Posts Tagged ‘goal-driven learning’

Real-Time Case-Based Reasoning for Interactive Digital Entertainment

(Click image to view the video – it’s near the bottom of the new page.) User-generated content is everywhere: photos, videos, news, blogs, art, music, and every other type of digital media on the Social Web. Games are no exception. From strategy games to immersive virtual worlds, game players are increasingly engaged in creating and sharing [...]

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Meta-Level Behavior Adaptation in Real-Time Strategy Games

AI agents designed for real-time settings need to adapt themselves to changing circumstances to improve their performance and remedy their faults. Agents typically designed for computer games, however, lack this ability. The lack of adaptivity causes a break in player experience when they repeatedly fail to behave properly in circumstances unforeseen by the game designers. [...]

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Run-Time Behavior Adaptation for Real-Time Interactive Games

Intelligent agents working in real-time domains need to adapt to changing circumstance so that they can improve their performance and avoid their mistakes. AI agents designed for interactive games, however, typically lack this ability. Game agents are traditionally implemented using static, hand-authored behaviors or scripts that are brittle to changing world dynamics and cause a [...]

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Goal-Driven Learning in the GILA Integrated Intelligence Architecture

Goal Driven Learning (GDL) focuses on systems that determine by themselves what has to be learned and how to learn it. Typically GDL systems use meta-reasoning capabilities over a base reasoner, identifying learning goals and devising strategies. In this paper we present a novel GDL technique to deal with complex AI systems where the meta-reasoning [...]

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Using First Order Inductive Learning as an Alternative to a Simulator in a Game Artificial Intelligence

Currently many game artificial intelligences attempt to determine their next moves by using a simulator to predict the effect of actions in the world. However, writing such a simulator is time-consuming, and the simulator must be changed substantially whenever a detail in the game design is modified. As such, this research project set out to [...]

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New Directions in Goal-Driven Learning

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 [...]

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Introspective Multistrategy Learning: On the Construction of Learning Strategies

A central problem in multistrategy learning systems is the selection and sequencing of machine learning algorithms for particular situations. This is typically done by the system designer who analyzes the learning task and implements the appropriate algorithm or sequence of algorithms for that task. We propose a solution to this problem which enables an AI [...]

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Invention as an Opportunistic Enterprise

This paper identifies goal handling processes that begin to account for the kind of processes involved in invention. We identify new kinds of goals with special properties and mechanisms for processing such goals, as well as means of integrating opportunism, deliberation, and social interaction into goal/plan processes. We focus on invention goals, which address significant [...]

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Case-Based Planning to Learn

Learning can be viewed as a problem of planning a series of modifications to memory. We adopt this view of learning and propose the applicability of the case-based planning methodology to the task of planning to learn. We argue that relatively simple, fine-grained primitive inferential operators are needed to support flexible planning. We show that [...]

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Multi-Plan Retrieval and Adaptation in an Experience-Based Agent

The real world has many properties that present challenges for the design of intelligent agents: it is dynamic, unpredictable, and independent, poses poorly structured problems, and places bounds on the resources available to agents. Agents that opearate in real worlds need a wide range of capabilities to deal with them: memory, situation analysis, situativity, resource-bounded [...]

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