19,624 research outputs found
Goal Reasoning: Papers from the ACS Workshop
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
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
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
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
LP 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
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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