We compare a novel Knowledge-based Reinforcement Learning (KB-RL) approach with the traditional Neural Network (NN) method in solving a classical task of the Artificial Intelligence (AI) field. Neural networks became very prominent in recent years and, combined with Reinforcement Learning, proved to be very effective for one of the frontier challenges in AI - playing the game of Go. Our experiment shows that a KB-RL system is able to outperform a NN in a task typical for NN, such as optimizing a regression problem. Furthermore, KB-RL offers a range of advantages in comparison to the traditional Machine Learning methods. Particularly, there is no need for a large dataset to start and succeed with this approach, its learning process takes considerably less effort, and its decisions are fully controllable, explicit and predictable.
As the result of NNs' popularity, little attention has been paid to other AI approaches, such as symbolism, evolutionarism, or Bayesian statistics @cite_0 . More recently, though, new studies emerge that show successful results in applying alternative approaches to AI tasks. For example, Denis G Willson at el. show that their evolutionary algorithm can outperform the deep neural network approach in playing Atari games @cite_2 . More studies are targeting General AI as, for instance, the CYC project @cite_19 . Some researchers advocate that the combination of different techniques into one powerful AI system is the way to go @cite_8 .
@cite_0 @cite_19 @cite_8 @cite_2
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A citing sentence is one that appears in a scientific article and cites previous work. Citing sentences have been studied and used in many applications. For example, they have been used in scientific paper summarization, automatic survey generation, paraphrase identification, and citation function classification. Citing sentences that cite multiple papers are common in scientific writing. This observation should be taken into consideration when using citing sentences in applications. For instance, when a citing sentence is used in a summary of a scientific paper, only the fragments of the sentence that are relevant to the summarized paper should be included in the summary. In this paper, we present and compare three different approaches for identifying the fragments of a citing sentence that are related to a given target reference. Our methods are: word classification, sequence labeling, and segment classification. Our experiments show that segment classification achieves the best results. Purpose – The purpose of this paper is to suggest an alternative to the widely used Times Cited criterion for analysing citation networks. The approach involves taking account of the natures of the papers that cite a given paper, so as to differentiate between papers that attract the same number of citations.Design methodology approach – ArticleRank is an algorithm that has been derived from Google's PageRank algorithm to measure the influence of journal articles. ArticleRank is applied to two datasets – a citation network based on an early paper on webometrics, and a self‐citation network based on the 19 most cited papers in the Journal of Documentation – using citation data taken from the Web of Knowledge database.Findings – ArticleRank values provide a different ranking of a set of papers from that provided by the corresponding Times Cited values, and overcomes the inability of the latter to differentiate between papers with the same numbers of citations. The difference in rankings between Times Cited ... Citation relationship between scientific publications has been successfully used for scholarly bibliometrics, information retrieval and data mining tasks, and citation-based recommendation algorithms are well documented. While previous studies investigated citation relations from various viewpoints, most of them share the same assumption that, if paper1 cites paper2 (or author1 cites author2), they are connected, regardless of citation importance, sentiment, reason, topic, or motivation. However, this assumption is oversimplified. In this study, we employ an innovative "context-rich heterogeneous network" approach, which paves a new way for citation recommendation task. In the network, we characterize 1) the importance of citation relationships between citing and cited papers, and 2) the topical citation motivation. Unlike earlier studies, the citation information, in this paper, is characterized by citation textual contexts extracted from the full-text citing paper. We also propose algorithm to cope with the situation when large portion of full-text missing information exists in the bibliographic repository. Evaluation results show that, context-rich heterogeneous network can significantly enhance the citation recommendation performance. A new form of document coupling called co-citation is defined as the frequency with which two documents are cited together. The co-citation frequency of two scientific papers can be determined by comparing lists of citing documents in the Science Citation Index and counting identical entries. Networks of co-cited papers can be generated for specific scientific specialties, and an example is drawn from the literature of particle physics. Co-citation patterns are found to differ significantly from bibliographic coupling patterns, but to agree generally with patterns of direct citation. Clusters of co-cited papers provide a new way to study the specialty structure of science. They may provide a new approach to indexing and to the creation of SDI profiles. The immune system is a remarkable information processing and self learning system that offers inspiration to build artificial immune system (AIS). The field of AIS has obtained a significant degree of success as a branch of Computational Intelligence since it emerged in the 1990s. This paper surveys the major works in the AIS field, in particular, it explores up-to-date advances in applied AIS during the last few years. This survey has revealed that recent research is centered on four major AIS algorithms: (1) negative selection algorithms; (2) artificial immune networks; (3) clonal selection algorithms; (4) Danger Theory and dendritic cell algorithms. However, other aspects of the biological immune system are motivating computer scientists and engineers to develop new models and problem solving methods. Though an extensive amount of AIS applications has been developed, the success of these applications is still limited by the lack of any exemplars that really stand out as killer AIS applications. Cooperative games with partial observability are a challenging domain for AI research, especially when the AI should cooperate with a human player. In this paper we investigate one such game, the award-winning card game Hanabi, which has been studied by other researchers before. We present an agent designed to play better with a human cooperator than these previous results by basing it on communication