scholarly journals Artificial Intelligence-Virtual Trainer: An educative system based on artificial intelligence and designed to produce varied and consistent training lessons

Author(s):  
Julien Henriet

AI-Virtual Trainer is an educative system using Artificial Intelligence to propose varied lessons to trainers. The agents of this multi-agent system apply case-based reasoning to build solutions by analogy. However, as required by the field, Artificial Intelligence-Virtual Trainer never proposes the same lesson twice, whereas the same objective may be set many times consecutively. The adaptation process of Artificial Intelligence-Virtual Trainer delivers an ordered set of exercises adapted to the objectives and sub-objectives chosen by trainers. This process has been enriched by including the notion of distance between exercises: the proposed tasks are not only appropriate but are hierarchically ordered. With this new version of the system, students are guided towards their objectives via an underlying theme. Finally, the agents responsible for the different parts of lessons collaborate with each other according to a dedicated protocol and decision-making policy since no exercise must appear more than once in the same lesson. The results prove that Artificial Intelligence-Virtual Trainer, however perfectible, meets the requirements of this field.

Author(s):  
Javier Bajo ◽  
Dante I. Tapia ◽  
Sara Rodríguez ◽  
Juan M. Corchado

Agents and Multi-Agent Systems (MAS) have become increasingly relevant for developing distributed and dynamic intelligent environments. The ability of software agents to act somewhat autonomously links them with living animals and humans, so they seem appropriate for discussion under nature-inspired computing (Marrow, 2000). This paper presents AGALZ (Autonomous aGent for monitoring ALZheimer patients), and explains how this deliberative planning agent has been designed and implemented. A case study is then presented, with AGALZ working with complementary agents into a prototype environment-aware multi-agent system (ALZ-MAS: ALZheimer Multi-Agent System) (Bajo, Tapia, De Luis, Rodríguez & Corchado, 2007). The elderly health care problem is studied, and the possibilities of Radio Frequency Identification (RFID) (Sokymat, 2006) as a technology for constructing an intelligent environment and ascertaining patient location to generate plans and maximize safety are examined. This paper focuses in the development of natureinspired deliberative agents using a Case-Based Reasoning (CBR) (Aamodt & Plaza, 1994) architecture, as a way to implement sensitive and adaptive systems to improve assistance and health care support for elderly and people with disabilities, in particular with Alzheimer. Agents in this context must be able to respond to events, take the initiative according to their goals, communicate with other agents, interact with users, and make use of past experiences to find the best plans to achieve goals, so we propose the development of an autonomous deliberative agent that incorporates a Case-Based Planning (CBP) mechanism, derivative from Case-Based Reasoning (CBR) (Bajo, Corchado & Castillo, 2006), specially designed for planning construction. CBP-BDI facilitates learning and adaptation, and therefore a greater degree of autonomy than that found in pure BDI (Believe, Desire, Intention) architecture (Bratman, 1987). BDI agents can be implemented by using different tools, such as Jadex (Pokahr, Braubach & Lamersdorf, 2003), dealing with the concepts of beliefs, goals and plans, as java objects that can be created and handled within the agent at execution time.


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


Author(s):  
Michael Voskoglou

Artificial intelligence (AI) is the branch of computer science focusing on the creation of intelligent machines that mimic human reasoning and behaviour. Probability theory is among the mathematical tools used in AI applications to deal with situations of uncertainty caused by randomness. In particular, the Markov chain (MC) theory is a smart combination of probability and linear algebra that offers ideal conditions for modelling such situations. International business is about the trade of goods, services, technology, capital, and knowledge at a global level, while decision making (DM) and case-based reasoning (CBR) are among the processes that are frequently used in this field. In this chapter, an absorbing and an ergodic MC model are developed on the steps of DM and CBR respectively for representing mathematically those two processes, thus providing valuable information about their evolution. The examples presented are connected to international business applications.


2017 ◽  
Vol 11 (3/4) ◽  
pp. 238 ◽  
Author(s):  
Nassima Aissani ◽  
Islam Hadj Mohamed Guetarni ◽  
Soraya Zebirate

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