Case-based reasoning
A Survey on Case-Based Planning
Artificial Intelligence Review
A Comparative Study on Feature Selection in Text Categorization
ICML '97 Proceedings of the Fourteenth International Conference on Machine Learning
Correlation-based Feature Selection for Discrete and Numeric Class Machine Learning
ICML '00 Proceedings of the Seventeenth International Conference on Machine Learning
Case-Based Reasoning Technology, From Foundations to Applications
Benchmarking Attribute Selection Techniques for Discrete Class Data Mining
IEEE Transactions on Knowledge and Data Engineering
Case-Based Planning and Execution for Real-Time Strategy Games
ICCBR '07 Proceedings of the 7th international conference on Case-Based Reasoning: Case-Based Reasoning Research and Development
Transfer learning in real-time strategy games using hybrid CBR/RL
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Learning to win: case-based plan selection in a real-time strategy game
ICCBR'05 Proceedings of the 6th international conference on Case-Based Reasoning Research and Development
Conceptual Neighborhoods for Retrieval in Case-Based Reasoning
ICCBR '09 Proceedings of the 8th International Conference on Case-Based Reasoning: Case-Based Reasoning Research and Development
Case-based strategies in computer poker
AI Communications
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Case-Based Planning (CBP) is an effective technique for solving planning problems that has the potential to reduce the computational complexity of the generative planning approaches [8,3]. However, the success of plan execution using CBP depends highly on the selection of a correct plan; especially when the case-base of plans is extensive. In this paper we introduce the concept of a situationand explain a situation assessmentalgorithm which improves plan retrieval for CBP. We have applied situation assessment to our previous CBP system, Darmok [11], in the domain of real-time strategy games. During Darmok's execution using situation assessment, the high-level representation of the game state i.e. situation is predicted using a decision tree based Situation-Classification model. Situation predicted is further used for the selection of relevant knowledge intensive features, which are derived from the basic representation of the game state, to compute the similarity of cases with the current problem. The feature selection performed here is knowledge based and improves the performance of similarity measurements during plan retrieval. The instantiation of the situation assessment algorithm to Darmok gave us promising results for plan retrieval within the real-time constraints.