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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Automated Theorem Proving for General Game Playing

Haufe, Sebastian 10 July 2012 (has links) (PDF)
While automated game playing systems like Deep Blue perform excellent within their domain, handling a different game or even a slight change of rules is impossible without intervention of the programmer. Considered a great challenge for Artificial Intelligence, General Game Playing is concerned with the development of techniques that enable computer programs to play arbitrary, possibly unknown n-player games given nothing but the game rules in a tailor-made description language. A key to success in this endeavour is the ability to reliably extract hidden game-specific features from a given game description automatically. An informed general game player can efficiently play a game by exploiting structural game properties to choose the currently most appropriate algorithm, to construct a suited heuristic, or to apply techniques that reduce the search space. In addition, an automated method for property extraction can provide valuable assistance for the discovery of specification bugs during game design by providing information about the mechanics of the currently specified game description. The recent extension of the description language to games with incomplete information and elements of chance further induces the need for the detection of game properties involving player knowledge in several stages of the game. In this thesis, we develop a formal proof method for the automatic acquisition of rich game-specific invariance properties. To this end, we first introduce a simple yet expressive property description language to address knowledge-free game properties which may involve arbitrary finite sequences of successive game states. We specify a semantic based on state transition systems over the Game Description Language, and develop a provably correct formal theory which allows to show the validity of game properties with respect to their semantic across all reachable game states. Our proof theory does not require to visit every single reachable state. Instead, it applies an induction principle on the game rules based on the generation of answer set programs, allowing to apply any off-the-shelf answer set solver to practically verify invariance properties even in complex games whose state space cannot totally be explored. To account for the recent extension of the description language to games with incomplete information and elements of chance, we correctly extend our induction method to properties involving player knowledge. With an extensive evaluation we show its practical applicability even in complex games.
2

Anchoring Symbols to Percepts in the Fluent Calculus / Verankern von Objektsymbolen mithilfe des Fluentenkalküls

Fichtner, Matthias 04 January 2010 (has links) (PDF)
An abstract knowledge representation of cognitive robots - as used for reasoning and planning - typically relies on symbols denoting objects of the world and states of affairs. The process of creating and maintaining the correct connection between a symbol denoting an object and its corresponding perceptual image (called percept), both referring to the same physical object, is called symbol anchoring. Most current cognitive systems implement an ad hoc solution which may work for the specific, intended application under certain conditions. Conversely, we suggest a formal and general approach to the symbol anchoring problem, which enhances previous approaches in terms of flexibility, applicability and expressiveness, and which completely automates the process of determining and maintaining all plausible hypotheses of correspondences between object symbols and perceptual images of physical objects. Based on the first-order logical Fluent Calculus, our approach inherits its rich expressiveness with respect to knowledge representation and reasoning. Implementing all required symbol anchoring functionalities, our approach also complies with fundamental concepts of phenomenalism, representationalism and the sense-data theory of philosophy of cognition.
3

Knowledge-Based General Game Playing

Schiffel, Stephan 14 June 2012 (has links) (PDF)
The goal of General Game Playing (GGP) is to develop a system, that is able to automatically play previously unseen games well, solely by being given the rules of the game. In contrast to traditional game playing programs, a general game player cannot be given game specific knowledge. Instead, the program has to discover this knowledge and use it for effectively playing the game well without human intervention. In this thesis, we present a such a program and general methods that solve a variety of knowledge discovery problems in GGP. Our main contributions are methods for the automatic construction of heuristic evaluation functions, the automated discovery of game structures, a system for proving properties of games, and symmetry detection and exploitation for general games.
4

Towards Next Generation Sequential and Parallel SAT Solvers / Hin zur nächsten Generation Sequentieller und Paralleler SAT-Solver

