito do Doutoramento em Informática, como requisito parcial para obtenção do grau de Doutor em InformáticaAfter a very brief introduction to the general subject of Knowledge Representation and Reasoning with Logic Programs we analyse the syntactic structure of a logic program and how it can influence the semantics. We outline the important properties of a 2-valued semantics for Normal Logic Programs, proceed to define the new Minimal Hypotheses semantics with those properties and explore how it can be used to benefit some knowledge representation and reasoning mechanisms. The main original contributions of this work, whose connections will be detailed in the sequel, are: • The Layering for generic graphs which we then apply to NLPs yielding the Rule Layering and Atom Layering — a generalization of the stratification notion; • The Full shifting transformation of Disjunctive Logic Programs into (highly nonstratified)NLPs; • The Layer Support — a generalization of the classical notion of support; • The Brave Relevance and Brave Cautious Monotony properties of a 2-valued semantics; • The notions of Relevant Partial Knowledge Answer to a Query and Locally Consistent Relevant Partial Knowledge Answer to a Query; • The Layer-Decomposable Semantics family — the family of semantics that reflect the above mentioned Layerings; • The Approved Models argumentation approach to semantics; • The Minimal Hypotheses 2-valued semantics for NLP — a member of the Layer-Decomposable Semantics family rooted on a minimization of positive hypotheses assumption approach; • The definition and implementation of the Answer Completion mechanism in XSB Prolog — an essential component to ensure XSB’s WAM full compliance with the Well-Founded Semantics; • The definition of the Inspection Points mechanism for Abductive Logic Programs;• An implementation of the Inspection Points workings within the Abdual system [21] We recommend reading the chapters in this thesis in the sequence they appear. However, if the reader is not interested in all the subjects, or is more keen on some topics rather than others, we provide alternative reading paths as shown below. 1-2-3-4-5-6-7-8-9-12 Definition of the Layer-Decomposable Semantics family and the Minimal Hypotheses semantics (1 and 2 are optional) 3-6-7-8-10-11-12 All main contributions – assumes the reader is familiarized with logic programming topics 3-4-5-10-11-12 Focus on abductive reasoning and applications.FCT-MCTES (Fundação para a Ciência e Tecnologia do Ministério da Ciência,Tecnologia e Ensino Superior)- (no. SFRH/BD/28761/2006

    Ontology-based knowledge management for technology intensive industries

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    EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Automated Deduction – CADE 28

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    This open access book constitutes the proceeding of the 28th International Conference on Automated Deduction, CADE 28, held virtually in July 2021. The 29 full papers and 7 system descriptions presented together with 2 invited papers were carefully reviewed and selected from 76 submissions. CADE is the major forum for the presentation of research in all aspects of automated deduction, including foundations, applications, implementations, and practical experience. The papers are organized in the following topics: Logical foundations; theory and principles; implementation and application; ATP and AI; and system descriptions

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Tools and Algorithms for the Construction and Analysis of Systems

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    This open access book constitutes the proceedings of the 28th International Conference on Tools and Algorithms for the Construction and Analysis of Systems, TACAS 2022, which was held during April 2-7, 2022, in Munich, Germany, as part of the European Joint Conferences on Theory and Practice of Software, ETAPS 2022. The 46 full papers and 4 short papers presented in this volume were carefully reviewed and selected from 159 submissions. The proceedings also contain 16 tool papers of the affiliated competition SV-Comp and 1 paper consisting of the competition report. TACAS is a forum for researchers, developers, and users interested in rigorously based tools and algorithms for the construction and analysis of systems. The conference aims to bridge the gaps between different communities with this common interest and to support them in their quest to improve the utility, reliability, exibility, and efficiency of tools and algorithms for building computer-controlled systems

    Proceedings of The Multi-Agent Logics, Languages, and Organisations Federated Workshops (MALLOW 2010)

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    http://ceur-ws.org/Vol-627/allproceedings.pdfInternational audienceMALLOW-2010 is a third edition of a series initiated in 2007 in Durham, and pursued in 2009 in Turin. The objective, as initially stated, is to "provide a venue where: the cost of participation was minimum; participants were able to attend various workshops, so fostering collaboration and cross-fertilization; there was a friendly atmosphere and plenty of time for networking, by maximizing the time participants spent together"
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