theory and psychology research. To demonstrate that our agent performs better with a human cooperator we ran an experiment in which 224 participants played one or more games of Hanabi with different AIs, and will show that our AI scores higher than previously published work in such a setting. Artificial Intelligence (AI) techniques have been successfully applied to several computer games. However, in the vast majority of computer games traditional AI techniques fail to play at a human level because of the characteristics of the game. Most current commercial computer games have vast search spaces in which the AI has to make decisions in real-time, thus rendering traditional search based techniques inapplicable. For that reason, game developers need to spend a big effort in hand coding specific strategies that play at a reasonable level for each new game. One of the long term goals of our research is to develop artificial intelligence techniques that can be directly applied to such domains, alleviating the effort required by game developers to include advanced AI in their games. This paper investigates the applicability of Genetic Programming type systems to dynamic game environments. Grammatical Evolution was used to evolved Behaviour Trees, in order to create controllers for the Mario AI Benchmark. The results obtained reinforce the applicability of evolutionary programming systems to the development of artificial intelligence in games, and in dynamic systems in general, illustrating their viability as an alternative to more standard AI techniques. We present Project Malmo - an AI experimentation platform built on top of the popular computer game Minecraft, and designed to support fundamental research in artificial intelligence. As the AI research community pushes for artificial general intelligence (AGI), experimentation platforms are needed that support the development of flexible agents that learn to solve diverse tasks in complex environments. Minecraft is an ideal foundation for such a platform, as it exposes agents to complex 3D worlds, coupled with infinitely varied game-play. Project Malmo provides a sophisticated abstraction layer on top of Minecraft that supports a wide range of experimentation scenarios, ranging from navigation and survival to collaboration and problem solving tasks. In this demo we present the Malmo platform and its capabilities. The platform is publicly released as open source software at IJCAI, to support openness and collaboration in AI research. This paper presents an overview of the existing work on AI for real-time strategy (RTS) games. Specifically, we focus on the work around the game StarCraft, which has emerged in the past few years as the unified test bed for this research. We describe the specific AI challenges posed by RTS games, and overview the solutions that have been explored to address them. Additionally, we also present a summary of the results of the recent StarCraft AI competitions, describing the architectures used by the participants. Finally, we conclude with a discussion emphasizing which problems in the context of RTS game AI have been solved, and which remain open. Adversarial planning in highly complex decision domains, such as modern video games, has not yet received much attention from AI researchers. In this paper, we present a planning framework that uses strategy simulation in conjunction with Nash-equilibrium strategy approximation. We apply this framework to an army deployment problem in a real-time strategy game setting and present experimental results that indicate a performance gain over the scripted strategies that the system is built on. This technique provides an automated way of increasing the decision quality of scripted AI systems and is therefore ideally suited for video games and combat simulators Growing interest in eXplainable Artificial Intelligence (XAI) aims to make AI and machine learning more understandable to human users. However, most existing work focuses on new algorithms, and not on usability, practical interpretability and efficacy on real users. In this vision paper, we propose a new research area of eXplainable AI for Designers (XAID), specifically for game designers. By focusing on a specific user group, their needs and tasks, we propose a human-centered approach for facilitating game designers to co-create with AI ML techniques through XAID. We illustrate our initial XAID framework through three use cases, which require an understanding both of the innate properties of the AI techniques and users’ needs, and we identify key open challenges. Deep neural networks, or deep learning, as the field is also called, have the potential to revolutionize scientific discovery. But as these networks are applied to more and more disciplines, many scientists, whose very enterprise is founded on explanation, have been left with a nagging question: Why, model, why? This interpretability problem is galvanizing a new generation of researchers in both industry and academia. Just as the microscope revealed the cell, these researchers are crafting tools that will allow insight into how neural networks make decisions. Some tools probe the artificial intelligence (AI) without penetrating it; some are alternative algorithms that can compete with neural nets, but with more transparency; and some use still more deep learning to get inside the black box. Taken together, they add up to a new discipline. Some call it "AI neuroscience." Fractal AI is a theory for general artificial intelligence. It allows deriving new mathematical tools that constitute the foundations for a new kind of stochastic calculus, by modelling information using cellular automaton-like structures instead of smooth functions. In the repository included we are presenting a new Agent, derived from the first principles of the theory, which is capable of solving Atari games several orders of magnitude more efficiently than other similar techniques, like Monte Carlo Tree Search. The code provided shows how it is now possible to beat some of the current State of The Art benchmarks on Atari games, without previous learning and using less than 1000 samples to calculate each one of the actions when standard MCTS uses 3 Million samples. Among other things, Fractal AI makes it possible to generate a huge database of top performing examples with a very little amount of computation required, transforming Reinforcement Learning into a supervised problem. The algorithm presented is capable of solving the exploration vs exploitation dilemma on both the discrete and continuous cases, while maintaining control over any aspect of the behaviour of the Agent. From a general approach, new techniques presented here have direct applications to other areas such as Non-equilibrium thermodynamics, chemistry, quantum physics, economics, information theory, and non-linear control theory. Scholars are increasingly citing electronic “web references” which are not preserved in libraries or full