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EASe : integrating search with learned episodes
Weak methods are insufficient to solve complex problems. Constrained weak methods, like hill-climbing, search too little of the problem space. Unconstrained weak methods, like breadth-first search, are intractable. Fortunately, through the integration of multiple weak methods more powerful problem solvers can be created. We demonstrate that augmenting a weak constrained search method with episodes provides a tractable method for solving a large class of problems. We demonstrate that these episodes can be generated using an unconstrained weak method while solving simple problems from a domain. We provide an analytical model of our approach and empirical results from the logic synthesis domain of VLSI design as well as the classic tile-sliding domain
Automating the design of scientific computing software
SINAPSE is a domain-specific software design system that generates code from specifications of equations and algorithm methods. This paper describes the system's design techniques (planning in a space of knowledge-based refinement and optimization rules), user interaction style (user has option to control decision making), and representation of knowledge (rules and objects). It also summarizes how the system knowledge has evolved over time and suggests some issues in building software design systems to facilitate reuse
Working Notes from the 1992 AAAI Workshop on Automating Software Design. Theme: Domain Specific Software Design
The goal of this workshop is to identify different architectural approaches to building domain-specific software design systems and to explore issues unique to domain-specific (vs. general-purpose) software design. Some general issues that cut across the particular software design domain include: (1) knowledge representation, acquisition, and maintenance; (2) specialized software design techniques; and (3) user interaction and user interface
Learning-Based Synthesis of Safety Controllers
We propose a machine learning framework to synthesize reactive controllers
for systems whose interactions with their adversarial environment are modeled
by infinite-duration, two-player games over (potentially) infinite graphs. Our
framework targets safety games with infinitely many vertices, but it is also
applicable to safety games over finite graphs whose size is too prohibitive for
conventional synthesis techniques. The learning takes place in a feedback loop
between a teacher component, which can reason symbolically about the safety
game, and a learning algorithm, which successively learns an overapproximation
of the winning region from various kinds of examples provided by the teacher.
We develop a novel decision tree learning algorithm for this setting and show
that our algorithm is guaranteed to converge to a reactive safety controller if
a suitable overapproximation of the winning region can be expressed as a
decision tree. Finally, we empirically compare the performance of a prototype
implementation to existing approaches, which are based on constraint solving
and automata learning, respectively
Automating decision making to help establish norm-based regulations
Norms have been extensively proposed as coordination mechanisms for both
agent and human societies. Nevertheless, choosing the norms to regulate a
society is by no means straightforward. The reasons are twofold. First, the
norms to choose from may not be independent (i.e, they can be related to each
other). Second, different preference criteria may be applied when choosing the
norms to enact. This paper advances the state of the art by modeling a series
of decision-making problems that regulation authorities confront when choosing
the policies to establish. In order to do so, we first identify three different
norm relationships -namely, generalisation, exclusivity, and substitutability-
and we then consider norm representation power, cost, and associated moral
values as alternative preference criteria. Thereafter, we show that the
decision-making problems faced by policy makers can be encoded as linear
programs, and hence solved with the aid of state-of-the-art solvers
Retrosynthetic reaction prediction using neural sequence-to-sequence models
We describe a fully data driven model that learns to perform a retrosynthetic
reaction prediction task, which is treated as a sequence-to-sequence mapping
problem. The end-to-end trained model has an encoder-decoder architecture that
consists of two recurrent neural networks, which has previously shown great
success in solving other sequence-to-sequence prediction tasks such as machine
translation. The model is trained on 50,000 experimental reaction examples from
the United States patent literature, which span 10 broad reaction types that
are commonly used by medicinal chemists. We find that our model performs
comparably with a rule-based expert system baseline model, and also overcomes
certain limitations associated with rule-based expert systems and with any
machine learning approach that contains a rule-based expert system component.
Our model provides an important first step towards solving the challenging
problem of computational retrosynthetic analysis
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