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Bruce Abramson

dblp:86/6386 · DBLP profile ↗
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18ranked-venue papers
12as first author
0since 2021 · last 1994
—ORCID · none

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

Artificial intelligence and machine learning · 13 · 8 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-authorDatabases, data management, data science and information retrieval · 2 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorSystems, architecture and hardware · 1 · 1 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
3 papers
Planning, search and constraint satisfaction · 29% Knowledge representation and reasoning · 23% Probabilistic and Bayesian machine learning · 18%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

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

TopicWeightPapersLastEvidence papers
Machine learning › Probabilistic and Bayesian machine learning › structured models › graphical models
bayesian network
0.011993
Towards and Art and Science of Knowledge Engineering · IEEE Trans. Knowl. Data Eng. 1993
Knowledge, reasoning and agents › Knowledge representation and reasoning
knowledge engineering
0.011993
Towards and Art and Science of Knowledge Engineering · IEEE Trans. Knowl. Data Eng. 1993
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning
dynamic planning
0.011991
An Analysis of Error Recovery and Sensory Integration for Dynamic Planners · AAAI 1991
Robotics › Motion planning and robot control
error recovery
0.011991
An Analysis of Error Recovery and Sensory Integration for Dynamic Planners · AAAI 1991
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.011990
Expected-Outcome: A General Model of Static Evaluation · IEEE Trans. Pattern Anal. Mach. Intell. 1990
Algorithmic game theory and mechanism design › non-cooperative game
two-player games
0.011987
A Model of Two-Player Evaluation Functions · AAAI 1987
Knowledge, reasoning and agents › Knowledge representation and reasoning
knowledge base
0.011993
Towards and Art and Science of Knowledge Engineering · IEEE Trans. Knowl. Data Eng. 1993
Robotics › Robot navigation and mapping
sensor fusion
0.011991
An Analysis of Error Recovery and Sensory Integration for Dynamic Planners · AAAI 1991
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
heuristic evaluation
0.011990
Expected-Outcome: A General Model of Static Evaluation · IEEE Trans. Pattern Anal. Mach. Intell. 1990