text archives. WebCite is a new standard for citing web references. To “webcite” a document involves archiving the cited Web page through www.webcitation.org and citing the WebCite permalink instead of (or in addition to) the unstable live Web page. This journal has amended its “instructions for authors” accordingly, asking authors to archive cited Web pages before submitting a manuscript. Almost 200 other journals are already using the system. We discuss the rationale for WebCite, its technology, and how scholars, editors, and publishers can benefit from the service. Citing scholars initiate an archiving process of all cited Web references, ideally before they submit a manuscript. Authors of online documents and websites which are expected to be cited by others can ensure that their work is permanently available by creating an archived copy using WebCite and providing the citation information including the WebCite link on their Web document(s). Editors should ask their authors to cache all cited Web addresses (Uniform Resource Locators, or URLs) “prospectively” before submitting their manuscripts to their journal. Editors and publishers should also instruct their copyeditors to cache cited Web material if the author has not done so already. Finally, WebCite can process publisher submitted “citing articles” (submitted for example as eXtensible Markup Language [XML] documents) to automatically archive all cited Web pages shortly before or on publication. Finally, WebCite can act as a focussed crawler, caching retrospectively references of already published articles. Copyright issues are addressed by honouring respective Internet standards (robot exclusion files, no-cache and no-archive tags). Long-term preservation is ensured by agreements with libraries and digital preservation organizations. The resulting WebCite Index may also have applications for research assessment exercises, being able to measure the impact of Web services and published Web documents through access and Web citation metrics. @PARASPLIT [J Med Internet Res 2005;7(5):e60] In this paper we explore the use of Hierarchical-Task-Network (HTN) representations to model strategic game AI. We will present two case studies. The first one reports on an experiment using HTNs to model strategies for Unreal Tournament® (UT) bots. We will argue that it is possible to encode strategies that coordinate teams of bots in first-person shooter games using HTNs. The second one compares an alternative to HTNs called Task-Method-Knowledge (TMK) process models. TMK models are of interest to game AI because, as we will show, they are as expressive as HTNs but have more convenient syntax. Therefore, HTN planners can be used to generate correct plans for coordinated team AI behavior modeled with TMK representations. In recent years scholars have built maps of science by connecting the academic fields that cite each other, are cited together, or that cite a similar literature. But since scholars cannot always publish in the fields they cite, or that cite them, these science maps are only rough proxies for the potential of a scholar, organization, or country, to enter a new academic field. Here we use a large dataset of scholarly publications disambiguated at the individual level to create a map of science-or research space-where links connect pairs of fields based on the probability that an individual has published in both of them. We find that the research space is a significantly more accurate predictor of the fields that individuals and organizations will enter in the future than citation based science maps. At the country level, however, the research space and citations based science maps are equally accurate. These findings show that data on career trajectories-the set of fields that individuals have previously published in-provide more accurate predictors of future research output for more focalized units-such as individuals or organizations-than citation based science maps. Recently, researchers have started to explore the use of Artificial Intelligence (AI)-based algorithms as t-way (where t indicates the interaction strength) testing strategies. Many AI-based strategies have been developed, such as Ant Colony, Simulated Annealing, Genetic Algorithm, and Tabu Search. Although useful, most existing AI-based t-way testing strategies adopt complex search processes and require heavy computations. For this reason, existing AI-based t-way testing strategies have been confined to small interaction strengths (i.e., t@?3) and small test configurations. Recent studies demonstrate the need to go up to t=6 in order to capture most faults. In this paper, we demonstrate the effectiveness of our proposed Particle Swarm-based t-way Test Generator (PSTG) for generating uniform and variable strength covering arrays. Unlike other existing AI-based t-way testing strategies, the lightweight computation of the particle swarm search process enables PSTG to support high interaction strengths of up to t=6. The performance of our proposed PSTG is evaluated using several sets of benchmark experiments. Comparatively, PSTG consistently outperforms its AI counterparts and other existing testing strategies as far as the size of the array is concerned. Furthermore, our case study demonstrates the usefulness of PSTG for facilitating fault detection owing to interactions of the input components. The fields of neuroscience and artificial intelligence (AI) have a long and intertwined history. In more recent times, however, communication and collaboration between the two fields has become less commonplace. In this article, we argue that better understanding biological brains could play a vital role in building intelligent machines. We survey historical interactions between the AI and neuroscience fields and emphasize current advances in AI that have been inspired by the study of neural computation in humans and other animals. We conclude by highlighting shared themes that may be key for advancing future research in both fields. In a document network such as a citation network of scientific documents, web-logs, etc., the content produced by authors exhibits their interest in certain topics. In addition some authors influence other authors' interests. In this work, we propose to model the influence of cited authors along with the interests of citing authors. Moreover, we hypothesize that apart from the citations present in documents, the context surrounding the citation mention provides extra topical information about the cited authors. However, associating terms in the context to the cited authors remains an open problem. We propose novel document generation schemes that incorporate the context while simultaneously modeling the interests of citing authors and influence of the cited authors. Our experiments show significant improvements over baseline models for various evaluation criteria such as link prediction between document and cited author, and quantitatively explaining unseen text.