1,495 research outputs found
The VEX-93 environment as a hybrid tool for developing knowledge systems with different problem solving techniques
The paper describes VEX-93 as a hybrid environment for developing
knowledge-based and problem solver systems. It integrates methods and
techniques from artificial intelligence, image and signal processing and
data analysis, which can be mixed. Two hierarchical levels of reasoning
contains an intelligent toolbox with one upper strategic inference engine
and four lower ones containing specific reasoning models: truth-functional
(rule-based), probabilistic (causal networks), fuzzy (rule-based) and
case-based (frames). There are image/signal processing-analysis capabilities
in the form of programming languages with more than one hundred primitive
functions.
User-made programs are embeddable within knowledge basis, allowing the
combination of perception and reasoning. The data analyzer toolbox contains
a collection of numerical classification, pattern recognition and ordination
methods, with neural network tools and a data base query language at
inference engines's disposal.
VEX-93 is an open system able to communicate with external computer programs
relevant to a particular application. Metaknowledge can be used for
elaborate conclusions, and man-machine interaction includes, besides windows
and graphical interfaces, acceptance of voice commands and production of
speech output.
The system was conceived for real-world applications in general domains, but
an example of a concrete medical diagnostic support system at present under
completion as a cuban-spanish project is mentioned.
Present version of VEX-93 is a huge system composed by about one and half
millions of lines of C code and runs in microcomputers under Windows 3.1.Postprint (published version
Automated Decision Making and Problem Solving. Volume 1: Executive Summary
The May 1980 conference is summarized. Related topics in artificial intelligence, operations research, and control theory were explored. Existing techniques were assessed, trends of development determined, and potential for application in NASA automation technology programs were identified. Formal presentations were made by experts in the three disciplines nd a workshop was held in which current technology in automation and possible NASA interfaces with the academic community to advance this technology were discussed
The GRT Planning System: Backward Heuristic Construction in Forward State-Space Planning
This paper presents GRT, a domain-independent heuristic planning system for
STRIPS worlds. GRT solves problems in two phases. In the pre-processing phase,
it estimates the distance between each fact and the goals of the problem, in a
backward direction. Then, in the search phase, these estimates are used in
order to further estimate the distance between each intermediate state and the
goals, guiding so the search process in a forward direction and on a best-first
basis. The paper presents the benefits from the adoption of opposite directions
between the preprocessing and the search phases, discusses some difficulties
that arise in the pre-processing phase and introduces techniques to cope with
them. Moreover, it presents several methods of improving the efficiency of the
heuristic, by enriching the representation and by reducing the size of the
problem. Finally, a method of overcoming local optimal states, based on domain
axioms, is proposed. According to it, difficult problems are decomposed into
easier sub-problems that have to be solved sequentially. The performance
results from various domains, including those of the recent planning
competitions, show that GRT is among the fastest planners
Learning Representations in Model-Free Hierarchical Reinforcement Learning
Common approaches to Reinforcement Learning (RL) are seriously challenged by
large-scale applications involving huge state spaces and sparse delayed reward
feedback. Hierarchical Reinforcement Learning (HRL) methods attempt to address
this scalability issue by learning action selection policies at multiple levels
of temporal abstraction. Abstraction can be had by identifying a relatively
small set of states that are likely to be useful as subgoals, in concert with
the learning of corresponding skill policies to achieve those subgoals. Many
approaches to subgoal discovery in HRL depend on the analysis of a model of the
environment, but the need to learn such a model introduces its own problems of
scale. Once subgoals are identified, skills may be learned through intrinsic
motivation, introducing an internal reward signal marking subgoal attainment.
In this paper, we present a novel model-free method for subgoal discovery using
incremental unsupervised learning over a small memory of the most recent
experiences (trajectories) of the agent. When combined with an intrinsic
motivation learning mechanism, this method learns both subgoals and skills,
based on experiences in the environment. Thus, we offer an original approach to
HRL that does not require the acquisition of a model of the environment,
suitable for large-scale applications. We demonstrate the efficiency of our
method on two RL problems with sparse delayed feedback: a variant of the rooms
environment and the first screen of the ATARI 2600 Montezuma's Revenge game
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