20
Jan
Posted by cognitivecomputing in Game AI, Learning. Tagged: case-based reasoning, games, planning, real-time cbr, rts games. 3 Comments
Some domains, such as real-time strategy (RTS) games, pose several challenges to traditional planning and machine learning techniques. In this paper, we present a novel on-line case-based planning architecture that addresses some of these problems. Our architecture addresses issues of plan acquisition, on-line plan execution, interleaved planning and execution and on-line plan adaptation. We also introduce the Darmok system, which implements this architecture in order to play Wargus (an open source clone of the well-known RTS game Warcraft II). We present empirical evaluation of the performance of Darmok and show that it successfully learns to play the Wargus game.
Read the paper:
On-Line Case-Based Planning
by Santi Ontañón, Neha Sugandh, Kinshuk Mishra, Ashwin Ram
Computational Intelligence, 26(1):84-119, 2010.
www.cc.gatech.edu/faculty/ashwin/papers/er-09-08.pdf
www3.interscience.wiley.com/journal/123263882/abstract
26
Nov
Posted by cognitivecomputing in Agents, Game AI. Tagged: games, interactive drama. Leave a Comment
A growing research community is working towards employing drama management components in interactive story-based games. These components gently guide the story towards a narrative arc that improves the player’s experience. In this paper we present our Drama Management architecture for real-time interactive story games that has been connected to a real graphical interactive story based on the Anchorhead game. We also report on the natural language understanding system that has been incorporated in the system and report on a user study with an implementation of our DM architecture.
Developing a Drama Management Architecture for Interactive Fiction Games
by Santi Ontañón, Abhishek Jain, Manish Mehta, Ashwin Ram
1st Joint International Conference on Interactive Digital Storytelling (ICIDS-08), Erfurt, Germany, November 2008
www.cc.gatech.edu/faculty/ashwin/papers/er-08-11.pdf
23
Oct
Posted by cognitivecomputing in Game AI. Tagged: case-based reasoning, games, planning, rts games. 1 Comment
We present a domain independent off-line adaptation technique called Stochastic Plan Optimization for finding and improving plans in real-time strategy games. Our method is based on ideas from genetic algorithms, but we utilize a different representation for our plans and an alternate initialization procedure for our search process. The key to our technique is the use of expert plans to initialize our search in the most relevant parts of plan space. Our experiments validate this approach using our existing case based reasoning system Darmok in the real-time strategy game Wargus, a clone of Warcraft II.
Read the paper:
Stochastic Plan Optimization in Real-Time Strategy Games
by Andrew Trusty, Santi Ontañón, Ashwin Ram
4th Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-08), Stanford, CA, October 2008
www.cc.gatech.edu/faculty/ashwin/papers/er-08-09.pdf
23
Oct
Posted by cognitivecomputing in Game AI, Learning. Tagged: games, meta-reasoning, rts games. Leave a Comment
Behavior authoring for computer games involves writing behaviors in a programming language and then iteratively refining them by detecting issues with them. The main bottlenecks are a) the effort required to author the behaviors and b) the revision cycle as, for most games, it is practically impossible to write a behavior for the computer game AI in a single attempt. The main problem is that the current development environments (IDE) are typically mere text editors that can only help the author by pointing out syntactical errors.
In this paper we present an intelligent IDE (iIDE) that has the following capabilities: it allows the author to program initial versions of the behaviors through demonstration, presents visualizations of behavior execution for revision, lets the author define failure conditions on the existing behavior set, and select appropriate fixes for the failure conditions to correct the behaviors. We describe the underlying techniques that support these capabilities inside our implemented iIDE and the future steps that need to be carried out to improve the iIDE. We also provide details on a preliminary user study showing how the new features inside the iIDE can help authors in behavior authoring and debugging in a real-time strategy game.
Read the paper:
An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games
by Manish Mehta, Suhas Virmani, Yatin Kanetkar, Santi Ontañón, Ashwin Ram
4th Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-08), Stanford, CA, October 2008
www.cc.gatech.edu/faculty/ashwin/papers/er-08-08.pdf
4
Sep
Posted by cognitivecomputing in Health & Wellness, Language, Web / Web 2.0. Tagged: healthcare, information retrieval, natural language, semantic memory, text cbr. Leave a Comment
Effective encoding of information is one of the keys to qualitative problem solving. Our aim is to explore Knowledge Representation techniques that capture meaningful word associations occurring in documents. We have developed iReMedI, a TCBR-based problem solving system as a prototype to demonstrate our idea. For representation we have used a combination of NLP and graph based techniques which we call as Shallow Syntactic Triples, Dependency Parses and Semantic Word Chains. To test their effectiveness we have developed retrieval techniques based on PageRank, Shortest Distance and Spreading Activation methods. The various algorithms discussed in the paper and the comparative analysis of their results provides us with useful insight for creating an effective problem solving and reasoning system.
Read the paper:
iReMedI – Intelligent Retrieval from Medical Information
by Saurav Sahay, Bharat Ravisekar, Anu Venkatesh, Sundaresan Venkatasubramanian, Priyanka Prabhu, Ashwin Ram
9th European Conference on Case-Based Reasoning (ECCBR-08), Trier, Germany
www.cc.gatech.edu/faculty/ashwin/papers/er-08-05.pdf
2
Sep
Posted by cognitivecomputing in Game AI. Tagged: case-based reasoning, games, planning, real-time cbr, rts games. Leave a Comment
Case-based planning (CBP) is based on reusing past successful plans for solving new problems. CBP is particularly useful in environments where the large amount of time required to traverse extensive search spaces makes traditional planning techniques unsuitable. In particular, in real-time domains, past plans need to be retrieved and adapted in real time and efficient plan adaptation techniques are required.
