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A Modular Action Description Language
, 2006
"... “Toy worlds” involving actions, such as the blocks world and the Missionaries and Cannibals puzzle, are often used by researchers in the areas of commonsense reasoning and planning to illustrate and test their ideas. We would like to create a database of general-purpose knowledge about actions that ..."
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Cited by 25 (7 self)
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“Toy worlds” involving actions, such as the blocks world and the Missionaries and Cannibals puzzle, are often used by researchers in the areas of commonsense reasoning and planning to illustrate and test their ideas. We would like to create a database of general-purpose knowledge about actions that encodes common features of many action domains of this kind, in the same way as abstract algebra and topology represent common features of specific number systems. This paper is a report on the first stage of this project—the design of an action description language in which this database will be written. The new language is an extension of the action language C+. Its main distinctive feature is the possibility of referring to other action descriptions in the definition of a new action domain.
De)Composition of situation calculus theories
- In Proc. National Conference on Artificial Intelligence (AAAI ’00
, 2000
"... Abstract We show that designing large situation calculus theories can be simplified by using object-oriented techniques and tools together with established solutions to the frame problem. Situation calculus ..."
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Cited by 21 (5 self)
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Abstract We show that designing large situation calculus theories can be simplified by using object-oriented techniques and tools together with established solutions to the frame problem. Situation calculus
Adventure Games: A Challenge for Cognitive Robotics
- IN AAAI 2002 WORKSHOP ON COGNITIVE ROBOTICS
, 2002
"... This paper presents a set of challenges for cognitive robotics in the context of a text-based adventure game. Games in this class have many challenging properties for cognitive robotics, including incompletely specified goals, an environment revealed only through exploration, actions whose preco ..."
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Cited by 7 (3 self)
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This paper presents a set of challenges for cognitive robotics in the context of a text-based adventure game. Games in this class have many challenging properties for cognitive robotics, including incompletely specified goals, an environment revealed only through exploration, actions whose preconditions and effects are not known a priori, and the need of commonsense knowledge for determining what actions are likely to be available or effective. These qualities require an agent that is able to use commonsense knowledge, make assumptions about unavailable knowledge, revise its beliefs, and learn what actions are appropriate. At the same time, more traditional robotics problems arise, including sensing, object classification, focusing on relevant features on a situation, reasoning within context, and decision-making, all within a large state space. In this paper we introduce the game and its environment, elaborate upon the properties of both as they pertain to cognitive robotics, and argue that this is a highly advantageous venue for exploring cognitive robotics issues.
Catalysis framework in first-order logic
- Proc. of FME03 Workshop on Formal Aspects of Component Software
, 2003
"... Pieces of code are not the only reusable artifacts from software development. Recurring patterns occur in models, specifications, and collaborations. Classes are not the most interesting unit for describing designs; it is the collaborations and relationships between them that constitute the essence ..."
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Cited by 2 (0 self)
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Pieces of code are not the only reusable artifacts from software development. Recurring patterns occur in models, specifications, and collaborations. Classes are not the most interesting unit for describing designs; it is the collaborations and relationships between them that constitute the essence of any design. In the component-based development method Catalysis, collaboration frameworks are abstract models of recurring patterns. In this paper we describe an approach for characterising such frameworks in first-order logic with a goal to provide tools to support their composition and prototyping. 1
Object-Oriented Reasoning about Action and Change
- Proceedings of the Seventh Scandinavian Conference on Artificial Intelligence, 2001
"... As the scope of logics of action and change continues to increase and powerful research tools are developed, it becomes possible to model larger and more complex scenarios. Unfortunately the scenarios become harder to read and difficult to modify and debug with increasing size and complexity. Th ..."
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Cited by 1 (0 self)
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As the scope of logics of action and change continues to increase and powerful research tools are developed, it becomes possible to model larger and more complex scenarios. Unfortunately the scenarios become harder to read and difficult to modify and debug with increasing size and complexity. These problems have been overlooked in the action and change community due to the fact that only smaller toy problems are considered. Sound modeling methodology is as essential as the primitives of the modeling language. The object-oriented paradigm is one structuring mechanism that alleviates these problems and provides a systematic means of scenario construction. The topic of this paper is to demonstrate how many ideas from the object orientation paradigm can be used when reasoning about action and change, we show this by integrating the technique directly in an existing logic of action and change without any modification to the underlying logical language or semantics. 1
Towards a Modular Action Description Language
"... This is a preliminary report on the design of a modular language for describing actions. In the new language, an action description consists of several modules; each module describes a set of interrelated fluents and actions. “Import statements ” allow the user to provide references to other modules ..."
