Ary, a General Game Playing Program
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AAAI 2008 Workshop Reports
University of Pennsylvania ScholarlyCommons Technical Reports (CIS) Department of Computer & Information Science 5-2009 AAAI 2008 Workshop Reports Mark Dredze University of Pennsylvania, [email protected] Follow this and additional works at: https://repository.upenn.edu/cis_reports Recommended Citation Mark Dredze, "AAAI 2008 Workshop Reports", . May 2009. Sarabjot Singh Anand, Razvan Bunescu, Vitor Carvalho, Jan Chomicki, Vincent Conitzer, Michael T Cox, Virginia Dignum, Zachary Dodds, Mark Dredze, David Furcy, Evgeniy Gabrilovich, Mehmet H Göker, Hans Guesgen, Haym Hirsh, Dietmar Jannach, Ulrich Junker. (2009, April). AAAI 2008 Workshop Reports. AI Magazine, 30(1), 108-118. Copyright AAAI 2009. The copies do not imply AAAI endorsement of a product or a service of the employer, and that the copies are not for sale. Publisher URL: http://proquest.umi.com/ pqdlink?did=1680350011&sid=1&Fmt=2&clientId=3748&RQT=309&VName=PQD This paper is posted at ScholarlyCommons. https://repository.upenn.edu/cis_reports/904 For more information, please contact [email protected]. AAAI 2008 Workshop Reports Abstract AAAI was pleased to present the AAAI-08 Workshop Program, held Sunday and Monday, July 13-14, in Chicago, Illinois, USA. The program included the following 15 workshops: Advancements in POMDP Solvers; AI Education Workshop Colloquium; Coordination, Organizations, Institutions, and Norms in Agent Systems, Enhanced Messaging; Human Implications of Human-Robot Interaction; Intelligent Techniques for Web Personalization and Recommender Systems; Metareasoning: Thinking about Thinking; Multidisciplinary Workshop on Advances in Preference Handling; Search in Artificial Intelligence and Robotics; Spatial and Temporal Reasoning; Trading Agent Design and Analysis; Transfer Learning for Complex Tasks; What Went Wrong and Why: Lessons from AI Research and Applications; and Wikipedia and Artificial Intelligence: An vE olving Synergy. -
The Founder of the Creative Destruction Lab Describes Its Moonshot Mission to Create a Canadian AI Ecosystem
The founder of the Creative Destruction Lab describes its moonshot mission to create a Canadian AI ecosystem. Thought Leader Interview: by Karen Christensen Describe what happens at the Creative Destruction Lab by companies that went through the Lab. When we finished our (CDL). fifth year in June 2017, we had exceeded $1.4 billion in equity The CDL is a seed-stage program for massively scalable science- value created. based companies. Some start-ups come from the University of Toronto community, but we now also receive applications from What exactly does the Lab provide to entrepreneurs? Europe, the U.S. (including Silicon Valley), Israel and Asia. Start-up founders benefit from a structured, objectives-oriented We launched the program in September 2012, and each process that increases their probability of success. The process is autumn since, we’ve admitted a new cohort of start-ups into orchestrated by the CDL team, while CDL Fellows and Associ- the program. Most companies that we admit have developed a ates generate the objectives. Objective-setting is a cornerstone working prototype or proof of concept. The most common type of the process. Every eight weeks the Fellows and Associates set of founder is a recently graduated PhD in Engineering or Com- three objectives for the start-ups to achieve, at the exclusion of puter Science who has spent several years working on a problem everything else. In other words, they define clear goals for an and has invented something at the frontier of their field. eight week ‘sprint’. Objectives can be business, technnology or The program does not guarantee financing, but the majority HR-oriented. -
Ai12-General-Game-Playing-Pre-Handout
