10,911 research outputs found
A hybrid reasoning system for supporting estuary modelling
In this paper the development of a Case-Based reasoning system for Estuarine Modelling (CBEM) is
presented. The aim of the constructed CBEM system is to facilitate the utilisation of complex modelling
software by users who lack detailed knowledge about modelling techniques and require training and
assistance to implement sophisticated schemes effectively. The system is based on modern computing
methods and is constructed as a hybrid of three modules which operate conjunctively to guide the user to
obtain the best possible simulation for realistic problems. These modules are: a case-based reasoning
scheme a genetic algorithm and a library of numerical estuarine models. Based on the features of a given
estuary and the physical phenomenon to be modelled, an appropriate solution algorithm from the
system’s library is retrieved by the case-based module after a specifically designed reasoning process.
The selected model is then analysed and further treated by the genetic algorithm component to find
optimum parameters which can appropriately model the conditions and characteristics of any given
estuary. Finally, the user is provided with a procedure that gives the best solution for a problem using the
available hydrographic data and under the specified conditions. As an illustrative example and to show
the applicability of the present CBEM system under realistic conditions a case study based on the
simulation of salinity distribution in the Tay estuary (Scotland, UK) is given in this paper
A practical exploration of the convergence of case-based reasoning and explainable artificial intelligence.
As Artificial Intelligence (AI) systems become increasingly complex, ensuring their decisions are transparent and understandable to users has become paramount. This paper explores the integration of Case-Based Reasoning (CBR) with Explainable Artificial Intelligence (XAI) through a real-world example, which presents an innovative CBR-driven XAI platform. This study investigates how CBR, a method that solves new problems based on the solutions of similar past problems, can be harnessed to enhance the explainability of AI systems. Though the literature has few works on the synergy between CBR and XAI, exploring the principles for developing a CBR-driven XAI platform is necessary. This exploration outlines the key features and functionalities, examines the alignment of CBR principles with XAI goals to make AI reasoning more transparent to users, and discusses methodological strategies for integrating CBR into XAI frameworks. Through a case study of our CBR-driven XAI platform, iSee: Intelligent Sharing of Explanation Experience, we demonstrate the practical application of these principles, highlighting the enhancement of system transparency and user trust. The platform elucidates the decision-making processes of AI models and adapts to provide explanations tailored to diverse user needs. Our findings emphasize the importance of interdisciplinary approaches in AI research and the significant role CBR can play in advancing the goals of XAI
Intelligent systems in manufacturing: current developments and future prospects
Global competition and rapidly changing customer requirements are demanding increasing changes in manufacturing environments. Enterprises are required to constantly redesign their products and continuously reconfigure their manufacturing systems. Traditional approaches to manufacturing systems do not fully satisfy this new situation. Many authors have proposed that artificial intelligence will bring the flexibility and efficiency needed by manufacturing systems. This paper is a review of artificial intelligence techniques used in manufacturing systems. The paper first defines the components of a simplified intelligent manufacturing systems (IMS), the different Artificial Intelligence (AI) techniques to be considered and then shows how these AI techniques are used for the components of IMS
Decision tree learning for intelligent mobile robot navigation
The replication of human intelligence, learning and reasoning by means of computer
algorithms is termed Artificial Intelligence (Al) and the interaction of such
algorithms with the physical world can be achieved using robotics. The work described in
this thesis investigates the applications of concept learning (an approach which takes its
inspiration from biological motivations and from survival instincts in particular) to robot
control and path planning. The methodology of concept learning has been applied using
learning decision trees (DTs) which induce domain knowledge from a finite set of training
vectors which in turn describe systematically a physical entity and are used to train a robot
to learn new concepts and to adapt its behaviour.
To achieve behaviour learning, this work introduces the novel approach of hierarchical
learning and knowledge decomposition to the frame of the reactive robot architecture.
