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MineObserver 2.0 is an AI framework that uses Computer Vision and Natural Language Processing for assessing the accuracy of learner-generated descriptions of Minecraft images that include some scientifically relevant content. The system…
Planning in adversarial and uncertain environments can be modeled as the problem of devising strategies in stochastic perfect information games. These games are generalizations of Markov decision processes (MDPs): there are two…
Explainable artificial intelligence techniques are developed at breakneck speed, but suitable evaluation approaches lag behind. With explainers becoming increasingly complex and a lack of consensus on how to assess their utility, it is…
Novel user interfaces based on artificial intelligence, such as natural-language agents, present new categories of engineering challenges. These systems need to cope with uncertainty and ambiguity, interface with machine learning…
We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of…
Previous approaches to constructing abstractions for control systems rely on geometric conditions or, in the case of an interconnected control system, a condition on the interconnection topology. Since these conditions are not always…
Effective planning in the real world requires not only world knowledge, but the ability to leverage that knowledge to build the right representation of the task at hand. Decades of hierarchical planning techniques have used domain-specific…
In this paper, we develop a framework for path-planning on abstractions that are not provided to the agent a priori but instead emerge as a function of the available computational resources. We show how a path-planning problem in an…
For many years, Herlihy's elegant computability based Consensus Hierarchy has been our best explanation of the relative power of various types of multiprocessor synchronization objects when used in deterministic algorithms. However, key to…
Efficient planning in continuous state and action spaces is fundamentally hard, even when the transition model is deterministic and known. One way to alleviate this challenge is to perform bilevel planning with abstractions, where a…
Software architecture is inherently knowledge-centric. The architectural knowledge is distributed across heterogeneous software artifacts such as requirements documents, design diagrams, code, and documentation, making it difficult for…
We discuss here constraint programming (CP) by using a proof-theoretic perspective. To this end we identify three levels of abstraction. Each level sheds light on the essence of CP. In particular, the highest level allows us to bring CP…
Humans learn compositional and causal abstraction, \ie, knowledge, in response to the structure of naturalistic tasks. When presented with a problem-solving task involving some objects, toddlers would first interact with these objects to…
Biological systems are often modelled at different levels of abstraction depending on the particular aims/resources of a study. Such different models often provide qualitatively concordant predictions over specific parametrisations, but it…
Procedural Content Generation via Machine Learning (PCGML) refers to a group of methods for creating game content (e.g. platformer levels, game maps, etc.) using machine learning models. PCGML approaches rely on black box models, which can…
We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…
Information extraction systems often produce hundreds to thousands of strings on a specific topic. We present a method that facilitates better consumption of these strings, in an exploratory setting in which a user wants to both get a broad…
While there are many machine learning methods to classify and cluster sequences, they fail to explain what are the differences in groups of sequences that make them distinguishable. Although in some cases having a black box model is…
Both humans and deep learning models can recognize objects from 3D shapes depicted with sparse visual information, such as a set of points randomly sampled from the surfaces of 3D objects (termed a point cloud). Although deep learning…
We investigate the challenge of task planning for multi-task embodied agents in open-world environments. Two main difficulties are identified: 1) executing plans in an open-world environment (e.g., Minecraft) necessitates accurate and…