Introduction GDL GGP Alpha Zero Conclusion References Artificial Intelligence 12. General Game Playing One AI to Play All Games and Win Them All Jana Koehler Alvaro´ Torralba Summer Term 2019 Thanks to Dr. Peter Kissmann for slide sources Koehler and Torralba Artificial Intelligence Chapter 12: GGP 1/53 Introduction GDL GGP Alpha Zero Conclusion References Agenda 1 Introduction 2 The Game Description Language (GDL) 3 Playing General Games 4 Learning Evaluation Functions: Alpha Zero 5 Conclusion Koehler and Torralba Artificial Intelligence Chapter 12: GGP 2/53 Introduction GDL GGP Alpha Zero Conclusion References Deep Blue Versus Garry Kasparov (1997) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 4/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Deep Blue Can Play 1 Chess Koehler and Torralba Artificial Intelligence Chapter 12: GGP 5/53 Introduction GDL GGP Alpha Zero Conclusion References Chinook Versus Marion Tinsley (1992) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 6/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Chinook Can Play 1 Checkers Koehler and Torralba Artificial Intelligence Chapter 12: GGP 7/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play 1 Chess 2 Checkers 3 Chinese Checkers 4 Connect Four 5 Tic-Tac-Toe 6 ... Koehler and Torralba Artificial Intelligence Chapter 12: GGP 8/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play (Ctd.) 5 ... 18 Zhadu 6 Othello 19 Pancakes 7 Nine Men's Morris 20 Quarto 8 15-Puzzle 21 Knight's Tour 9 Nim 22 n-Queens 10 Sudoku 23 Blob Wars 11 Pentago 24 Bomberman (simplified) 12 Blocker 25 Catch a Mouse 13 Breakthrough 26 Chomp 14 Lights Out 27 Gomoku 15 Amazons 28 Hex 16 Knightazons 29 Cubicup 17 Blocksworld 30 .. -
A Strategic Metagame Player for General Chesslike Games
From: AAAI Technical Report FS-93-02. Compilation copyright © 1993, AAAI (www.aaai.org). All rights reserved. A Strategic Metagame Player for General Chess-Like Games Barney Pell* Computer Laboratory University of Cambridge Cambridge, CB2 3QG, UK b dp((~cl c am. ac Abstract game will transfer also to new games. Such criteria in- clude the use of learning and planning, and the ability This paper reviews the concept of Metagameand to play more than one game. discusses the implelnentation of METAGAMER,a program which plays Metagame in the class of 1.1 Bias when using Existing Games symmetric chess-like games, which includes chess, However,even this generality-oriented research is sub- Chinese-chess, checkers, draughts, and Shogi. The ject to a potential methodological bias. As the human l)rogram takes as input the rules of a specific game researchers know at the time of program-development and analyses those rules to construct for that game which specific game or games the program will be tested an efficient representation and an evaluation func- on, it is possible that they import the results of their tion, both for use with a generic search engine. The own understanding of the game dh’ectly into their pro- strategic analysis performed by the program relates gn’am. In this case, it becomes difficult to determine a set of general knowledgesources to the details of whether the subsequent performance of the program the particular game. Amongother properties, this is due to the general theory it implements, or merely analysis determines the relative value of the differ- to the insightful observations of its developer about the eat pieces in a given game. -
Towards General Game-Playing Robots: Models, Architecture and Game Controller
Towards General Game-Playing Robots: Models, Architecture and Game Controller David Rajaratnam and Michael Thielscher The University of New South Wales, Sydney, NSW 2052, Australia fdaver,[email protected] Abstract. General Game Playing aims at AI systems that can understand the rules of new games and learn to play them effectively without human interven- tion. Our paper takes the first step towards general game-playing robots, which extend this capability to AI systems that play games in the real world. We develop a formal model for general games in physical environments and provide a sys- tems architecture that allows the embedding of existing general game players as the “brain” and suitable robotic systems as the “body” of a general game-playing robot. We also report on an initial robot prototype that can understand the rules of arbitrary games and learns to play them in a fixed physical game environment. 1 Introduction General game playing is the attempt to create a new generation of AI systems that can understand the rules of new games and then learn to play these games without human intervention [5]. Unlike specialised systems such as the chess program Deep Blue, a general game player cannot rely on algorithms that have been designed in advance for specific games. Rather, it requires a form of general intelligence that enables the player to autonomously adapt to new and possibly radically different problems. General game- playing systems therefore are a quintessential example of a new generation of software that end users can customise for their own specific tasks and special needs. -
