The 20th International FLAIRS Conference
Special Track on Case-Based Reasoning

Casa Marina Resort and Beach Club
Key West, Florida, USA
 May 7-9, 2007

In cooperation with The American Association for Artificial Intelligence (AAAI)

Following successful special tracks on Case-Based Reasoning at FLAIRS over the past six years, we are inviting papers for the Seventh Special Track on CBR at the 20th International FLAIRS Conference. Case-Based Reasoning is an Artificial Intelligence problem solving and analysis methodology that retrieves and adapts previous experiences to fit new contexts. This forum is intended to gather AI researchers and practitioners with an interest in CBR to present and discuss developments in CBR theory and application.

 

Submissions are solicited on CBR topics, including but not limited to:

  • Foundations of CBR
  • Methods for CBR (e.g., representation, indexing, retrieval, adaptation)
  • Evaluation Methods for CBR Systems and Integrations
  • Practical Applications of CBR
  • Textual CBR
  • CBR and Creativity
  • CBR and Design
  • Distributed CBR
  • Case Base Maintenance
  • Spatio-temporal CBR
  • CBR in the Health Sciences
  • CBR Integrations
  • Case Based Planning
  • CBR & Games

 

Program Committee

David W. Aha, Naval Research Laboratory (USA)

Esma Aimeur, Université de Montréal (Canada)

Klaus-Dieter Althoff, University of Hildesheim (Germany)

Kevin Ashley, University of Pittsburgh (USA)  

Stefanie Bruninghaus, University of Pittsburgh (USA)

Robin Burke, Depaul University (USA) 

Bill Cheetham, GE Research (USA)

Sarah Jane Delaney, Dublin Institute of Technology (Ireland)

Kurt Fenstermacher, University of Arizona (USA)

Mehmet Göker, Center for Advanced Research PricewaterhouseCoopers, (USA)

Pedro González Calero, Universidad Complutense de Madrid (Spain)

Luc Lamontagne, Université Laval (Canada)

David B. Leake, Indiana University (USA)

Hector Munoz-Avila, Lehigh University (USA)

Sascha Schmitt, SAP (Germany)

Robert Simpson, IET Corp. (USA)

Raja Sooriamurthi, Indiana University (USA)

Ian Watson, University of Auckland (New Zealand)

Nirmalie Wiratunga, Robert Gordon University (Scotland)

Contact

David W. Aha

Navy Center for Applied Research in AI

Naval Research Laboratory, Code 5515

4555 Overlook Ave., SW

Washington, DC 20375

USA

Luc Lamontagne

Department of CS and Software Engineering

Laval University

Québec, QC, G1K 7P4

Canada

 

 

Important Dates

Paper submissions due: 20 November 2006

Notification letters sent: 21 January 2007

Camera ready copy due: 11 February 2007

Track: (during conference exact date to be determined)

Submission Guidelines

Interested authors must submit completed manuscripts by 20 November 2006. Submission guidelines can be obtained by referring to the conference website (http://www.cise.ufl.edu/~ddd/FLAIRS/flairs2007/). Papers will be refereed and those accepted for presentation will appear in the conference proceedings, which will be published by AAAI press.

 

Questions regarding the track should be addressed to David W. Aha or Luc Lamontagne.

Invited Speakers for the CBR Track

Ashwin Ram, College of Computing, Georgia Institute of Technology.

Title Case-based reasoning for Game AI

Abstract : Computer games are an increasingly popular application for Artificial Intelligence (AI) research, and conversely AI is an increasingly popular selling point for commercial games. Although games are typically associated with entertainment applications, there are many "serious" applications of gaming, including military, corporate, and advertising applications. There are also what the so called "humane" gaming applications—interactive tools for medical training, educational games, and games that reflect social consciousness or advocate for a cause. Game AI is the effort of taking computer games beyond scripted interactions, however complex, into the arena of truly interactive systems that are responsive, adaptive, and intelligent. Such systems learn about the player(s) during game play, adapt their own behaviors beyond the pre-programmed set provided by the game author, and interactively develop and provide a richer experience to the player(s).

 

In this talk, I will discuss a range of CBR approaches for Game AI. I will discuss differences and similarities between character-level AI (in embedded NPCs, for example) and game-level AI (in the drama manager or game director, for example). I will explain why the AI must reason at multiple levels, including reactive, tactical, strategic, rhetorical, and meta, and propose a CBR architecture that lets us design and coordinate real-time AIs operating asynchronously at all these levels. I will conclude with a brief discussion on the very idea of Game AI: is it feasible? realistic? and would we call it "intelligence" if we could implement all this stuff? 

 

 

Michael Richter, University of Calgary, Canada.

Title:   The foundations of similarity and utility

Abstract : In this paper we discuss a rigorous foundation of similarity reasoning on the concept of utility. If the utility is formulated in mathematical terms it can serve as a formal specification for a similarity system. However, utility can also be formulated in informal ways. We consider subjective versions, competing ones and those that change dynamically over time. These are illustrated be examples from risk analysis, speech recognition, and urban planning. From the examples we derive a number of challenges.