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Towards the Theory-Guided Design of Help
Towards the Theory-Guided Design of Help

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Probabilistic Planning via Determinization in Hindsight
Probabilistic Planning via Determinization in Hindsight

... give a class of planning problems for which HOP is guaranteed to be optimal (when focusing solely on success ratio). Here we focus our analysis on the objective of maximizing goal achievement probability. In this case, R(s, F, π) is always either 1 or 0 depending on whether π reached the goal in the ...
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Forward and Backward Chaining and and
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Implementation of hybrid software architecture for Artificial

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Turing Test as a Defining Feature of AI-Completeness
Turing Test as a Defining Feature of AI-Completeness

... way of showing other problems to be AI-Complete. We can either show that a problem is both in the set of AI problems and all other AI problem can be converted into it by some polynomial time algorithm or we can reduce any instance of Turing Test problem (or any other already proven to be AI-Complete ...
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Multi-armed bandit



In probability theory, the multi-armed bandit problem (sometimes called the K- or N-armed bandit problem) is a problem in which a gambler at a row of slot machines (sometimes known as ""one-armed bandits"") has to decide which machines to play, how many times to play each machine and in which order to play them. When played, each machine provides a random reward from a distribution specific to that machine. The objective of the gambler is to maximize the sum of rewards earned through a sequence of lever pulls.Robbins in 1952, realizing the importance of the problem, constructed convergent population selection strategies in ""some aspects of the sequential design of experiments"".A theorem, the Gittins index published first by John C. Gittins gives an optimal policy in the Markov setting for maximizing the expected discounted reward.In practice, multi-armed bandits have been used to model the problem of managing research projects in a large organization, like a science foundation or a pharmaceutical company. Given a fixed budget, the problem is to allocate resources among the competing projects, whose properties are only partially known at the time of allocation, but which may become better understood as time passes.In early versions of the multi-armed bandit problem, the gambler has no initial knowledge about the machines. The crucial tradeoff the gambler faces at each trial is between ""exploitation"" of the machine that has the highest expected payoff and ""exploration"" to get more information about the expected payoffs of the other machines. The trade-off between exploration and exploitation is also faced in reinforcement learning.
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