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  • Articles  (262)
  • Blackwell Publishing Ltd  (152)
  • Institute of Physics  (110)
  • American Physical Society (APS)
  • 1995-1999  (262)
  • Computer Science  (262)
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  • Articles  (262)
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  • 1
    Electronic Resource
    Electronic Resource
    Oxford, UK : Blackwell Publishing Ltd
    Computational intelligence 12 (1996), S. 0 
    ISSN: 1467-8640
    Source: Blackwell Publishing Journal Backfiles 1879-2005
    Topics: Computer Science
    Type of Medium: Electronic Resource
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  • 2
    Electronic Resource
    Electronic Resource
    Oxford, UK : Blackwell Publishing Ltd
    Computational intelligence 12 (1996), S. 0 
    ISSN: 1467-8640
    Source: Blackwell Publishing Journal Backfiles 1879-2005
    Topics: Computer Science
    Type of Medium: Electronic Resource
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  • 3
    Electronic Resource
    Electronic Resource
    Oxford, UK : Blackwell Publishing Ltd
    Computational intelligence 12 (1996), S. 0 
    ISSN: 1467-8640
    Source: Blackwell Publishing Journal Backfiles 1879-2005
    Topics: Computer Science
    Notes: This article deals with the problem of providing Kowalski and Sergot's event calculus, extended with context dependency, with an efficient implementation in a logic programming framework. Despite a widespread recognition that a positive solution to efficiency issues is necessary to guarantee the computational feasibility of existing approaches to temporal reasoning, the problem of analyzing the complexity of temporal reasoning programs has been largely overlooked. This article provides a mathematical analysis of the efficiency of query and update processing in the event calculus and defines a cached version of the calculus that (i) moves computational complexity from query to update processing and (ii) features an absolute improvement of performance, because query processing in the event calculus costs much more than update processing in the proposed cached version.
    Type of Medium: Electronic Resource
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  • 4
    Electronic Resource
    Electronic Resource
    Oxford, UK : Blackwell Publishing Ltd
    Computational intelligence 12 (1996), S. 0 
    ISSN: 1467-8640
    Source: Blackwell Publishing Journal Backfiles 1879-2005
    Topics: Computer Science
    Notes: This article presents a formal theory of concurrent actions that handles the qualification, ramification, and frame problems. The theory is capable of temporal explanation, i.e., reasoning forward and backward. The approach uses the modal logic Z to extend the work of Lifschitz and Rabinov on miracle-based temporal reasoning. The advantages of miracles for describing unknown actions are augmented with the ability to handle concurrent actions that can provide for the most economical explanation of state changes. For temporal explanation problems restricted to finite domains, it has a worst-case exponential decision procedure. The theory is as general as first-order logic in what it can express as preconditions and consequences of actions.
    Type of Medium: Electronic Resource
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  • 5
    Electronic Resource
    Electronic Resource
    Oxford, UK : Blackwell Publishing Ltd
    Computational intelligence 12 (1996), S. 0 
    ISSN: 1467-8640
    Source: Blackwell Publishing Journal Backfiles 1879-2005
    Topics: Computer Science
    Notes: The game of Nine Men's Morris is a draw. We obtained this result using a combination of endgame databases (1010 states) and search. Our improved algorithm for computing endgame databases allowed the game to be solved on a personal computer. Other games have been solved using knowledge-based methods to dramatically prune the search tree. Nine Men's Morris does not seem to profit from such methods, making it the first nontrivial game solved in which almost the entire state space has to be considered.
    Type of Medium: Electronic Resource
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  • 6
    Electronic Resource
    Electronic Resource
    Oxford, UK : Blackwell Publishing Ltd
    Computational intelligence 12 (1996), S. 0 
    ISSN: 1467-8640
    Source: Blackwell Publishing Journal Backfiles 1879-2005
    Topics: Computer Science
    Notes: It is believed that chess masters use pattern-based knowledge to analyze a position, followed by a pattern-based controlled search to verify or correct the analysis. This paper describes a first-order system called PAL that can learn patterns in the form of Horn clauses from simple example descriptions and general purpose knowledge. It is shown how PAL can leam chess patterns that are beyond the learning capabilities of current inductive systems. The patterns learned by PAL can be used for analysis of positions and for the construction of playing strategies. By taking the learned patterns as attributes for describing examples, a set of rules which decide whether a Pawn can safely be promoted without moving the King in a King and Pawn vs King endgame, is automatically constructed with a similarity-based learning algorithm. Similarly, a playing strategy for the King and Rook vs King endgame is automatically constructed with a simple learning algorithm by following traces of games and using the patterns learned by PAL. Limitations of first-order systems, PAL imparticularly, are exposed in domains where a large number of background definitions may be required for induction. Conclusions and future research directions are given.
