Conference Committees
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Professor Katrienantonio
Naamsestraat 69, Leuven, 01.120 H +32 472 54 15 08 T +32 16 32 67 65 B [email protected] Í katrienantonio.github.io Katrien Antonio katrien-antonio katrienantonio Professor katrienantonio CV with hyperlinks in blue Bio Birth September 9, 1981 (Boom, Belgium) Citizenship Belgian My family Married, living in Mechelen (Belgium) Children: Bas (born 2010) and Rik (born 2012) Education 2013 Teaching Portfolio (onderwijsportfolio), KU Leuven, Leuven, Belgium. Feedback given by peer review committee with prof. Pierre Van Hecke as chair 2009 Basis Kwalificatie Onderwijs, University of Amsterdam and Centrum voor Nascholing, Amsterdam, The Netherlands. Teaching degree for higher education 2003 - 2007 PhD in Mathematics, KU Leuven, Leuven, Belgium. Statistical Tools For Non-Life Insurance: Essays On Claims Reserving And Ratemaking For Panels And Fleets. Promoter: prof. Jan Beirlant, Committee members: prof. Jan Dhaene, dr. Goedele Dierckx, prof. Edward (Jed) Frees, prof. Marc Goovaerts, prof. Wim Schoutens. 2001 - 2003 MSc in Mathematics, KU Leuven, Leuven, Belgium. Obtained summa cum laude. 1999 - 2001 BSc in Mathematics, KU Leuven, Leuven, Belgium. Obtained cum laude. Academic Positions As professor October 1, Professor in Actuarial Science and Insurance Analytics, KU Leuven, Leuven, Belgium. 2017 - now Faculty of Economics and Business, Department of Accountancy, Finance and Insurance, Research Group Insurance 2016 - now Associate Professor in Actuarial Science, University of Amsterdam, Amsterdam, The Netherlands. Faculty of Economics and Business, Amsterdam School of Economics, Section of Actuarial Science and Mathema- tical Finance 2016 - now Visiting Professor, University of Ljubljana, Ljubljana, Slovenia. Faculty of Economics and Business, MSc in Quantitative Finance and Actuarial Sciences 2011 - now Visiting Professor, Collegio Carlo Alberto, Torino, Italy. -
Minutes Template
Global Opportunities & Exchanges. Erasmus Partner University Names and ID Codes Home University Erasmus Home University Country Home University Name ID Code AUSTRIA A KLAGENF01 University of Klagenfurt AUSTRIA A LEOBEN01 Montanuniversitat Leoben AUSTRIA A WIEN01 Universitat Wien (University of Vienna) AUSTRIA A WIEN05 Vienna University of Economics and Business BELGIUM B ANTWERP01 University of Antwerp BELGIUM B BRUSSEL01 Vrije Universiteit Brussel BELGIUM B LEUVEN01 Katholieke Universiteit Leuven BELGIUM B LOUVAIN01 Universite Catholique de Louvain CROATIA HR ZAGREB01 University of Zagreb CYPRUS CY NICOSIA01 University of Cyprus CZECH REPUBLIC CZ BRNO05 Masaryk University Brno CZECH REPUBLIC CZ HRADEC01 The University of Hradec Kralove CZECH REPUBLIC CZ PRAHA07 Univerzita Karlova DENMARK DK ALBORG01 Aalborg University DENMARK DK ARHUS01 Aarhus Universitet DENMARK DK KOBENHA01 The University of Copenhagen DENMARK DK KOBENHA05 Copenhagen Business School DENMARK DK KOBENHA10 The Royal School of Library and Information Science ESTONIA EE TARTU02 University of Tartu FINLAND SF AALTO01 Aalto University FINLAND SF ESP0012 Aalto University School of Business FINLAND SF HELSINK01 University of Helsinki FINLAND SF JYVASKY01 Jyvaskylan yliopisto (University of Jyvaskyla) FINLAND SF TAMPERE02 Tampere University of Technology FINLAND SF TURKU01 University of Turku FRANCE F BORDEAU01 Universite Bordeaux 1 FRANCE F BORDEAU03 Bordeaux Montaigne University FRANCE F BORDEAU41 Universite Montesquieu Bordeaux IV FRANCE F BORDEAU57 Bordeaux Ecole de management -
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 .. -
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. -
Reports of the AAAI 2010 Conference Workshops
Reports Reports of the AAAI 2010 Conference Workshops David W. Aha, Mark Boddy, Vadim Bulitko, Artur S. d’Avila Garcez, Prashant Doshi, Stefan Edelkamp, Christopher Geib, Piotr Gmytrasiewicz, Robert P. Goldman, Alon Halevy, Pascal Hitzler, Charles Isbell, Darsana Josyula, Leslie Pack Kaelbling, Kristian Kersting, Maithilee Kunda, Luis C. Lamb, Bhaskara Marthi, Keith McGreggor, Lilyana Mihalkova, Vivi Nastase, Sriraam Natarajan, Gregory Provan, Anita Raja, Ashwin Ram, Mark Riedl, Stuart Russell, Ashish Sabharwal, Jan-Georg Smaus, Gita Sukthankar, Karl Tuyls, and Ron van der Meyden n The AAAI-10 workshop program was held AI and Fun Sunday and Monday, July 11–12, 2010, at the Westin Peachtree Plaza in Atlanta, Georgia. Interactive entertainment has become a dominant force in the The AAAI-10 workshop program included 13 entertainment sector of the global economy. In 2000, John Laird workshops