Download Artificial Intelligence Applications and Innovations: 9th by Elizabeth Chang, Tharam Dillon (auth.), Harris Papadopoulos, PDF

By Elizabeth Chang, Tharam Dillon (auth.), Harris Papadopoulos, Andreas S. Andreou, Lazaros Iliadis, Ilias Maglogiannis (eds.)

This booklet constitutes the refereed complaints of the ninth IFIP WG 12.5 overseas convention on synthetic Intelligence functions and suggestions, AIAI 2013, held in Paphos, Cyprus, in September/October 2013. The 26 revised complete papers offered including a keynote speech on the major occasion and forty four papers of eight collocated workshops have been rigorously reviewed and chosen for inclusion within the quantity. The papers of the most occasion are prepared in topical sections on info mining, clinical informatics and biomedical engineering, challenge fixing and scheduling, modeling and determination help platforms, robotics, and clever sign and snapshot processing.

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Additional info for Artificial Intelligence Applications and Innovations: 9th IFIP WG 12.5 International Conference, AIAI 2013, Paphos, Cyprus, September 30 – October 2, 2013, Proceedings

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1. Previously we determined, forecast, modelled and predicted the Trust and Reputation of a single agent, service or service provider. In CPS systems we frequently are collecting information from a number of sensors, agents, heterogeneous resources and synthesizing or fusing the information to find out 8 E. Chang and T. Dillon 2. 3. 4. 5. 5 the system state, condition and to provide situation awareness. We need to extend the previous ideas on Trust and Reputation to groups of Agents and Services.

2. The ‘House of Ads’ combat mode Players earn money at th he end of each stage, which can be used to buy new w weapons or to improve their ab bilities. For each object, that can be safely assumed by the system that it is correctly characterizing c the ad, the money earned is free to be spent. For objects whose correctn ness cannot be immediately decided, the money is blocked and will be freed once a po ositive decision will be made in the future. If a player ccollects incorrect items, his/heer credibility drops and, if it falls below a certain threshoold, the game ends and the play yer has to start over.

International Journal of Advertising 27(2), 209– 234 (2008) 3. : Creativity in Advertising: A Janusian Perspective. Journal of Advertising 15(4), 43–50 (1986) 4. : A Knowledge-based System for Advertising Design. Marketing Science 9(3), 212–229 (1990) 5. : Phrase Detectives: A Web-based Collaborative Annotation Game. Proceedings of I-Semantics (2008) 6. : Computational Intelligence for Decision Support. CRC Press, Florida (1999) 7. : Protocol Analysis: Verbal Reports as Data, 2nd edn. MIT Press, Boston (1993) 8.

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