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Thomas R. Hinrichs

dblp:67/1094 · DBLP profile ↗
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6ranked-venue papers
5as first author
0since 2021 · last 2014
0000-0002-0368-516XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 6 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
4 papers
Knowledge representation and reasoning · 76% Information extraction and text analysis · 18% Planning, search and constraint satisfaction · 7%
Software engineering, system software, and programming languages
1 paper
Requirements engineering and software design · 100%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning
qualitative reasoning
0.322014
Using Narrative Function to Extract Qualitative Information from Natural Language Texts · AAAI 2014
Learning Qualitative Models by Demonstration · AAAI 2012
Knowledge, reasoning and agents › Knowledge representation and reasoning › qualitative reasoning
qualitative process theory
0.212014
Using Narrative Function to Extract Qualitative Information from Natural Language Texts · AAAI 2014
Knowledge, reasoning and agents › Knowledge representation and reasoning › qualitative reasoning
qualitative model learning
0.112012
Learning Qualitative Models by Demonstration · AAAI 2012
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.112007
Analogical Learning in a Turn-Based Strategy Game · IJCAI 2007
Knowledge, reasoning and agents › Knowledge representation and reasoning
abductive reasoning
0.112014
Using Narrative Function to Extract Qualitative Information from Natural Language Texts · AAAI 2014
Knowledge, reasoning and agents › Knowledge representation and reasoning
model-based reasoning
0.012012
Learning Qualitative Models by Demonstration · AAAI 2012
Knowledge, reasoning and agents › Knowledge representation and reasoning › analogical reasoning
analogical learning
0.012007
Analogical Learning in a Turn-Based Strategy Game · IJCAI 2007
Knowledge, reasoning and agents › Knowledge representation and reasoning › case-based reasoning
case adaptation
0.011991
The Roles of Adaptation in Case-Based Design · AAAI 1991
Knowledge, reasoning and agents › Knowledge representation and reasoning
case-based reasoning
0.011991
The Roles of Adaptation in Case-Based Design · AAAI 1991

Methods — techniques the papers use, named apart from their topics

query-driven abduction · 0.2narrative function · 0.2frame-based representation · 0.2qualitative influence learning · 0.1model-based reasoning · 0.1analogical learning · 0.1case-based reasoning · 0.0
YearPublicationVenuePosition
2014 Using Narrative Function to Extract Qualitative Information from Natural Language Texts
abstract
The naturalness of qualitative reasoning suggests that qualitative representations might be an important component of the semantics of natural language. Prior work showed that frame-based representations of qualitative process theory constructs could indeed be extracted from natural language texts. That technique relied on the parser recognizing specific syntactic constructions, which had limited coverage. This paper describes a new approach, using narrative function to represent the higher-order relationships between the constituents of a sentence and between sentences in a discourse. We outline how narrative function combined with query-driven abduction enables the same kinds of information to be extracted from natural language texts. Moreover, we also show how the same technique can be used to extract type-level qualitative representations from text, and used to improve performance in playing a strategy game.
Clifton James McFate, Kenneth D. Forbus, Thomas R. Hinrichs
AAAI3
2012 Learning Qualitative Models by Demonstration
abstract
Creating software agents that learn interactively requires the ability to learn from a small number of trials, extracting general, flexible knowledge that can drive behavior from observation and interaction. We claim that qualitative models provide a useful intermediate level of causal representation for dynamic domains, including the formulation of strategies and tactics. We argue that qualitative models are quickly learnable, and enable model-based reasoning techniques to be used to recognize, operationalize, and construct more strategic knowledge. This paper describes an approach to incrementally learning qualitative influences by demonstration in the context of a strategy game. We show how the learned model can help a system play by enabling it to explain which actions could contribute to maximizing a quantitative goal. We also show how reasoning about the model allows it to reformulate a learning problem to address delayed effects and credit assignment, such that it can improve its performance on more strategic tasks such as city placement.
Thomas R. Hinrichs, Kenneth D. Forbus
AAAI1
2011 Hybrid Qualitative Simulation of Military Operations
abstract
Our goal is to enable military planners to rapidly critique alternative battle plans by simulating multiple outcomes of adversarial plans. We describe a novel simulator, SimPath, that combines qualitative reasoning, a geographic information system (GIS), and targeted probabilistic calculations to envision how adversarial battle plans can play out. We outline the problem and describe the overall operation of the simulator. We then explain how qualitative process theory is extended with actions to model military tasks, how envisioning is factored to reduce combinatorial explosions, and how probabilities are computed for transitions and used to filter possibilities. Empirical results, including an experiment conducted by an independent evaluator, are summarized. The results show that it is possible to identify dozens of possible outcomes on each of 9 combinations of adversarial plans (COAs) in under two minutes. We close with a discussion of future work.
Thomas R. Hinrichs, Kenneth D. Forbus, Johan de Kleer, Eric K. Jones, Robert Hyland
IAAI1
2007 Analogical Learning in a Turn-Based Strategy Game
Thomas R. Hinrichs, Kenneth D. Forbus
IJCAI1
1995 Some Limitations of Feature-Based Recognition in Case-Based Design
Thomas R. Hinrichs
ICCBR1
1991 The Roles of Adaptation in Case-Based Design
Thomas R. Hinrichs, Janet L. Kolodner
AAAI1