covering a wide range of topics in and Michael van Lent justified interactive entertainment as a artificial intelligence. The titles of the work - domain of study in AI when they posited that computer games shops were AI and Fun; Bridging the Gap Between Task and Motion Planning; Collabo - could act as test beds for achieving human-level intelligence in ratively Built Knowledge Sources and Artificial computers, leveraging the fidelity of their simulations of real- Intelligence; Goal-Directed Autonomy; Intelli - world dynamics. There is an additional perspective on AI for gent Security; Interactive Decision Theory and games: increasing the engagement and enjoyment of the play - Game Theory; Metacognition for Robust Social er. This perspective is consistent with the perspective of com - Systems; Model Checking and Artificial Intelli - puter game developers. -
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). -
Artificial Intelligence
ARTIFICIAL INTELLIGENCE Automated Decision-making in Catalonia © Catalan Data Protection Authority Barcelona, January 2020 LD: B 2966-2020 Design and layout: Official Journal and Publications Agency Foreword ................................................................................................................................................................................................................... 5 1. Data protection and ethics in automated decision-making ............................................................. 11 2. Ada In ACTION: research fieldwork in Catalonia ........................................................................................... 19 2.1. How artificial intelligence is changing the world ..................................................................................................20 2.2. Automated decision-making algorithm risks ......................................................................................................... 24 2.3. Automated decision-making or support for the decision? .......................................................................29 2.4. Where are ADAs used in Catalonia? Over 50 examples to help you understand… .........32 2.4.1. Healthcare ..............................................................................................................................................................................33 2.4.2. Justice system ..................................................................................................................................................................40 -
Conference Program Contents AAAI-14 Conference Committee
Twenty-Eighth AAAI Conference on Artificial Intelligence (AAAI-14) Twenty-Sixth Conference on Innovative Applications of Artificial Intelligence (IAAI-14) Fih Symposium on Educational Advances in Artificial Intelligence (EAAI-14) July 27 – 31, 2014 Québec Convention Centre Québec City, Québec, Canada Sponsored by the Association for the Advancement of Artificial Intelligence Cosponsored by the AI Journal, National Science Foundation, Microso Research, Google, Amazon, Disney Research, IBM Research, Nuance Communications, Inc., USC/Information Sciences Institute, Yahoo Labs!, and David E. Smith In cooperation with the Cognitive Science Society and ACM/SIGAI Conference Program Contents AAAI-14 Conference Committee AI Video Competition / 7 AAAI acknowledges and thanks the following individuals for their generous contributions of time and Awards / 3–4 energy to the successful creation and planning of the AAAI-14, IAAI-14, and EAAI-14 Conferences. Computer Poker Competition / 7 Committee Chair Conference at a Glance / 5 CRA-W / CDC Events / 4 Subbarao Kambhampati (Arizona State University, USA) Doctoral Consortium / 6 AAAI-14 Program Cochairs EAAI-14 Program / 6 Carla E. Brodley (Northeastern University, USA) Exhibition /24 Peter Stone (University of Texas at Austin, USA) Fun & Games Night / 4 IAAI Chair and Cochair General Information / 25 David Stracuzzi (Sandia National Laboratories, USA) IAAI-14 Program / 11–19 David Gunning (PARC, USA) Invited Presentations / 3, 8–9 EAAI-14 Symposium Chair and Cochair Posters / 4, 23 Registration / 9 Laura -
Traceability and Securing of Results As Essential Challenges of Research in the Digital Age
