3,290 research outputs found
Portfolio-based Planning: State of the Art, Common Practice and Open Challenges
In recent years the field of automated planning has significantly
advanced and several powerful domain-independent
planners have been developed. However, none of these systems
clearly outperforms all the others in every known
benchmark domain. This observation motivated the idea of
configuring and exploiting a portfolio of planners to perform
better than any individual planner: some recent planning systems
based on this idea achieved significantly good results in
experimental analysis and International Planning Competitions.
Such results let us suppose that future challenges of the
Automated Planning community will converge on designing
different approaches for combining existing planning algorithms.
This paper reviews existing techniques and provides an exhaustive
guide to portfolio-based planning. In addition, the
paper outlines open issues of existing approaches and highlights
possible future evolution of these techniques
Dynamic real-time hierarchical heuristic search for pathfinding.
Movement of Units in Real-Time Strategy (RTS) Games is a non-trivial and challenging task mainly due to three factors which are constraints on CPU and memory usage, dynamicity of the game world, and concurrency. In this paper, we are focusing on finding a novel solution for solving the pathfinding problem in RTS Games for the units which are controlled by the computer. The novel solution combines two AI Planning approaches: Hierarchical Task Network (HTN) and Real-Time Heuristic Search (RHS). In the proposed solution, HTNs are used as a dynamic abstraction of the game map while RHS works as planning engine with interleaving of plan making and action executions. The article provides algorithmic details of the model while the empirical details of the model are obtained by using a real-time strategy game engine called ORTS (Open Real-time Strategy). The implementation of the model and its evaluation methods are in progress however the results of the automatic HTN creation are obtained for a small scale game map
A Planning-based Approach for Music Composition
. Automatic music composition is a fascinating field within computational
creativity. While different Artificial Intelligence techniques have been used
for tackling this task, Planning – an approach for solving complex combinatorial
problems which can count on a large number of high-performance systems and
an expressive language for describing problems – has never been exploited.
In this paper, we propose two different techniques that rely on automated planning
for generating musical structures. The structures are then filled from the bottom
with “raw” musical materials, and turned into melodies. Music experts evaluated
the creative output of the system, acknowledging an overall human-enjoyable
trait of the melodies produced, which showed a solid hierarchical structure and a
strong musical directionality. The techniques proposed not only have high relevance
for the musical domain, but also suggest unexplored ways of using planning
for dealing with non-deterministic creative domains
On Backtracking in Real-time Heuristic Search
Real-time heuristic search algorithms are suitable for situated agents that
need to make their decisions in constant time. Since the original work by Korf
nearly two decades ago, numerous extensions have been suggested. One of the
most intriguing extensions is the idea of backtracking wherein the agent
decides to return to a previously visited state as opposed to moving forward
greedily. This idea has been empirically shown to have a significant impact on
various performance measures. The studies have been carried out in particular
empirical testbeds with specific real-time search algorithms that use
backtracking. Consequently, the extent to which the trends observed are
characteristic of backtracking in general is unclear. In this paper, we present
the first entirely theoretical study of backtracking in real-time heuristic
search. In particular, we present upper bounds on the solution cost exponential
and linear in a parameter regulating the amount of backtracking. The results
hold for a wide class of real-time heuristic search algorithms that includes
many existing algorithms as a small subclass
Multi-objective optimisation of machine tool error mapping using automated planning
Error mapping of machine tools is a multi-measurement task that is planned based on expert knowledge. There are no intelligent tools aiding the production of optimal measurement plans. In previous work, a method of intelligently constructing measurement plans demonstrated that it is feasible to optimise the plans either to reduce machine tool downtime or the estimated uncertainty of measurement due to the plan schedule. However, production scheduling and a continuously changing environment can impose conflicting constraints on downtime and the uncertainty of measurement. In this paper, the use of the produced measurement model to minimise machine tool downtime, the uncertainty of measurement and the arithmetic mean of both is investigated and discussed through the use of twelve different error mapping instances. The multi-objective search plans on average have a 3% reduction in the time metric when compared to the downtime of the uncertainty optimised plan and a 23% improvement in estimated uncertainty of measurement metric when compared to the uncertainty of the temporally optimised plan. Further experiments on a High Performance Computing (HPC) architecture demonstrated that there is on average a 3% improvement in optimality when compared with the experiments performed on the PC architecture. This demonstrates that even though a 4% improvement is beneficial, in most applications a standard PC architecture will result in valid error mapping plan
Optimizing the computation of overriding
We introduce optimization techniques for reasoning in DLN---a recently
introduced family of nonmonotonic description logics whose characterizing
features appear well-suited to model the applicative examples naturally arising
in biomedical domains and semantic web access control policies. Such
optimizations are validated experimentally on large KBs with more than 30K
axioms. Speedups exceed 1 order of magnitude. For the first time, response
times compatible with real-time reasoning are obtained with nonmonotonic KBs of
this size
SCARY DARK SIDE OF ARTIFICIAL INTELLIGENCE: A PERILOUS CONTRIVANCE TO MANKIND
Purpose of Study: The purpose of the study is to investigate the dark side of artificial intelligence followed by the question of whether AI is programmed to do something destructive or AI is programmed to do something beneficial?
Methodology: A study of different biased Super AI is carried out to find the dark side of AI. In this paper SRL (system review of literature approach methodology is used and the data is collected from the different projects of MIT’s media lab named “Norman AI”, “Shelley” and AI-generated algorithm COMPAS.
Main Finding: The study carried out the result if AI is trained in a biased way it will create havoc to mankind.
Implications/Applications: The article can help in developing super-AIs which can benefit the society in a controlled way without having any negative aspects.
Novelty/originality of the study: Our findings ensure that biased AI has a negative impact on society
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