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Computational Models of Mixed-Initiative Interaction brings together research that spans several disciplines related to artificial intelligence, including natural language processing, information retrieval, machine learning, planning, and computer-aided instruction, to account for the role that mixed initiative plays in the design of intelligent systems. The ten contributions address the single issue of how control of an interaction should be managed when abilities needed to solve a problem are distributed among collaborating agents. Managing control of an interaction among humans and computers to gather and assemble knowledge and expertise is a major challenge that must be met to develop machines that effectively collaborate with humans. This is the first collection to specifically address this issue.
Envisioning Machine Translation in the Information Future When the organizing committee of AMTA-2000 began planning, it was in that brief moment in history when we were absorbed in contemplation of the passing of the century and the millennium. Nearly everyone was comparing lists of the most important accomplishments and people of the last 10, 100, or 1000 years, imagining the radical changes likely over just the next few years, and at least mildly anxious about the potential Y2K apocalypse. The millennial theme for the conference, “Envisioning MT in the Information Future,” arose from this period. The year 2000 has now come, and nothing terrible has happened (yet) to our electronic infrastructure. Our musings about great people and events probably did not ennoble us much, and whatever sense of jubilee we held has since dissipated. So it may seem a bit obsolete or anachronistic to cast this AMTA conference into visionary themes.
Autonomy is a characterizing notion of agents, and intuitively it is rather unambiguous. The quality of autonomy is recognized when it is perceived or experienced, yet it is difficult to limit autonomy in a definition. The desire to build agents that exhibit a satisfactory quality of autonomy includes agents that have a long life, are highly independent, can harmonize their goals and actions with humans and other agents, and are generally socially adept. Agent Autonomy is a collection of papers from leading international researchers that approximate human intuition, dispel false attributions, and point the way to scholarly thinking about autonomy. A wide array of issues about sharing control and initiative between humans and machines, as well as issues about peer level agent interaction, are addressed.
This book constitutes the refereed proceedings of the 19th Conference of the Canadian Society for Computational Studies of Intelligence, Canadian AI 2006, held in Québec City, Québec, Canada in June 2006. The 47 revised full papers presented were carefully reviewed and selected from 220 submissions. The papers are organized in topical sections on agents, bioinformatics, constraint satisfaction and distributed search, knowledge representation and reasoning, natural language, reinforcement learning and, supervised and unsupervised learning.
We will be, sooner or later, not only handling personal computers but also mul- purpose cellular phones, complex personal digital assistants, devices that will be context-aware, and even wearable computers stitched to our clothes...we would like these personal systems to become transparent to the tasks they will be performing. In fact the best interface is an invisible one, one giving the user natural and fast access to the application he (or she) intends to be executed. The working group that organized this conference (the last of a long row!) tried to combine a powerful scientific program (with drastic refereeing) with an entertaining cultural program, so as to make your stay in Rome the most pleasant one all round: I do hope that this expectation becomes true. July 2005 Stefano Levialdi, IEEE Life Fellow INTERACT 2005 General Chairman [1] Peter J. Denning, ACM Communications, April 2005, vol. 48, N° 4, pp. 27-31. Editors’ Preface INTERACT is one of the most important conferences in the area of Human-Computer Interaction at the world-wide level. We believe that this edition, which for the first time takes place in a Southern European country, will strengthen this role, and that Rome, with its history and beautiful setting provides a very congenial atmosphere for this conference. The theme of INTERACT 2005 is Communicating Naturally with Computers.
This book constitutes the refereed proceedings of the 6th International Conference on Evolutionary Computation in Combinatorial Optimization, EvoMUSART 2017, held in Amsterdam, The Netherlands, in April 2017, co-located with the Evo*2017 events EuroGP, EvoCOP and EvoApplications. The 24 revised full papers presented were carefully reviewed and selected from 29 submissions. The papers cover a wide range of topics and application areas, including: generative approaches to music, graphics, game content, and narrative; music information retrieval; computational aesthetics; the mechanics of interactive evolutionary computation; computer-aided design; and the art theory of evolutionary computation.
This book constitutes the refereed proceedings of the 7th International Conference on Intelligent Tutoring Systems, ITS 2004, held in Maceió, Alagoas, Brazil in August/September 2004. The 73 revised full papers and 39 poster papers presented together with abstracts of invited talks, panels, and workshops were carefully reviewed and selected from over 180 submissions. The papers are organized in topical sections on adaptive testing, affect, architectures for ITS, authoring systems, cognitive modeling, collaborative learning, natural language dialogue and discourse, evaluation, machine learning in ITS, pedagogical agents, student modeling, and teaching and learning strategies.
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.