Lukas Biewald
Lukas Biewald 823 Capp St., San Francisco, CA 94110 (650) 804 5470 lukas@crowdflower.com Awards Netexplorateur of the Year http://www.netexplorateur.org/ (2010) TechCrunch 50 http://techcrunch50.com (2009) First Place, Caltech Turing Tournament http://turing.ssel.caltech.edu Work Founder, CEO: CrowdFlower 2008 — Present • Built leading Labor-on-Demand company from the ground up. Designed and coded core technology. Built customer base up from nothing to 100 customers including several Fortune-500 companies. Hired 25 employees. • Raised two rounds of financing totalling $6.2 million in 2009 in tough economic climate from well-known angels and VCs including Trinity, Bessemer, Founders´ Fund, Auren Hoffman, Aydin Senkut, Manu Kumar, Gary Kremen and Travis Kalanick. Senior Scientist: Powerset 2007 — 2008 • As the 20th employee, created and led two core teams: metrics and search ranking. • Developed the Amazon Mechanical Turk interface, identified as a key technology in Microsoft’s $100 million acquisition. Relevance Engineer, Engineering Manager: Yahoo! Inc. 2005 — 2007 • Technical lead for research, development and deployment of new web search ranking functions in five major markets. • Chosen as most productive employee in Applied Science business unit year end review. Research Assistant: Stanford AI Lab (sail.stanford.edu) 2003 — 2004 • Researched word-sense disambiguation, machine translation and Japanese word segmentation. • Published two papers with over 100 citations. Education Stanford University 1998 — 2004 BS in Mathematical and Computational Science with Honors (2003) MS in Computer Science with Concentration in Artificial Intelligence (2004) Publications David Vickrey, Lukas Biewald, Marc Teyssier, and Daphne Koller Word-Sense Disambiguation for Machine Translation. Conference on Empirical Methods in Natural Language Processing (EMNLP), 2005. -
Artificial General Intelligence in Games: Where Play Meets Design and User Experience
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by The IT University of Copenhagen's Repository ISSN 2186-7437 NII Shonan Meeting Report No.130 Artificial General Intelligence in Games: Where Play Meets Design and User Experience Ruck Thawonmas Julian Togelius Georgios N. Yannakakis March 18{21, 2019 National Institute of Informatics 2-1-2 Hitotsubashi, Chiyoda-Ku, Tokyo, Japan Artificial General Intelligence in Games: Where Play Meets Design and User Experience Organizers: Ruck Thawonmas (Ritsumeikan University, Japan) Julian Togelius (New York University, USA) Georgios N. Yannakakis (University of Malta, Malta) March 18{21, 2019 Plain English summary (lay summary): Arguably the grand goal of artificial intelligence (AI) research is to pro- duce machines that can solve multiple problems, not just one. Until recently, almost all research projects in the game AI field, however, have been very specific in that they focus on one particular way in which intelligence can be applied to video games. Most published work describes a particu- lar method|or a comparison of two or more methods|for performing a single task in a single game. If an AI approach is only tested on a single task for a single game, how can we argue that such a practice advances the scientific study of AI? And how can we argue that it is a useful method for a game designer or developer, who is likely working on a completely different game than the method was tested on? This Shonan meeting aims to discuss three aspects on how to generalize AI in games: how to play any games, how to model any game players, and how to generate any games, plus their potential applications. -
PAI2013 Popularize Artificial Intelligence
