Watson, named after IBM founder Thomas J. Watson, was built by a team of IBM scientists with valuable help from research partners from Carnegie Mellon University, University of Texas, University of Southern California, University of Massachusetts, University of Trento (Italy), MIT, RPI, and the University of Albany. The team set out to accomplish a grand challenge—to build a computing system that rivals a human’s ability to answer questions posed in natural language with speed, accuracy and confidence. Watson passed its first test on Jeopardy! in February 2011, but the real test will be in applying the underlying systems, data management and analytics technology across different industries, especially in education.
Invited panel presentation at IBM Watson in Education: Transforming the Industry, IBM Almaden Research Center, November 16, 201120 Oct
Case-Based Reasoning Research And Development
This book constitutes the refereed proceedings of the 19th International Conference on Case-Based Reasoning, held in London, UK, in September 2011. The 32 contributions presented together with 3 invited talks were carefully reviewd and selected from 67 submissions. The presentations and posters covered a wide range of CBR topics of interest both to practitioners and researchers, including CBR methodology covering case representation, similarity, retrieval, and adaptation; provenance and maintenance; recommender systems; multi-agent collaborative systems; data mining; time series analysis; Web applications; knowledge management; legal reasoning; healthcare systems and planning systems.Case-Based Reasoning Research and Development | Lecture Notes in Artificial Intelligence, Vol. 6880
edited by Ashwin Ram and Nirmalie Wiratunga
Springer, October 20, 2011, ISBN 978-3-642-23290-9www.springer.com/computer/ai/book/978-3-642-23290-9
30 Sep
Robust and Authorable Multiplayer Storytelling Experiences
Interactive narrative systems attempt to tell stories to players capable of changing the direction and/or outcome of the story. Despite the growing importance of multiplayer social experiences in games, little research has focused on multiplayer interactive narrative experiences. We performed a preliminary study to determine how human directors design and execute multiplayer interactive story experiences in online and real world environments. Based on our observations, we developed the Multiplayer Storytelling Engine that manages a story world at the individual and group levels. Our flexible story representation enables human authors to naturally model multiplayer narrative experiences. An intelligent execution algorithm detects when the author’s story representation fails to account for player behaviors and automatically generates a branch to restore the story to the authors’ original intent, thus balancing authorability against robust multiplayer execution.
Read the paper:
Robust and Authorable Multiplayer Storytelling Experiences
by Mark Riedl, Boyang Li, Hua Ai, Ashwin Ram
in Seventh International Conference on AI and Interactive Digital Entertainment (AIIDE-2011).www.cc.gatech.edu/faculty/ashwin/papers/er-11-06.pdf
23 Sep
Social Media for Health and Wellness 2.0
The Internet has surpassed physicians as the leading source of health information. With the advent of the social web, Health 2.0 is emerging as a strong segment with 34% of consumers using social resources such as blogs and forums to locate health information. Yet information overload leads to “search engine fatigue” that discourages users.
We advocate a consumer-centric approach to healthcare information access that increases engagement and improves health literacy. Artificial Intelligence (AI) techniques can be used to support human effort, creating a new generation of “intelligent web” technologies. These technologies can combine the benefits of the “information web” (timely, relevant health information) with those of the “social web” (human interaction, support, comfort). Our vision is to promote well-being and prevention before illness, support and information during illness, and comfort to family and friends in a natural, social, yet private manner.
Invited talk at Humana Innovation Conference: Connect, Collaborate, Create (C3), Louisville, KY, September 23, 2011.17 May
A Case Base Planning Approach for Dialogue Generation in Digital Movie Design
We apply case based reasoning techniques to build an intelligent authoring tool that can assist nontechnical users with authoring their own digital movies. In this paper, we focus on generating dialogue lines between two characters in a movie story. We use Darmok2, a case based planner, extended with a hierarchical plan adaptation module to generate movie characters’ dialogue acts with regard to their emotion changes. Then, we use an information state update approach to generate the actual content of each dialogue utterance. Our preliminary study shows that the extended planner can generate coherent dialogue lines which are consistent with user designed movie stories using a small case base authored by novice users. A preliminary user study shows that users like the overall quality of our system generated movie dialogue lines.
Read the paper:
A Case Base Planning Approach for Dialogue Generation in Digital Movie Design
by Sanjeet Hajarnis, Christina Leber, Hua Ai, Mark Riedl, Ashwin Ram
19th International Conference on Case-Based Reasoning (ICCBR-11), London.www.cc.gatech.edu/faculty/ashwin/papers/er-11-05.pdf