We have developed real-time adaptation techniques for case-based planning and specifically applied them to the domain of real-time strategy games. In our framework, when a plan is retrieved, a plan dependency graph is inferred to capture the relations between actions in the plan suggested by that case. The case is then adapted in real-time using its plan dependency graph. This allows the system to create and adapt plans in an efficient and effective manner while performing the task.
Our techniques have been implemented in the Darmok system, designed to play WARGUS, a well-known real-time strategy game. We analyze our approach and prove that the complexity of the plan adaptation stage is polynomial in the size of the plan. We also provide bounds on the final size of the adapted plan under certain assumptions.
Read the paper:
Real-Time Plan Adaptation for Case-Based Planning in Real-Time Strategy Games
by Neha Sugandh, Santi Ontañón, Ashwin Ram
9th European Conference on Case-Based Reasoning (ECCBR-08), Trier, Germany, September 2008
www.cc.gatech.edu/faculty/ashwin/papers/er-08-06.pdf
2
Sep
Posted by cognitivecomputing in Game AI. Tagged: case-based reasoning, games, planning, real-time cbr, rts games. Leave a Comment
Case-Based Planning (CBP) is an effective technique for solving planning problems that has the potential to reduce the computational complexity of the generative planning approaches. However, the success of plan execution using CBP depends highly on the selection of a correct plan; especially when the case-base of plans is extensive.
In this paper we introduce the concept of a situation and explain a situation assessment algorithm which improves plan retrieval for CBP. We have applied situation assessment to our previous CBP system, Darmok, in the domain of real-time strategy games. During Darmok’s execution using situation assessment, the high-level representation of the game state i.e. situation is predicted using a decision tree based Situation-Classification model. Situation predicted is further used for the selection of relevant knowledge intensive features, which are derived from the basic representation of the game state, to compute the similarity of cases with the current problem. The feature selection performed here is knowledge-based and improves the performance of similarity measurements during plan retrieval. The instantiation of the situation assessment algorithm to Darmok gave us promising results for plan retrieval within the real-time constraints.
Read the paper:
Situation Assessment for Plan Retrieval in Real-Time Strategy Games
by Kinshuk Mishra, Santi Ontañón, Ashwin Ram
9th European Conference on Case-Based Reasoning (ECCBR-08), Trier, Germany, September 2008
www.cc.gatech.edu/faculty/ashwin/papers/er-08-07.pdf
16
Jul
Posted by cognitivecomputing in Game AI. Tagged: case-based reasoning, games, planning, real-time cbr, rts games. Leave a Comment
Traditional artificial intelligence techniques do not perform well in applications such as real-time strategy games because of the extensive search spaces which need to be explored. In addition, this exploration must be carried out on-line during performance time; it cannot be precomputed. We have developed on-line case-based planning techniques that are effective in such domains. In this paper, we extend our earlier work using ideas from traditional planning to inform the real-time adaptation of plans. In our framework, when a plan is retrieved, a plan dependency graph is inferred to capture the relations between actions in the plan. The plan is then adapted in real-time using its plan dependency graph. This allows the system to create and adapt plans in an efficient and effective manner while performing the task. The approach is evaluated using WARGUS, a well-known real-time strategy game.
Read the paper:
On-Line Case-Based Plan Adaptation for Real-Time Strategy Games
by Neha Sugandh, Santi Ontañón, Ashwin Ram
23rd AAAI Conference on Artificial Intelligence (AAAI-08), Chicago, IL, July 2008
www.cc.gatech.edu/faculty/ashwin/papers/er-08-04.pdf
9
Jul
Posted by cognitivecomputing in Learning, Talks. Tagged: goal-driven learning, meta-reasoning. Leave a Comment
Goal-Driven Learning (GDL) views learning as a strategic process in which the learner attempts to identify and satisfy its learning needs in the context of its tasks and goals. This is modeled as a planful process where the learner analyzes its reasoning traces to identify learning goals, and composes a set of learning strategies (modeled as planning operators) into a plan to learn by satisfying those learning goals.
Traditional GDL frameworks were based on traditional planners. However, modern AI systems often deal with real-time scenarios where learning and performance happen in a reactive real-time fashion, or are composed of multiple agents that use different learning and reasoning paradigms. In this talk, I discuss new GDL frameworks that handle such problems, incorporating reactive and multi-agent planning techniques in order to manage learning in these kinds of AI systems.
About this talk:
New Directions in Goal-Driven Learning
by Ashwin Ram
Invited keynote at International Conference on Machine Learning (ICML-08) Workshop on Planning to Learn, Helsinki, Finland, July 2008
1
Jul
Posted by cognitivecomputing in Language. Tagged: information retrieval, natural language. Leave a Comment
In this paper we investigate how to automatically determine the subjectivity orientation of questions posted by real users in community question answering (CQA) portals. Subjective questions seek answers containing private states, such as personal opinion and experience. In contrast, objective questions request objective, verifiable information, often with support from reliable sources. Knowing the question orientation would be helpful not only for evaluating answers provided by users, but also for guiding the CQA engine to process questions more intelligently. Our experiments on Yahoo! Answers data show that our method exhibits promising performance.
Read the paper:
Subjectivity Analysis for Questions in QA Communities
by Baoli Li, Yandong Liu, Ashwin Ram, Ernie Garcia, Eugene Agichtein
31st Annual International ACM SIGIR Conference (ACM-SIGIR-08), Singapore, July 2008
www.cc.gatech.edu/faculty/ashwin/papers/er-08-02.pdf