    Type of Medium: Electronic Resource
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  • 7
    Electronic Resource
    Electronic Resource
    Oxford, UK : Blackwell Publishing Ltd
    Computational intelligence 12 (1996), S. 0 
    ISSN: 1467-8640
    Source: Blackwell Publishing Journal Backfiles 1879-2005
    Topics: Computer Science
    Notes: Games with imperfect information are an interesting and important class of games. They include most card games (e.g., bridge and poker) as well as many economic and political models. Here we investigate algorithms for findi ng the simplest form of a solution (a pure-strategy equilibrium point) to imperfect information games expressed in their extensive (game tree) form. We introduce to the artificial intelligence community a classic algorithm, due to Wilson, that solves one-player games with perfect recall. Wilson's algorithm, which we call iMP-minimax, runs in time linear in the size of the game-tree searched. In contrast to Wilson's result, Koller and Meggido have shown that finding a pure-strategy equilibrium point in one-player games without perfect recall is NP-hard. Here, we provide another contrast to Wilson's result–we show that in games with perfect recall but more than one player, finding a pure-strategy equilibrium point, given that such an equilibrium point exists, is NP-hard.Our second contribution is to present a pruning technique for Wilson's IMP-minimax algorithm to make the latter more tractable. We call this new algorithm IMP-alpha-beta. We provide a theoretical framework (model) and analyze IMP-alpha-beta in that model. IMP-alpha-beta is of direct value for one-player, perfect-recall games. It also has strong potential for other imperfect information games, as it is a natural (but as yet untested) heuristic in those cases.
    Type of Medium: Electronic Resource
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  • 8
    Electronic Resource
    Electronic Resource
    Oxford, UK : Blackwell Publishing Ltd
    Computational intelligence 12 (1996), S. 0 
    ISSN: 1467-8640
    Source: Blackwell Publishing Journal Backfiles 1879-2005
    Topics: Computer Science
    Notes: Allen's interval algebra has been shown to be useful for representing plans. We present a strengthened algorithm for temporal reasoning about plans, which improves on straightforward applications of the existing reasoning algorithms for the algebra. This is made possible by viewing plans as both temporal networks and hierarchical structures. The temporal network view allows us to check for inconsistencies as well as propagate the effects of new temporal constraints, whereas the hierarchical view helps us to get the strengthened results by taking into account the dependency relationships between actions.We further apply our algorithm to the process of plan recognition through the analysis of natural language input. We show that such an application has two useful effects: the temporal relations derived from the natural language input can be used as constraints to reduce the number of candidate plans, and the derived constraints can be made more specific by combining them with the prestored constraints in the plans being recognized.
    Type of Medium: Electronic Resource
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  • 9
    Electronic Resource
    Electronic Resource
    Oxford, UK : Blackwell Publishing Ltd
    Computational intelligence 12 (1996), S. 0 
    ISSN: 1467-8640
    Source: Blackwell Publishing Journal Backfiles 1879-2005
    Topics: Computer Science
    Notes: Since Samuel's work on checkers over thirty years ago, much effort has been devoted to learning evaluation functions. However, all such methods are sensitive to the feature set chosen to represent the examples. If the features do not capture aspects of the examples significant for problem solving, the learned evaluation function may be inaccurate or inconsistent. Typically, good feature sets are carefully handcrafted and a great deal of time and effort goes into refining and tuning them. This paper presents an automatic knowledge-based method for generating features for evaluation functions. The feature set is developed iteratively: features are generated, then evaluated, and this information is used to develop new features in turn. Both the contribution of a feature and its computational expense are considered in determining whether and how to develop it further.This method has been applied to two problem-solving domains: the Othello board game and the domain of telecommunications network management. Empirical results show that the method is able to generate many known features and several novel features and to improve concept accuracy in both domains.
    Type of Medium: Electronic Resource
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  • 10
    Electronic Resource
    Electronic Resource
    Oxford, UK : Blackwell Publishing Ltd
    Computational intelligence 12 (1996), S. 0 
    ISSN: 1467-8640
    Source: Blackwell Publishing Journal Backfiles 1879-2005
    Topics: Computer Science
    Notes: Although game-tree search works well in perfect-information games, it is less suitable for imperfect-information games such as contract bridge. The lack of knowledge about the opponents’ possible moves gives the game tree a very large branching factor, making it impossible to search a significant portion of this tree in a reasonable amount of time.This paper describes our approach for overcoming this problem. We represent information about bridge in a task network extended to represent multi-agency and uncertainty. Our game-playing procedure uses this task network to generate game trees in which the set of alternative choices is determined not by the set of possible actions, but by the set of available tactical and strategic schemes.We have tested this approach on declarer play in the game of bridge, in an implementation called Tignum 2. On 5000 randomly generated notrump deals, Tignum 2 beat the strongest commercially available program by 1394 to 1302, with 2304 ties. These results are statistically significant at the α= 0.05 level. Tignum 2 searched an average of only 8745.6 moves per deal in an average time of only 27.5 seconds per deal on a Sun SPARCstation 10. Further enhancements to Tignum 2 are currently underway.
    Type of Medium: Electronic Resource
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