Matteo Baldoni Federico Chesani Paola Mello Marco Montali (Eds.) PAI2013 Popularize Artificial Intelligence AI*IA National Workshop “Popularize Artificial Intelligence” Held in conjunction with AI*IA 2013 Turin, Italy, December 5, 2013 Proceedings PAI 2013 Home Page: http://aixia2013.i-learn.unito.it/course/view.php?id=4 Copyright c 2013 for the individual papers by the papers’ authors. Copying permitted for private and academic purposes. Re-publication of material from this volume requires permission by the copyright owners. Sponsoring Institutions Associazione Italiana per l’Intelligenza Artificiale Editors’ addresses: University of Turin DI - Dipartimento di Informatica Corso Svizzera, 185 10149 Torino, ITALY [email protected] University of Bologna DISI - Dipartimento di Informatica - Scienza e Ingegneria Viale Risorgimento, 2 40136 Bologna, Italy [email protected] [email protected] Free University of Bozen-Bolzano Piazza Domenicani, 3 39100 Bolzano, Italy [email protected] Preface The 2nd Workshop on Popularize Artificial Intelligence (PAI 2013) follows the successful experience of the 1st edition, held in Rome 2012 to celebrate the 100th anniversary of Alan Turing’s birth. It is organized as part of the XIII Conference of the Italian Association for Artificial Intelligence (AI*IA), to celebrate another important event, namely the 25th anniversary of AI*IA. In the same spirit of the first edition, PAI 2013 aims at divulging the practical uses of Artificial Intelligence among researchers, practitioners, teachers and stu- dents. 13 contributions were submitted, and accepted after a reviewing process that produced from 2 to 3 reviews per paper. Papers have been grouped into three main categories: student experiences inside AI courses (8 contributions), research and academic experiences (4 contributions), and industrial experiences (1 contribution). -
Autonomous Horizons: the Way Forward Is a Product of the Office Air University Press 600 Chennault Circle, Bldg 1405 of the US Air Force Chief Scientist (AF/ST)
Autonomous Horizons The Way Forward A vision for Air Force senior leaders of the potential for autonomous systems, and a general framework for the science and technology community to advance the state of the art Dr. Greg L. Zacharias Chief Scientist of the United States Air Force 2015–2018 The second volume in a series introduced by: Autonomous Horizons: Autonomy in the Air Force – A Path to the Future, Volume 1: Human Autonomy Teaming (AF/ST TR 15-01) March 2019 Air University Press Curtis E. LeMay Center for Doctrine Development and Education Maxwell AFB, Alabama Chief of Staff, US Air Force Library of Congress Cataloging-in-Publication Data Gen David L. Goldfein Names: Zacharias, Greg, author. | Air University (U.S.). Press, publisher. Commander, Air Education and Training | United States. Department of Defense. United States Air Force. Command Title: Autonomous horizons : the way forward / by Dr. Greg L. Zacha- Lt Gen Steven L. Kwast rias. Description: First edition. | Maxwell Air Force Base, AL : AU Press, 2019. “Chief Scientist for the United States Air Force.” | Commander and President, Air University Lt Gen Anthony J. Cotton “January 2019.” |Includes bibliographical references. Identifiers: LCCN 2018061682 | ISBN 9781585662876 Commander, Curtis E. LeMay Center for Subjects: LCSH: Aeronautics, Military—Research—United States. | Doctrine Development and Education United States. Air Force—Automation. | Artificial intelligence— Maj Gen Michael D. Rothstein Military applications—United States. | Intelligent control systems. | Autonomic -
Arxiv:2002.10433V1 [Cs.AI] 24 Feb 2020 on Game AI Was in a Niche, Largely Unrecognized by Have Certainly Changed in the Last 10 to 15 Years
From Chess and Atari to StarCraft and Beyond: How Game AI is Driving the World of AI Sebastian Risi and Mike Preuss Abstract This paper reviews the field of Game AI, strengthening it (e.g. [45]). The main arguments have which not only deals with creating agents that can play been these: a certain game, but also with areas as diverse as cre- ating game content automatically, game analytics, or { By tackling game problems as comparably cheap, player modelling. While Game AI was for a long time simplified representatives of real world tasks, we can not very well recognized by the larger scientific com- improve AI algorithms much easier than by model- munity, it has established itself as a research area for ing reality ourselves. developing and testing the most advanced forms of AI { Games resemble formalized (hugely simplified) mod- algorithms and articles covering advances