Tech Reports
Tech Report kmi-96-06 Abstract
Improving Competence by Integrating Case-Based Reasoning and Heuristic Search
Techreport ID: kmi-96-06
Date: 1996
Author(s): Zdenek Zdrahal and Enrico Motta
We analyse the behaviour of a Propose & Revise architecture in the VT elevator design problem and we show that this problem solving method cannot solve all possible cases covered by the available domain knowledge. We investigate this problem and we show that this limitation is caused by the restricted search regime employed by the method and that the competence of the method cannot be improved by acquiring additional domain knowledge. We therefore propose an alternative design problem solver, which integrates case-based reasoning and heuristic search techniques and overcomes the competence-related limitations exhibited by the Propose & Revise architecture, while maintaining the same level of efficiency. We describe four algorithms for case-based design, which exploit both general properties of parametric design tasks and application specific heuristic knowledge.
Publication(s):
To be presented at the 10th Knowledge Acquisition for Knowledge-Based Systems Workshop, Banff Canada, November 1996.
Future Internet
KnowledgeManagementMultimedia &
Information SystemsNarrative
HypermediaNew Media SystemsSemantic Web &
Knowledge ServicesSocial Software
Social Software is...

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.
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