19,624 research outputs found

    Goal Reasoning: Papers from the ACS Workshop

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    This technical report contains the 14 accepted papers presented at the Workshop on Goal Reasoning, which was held as part of the 2015 Conference on Advances in Cognitive Systems (ACS-15) in Atlanta, Georgia on 28 May 2015. This is the fourth in a series of workshops related to this topic, the first of which was the AAAI-10 Workshop on Goal-Directed Autonomy; the second was the Self-Motivated Agents (SeMoA) Workshop, held at Lehigh University in November 2012; and the third was the Goal Reasoning Workshop at ACS-13 in Baltimore, Maryland in December 2013

    Design of an ontology for decision support in VR exposure therapy

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    Virtual Reality (VR) is finding its way into many domains, including healthcare. Therapists greatly benefit from having any scenario in VR at their disposal for exposure therapy. However, adapting the VR environment to the needs of the patient is time-consuming. Therefore, an intelligent decision support system that takes context information into account would be a big improvement for personalised VR therapy. In this paper, a semantic ontology is presented for modelling relevant concepts and relations in the context of anxiety therapy in VR. The necessary knowledge was collected through workshops with therapists, this resulted in a layered ontology. Furthermore, semantic reasoning through logical rules enables deduction of interesting high-level knowledge from low-level data. The presented ontology is a starting point for further research on intelligent adaptation algorithms for personalised VR exposure therapy

    A Value-Sensitive Design Approach to Intelligent Agents

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    This chapter proposed a novel design methodology called Value-Sensitive Design and its potential application to the field of artificial intelligence research and design. It discusses the imperatives in adopting a design philosophy that embeds values into the design of artificial agents at the early stages of AI development. Because of the high risk stakes in the unmitigated design of artificial agents, this chapter proposes that even though VSD may turn out to be a less-than-optimal design methodology, it currently provides a framework that has the potential to embed stakeholder values and incorporate current design methods. The reader should begin to take away the importance of a proactive design approach to intelligent agents

    Lifted Variable Elimination for Probabilistic Logic Programming

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    Lifted inference has been proposed for various probabilistic logical frameworks in order to compute the probability of queries in a time that depends on the size of the domains of the random variables rather than the number of instances. Even if various authors have underlined its importance for probabilistic logic programming (PLP), lifted inference has been applied up to now only to relational languages outside of logic programming. In this paper we adapt Generalized Counting First Order Variable Elimination (GC-FOVE) to the problem of computing the probability of queries to probabilistic logic programs under the distribution semantics. In particular, we extend the Prolog Factor Language (PFL) to include two new types of factors that are needed for representing ProbLog programs. These factors take into account the existing causal independence relationships among random variables and are managed by the extension to variable elimination proposed by Zhang and Poole for dealing with convergent variables and heterogeneous factors. Two new operators are added to GC-FOVE for treating heterogeneous factors. The resulting algorithm, called LP2^2 for Lifted Probabilistic Logic Programming, has been implemented by modifying the PFL implementation of GC-FOVE and tested on three benchmarks for lifted inference. A comparison with PITA and ProbLog2 shows the potential of the approach.Comment: To appear in Theory and Practice of Logic Programming (TPLP). arXiv admin note: text overlap with arXiv:1402.0565 by other author

    Traditional Wisdom and Monte Carlo Tree Search Face-to-Face in the Card Game Scopone

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    We present the design of a competitive artificial intelligence for Scopone, a popular Italian card game. We compare rule-based players using the most established strategies (one for beginners and two for advanced players) against players using Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS) with different reward functions and simulation strategies. MCTS requires complete information about the game state and thus implements a cheating player while ISMCTS can deal with incomplete information and thus implements a fair player. Our results show that, as expected, the cheating MCTS outperforms all the other strategies; ISMCTS is stronger than all the rule-based players implementing well-known and most advanced strategies and it also turns out to be a challenging opponent for human players.Comment: Preprint. Accepted for publication in the IEEE Transaction on Game
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