Projekt Kognitive Systeme/Project Cognitive Systems
Topic: AI Birds – Qualitative Physics Knowledge and Strategy Learning to Master a Strategy Game
Description: Das Computerspiel Angry Birds wurde in der Künstlichen Intelligenz Forschung als ein Ma?stab ausgew?hlt für intelligent mit Alltagswissen agierende Software. Um n?mlich im Spiel erfolgreich sein zu k?nnen, muss ein grobes Verst?ndnis physikalischer Zusammenh?nge auf ein Spiel übertragen werden und strategische Entscheidungen unter Unsicherheit getroffen werden. Das macht Angry Birds schwieriger als frühe Arcade-Spiele oder rein strategische Spiele ohne Unsicherheit, also totales Wissen über Spielzustand und Spielmechanik wie Go. (Supervisor: Ute Schmid)
Report: [pdf]; Vorhersage von Besucherzahlen [pdf]
WS 2014/2015
Topic: Complexity of Number Series Problem -- A comparison of human performance with the inductive programming systems Igor and MagicHaskeller and the special purpose system SeqSolver
Description: Based on results of a previous bachelor project and a previous bachelor thesis, given empirical results for the complexity of 20 systematically constructed number series (humans, Igor) are compared to the inductive programming system MagicHaskeller and the special purpose system SeqSolver. (Supervisor: Ute Schmid, Michael Siebers)
Participants: Barbora Hrda (CiTH), Dea Svoboda (CitH), Henrik Marquard (BA AI)
Reports:[MagicHaskeller for Number Series] [Alternating Series with IGOR]
WS 2014/2015
Topic: Impact of Communication Strategies on the Problem Solving Performance in a Multi-Agent Setting
Description: Based on a multi-agent treasure-hunt system realized in a bachelor thesis, different communication strategies between agents will be explored. (Supervisor: Michael Siebers)
Students: Daniel Bernhard, Bettina Finzel, Michael Gro?, Christian Teichmann (CitH)
Report: [pdf]
WS 2014/2015
Topic: Designing and Implementing a Rule-Based Classifyer System
Description: A system for rule-based classification of, typically feature vector represented data, is to be designed and implemented. The rule base should be easily modifiable and exchangable. When a new entity is classified, the involved rules should be presented as explanation for the classification decision. (supervised by Michael Siebers and Ute Schmid)
Students: Philip Grandl, Johannes Hofmann, Tim Rütermann
Report: [pdf]
SS 2014
Topic: Enduser Programming with Igor: Learning Flashfill-Style String Transformations
Description: Enduser programming offers inductive learning systems which generalize programs from observed regularities in user behavior. For example, Flashfill offers support for complex string transformations in Excell. Flashfill is based on a domain-specific language and has an induction algorithm specifically designed for typical user tasks in Excell. Igor is a general, domain-independent inductive programming algorithm which allows to generalize recursive functional programs from input/output examples. In the project, we want to explore how to realize string transformations with Igor and compare its performance with Flashfill. (Supervisor: Ute Schmid)
Students: Peter Hohmann (BA AI), Fabian H?pfel (BA AI), Alexandra Rohm (BA AI)
Report: [pdf] Problems [maude] Sources [tar.gz]
SS 2014
Topic: Playing "I spy, with my little eye", with NAO.
Description: An autonomous gaming environment with human-machine interaction should be created. (Supervisor: Christian Rei?ner)
Participants: Christina Zeller, Mike Imhof
Report: [pdf]