847 research outputs found
The Computational Complexity of Angry Birds
The physics-based simulation game Angry Birds has been heavily researched by
the AI community over the past five years, and has been the subject of a
popular AI competition that is currently held annually as part of a leading AI
conference. Developing intelligent agents that can play this game effectively
has been an incredibly complex and challenging problem for traditional AI
techniques to solve, even though the game is simple enough that any human
player could learn and master it within a short time. In this paper we analyse
how hard the problem really is, presenting several proofs for the computational
complexity of Angry Birds. By using a combination of several gadgets within
this game's environment, we are able to demonstrate that the decision problem
of solving general levels for different versions of Angry Birds is either
NP-hard, PSPACE-hard, PSPACE-complete or EXPTIME-hard. Proof of NP-hardness is
by reduction from 3-SAT, whilst proof of PSPACE-hardness is by reduction from
True Quantified Boolean Formula (TQBF). Proof of EXPTIME-hardness is by
reduction from G2, a known EXPTIME-complete problem similar to that used for
many previous games such as Chess, Go and Checkers. To the best of our
knowledge, this is the first time that a single-player game has been proven
EXPTIME-hard. This is achieved by using stochastic game engine dynamics to
effectively model the real world, or in our case the physics simulator, as the
opponent against which we are playing. These proofs can also be extended to
other physics-based games with similar mechanics.Comment: 55 Pages, 39 Figure
Minimizing User Effort in Large Scale Example-driven Data Exploration
Data Exploration is a key ingredient in a widely diverse set of discovery-oriented applications, including scientific computing, financial analysis, and evidence-based medicine. It refers to a series of exploratory tasks that aim to extract useful pieces of knowledge from data, and its challenge is to do so without requiring the user to specify with precision what information is being searched for. The goal of assisting users in constructing their exploratory queries effortlessly, which effectively reveals interesting data objects, has led to the development of a variety of intelligent semi-automatic approaches. Among such approaches, Example-driven Exploration is rapidly becoming an attractive choice for exploratory query formulation since it attempts to minimize the amount of prior knowledge required from the user to form an accurate exploratory query.
In particular, this dissertation focuses on interactive Example-driven Exploration, which steers the user towards discovering all data objects relevant to the users’ exploration based on their feedback on a small set of examples. Interactive Example-driven Exploration is especially beneficial for non-expert users, as it enables them to circumvent query languages by assigning relevancy to examples as a proxy for the intended exploratory analysis. However, existing interactive Example-driven Exploration systems fall short of supporting the need to perform complex explorations over large, unstructured high-dimensional data. To overcome these challenges, we have developed new methods of data reduction, example selection, data indexing, and result refinement that support practical, interactive data exploration.
The novelty of our approach is anchored on leveraging active learning and query optimization techniques that strike a balance between maximizing accuracy and minimizing user effort in providing feedback while enabling interactive performance for exploration tasks with arbitrary, large-sized datasets. Furthermore, it extends the exploration beyond the structured data by supporting a variety of high-dimensional unstructured data and enables the refinement of results when the exploration task is associated with too many relevant data objects that could be overwhelming to the user. To affirm the effectiveness of our proposed models, techniques, and algorithms, we implemented multiple prototype systems and evaluated them using real datasets. Some of them were also used in domain-specific analytics tools
Physical Reasoning for Intelligent Agent in Simulated Environments
Developing Artificial Intelligence (AI) that is capable of
understanding and interacting with the real world in a
sophisticated way has long been a grand vision of AI. There is an
increasing number of AI agents coming into our daily lives and
assisting us with various daily tasks ranging from house cleaning
to serving food in restaurants. While different tasks have
different goals, the domains of the tasks all obey the physical
rules (classic Newtonian physics) of the real world. To
successfully interact with the physical world, an agent needs to
be able to understand its surrounding environment, to predict the
consequences of its actions and to draw plans that can achieve a
goal without causing any unintended outcomes. Much of AI
research over the past decades has been dedicated to specific
sub-problems such as machine learning and computer vision, etc.
Simply plugging in techniques from these subfields is far from
creating a comprehensive AI agent that can work well in a
physical environment. Instead, it requires an integration of
methods from different AI areas that considers specific
conditions and requirements of the physical environment.
In this thesis, we identified several capabilities that are
essential for AI to interact with the physical world, namely,
visual perception, object detection, object tracking, action
selection, and structure planning. As the real world is a highly
complex environment, we started with developing these
capabilities in virtual environments with realistic physics
simulations. The central part of our methods is the combination
of qualitative reasoning and standard techniques from different
AI areas. For the visual perception capability, we developed a
method that can infer spatial properties of rectangular objects
from their minimum bounding rectangles. For the object detection
capability, we developed a method that can detect unknown objects
in a structure by reasoning about the stability of the structure.
For the object tracking capability, we developed a method that
can match perceptually indistinguishable objects in visual
observations made before and after a physical impact. This method
can identify spatial changes of objects in the physical event,
and the result of matching can be used for learning the
consequence of the impact. For the action selection capability,
we developed a method that solves a hole-in-one problem that
requires selecting an action out of an infinite number of actions
with unknown consequences. For the structure planning capability,
we developed a method that can arrange objects to form a stable
and robust structure by reasoning about structural stability and
robustness
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