15,694 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

    Italian Crossword Generator: Enhancing Education through Interactive Word Puzzles

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    Educational crosswords offer numerous benefits for students, including increased engagement, improved understanding, critical thinking, and memory retention. Creating high-quality educational crosswords can be challenging, but recent advances in natural language processing and machine learning have made it possible to use language models to generate nice wordplays. The exploitation of cutting-edge language models like GPT3-DaVinci, GPT3-Curie, GPT3-Babbage, GPT3-Ada, and BERT-uncased has led to the development of a comprehensive system for generating and verifying crossword clues. A large dataset of clue-answer pairs was compiled to fine-tune the models in a supervised manner to generate original and challenging clues from a given keyword. On the other hand, for generating crossword clues from a given text, Zero/Few-shot learning techniques were used to extract clues from the input text, adding variety and creativity to the puzzles. We employed the fine-tuned model to generate data and labeled the acceptability of clue-answer parts with human supervision. To ensure quality, we developed a classifier by fine-tuning existing language models on the labeled dataset. Conversely, to assess the quality of clues generated from the given text using zero/few-shot learning, we employed a zero-shot learning approach to check the quality of generated clues. The results of the evaluation have been very promising, demonstrating the effectiveness of the approach in creating high-standard educational crosswords that offer students engaging and rewarding learning experiences.Comment: Accepted Paper for CLiC-it 2023 - 9th Italian Conference on Computational Linguistic

    ArabIcros: AI-Powered Arabic Crossword Puzzle Generation for Educational Applications

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    This paper presents the first Arabic crossword puzzle generator driven by advanced AI technology. Leveraging cutting-edge large language models including GPT4, GPT3-Davinci, GPT3-Curie, GPT3-Babbage, GPT3-Ada, and BERT, the system generates distinctive and challenging clues. Based on a dataset comprising over 50,000 clue-answer pairs, the generator employs fine-tuning, few/zero-shot learning strategies, and rigorous quality-checking protocols to enforce the generation of high-quality clue-answer pairs. Importantly, educational crosswords contribute to enhancing memory, expanding vocabulary, and promoting problem-solving skills, thereby augmenting the learning experience through a fun and engaging approach, reshaping the landscape of traditional learning methods. The overall system can be exploited as a powerful educational tool that amalgamates AI and innovative learning techniques, heralding a transformative era for Arabic crossword puzzles and the intersection of technology and education.Comment: Accepted Paper for ArabicNLP 2023 - The First Arabic Natural Language Processing Conference - Co-located with EMNLP 2023 in Singapor

    Language Models Can Teach Themselves to Program Better

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    Recent Language Models (LMs) achieve breakthrough performance in code generation when trained on human-authored problems, even solving some competitive-programming problems. Self-play has proven useful in games such as Go, and thus it is natural to ask whether LMs can generate their own instructive programming problems to improve their performance. We show that it is possible for an LM to synthesize programming problems and solutions, which are filtered for correctness by a Python interpreter. The LM's performance is then seen to improve when it is fine-tuned on its own synthetic problems and verified solutions; thus the model 'improves itself' using the Python interpreter. Problems are specified formally as programming puzzles [Schuster et al., 2021], a code-based problem format where solutions can easily be verified for correctness by execution. In experiments on publicly-available LMs, test accuracy more than doubles. This work demonstrates the potential for code LMs, with an interpreter, to generate instructive problems and improve their own performance.Comment: 22 pages, 14 figure

    App creation in schools for different curricula subjects - lesson learned

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    The next generation of jobs will be characterized by an increased demand for people with computational and problem solving skills. In Austria, computer science topics are underrepresented in school curricula hence teaching time for these topics is limited. From primary through secondary school, only a few opportunities exist for young students to explore programming. Furthermore, today's teachers are rarely trained in computer science, which impairs their potential to motivate students in these courses. Within the "No One Left Behind" (NOLB) project, teachers were supported to guide and assist their students in their learning processes by constructing ideas through game making. Thus, students created games that referred to different subject areas by using the programming tool Pocket Code, an app developed at Graz University of Technology (TU-Graz). This tool helps students to take control of their own education, becoming more engaged, interested, and empowered as a result. To ensure an optimal integration of the app in diverse subjects the different backgrounds (technical and non-technical) of teachers must be considered as well. First, teachers were supported to use Pocket Code in the different subjects in school within the feasibility study of the project. Observed challenges and difficulties using the app have been gathered. Second, we conducted interviews with teachers and students to underpin our onsite observations. As a result, it was possible to validate Pocket Codes' potential to be used in a diverse range of subjects. Third, we focused especially on those teachers who were not technically trained to provide them with a framework for Pocket Code units, e.g., with the help of structured lesson plans and predefined templates.Comment: 10 pages, 5 tables EduLearn 201

    Learning Language from a Large (Unannotated) Corpus

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    A novel approach to the fully automated, unsupervised extraction of dependency grammars and associated syntax-to-semantic-relationship mappings from large text corpora is described. The suggested approach builds on the authors' prior work with the Link Grammar, RelEx and OpenCog systems, as well as on a number of prior papers and approaches from the statistical language learning literature. If successful, this approach would enable the mining of all the information needed to power a natural language comprehension and generation system, directly from a large, unannotated corpus.Comment: 29 pages, 5 figures, research proposa

    Knowledge Based Systems: A Critical Survey of Major Concepts, Issues, and Techniques

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    This Working Paper Series entry presents a detailed survey of knowledge based systems. After being in a relatively dormant state for many years, only recently is Artificial Intelligence (AI) - that branch of computer science that attempts to have machines emulate intelligent behavior - accomplishing practical results. Most of these results can be attributed to the design and use of Knowledge-Based Systems, KBSs (or ecpert systems) - problem solving computer programs that can reach a level of performance comparable to that of a human expert in some specialized problem domain. These systems can act as a consultant for various requirements like medical diagnosis, military threat analysis, project risk assessment, etc. These systems possess knowledge to enable them to make intelligent desisions. They are, however, not meant to replace the human specialists in any particular domain. A critical survey of recent work in interactive KBSs is reported. A case study (MYCIN) of a KBS, a list of existing KBSs, and an introduction to the Japanese Fifth Generation Computer Project are provided as appendices. Finally, an extensive set of KBS-related references is provided at the end of the report

    LatEval: An Interactive LLMs Evaluation Benchmark with Incomplete Information from Lateral Thinking Puzzles

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    With the continuous evolution and refinement of LLMs, they are endowed with impressive logical reasoning or vertical thinking capabilities. But can they think out of the box? Do they possess proficient lateral thinking abilities? Following the setup of Lateral Thinking Puzzles, we propose a novel evaluation benchmark, LatEval, which assesses the model's lateral thinking within an interactive framework. In our benchmark, we challenge LLMs with 2 aspects: the quality of questions posed by the model and the model's capability to integrate information for problem-solving. We find that nearly all LLMs struggle with employing lateral thinking during interactions. For example, even the most advanced model, GPT-4, exhibits the advantage to some extent, yet still maintain a noticeable gap when compared to human. This evaluation benchmark provides LLMs with a highly challenging and distinctive task that is crucial to an effective AI assistant.Comment: Work in progres
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