Auflistung Künstliche Intelligenz 25(1) - März 2011 nach Erscheinungsdatum
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- ZeitschriftenartikelGamer, a General Game Playing Agent(KI - Künstliche Intelligenz: Vol. 25, No. 1, 2011) Kissmann, Peter; Edelkamp, StefanThis work is concerned with our general game playing agent Gamer. In contrast to many other players, we do not only use a Prolog-like mechanism to infer knowledge about the current state and the available moves but instantiate the games to reduce the inference time in parallel UCT game tree search. Furthermore, we use the generated output to try to solve the games using symbolic search methods and thus play optimally.
- ZeitschriftenartikelAnchoring Symbols to Percepts in the Fluent Calculus(KI - Künstliche Intelligenz: Vol. 25, No. 1, 2011) Fichtner, MatthiasThe knowledge representation of an embodied, intelligent, cognitive agent typically relies on symbols denoting objects of the world on the top level and perceptual, structured data on the bottom level. The process of determining and maintaining the correct connection between a symbolic object identifier and its perceptual image, both referring to the same physical object, is called symbol anchoring.The dissertation presented here suggests a formal and general approach to the symbol anchoring problem, which enhances previous approaches in terms of generality and expressiveness.
- ZeitschriftenartikelHeuristic Evaluation Functions for General Game Playing(KI - Künstliche Intelligenz: Vol. 25, No. 1, 2011) Clune, James E.This dissertation explores the problem of constructing an effective general game-playing program, with an emphasis on techniques for automatically constructing effective heuristic evaluation functions from game descriptions. A technique based on abstract models of games is presented. The abstract model treats mobility, payoff and termination as the most salient elements of a game. Each of these aspects are quantified in terms of stable features. Evidence is presented that the technique produces heuristic evaluation functions that are both comprehensible and effective. Empirical work includes a series of general game-playing programs that placed first or second for the three consecutive years of the AAAI General Game-Playing Competition.The full dissertation can be downloaded at https://sites.google.com/site/jimcluneresearch/.
- ZeitschriftenartikelKnowledge-Based General Game Playing(KI - Künstliche Intelligenz: Vol. 25, No. 1, 2011) Haufe, Sebastian; Michulke, Daniel; Schiffel, Stephan; Thielscher, MichaelAlthough we humans cannot compete with computers at simple brute-force search, this is often more than compensated for by our ability to discover structures in new games and to quickly learn how to perform highly selective, informed search. To attain the same level of intelligence, general game playing systems must be able to figure out, without human assistance, what a new game is really about. This makes General Game Playing in ideal testbed for human-level AI, because ultimate success can only be achieved if computers match our ability to master new games by acquiring and exploiting new knowledge. This article introduces five knowledge-based methods for General Game Playing. Each of these techniques contributes to the ongoing success of our FLUXPLAYER (Schiffel and Thielscher in Proceedings of the National Conference on Artificial Intelligence, pp. 1191–1196, 2007), which was among the top four players at each of the past AAAI competitions and in particular was crowned World Champion in 2006.
- ZeitschriftenartikelNeue Bücher in der Reihe DISKI: Dissertationen zur Künstlichen Intelligenz Editor-in-Chief: Wolfgang Bibel(KI - Künstliche Intelligenz: Vol. 25, No. 1, 2011) Hertzberg, JoachimHinweis der Herausgeber der KI-Zeitschrift: Je ein freies Rezensionsexemplare der Bände der DISKI-Reihe können bei den Herausgebern angefordert werden unter der Voraussetzung, dass eine Rezension anschließend für die KI-Zeitschrift geschrieben wird. Zu Umfang und Form von Rezensionen siehe die entsprechenden Autorenhinweise.
- ZeitschriftenartikelA GGP Feature Learning Algorithm(KI - Künstliche Intelligenz: Vol. 25, No. 1, 2011) Kirci, Mesut; Sturtevant, Nathan; Schaeffer, JonathanThis paper presents a learning algorithm for two-player, alternating move GGP games. The Game Independent Feature Learning algorithm, GIFL, uses the differences in temporally-related states to learn patterns that are correlated with winning or losing a GGP game. These patterns are then used to inform the search. GIFL is simple, robust and improves the quality of play in the majority of games tested. GIFL has been successfully used in the GGP program Maligne.
- ZeitschriftenartikelFusing DL Reasoning with HTN Planning(KI - Künstliche Intelligenz: Vol. 25, No. 1, 2011) Hartanto, RonnyAction planning has been used in the field of robotics for solving long-running tasks. However, the definition of a planning problem for a complex, real-world robot is not trivial. The planning process could become intractable as its search spaces become large. The dissertation presented in this article introduces a novel approach which amalgamates Description Logic (dl) reasoning with Hierarchical Task Network (htn) planning. The planning domain description as well as fundamental htn planning concepts are represented in dl and can therefore be subject to dl reasoning; from these representations, concise planning problems are generated for htn planning.
- ZeitschriftenartikelA Parallel General Game Player(KI - Künstliche Intelligenz: Vol. 25, No. 1, 2011) Méhat, Jean; Cazenave, TristanWe have parallelized our general game player Ary on a cluster of computers. We propose multiple parallelization algorithms. For the sake of simplicity all our algorithms have processes that run independently and that join their results at the end of the thinking time in order to choose a move. Parallelization works very well for checkers, quite well for other two player sequential move games and not at all for a few other games.
- ZeitschriftenartikelAgreement Computing(KI - Künstliche Intelligenz: Vol. 25, No. 1, 2011) Sierra, Carles; Botti, Vicent; Ossowski, SaschaIn this paper we introduce the concept of Agreement Computing, motivate the central role that the concept of agreement plays in open software systems and discuss a number of research challenges that need to be addressed to make the agreement computing vision a reality.
- ZeitschriftenartikelCadiaPlayer: Search-Control Techniques(KI - Künstliche Intelligenz: Vol. 25, No. 1, 2011) Finnsson, Hilmar; Björnsson, YngviEffective search control is one of the key components of any successful simulation-based game-playing program. In General Game Playing (GGP), learning of useful search-control knowledge is a particularly challenging task because it must be done in real-time during online play. In here we describe the search-control techniques used in the 2010 version of the GGP agent CadiaPlayer, and show how they have evolved over the years to become increasingly effective and robust across a wide range of games. In particular, we present a new combined search-control scheme (RAVE/MAST/FAST) for biasing action selection. The scheme proves quite effective on a wide range of games including chess-like games, which have up until now proved quite challenging for simulation-based GGP agents.