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This is a preliminary report on the design of a modular language for describing actions. In the new language, an action description consists of several modules; each module describes a set of interrelated fluents and actions. “Import statements ” allow the user to provide references to other modules and thus characterize new fluents and actions by relating them to others, introduced earlier. This capability is essential for designing a repository of background knowledge involving actions, because descriptions of specific action domains will need to “import ” parts of the repository.
Charaterising Object-Based Frameworks in First-Order Predicate Logic
"... In the component-based approach Catalysis, a framework is a reusable artefact that can be adapted and composed into larger systems. The signed contract between components specifies how the required properties of one component are satisfied by the provided properties of another. We examine this conce ..."
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In the component-based approach Catalysis, a framework is a reusable artefact that can be adapted and composed into larger systems. The signed contract between components specifies how the required properties of one component are satisfied by the provided properties of another. We examine this concept in the context of framework-based development. Although Catalysis advocates rigorous development, frameworks lack a comprehensive formal foundation. We consider a simplified view of frameworks and their transformation into first-order logic. Theorem proving may be used to check the consistency of framework specifications and we identify ways in which these specifications may be simplified beforehand
Elaboration Tolerance through Object-Orientation Abstract
"... Although many formalisms for reasoning about action and change have been proposed in the literature, any concrete examples provided in such articles have primarily consisted of tiny domains that highlight some particular aspect or problem. However, since some of the classical problems are now comple ..."
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Although many formalisms for reasoning about action and change have been proposed in the literature, any concrete examples provided in such articles have primarily consisted of tiny domains that highlight some particular aspect or problem. However, since some of the classical problems are now completely or partially solved and since powerful tools are becoming available, it is now necessary to start modeling more complex domains. This article presents a methodology for handling such domains in a systematic manner using an object-oriented framework and provides several examples of the elaboration tolerance exhibited by the resulting models. 1
Appears in AAAI’02 workshop on Cognitive Robotics (CogRob’02). Adventure Games: A Challenge for Cognitive Robotics
"... This paper presents a set of challenges for cognitive robotics in the context of a text-based adventure game. Games in this class have many challenging properties for cognitive robotics, including incompletely specified goals, an environment revealed only through exploration, actions whose precondit ..."
Abstract
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This paper presents a set of challenges for cognitive robotics in the context of a text-based adventure game. Games in this class have many challenging properties for cognitive robotics, including incompletely specified goals, an environment revealed only through exploration, actions whose preconditions and effects are not known a priori, and the need of commonsense knowledge for determining what actions are likely to be available or effective. These qualities require an agent that is able to use commonsense knowledge, make assumptions about unavailable knowledge, revise its beliefs, and learn what actions are appropriate. At the same time, more traditional robotics problems arise, including sensing, object classification, focusing on relevant features on a situation, reasoning within context, and decision-making, all within a large state space. In this paper we introduce the game and its environment, elaborate upon the properties of both as they pertain to cognitive robotics, and argue that this is a highly advantageous venue for exploring cognitive robotics issues.
De)Composition of Situation Calculus Theories
- In Proc. National Conference on Artificial Intelligence (AAAI ’00
, 2000
"... We show that designing large situation calculus theories can be simplified by using object-oriented techniques and tools together with established solutions to the frame problem. Situation calculus (McCarthy & Hayes 1969) is one of the leading logical representations for action and change, b ..."
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We show that designing large situation calculus theories can be simplified by using object-oriented techniques and tools together with established solutions to the frame problem. Situation calculus (McCarthy & Hayes 1969) is one of the leading logical representations for action and change, but large situation calculus theories are not easy to design and mainrain, nor are they flexible for extension or reuse. However, we wish to use it to represent large, complex domains.