73 resultados para planning (artificial intelligence)
em CentAUR: Central Archive University of Reading - UK
Resumo:
Artificial Intelligence: The Basics is a concise and cutting-edge introduction to the fast moving world of AI. The author Kevin Warwick, a pioneer in the field, examines issues of what it means to be man or machine and looks at advances in robotics which have blurred the boundaries. Topics covered include: how intelligence can be defined, whether machines can 'think', sensory input in machine systems, the nature of consciousness, the controversial culturing of human neurons. Exploring issues at the heart of the subject, this book is suitable for anyone interested in AI, and provides an illuminating and accessible introduction to this fascinating subject.
Resumo:
Planning is one of the key problems for autonomous vehicles operating in road scenarios. Present planning algorithms operate with the assumption that traffic is organised in predefined speed lanes, which makes it impossible to allow autonomous vehicles in countries with unorganised traffic. Unorganised traffic is though capable of higher traffic bandwidths when constituting vehicles vary in their speed capabilities and sizes. Diverse vehicles in an unorganised exhibit unique driving behaviours which are analysed in this paper by a simulation study. The aim of the work reported here is to create a planning algorithm for mixed traffic consisting of both autonomous and non-autonomous vehicles without any inter-vehicle communication. The awareness (e.g. vision) of every vehicle is restricted to nearby vehicles only and a straight infinite road is assumed for decision making regarding navigation in the presence of multiple vehicles. Exhibited behaviours include obstacle avoidance, overtaking, giving way for vehicles to overtake from behind, vehicle following, adjusting the lateral lane position and so on. A conflict of plans is a major issue which will almost certainly arise in the absence of inter-vehicle communication. Hence each vehicle needs to continuously track other vehicles and rectify plans whenever a collision seems likely. Further it is observed here that driver aggression plays a vital role in overall traffic dynamics, hence this has also been factored in accordingly. This work is hence a step forward towards achieving autonomous vehicles in unorganised traffic, while similar effort would be required for planning problems such as intersections, mergers, diversions and other modules like localisation.
Resumo:
One of the most challenging tasks in financial management for large governmental and industrial organizations is Planning and Budgeting (P&B). The processes involved with P&B are cost and time intensive, especially when dealing with uncertainties and budget adjustments during the planning horizon. This work builds on our previous research in which we proposed and evaluated a fuzzy approach that allows optimizing the budget interactively beyond the initial planning stage. In this research we propose an extension that handles financial stress (i.e. drastic budget cuts) occurred during the budget period. This is done by introducing fuzzy stress parameters which are used to re-distribute the budget in order to minimize the negative impact of the financial stress. The benefits and possible issues of this approach are analyzed critically using a real world case study from the Nuremberg Institute of Technology (NIT). Additionally, ongoing and future research directions are presented.
Resumo:
In this paper we describe how we generated written explanations to ‘indirect users’ of a knowledge-based system in the domain of drug prescription. We call ‘indirect users’ the intended recipients of explanations, to distinguish them from the prescriber (the ‘direct’ user) who interacts with the system. The Explanation Generator was designed after several studies about indirect users' information needs and physicians' explanatory attitudes in this domain. It integrates text planning techniques with ATN-based surface generation. A double modeling component enables adapting the information content, order and style to the indirect user to whom explanation is addressed. Several examples of computer-generated texts are provided, and they are contrasted with the physicians' explanations to discuss advantages and limits of the approach adopted.
Resumo:
In this article, we provide an initial insight into the study of MI and what it means for a machine to be intelligent. We discuss how MI has progressed to date and consider future scenarios in a realistic and logical way as much as possible. To do this, we unravel one of the major stumbling blocks to the study of MI, which is the field that has become widely known as "artificial intelligence"
Resumo:
In this paper, practical generation of identification keys for biological taxa using a multilayer perceptron neural network is described. Unlike conventional expert systems, this method does not require an expert for key generation, but is merely based on recordings of observed character states. Like a human taxonomist, its judgement is based on experience, and it is therefore capable of generalized identification of taxa. An initial study involving identification of three species of Iris with greater than 90% confidence is presented here. In addition, the horticulturally significant genus Lithops (Aizoaceae/Mesembryanthemaceae), popular with enthusiasts of succulent plants, is used as a more practical example, because of the difficulty of generation of a conventional key to species, and the existence of a relatively recent monograph. It is demonstrated that such an Artificial Neural Network Key (ANNKEY) can identify more than half (52.9%) of the species in this genus, after training with representative data, even though data for one character is completely missing.
Resumo:
Deception-detection is the crux of Turing’s experiment to examine machine thinking conveyed through a capacity to respond with sustained and satisfactory answers to unrestricted questions put by a human interrogator. However, in 60 years to the month since the publication of Computing Machinery and Intelligence little agreement exists for a canonical format for Turing’s textual game of imitation, deception and machine intelligence. This research raises from the trapped mine of philosophical claims, counter-claims and rebuttals Turing’s own distinct five minutes question-answer imitation game, which he envisioned practicalised in two different ways: a) A two-participant, interrogator-witness viva voce, b) A three-participant, comparison of a machine with a human both questioned simultaneously by a human interrogator. Using Loebner’s 18th Prize for Artificial Intelligence contest, and Colby et al.’s 1972 transcript analysis paradigm, this research practicalised Turing’s imitation game with over 400 human participants and 13 machines across three original experiments. Results show that, at the current state of technology, a deception rate of 8.33% was achieved by machines in 60 human-machine simultaneous comparison tests. Results also show more than 1 in 3 Reviewers succumbed to hidden interlocutor misidentification after reading transcripts from experiment 2. Deception-detection is essential to uncover the increasing number of malfeasant programmes, such as CyberLover, developed to steal identity and financially defraud users in chatrooms across the Internet. Practicalising Turing’s two tests can assist in understanding natural dialogue and mitigate the risk from cybercrime.
Resumo:
For fifty years, computer chess has pursued an original goal of Artificial Intelligence, to produce a chess-engine to compete at the highest level. The goal has arguably been achieved, but that success has made it harder to answer questions about the relative playing strengths of man and machine. The proposal here is to approach such questions in a counter-intuitive way, handicapping or stopping-down chess engines so that they play less well. The intrinsic lack of man-machine games may be side-stepped by analysing existing games to place computer engines as accurately as possible on the FIDE ELO scale of human play. Move-sequences may also be assessed for likelihood if computer-assisted cheating is suspected.