53 research outputs found

    A learning framework for zero-knowledge game playing agents

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    The subjects of perfect information games, machine learning and computational intelligence combine in an experiment that investigates a method to build the skill of a game-playing agent from zero game knowledge. The skill of a playing agent is determined by two aspects, the first is the quantity and quality of the knowledge it uses and the second aspect is its search capacity. This thesis introduces a novel representation language that combines symbols and numeric elements to capture game knowledge. Insofar search is concerned; an extension to an existing knowledge-based search method is developed. Empirical tests show an improvement over alpha-beta, especially in learning conditions where the knowledge may be weak. Current machine learning techniques as applied to game agents is reviewed. From these techniques a learning framework is established. The data-mining algorithm, ID3, and the computational intelligence technique, Particle Swarm Optimisation (PSO), form the key learning components of this framework. The classification trees produced by ID3 are subjected to new post-pruning processes specifically defined for the mentioned representation language. Different combinations of these pruning processes are tested and a dominant combination is chosen for use in the learning framework. As an extension to PSO, tournaments are introduced as a relative fitness function. A variety of alternative tournament methods are described and some experiments are conducted to evaluate these. The final design decisions are incorporated into the learning frame-work configuration, and learning experiments are conducted on Checkers and some variations of Checkers. These experiments show that learning has occurred, but also highlights the need for further development and experimentation. Some ideas in this regard conclude the thesis.Dissertation (MSc)--University of Pretoria, 2007.Computer ScienceMScUnrestricte

    Acta Cybernetica : Volume 18. Number 2.

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    A proof theory for model checking

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    International audienceWhile model checking has often been considered as a practical alternative to building formal proofs, we argue here that the theory of sequent calculus proofs can be used to provide an appealing foundation for model checking. Since the emphasis of model checking is on establishing the truth of a property in a model, we rely on additive inference rules since these provide a natural description of truth values via inference rules. Unfortunately, using these rules alone can force the use of inference rules with an infinite number of premises. In order to accommodate more expressive and finitary inference rules, we also allow multiplicative rules but limit their use to the construction of additive synthetic inference rules: such synthetic rules are described using the proof-theoretic notions of polarization and focused proof systems. This framework provides a natural, proof-theoretic treatment of reachability and non-reachability problems, as well as tabled deduction, bisimulation, and winning strategies

    TOOL-ASSISTED VALIDATION AND VERIFICATION TECHNIQUES FOR STATE-BASED FORMAL METHODS

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    To tackle the growing complexity of developing modern software systems that usually have embedded and distributed nature, and more and more involve safety critical aspects, formal methods (FMs) have been affirmed as an efficient approach to ensure the quality and correctness of the design, that permits to discover errors yet at the early stages of the system development. Among the several FMs available, some of them can be described as state-based, since they describe systems by using the notions of state and transitions between states. State-based FMs are sometimes preferred since they produce specifications that are more intuitive, being the notions of state and transition close to the notions of program state and program execution that are familiar to any developer. Moreover, state-based FMs are usually executable and permit to be simulated, so having an abstraction of the execution of the system under development. The aim of the thesis is to provide tool-assisted techniques that help the adoption of state-based FMs. In particular we address four main goals: 1) identifying a process for the development of an integrated framework around a formal method. The adoption of a formal method is often prevented by the lack of tools to support the user in the different development activities, as model editing, validation, verification, etc. Moreover, also when tools are available, they have usually been developed to target only one aspect of the system development process. So, having a well-engineered process that helps in the development of concrete notations and tools for a FM can make FMs of practical application. 2) promoting the integration of different FMs. Indeed, having only one formal notation, for doing different formal activities during the development of the system, is preferable than having a different notation for each formal activity. Moreover such notation should be high-level: working with high level notations is definitely easier than working with low-level ones, and the produced specifications are usually more readable. This goal can be seen as a sub-goal of the first goal; indeed, in a framework around a formal method, it should also be possible to integrate other formal methods that better address some particular formal activities. 3) helping the user in writing correct specifications. The basic assumption of any formal technique is that the specification, representing the desired properties of the system or the model of the system, is correct. However, in case the specification is not correct, all the verification activities based on the specification produce results that are meaningless. So, validation techniques should assure that the specification reflects the intended requirements; besides traditional simulation (user-guided or scenario-based), also model review techniques, checking for common quality attributes that any specification should have, are a viable solution. 4) reducing the distance between the formal specification and the actual implementation of the system. Several FMs work on a formal description of the system which is assumed to reflect the actual implementation; however, in practice, the formal specification and the actual implementation could be not conformant. A solution is to obtain the implementation, through refinements steps, from the formal specification, and proving that the refinements steps are correct. A different viable solution is to link the implementation with its formal specification and check, during the program execution, if they are conformant

    Using features for automated problem solving

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    We motivate and present an architecture for problem solving where an abstraction layer of "features" plays the key role in determining methods to apply. The system is presented in the context of theorem proving with Isabelle, and we demonstrate how this approach to encoding control knowledge is expressively different to other common techniques. We look closely at two areas where the feature layer may offer benefits to theorem proving — semi-automation and learning — and find strong evidence that in these particular domains, the approach shows compelling promise. The system includes a graphical theorem-proving user interface for Eclipse ProofGeneral and is available from the project web page, http://feasch.heneveld.org

    Gamification as a Service: Conceptualization of a Generic Enterprise Gamification Platform

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    Gamification is a novel method to improve engagement, motivation, or participation in non-game contexts using game mechanics. To a large extent, gamification is a psychological- and design-oriented discipline, i.e., a lot of effort has to be spent already in the design phase of a gamification project. Subsequently, the design is implemented in information systems such as portals or enterprise resource planning applications. These systems act as mediators to transport a gameful design to its users. However, the efforts for the subsequent development and integration process are often underestimated. In fact, most conceptual gamification designs are never implemented due to the high development costs that arise from building the gamification solution from scratch, imprecise design or technical requirements, and communication conflicts between different stakeholders in the project. This thesis addresses these problems by systematically defining the phases and stakeholders of the overall gamification process. Furthermore, the thesis rigorously defines the conceptual requirements of gamification based on a broad literature review. The identified conceptual requirements are mapped to a domain-specific language, called the Gamification Modeling Language. Moreover, this thesis analyzes 29 existing gamification solutions that aim to decrease the implementation efforts of gamification. However, using the different language elements, it is shown that none of the existing solutions suffices all requirements. Therefore, a generic and reusable platform as runtime environment for gamification is proposed which fulfills all presented functional and non-functional requirements. As another benefit, it is shown how the Gamification Modeling Language can be automatically compiled into code for the gamification runtime environment and, thus, further reduces development efforts. Based on the developed artifacts and five real gamified applications from industry, it is shown that the efforts for the implementation of the gamification can be significantly reduced from several months or weeks to a few days. Since the technology is designed as a reusable service, future projects benefit continuously with regards to time and efforts

    Default Conceptual Graph Rules, Atomic Negation and Tic-Tac-Toe

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    International audienceIn this paper, we explore the expressivity of default CG rules (a CG-oriented subset of Reiter's default logics) through two applications. In the first one, we show that default CG rules provide a unifying framework for CG rules as well as polarized CGs (CGs with atomic negation). This framework allows us to study decidable subclasses of a new language mixing CG rules with atomic negation. In the second application, we use default CG rules as a formalism to model a game, an application seldom explored by the CG community. This model puts into light the conciseness provided by defaults, as well as the possibilities they offer to achieve efficient reasonings

    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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