Manthey, Norbert 08 January 2015 (has links) (PDF)
This thesis focuses on improving the SAT solving technology. The improvements focus on two major subjects: sequential SAT solving and parallel SAT solving. To better understand sequential SAT algorithms, the abstract reduction system Generic CDCL is introduced. With Generic CDCL, the soundness of solving techniques can be modeled. Next, the conflict driven clause learning algorithm is extended with the three techniques local look-ahead, local probing and all UIP learning that allow more global reasoning during search. These techniques improve the performance of the sequential SAT solver Riss. Then, the formula simplification techniques bounded variable addition, covered literal elimination and an advanced cardinality constraint extraction are introduced. By using these techniques, the reasoning of the overall SAT solving tool chain becomes stronger than plain resolution. When using these three techniques in the formula simplification tool Coprocessor before using Riss to solve a formula, the performance can be improved further. Due to the increasing number of cores in CPUs, the scalable parallel SAT solving approach iterative partitioning has been implemented in Pcasso for the multi-core architecture. Related work on parallel SAT solving has been studied to extract main ideas that can improve Pcasso. Besides parallel formula simplification with bounded variable elimination, the major extension is the extended clause sharing level based clause tagging, which builds the basis for conflict driven node killing. The latter allows to better identify unsatisfiable search space partitions. Another improvement is to combine scattering and look-ahead as a superior search space partitioning function. In combination with Coprocessor, the introduced extensions increase the performance of the parallel solver Pcasso. The implemented system turns out to be scalable for the multi-core architecture. Hence iterative partitioning is interesting for future parallel SAT solvers. The implemented solvers participated in international SAT competitions. In 2013 and 2014 Pcasso showed a good performance. Riss in combination with Copro- cessor won several first, second and third prices, including two Kurt-Gödel-Medals. Hence, the introduced algorithms improved modern SAT solving technology.
5

From Logic Programming to Human Reasoning:

Dietz Saldanha, Emmanuelle-Anna 22 August 2017 (has links) (PDF)
Results of psychological experiments have shown that humans make assumptions, which are not necessarily valid, that they are influenced by their background knowledge and that they reason non-monotonically. These observations show that classical logic does not seem to be adequate for modeling human reasoning. Instead of assuming that humans do not reason logically at all, we take the view that humans do not reason classical logically. Our goal is to model episodes of human reasoning and for this purpose we investigate the so-called Weak Completion Semantics. The Weak Completion Semantics is a Logic Programming approach and considers the least model of the weak completion of logic programs under the three-valued Łukasiewicz logic. As the Weak Completion Semantics is relatively new and has not yet been extensively investigated, we first motivate why this approach is interesting for modeling human reasoning. After that, we show the formal correspondence to the already established Stable Model Semantics and Well-founded Semantics. Next, we present an extension with an additional context operator, that allows us to express negation as failure. Finally, we propose a contextual abductive reasoning approach, in which the context of observations is relevant. Some properties do not hold anymore under this extension. Besides discussing the well-known psychological experiments Byrne’s suppression task and Wason’s selection task, we investigate an experiment in spatial reasoning, an experiment in syllogistic reasoning and an experiment that examines the belief-bias effect. We show that the results of these experiments can be adequately modeled under the Weak Completion Semantics. A result which stands out here, is the outcome of modeling the syllogistic reasoning experiment, as we have a higher prediction match with the participants’ answers than any of twelve current cognitive theories. We present an abstract evaluation system for conditionals and discuss well-known examples from the literature. We show that in this system, conditionals can be evaluated in various ways and we put up the hypothesis that humans use a particular evaluation strategy, namely that they prefer abduction to revision. We also discuss how relevance plays a role in the evaluation process of conditionals. For this purpose we propose a semantic definition of relevance and justify why this is preferable to a exclusively syntactic definition. Finally, we show that our system is more general than another system, which has recently been presented in the literature. Altogether, this thesis shows one possible path on bridging the gap between Cognitive Science and Computational Logic. We investigated findings from psychological experiments and modeled their results within one formal approach, the Weak Completion Semantics. Furthermore, we proposed a general evaluation system for conditionals, for which we suggest a specific evaluation strategy. Yet, the outcome cannot be seen as the ultimate solution but delivers a starting point for new open questions in both areas.

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