in mastering els of reality and by solving problems on these we video games such as StarCraft 2 and Quake III appear learn how to solve problems in reality. in the most prestigious journals. Because of the growth of the field, a single review cannot cover it completely. Therefore, we put a focus on important recent develop- Both arguments have at first nothing to do with ments, including that advances in Game AI are start- games themselves but see them as a modeling / bench- ing to be extended to areas outside of games, such as marking tools. In our view, they are more valid than robotics or the synthesis of chemicals. In this article, ever. -
Conference Program
AAAI-07 / IAAI-07 Based on an original photograph courtesy, Tourism Vancouver. Conference Program Twenty-Second AAAI Conference on Artificial Intelligence (AAAI-07) Nineteenth Conference on Innovative Applications of Artificial Intelligence (IAAI-07) July 22 – 26, 2007 Hyatt Regency Vancouver Vancouver, British Columbia, Canada Sponsored by the Association for the Advancement of Artificial Intelligence Cosponsored by the National Science Foundation, Microsoft Research, Michael Genesereth, Google, Inc., NASA Ames Research Center, Yahoo! Research Labs, Intel, USC/Information Sciences Institute, AICML/University of Alberta, ACM/SIGART, The Boeing Company, IISI/Cornell University, IBM Research, and the University of British Columbia Tutorial Forum Cochairs Awards Contents Carla Gomes (Cornell University) Andrea Danyluk (Williams College) All AAAI-07, IAAI-07, AAAI Special Awards, Acknowledgments / 2 Workshop Cochairs and the IJCAI-JAIR Best Paper Prize will be AI Video Competition / 18 Bob Givan (Purdue University) presented Tuesday, July 24, 8:30–9:00 AM, Simon Parsons (Brooklyn College, CUNY) Awards / 2–3 in the Regency Ballroom on the Convention Competitions / 18–19 Doctoral Consortium Chair and Cochair Level. Computer Poker Competition / 18 Terran Lane (The University of New Mexico) Conference at a Glance / 5 Colleen van Lent (California State University Doctoral Consortium / 4 Long Beach) AAAI-07 Awards Exhibition / 16 Student Abstract and Poster Cochairs Presented by Robert C. Holte and Adele General Game Playing Competition / 18 Mehran Sahami (Google Inc.) Howe, AAAI-07 program chairs. General Information / 19–20 Kiri Wagstaff (Jet Propulsion Laboratory) AAAI-07 Outstanding Paper Awards IAAI-07 Program / 8–13 Matt Gaston (University of Maryland, PLOW: A Collaborative Task Learning Agent Intelligent Systems Demos / 17 Baltimore County) James Allen, Nathanael Chambers, Invited Talks / 3, 7 Intelligent Systems Demonstrations George Ferguson, Lucian Galescu, Hyuckchul Man vs. -
The Semantic
The Fate of the Semantic Web Technology experts and stakeholders who participated in a recent survey believe online information will continue to be organized and made accessible in smarter and more useful ways in coming years, but there is stark dispute about whether the improvements will match the visionary ideals of those who are working to build the semantic web. Janna Quitney Anderson, Elon University Lee Rainie, Pew Research Center’s Internet & American Life Project May 4, 2010 Pew Research Center’s Internet & American Life Project An initiative of the Pew Research Center 1615 L St., NW – Suite 700 Washington, D.C. 20036 202‐419‐4500 | pewInternet.org This publication is part of a Pew Research Center series that captures people’s expectations for the future of the Internet, in the process presenting a snapshot of current attitudes. Find out more at: http://www.pewInternet.org/topics/Future‐of‐the‐Internet.aspx and http://www.imaginingtheinternet.org. 1 Overview Sir Tim Berners‐Lee, the inventor of the World Wide Web, has worked along with many others in the Internet community for more than a decade to achieve his next big dream: the semantic web. His vision is a web that allows software agents to carry out sophisticated tasks for users, making meaningful connections between bits of information so “computers can perform more of the tedious work involved in finding, combining, and acting upon information on the web.”1 The concept of the semantic web has been fluid and evolving and never quite found a concrete expression and easily‐understood application that could be grasped readily by ordinary Internet users.