(print *Project*)


Cs472 Project: Planning and Dialogue Generation for Gaming

This is a Project page, written Fri Jan 11 13:01:07 PST 2008.

Notes

Project size: three to four persons per group. And project1 for cs472 is the same as cs572.)

Parts

  1. Project 1: An introduction to LISP programming
  2. Project 2: Some planning
  3. Project 3: Some dialogue generation controlled by the planner

Background

Games needs graphics and models:

Other subjects deal with the graphics. Here, we deal with the model.

Our game concerns the ancient and stressful act of getting married. Not everyone gets married and some of us never should. It just does not work for some people:

Those of us who do get married, need all the help they can get.

The Wedding Planner

In this game, our AI agent will be like an on-line wedding planner, advising a budget conscious couple about, well, everything.

Note that the goal of producing a "great wedding" is a non-linear problem: produce the best wedding possible using the least cost. Not all is possible. Trade-offs will have to be made. One problem is all this is the dependencies between decisions. For example,

Your tool should report N different wedding plans and plot the cost/benefit of each.

Also note that the wedding planner and the ?happy couple are not always sharing the same goals. The wedding planner may have left over stock of some material they want to sell to the couple- but the couple may not be convinced that they need it.

Note that your tool has to be an inference engine and a knowledge base. Part of the art of AI programming is showing that the same inference engine can run over multiple knowledge bases. So pick any two of the following weddings and try to model some of the rituals.

References

Note: you won't be able to model all of any of these. To make the task manageable, pick some part of the whole problem; e.g. try to model one of banquets in the movie.


Cs572 class project: Model-based software engineering

This is a Project page, written Fri Jan 11 13:31:40 PST 2008.

Notes

Project size: two people per group. And project1 for cs572 is the same as cs472.).

Parts

Background

The STAR tool, discussed in class, is a decision support aid for model-based software engineering.

STAR has a search bias. It only explores options using a very dumb search device called simulated annealing. Your task is to check how different biases change the results of that tool

Task

measured in terms of

For all the above except stability, less is more (i.e. the lower the numbers, the better).

You will explore the above using simulated annealing and any three of the following:

(And, for extra credit, explore more than 3 including items not on this list.)

References

Reports

Reports: You will hand in a PDF (ten pages make) document in format of the ACM Sig proceedings: template.


Project 1: LISP, Grammars

This is a Project page, written Thu Nov 22 22:45:32 EST 2007.

(Note: do not attempt this project till you have completed Lab1.)

Part A: A whole lotta LISP

In Lab1, you were shown how to:

Your task in this project is to apply that knowledge to show you understand Norvig's LISP code in chapters 1,2,3. For each chapter:

Only do code from the following sections:

Part B: A Little Bit of Grammar

Modify the grammar on page 30 of Norvig to describe the sequence of cs/ee subjects required to get a cs/ee/ce degree at WVU.

What to hand in

Comment your code

Zip up the entire "proj1" directory to "proj1.zip"

Submit the zip to Ecampus.

How this code will be tested

  1. With your whole group in attendance...
  2. I will unzip your zip
  3. In each directory, I will run "(load "make.lisp") (egs :all)" (in SLIME, on a CSEE LINUX box).
  4. For each member of the group in turn, I will point to ten random parts of the code and ask them to explain it to me (no hints from other members of the team). I will expect you to know your code.

Study hint

Any code in sections 1.1, 1.2, 1.4, 1.5, 1.6, 1.7, 2.2, 2.3, 2.5, 3.1, 3.3, 3.5, 3,6, 3.8, 3.10, 3.12, 3.14, 3.15, 3.19 may be asked in the mid-session quiz.


Project 2a

This is a Project page, written Thu Nov 22 22:46:17 EST 2007.

See http://menzies.us/csx72/src/week5/proj2a.txt.


Project 2b

This is a Project page, written Thu Nov 22 23:00:17 EST 2007.

See http://menzies.us/csx72/doc/cs572/proj2.txt


Project 3a

This is a Project page, written Thu Nov 22 22:46:49 EST 2007.

See http://menzies.us/csx72/doc/cs472/proj3a.txt


Project 3b

This is a Project page, written Thu Nov 22 22:47:51 EST 2007.

See http://menzies.us/csx72/doc/cs572/proj3b.txt


Project 4b

This is a Project page, written Thu Nov 22 22:50:14 EST 2007.

See http://menzies.us/csx72/doc/cs572/proj4b.txt


Grading

This is a Syllabus | Project page, written Thu Nov 22 21:59:00 EST 2007.

There are two grading schemes:

  1. Exams, simpler assignments (building a conversation agent for a game);
  2. No exams, elaborate assignments (building an expert system for software project management);

All CS472 students with a GPA below 3.5 must use scheme A.

All advanced AI students (CS572) students must use scheme B.

All other students get to choose, provided the lecturer gives permission.

week A (with exams)B (with no exams) Marks
4 Project1Project1 10
7 Mid-termProject2b 20
10 Project2aProject3b 20
13 Project3a 20
14 Project4b (presentation) 20
17 Final exam Project 4b (written submission) 30

Final marks:

Late marks

Assignments can be submitted up to three days after the due date, at a late penalty of 2.5 marks per day.

After 3 days late, assignments will get a grade of zero.

 

cs472 / cs572

AI and advanced AI techniques. Spring 2008. LCSEE, WVU

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  1. Cs472 Project: Planning and Dialogue Generation for Gaming
  2. Cs572 class project: Model-based software engineering
  3. Project 1: LISP, Grammars
  4. Project 2a
  5. Project 2b
  6. Project 3a
  7. Project 3b
  8. Project 4b
  9. Grading
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 Tim Menzies