Following the analogy with survival instincts, the robot is first taught how to survive in
very simple and homogeneous environments, namely a world without any disturbances or
any kind of "hostility". Once this simple behaviour, named a primitive, has been established, the robot is trained to adapt new knowledge to cope with increasingly complex
environments by adding further worlds to its existing knowledge. The repertoire of the
robot behaviours in the form of symbolic knowledge is retained in a hierarchy of clustered
decision trees (DTs) accommodating a number of primitives. To classify robot perceptions,
control rules are synthesised using symbolic knowledge derived from searching the
hierarchy of DTs.
A second novel concept is introduced, namely that of multi-dimensional fuzzy associative
memories (MDFAMs). These are clustered fuzzy decision trees (FDTs) which are trained
locally and accommodate specific perceptual knowledge. Fuzzy logic is incorporated to
deal with inherent noise in sensory data and to merge conflicting behaviours of the DTs.
In this thesis, the feasibility of the developed techniques is illustrated in the robot
applications, their benefits and drawbacks are discussed
Building Machines That Learn and Think Like People
Recent progress in artificial intelligence (AI) has renewed interest in
building systems that learn and think like people. Many advances have come from
using deep neural networks trained end-to-end in tasks such as object
recognition, video games, and board games, achieving performance that equals or
even beats humans in some respects. Despite their biological inspiration and
performance achievements, these systems differ from human intelligence in
crucial ways. We review progress in cognitive science suggesting that truly
human-like learning and thinking machines will have to reach beyond current
engineering trends in both what they learn, and how they learn it.
Specifically, we argue that these machines should (a) build causal models of
the world that support explanation and understanding, rather than merely
solving pattern recognition problems; (b) ground learning in intuitive theories
of physics and psychology, to support and enrich the knowledge that is learned;
and (c) harness compositionality and learning-to-learn to rapidly acquire and
generalize knowledge to new tasks and situations. We suggest concrete
challenges and promising routes towards these goals that can combine the
strengths of recent neural network advances with more structured cognitive
models.Comment: In press at Behavioral and Brain Sciences. Open call for commentary
proposals (until Nov. 22, 2016).
https://www.cambridge.org/core/journals/behavioral-and-brain-sciences/information/calls-for-commentary/open-calls-for-commentar
Online Build-Order Optimization for Real-Time Strategy Agents Using Multi-Objective Evolutionary Algorithms
The investigation introduces a novel approach for online build-order optimization in real-time strategy (RTS) games. The goal of our research is to develop an artificial intelligence (AI) RTS planning agent for military critical decision- making education with the ability to perform at an expert human level, as well as to assess a players critical decision- making ability or skill-level. Build-order optimization is modeled as a multi-objective problem (MOP), and solutions are generated utilizing a multi-objective evolutionary algorithm (MOEA) that provides a set of good build-orders to a RTS planning agent. We de ne three research objectives: (1) Design, implement and validate a capability to determine the skill-level of a RTS player. (2) Design, implement and validate a strategic planning tool that produces near expert level build-orders which are an ordered sequence of actions a player can issue to achieve a goal, and (3) Integrate the strategic planning tool into our existing RTS agent framework and an RTS game engine. The skill-level metric we selected provides an original and needed method of evaluating a RTS players skill-level during game play. This metric is a high-level description of how quickly a player executes a strategy versus known players executing the same strategy. Our strategic planning tool combines a game simulator and an MOEA to produce a set of diverse and good build-orders for an RTS agent. Through the integration of case-base reasoning (CBR), planning goals are derived and expert build- orders are injected into a MOEA population. The MOEA then produces a diverse and approximate Pareto front that is integrated into our AI RTS agent framework. Thus, the planning tool provides an innovative online approach for strategic planning in RTS games. Experimentation via the Spring Engine Balanced Annihilation game reveals that the strategic planner is able to discover build-orders that are better than an expert scripted agent and thus achieve faster strategy execution times
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