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

consensus recommendation · 0.0calibration · 0.0belief network design · 0.0random sampling · 0.0linear regression · 0.0
YearPublicationVenuePosition
1994 Probabilistic multi-knowledge-base systems
Keung-Chi Ng, Bruce Abramson
Appl. Intell.2
1993 Some Complexity Considerations in the Combination of Belief Networks
Izhar Matzkevich, Bruce Abramson
UAI2
1993 Deriving A Minimal itI-map of a Belief Network Relative to a Target Ordering of its Nodes
Izhar Matzkevich, Bruce Abramson
UAI2
1993 Towards and Art and Science of Knowledge Engineering
abstract
The knowledge engineering of belief networks is discussed. Several design issues that arose during the construction of two belief network-based systems, Pathfinder and ARCO1, are described. The issues of accuracy, consistency, and calibration as they emerged during the design of these systems are addressed, and the ways in which compatibility of all networks designed for the same domain suggests an architecture for combining the recommendations of independently designed knowledge bases into a single, consensus recommendation are discussed.>
Bruce Abramson, Keung-Chi Ng
IEEE Trans. Knowl. Data Eng.1
1993 A decision-theoretic framework for integrating sensors into AI plans
abstract
Strategic planners for robots that survive in a realistic environment must coordinate sensor acquisition with robotic activity. Sensory coordination is discussed as a decision problem. It is assumed that although relevant sensory data can generally be requested, costs prohibit many of these requests from being granted. The underlying question is whether a central controller should grant or deny a system's request for a sensory update. Given this fundamental problem, a decision-theoretic analysis is used to derive closed-form formulas for the appropriate frequency of sensor integration as a function of parameters of the equipment, the domain, and the types of errors from which the system must recover. The derived formulas give precise descriptions of the frequency with which sensory requests should be granted in a simplified, formalized setting. They also serve as a template into which a variety of real-world parameterizations could fit.>
Bruce Abramson
IEEE Trans. Syst. Man Cybern.1
1992 The Topological Fusion of Bayes Nets
Izhar Matzkevich, Bruce Abramson
UAI2
1992 Consensus diagnosis: a simulation study
abstract
Consensus diagnoses arise when several experts contribute their opinions about the relative merits of a series of competing hypothesis, and a single decision maker combines their responses and makes a decision without further discussion among the contributors. Consensus diagnoses were simulated by allowing an oracle to generate 'opinions' based on universal background knowledge and all available information about the specific problem being diagnosed. Contributors' opinions were generated by perturbing the oracle's opinion; the size of the perturbation depended on the contributor's degree of expertise. Several different aggregation functions were then used to reclaim the oracle's opinion from those of the contributors. The performance of these functions was compared as panel size and hypothesis-set size varied from two to ten. Comparative and individual analyses indicated that for panels assembled under circumstances similar to those of this study, small, simple methods work best.>
Keung-Chi Ng, Bruce Abramson
IEEE Trans. Syst. Man Cybern.2
1991 An Analysis of Error Recovery and Sensory Integration for Dynamic Planners
Bruce Abramson
AAAI1
1991 ARCO1: An Application of Belief Networks to the Oil Market
Bruce Abramson
UAI1
1991 A Sensitivity Analysis of Pathfinder: A Follow-Up Study
Keung-Chi Ng, Bruce Abramson
UAI2
1990 On Knowledge Representation in Belief Networks
Bruce Abramson
IPMU1
1990 An analysis of expected-outcome
abstract
Static evaluators have been used in every game program ever written. These heuristic functions attempt to differentiate between strong and weak moves by assigning them values based on directly detectable game features. Despite their ubiquity, evaluation functions are not well understood; the development of a theory of evaluator design has been too long coming. In fact, the general consensus is that no theory is possible, because expertise is required to develop even a simple evaluator. One recently introduced ‘generic’ evaluation function, the expected-outcome model, proposed evaluating a node as the expected value of a game's outcome, given random play from that node on. Experimental studies conducted on evaluators designed under this model yielded encouraging results in tac-tac-toe, Othello, and chess. This paper analyzes the expected-outcome model on a simple class of game trees, and shows that the moves recommended under the assumptions of random play and perfect play are identical. This vindicates what appeared to have been an overly naive assumption, and furthers the claim that statistically interpreted evaluation functions are powerful, as well as elegant.
Bruce Abramson
J. Exp. Theor. Artif. Intell.1
1990 On learning and testing evaluation functions
abstract
. Artificial intelligence (AI) is. in many respects, an experimental science. Nevertheless, little has been written about the applicability of the scientific method to AI. The literature concerning techniques for learning and testing static evaluators provides a case in point: experiments are widely discussed, but rarely analyzed. These experiments have played prominent roles in both heuristic search and machine learning; in general, progressively stronger evaluators are learned and competitive abilities are tested. There are two basic problems with this approach. First, learning and improvement are not synonymous; there have been few attempts to specify precisely what is being learned. Second, competition blurs a program' s constituent components into a single performance measure. An alternative approach would be to identify a key parameter, to learn evaluators that approximate it, and then to challenge otherwise identical programs with marginally different functions. This paper reviews some previous work in respect to its adherence to the general principles of experiment design. It also describes experiments that learn coefficients for chess material-advantage functions that approximate expected outcome, and then describes a tournament involving expert-design, learned and randomly generated material-advantage evaluators. The results of this tournament challenge many long-held beliefs and stress the need for greater precision in experimental AI.
Bruce Abramson
J. Exp. Theor. Artif. Intell.1
1990 Expected-Outcome: A General Model of Static Evaluation
abstract
The expected-outcome model, in which the proper evaluation of a game-tree node is the expected value of the game's outcome given random play from that node on, is proposed. Expected outcome is considered in its ideal form, where it is shown to be a powerful heuristic. The ability of a simple random sampler that estimates expected outcome to outduel a standard Othello evaluator is demonstrated. The sampler is combined with a linear regression procedure to produce efficient expected-outcome estimators. Overall, the expected-outcome model of two-player games is shown to be precise, accurate, easily estimable, efficiently calculable, and domain-independent.>
Bruce Abramson
IEEE Trans. Pattern Anal. Mach. Intell.1
1989 Competent systems: a prescriptive approach to knowledge-based advisors
abstract
A prescriptive approach to system design is outlined which breaks from standard expert systems research on two key points. First, the performance of a well-defined task analysis is taken to be a prerequisite for system design. It is the domain, then, and not the manner in which people cope with it, that guides the design phase. Second, an epistemological hierarchy, which recognizes expertise as a (high) range on a competence scale, helps identify the parts of a domain that are relevant to different types of users. This removes knowledge-based systems from the sole proprietorship of experts, and suggests using them as widely available advisors or decision support systems.>
Bruce Abramson, Ward Edwards
SMC1
1989 Divide and Conquer under Global Constraints: A Solution to the N-Queens Problem
Bruce Abramson, Moti Yung
J. Parallel Distributed Comput.1
1987 A Model of Two-Player Evaluation Functions
Bruce Abramson, Richard E. Korf
AAAI1
1985 An Explanation of and Cure for Minimax Pathology
Bruce Abramson
UAI1