scholarly journals An Integrated Machine Learning and Case-Based Reasoning Approach to Answer Validation

Author(s):  
Ingo Glockner ◽  
Karl-Heinz Weis

To improve the software quality the number of errors or faults must be removed from the software. This chapter presents a study towards machine learning and software quality prediction as an expert system. The purpose of this chapter is to apply the machine learning approaches such as case-based reasoning to predict software quality. Five different similarity measures, namely, Euclidean, Canberra, Exponential, Clark and Manhattan are used for retrieving the matching cases from the knowledgebase. The use of different similarity measures to find the best method significantly increases the estimation accuracy and reliability. Based on the research findings in this book it can be concluded that applying similarity measures in case-based reasoning may be a viable technique for software fault prediction


2021 ◽  
Vol 12 (2) ◽  
pp. 136
Author(s):  
Arnan Dwika Diasmara ◽  
Aditya Wikan Mahastama ◽  
Antonius Rachmat Chrismanto

Abstract. Intelligent System of the Battle of Honor Board Game with Decision Making and Machine Learning. The Battle of Honor is a board game where 2 players face each other to bring down their opponent's flag. This game requires a third party to act as the referee because the players cannot see each other's pawns during the game. The solution to this is to implement Rule-Based Systems (RBS) on a system developed with Unity to support the referee's role in making decisions based on the rules of the game. Researchers also develop Artificial Intelligence (AI) as opposed to applying Case-Based reasoning (CBR). The application of CBR is supported by the nearest neighbor algorithm to find cases that have a high degree of similarity. In the basic test, the results of the CBR test were obtained with the highest formulated accuracy of the 3 examiners, namely 97.101%. In testing the AI scenario as a referee, it is analyzed through colliding pieces and gives the right decision in determining victoryKeywords: The Battle of Honor, CBR, RBS, unity, AIAbstrak. The Battle of Honor merupakan permainan papan dimana 2 pemain saling berhadapan untuk menjatuhkan bendera lawannya. Permainan ini membutuhkan pihak ketiga yang berperan sebagai wasit karena pemain yang saling berhadapan tidak dapat saling melihat bidak lawannya. Solusi dari hal tersebut yaitu mengimplementasikan Rule-Based Systems (RBS) pada sistem yang dikembangkan dengan Unity untuk mendukung peran wasit dalam memberikan keputusan berdasarkan aturan permainan. Peneliti juga mengembangkan Artificial Intelligence (AI) sebagai lawan dengan menerapkan Case-Based reasoning (CBR). Penerapan CBR didukung dengan algoritma nearest neighbour untuk mencari kasus yang memiliki tingkat kemiripan yang tinggi. Pada pengujian dasar didapatkan hasil uji CBR dengan accuracy yang dirumuskan tertinggi dari 3 penguji yaitu 97,101%. Pada pengujian skenario AI sebagai wasit dianalisis lewat bidak yang bertabrakan dan memberikan keputusan yang tepat dalam menentukan kemenangan.Kata Kunci: The Battle of Honor, CBR, RBS, unity, AI


This chapter enlists and presents an overview of various machine learning approaches. It also explains the machine learning techniques used in the area of software engineering domain especially case-based reasoning method. Case-based reasoning is used to predict software quality of the system by examining a software module and predicting whether it is faulty or non-faulty. In this chapter an attempt has been made to propose a model with the help of previous data which is used for prediction. In this chapter, how machine learning technique such as case-based reasoning has been used for error estimation or fault prediction. Apart from case-based reasoning, some other types of learning methods have been discussed in detail.


Author(s):  
PAULO GOMES ◽  
CARLOS BENTO ◽  
PEDRO GAGO

Learning is an intrinsic product of case-based reasoning. Acquiring new cases is one possible way of learning in a case-based system. These cases comprise mainly success knowledge. The successful cases are essentially used to generate new design solutions. But a case-based system also can make use of failure knowledge. In this paper we present how a case-based system can acquire failure cases for verification of the solution created by success cases. We describe IM-RECIDE, a system that uses case-based reasoning for solving design problems that are imperfectly described and explained. The learning aspect is focused and some of the machine learning dimensions in design are criticized. Experimental results in the domain of room configuration also are presented.


2014 ◽  
Vol 41 (7) ◽  
pp. 3497-3505 ◽  
Author(s):  
Wei Liang Yeow ◽  
Rohana Mahmud ◽  
Ram Gopal Raj

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