The Digital Turn in the Sciences and Humanities Traceability and securing of results as essential challenges of research in the digital age April 8-9, 2019 Hörsaalruine Berlin Museum of Medical History Charitéplatz 1, 10117 Berlin DFG About this conference One currently pivotal global challenge for scientific research in the digital age concerns the potential contradiction between (largely) automatized processing of an ever-growing amount of data and the need for validating, verifying and securing results. This two-day conference will illustrate how these essential challenges regarding data provenance, collection, storage, processing and interpretation are tackled in a number of different disciplines such as physics, bioinformatics, materials science and the digital humanities as represented by computational linguistics. In addition to gathering state-of-the- art facts and insights from these different subjects, the conference aims at promoting exchange and reflection from a broader, interdisciplinary perspective. The focus will thereby lie on methodological issues and deliberately refrain from addressing -equally essential- ethical and legal aspects. The conference is part of the Digital Turn in the Sciences and Humanities project of the Head Office of the German Research Foundation (DFG). The DFG Head Office has launched this project to assess the current situation of the sciences and humanities in the digital age. The aim of this work is to put the DFG in a better position to respond to key developments from a scientific point of view -
MARTERIA 03.12.2010 Stuttgart Zapata
MARTERIA 03.12.2010 Stuttgart Zapata Du schaust aus dem Fenster, da unten liegt Kreuzberg zu deinen Füßen. Da drüben ist das »Watergate«, da vorne das »Café Bagdad« und da hinten das »Magnet«. Stimmengewirr, Menschengedränge, Sirenen, Lichter. Es ist flirrend heiß. Du kannst nicht schlafen. Dieses rastlose Berlin ist die Kulisse von »Zum Glück in die Zukunft«. Der Rapper, Texter und Songwriter MARTERIA hat zwölf einzigartige Songs erschaffen, die ein echtes, authentisches Lebensgefühl zwischen Neuköllner Kiezkindern, jungen Müttern vom Prenzlauer Berg und Friedrichshainer Lebenskünstlern auf den Punkt formulieren. Und die trotzdem genau so gut in Eberswalde oder Villingen-Schwenningen funktionieren. Lyrisch wie musikalisch ist »Zum Glück in die Zukunft« laut MARTERIAs Freund und Mentor Jan Delay das beste deutschsprachige HipHop-Album, das in den letzten Jahren erschienen ist. Die Soundarchitekten dieser Platte sind Monk, DJ Illvibe und Berger, zusammen bekannt als The Krauts. Sie haben zusammen mit Peter Fox dessen Soloalbum »Stadtaffe« produziert, das sich bis heute über eine Million Mal verkauft hat, was einer fünffachen Platinauszeichnung entspricht. Um das Album zu schreiben, bezogen MARTERIA und The Krauts vor gut zwei Jahren eine Zweckwohngemeinschaft in einem dänischen Ferienhaus. »Da war nur eine Koppel mit zwei Pferden und das Me er in Sichtweite, du hast ein Eichhörnchen furzen hören«, lacht MARTERIA. In der Sauna wurde die Aufnahmekabine errichtet, in den Schlafzimmern wurden Keyboards und Equipment aufgebaut. Nach zwei Wochen kehrten die Musiker mit einem dicken Batzen Songlayouts zurück. All die Ideen, die MARTERIA in seiner lauten, hektischen Wahlheimat gesammelt hatte, konnte er in der abgeschiedenen Idylle der dänischen Provinz endlich zu Papier bringen. -
Commercial Law
Commercial law Sr. University Country 1. Stanford University U.S.A. 2. Harvard University - Law School U.S.A. 3. Queen's University Canada 4. Yale University - Law School U.S.A. 5. Duke University U.S.A. 6. McGill University Canada 7. New York University (NYU) U.S.A. 8. Columbia University - Law School U.S.A. 9. Northwestern University U.S.A. 10. University of Michigan U.S.A. 11. University of California - Berkeley U.S.A. 12. HEC Montréal Canada 13. University of California - Los Angeles (UCLA) U.S.A. 14. University of Pennsylvania – Law School U.S.A. 15. Georgetown University U.S.A. 16. University of Toronto - Faculty of Law Canada 17. The University of Chicago U.S.A. 18. University of Western Ontario Canada 91. Boston University – School Of Law U.S.A. 02. George Washington University – Law School U.S.A. United 21. University of Oxford, Faculty of Law Kingdom United 22. UCL Kingdom United 23. University Of London – Kings College London Kingdom United 24. University Of London – Queen Mary Kingdom United 25. University of Cambridge Kingdom LSE - London School of Economics and Political Science United 26. LLM - Masters Laws Kingdom United 27. University of Edinburgh – School of Law Kingdom 28. Trinity college Dublin (TCD) – School of Law Ireland Université Panthéon-Assas (Paris II) Magistère de Juriste 29. France d‘Affaires - DJCE 30. University of Rennes I, Faculty of Law and Political Sciences (LAW) France 31. Pierre Mendes-France University, Grenoble, U.F.R., Faculty of law (LAW) France University of Nantes, UFR Law and Political Sciences, Chemin de la 32.