Auflistung Künstliche Intelligenz 25(1) - März 2011 nach Titel
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- Zeitschriftenartikel1 Jahr KI bei Springer(KI - Künstliche Intelligenz: Vol. 25, No. 1, 2011) Schneeberger, Josef
- 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.
- 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.
- 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.
- 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.
- ZeitschriftenartikelCenturio, a General Game Player: Parallel, Java- and ASP-based(KI - Künstliche Intelligenz: Vol. 25, No. 1, 2011) Möller, Maximilian; Schneider, Marius; Wegner, Martin; Schaub, TorstenWe present the General Game Playing system Centurio. Centurio is a Java-based player featuring different strategies based on Monte Carlo Tree Search extended by techniques borrowed from Upper Confidence bounds applied to Trees as well as Answer Set Programming (for single-player games). Centurio’s Monte Carlo Tree Search is accomplished in a massively parallel way by means of multi-threading as well as cluster-computing. Another major feature of Centurio is its compilation of game descriptions, states, and state manipulations into Java, yielding an edge over existing Prolog-based approaches. Centurio is open source software freely available via the web.
- ZeitschriftenartikelExplizites Wissen versus Black Box Ansätze in der KI(KI - Künstliche Intelligenz: Vol. 25, No. 1, 2011) Puppe, FrankAngesichts der Erfolge statistischer Modelle, bei denen aus sehr großen Datenbeständen und sehr leistungsfähiger Hardware intelligente Programme generiert werden, stellt sich die Frage, ob es sich noch lohnt, menschliche Vorgehensweisen in der KI nachzubilden.
- 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.
- 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.