Qualitative Spatial Reasoning about Sketch Maps Kenneth Forbus, Jeffrey Usher, Vernell Champan...

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Qualitative Spatial Reasoning about Sketch Maps Kenneth Forbus, Jeffrey Usher, Vernell Champan Represented by ilker yildirim

Transcript of Qualitative Spatial Reasoning about Sketch Maps Kenneth Forbus, Jeffrey Usher, Vernell Champan...

Page 1: Qualitative Spatial Reasoning about Sketch Maps Kenneth Forbus, Jeffrey Usher, Vernell Champan Represented by ilker yildirim.

Qualitative Spatial Reasoning about Sketch

MapsKenneth Forbus, Jeffrey Usher, Vernell Champan

Represented by ilker yildirim

Page 2: Qualitative Spatial Reasoning about Sketch Maps Kenneth Forbus, Jeffrey Usher, Vernell Champan Represented by ilker yildirim.

Introduction

• It is not useful to use CAD for early design decisions.

• Sketch maps:

express the key spatial features of a situation,

abstracting away the mass of details that would otherwise obscure the relevant aspects

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Intro continues

• For computers to be able to be useful in geospatial reasoning, they need to be able to work with sketch maps.

• Qualitative spatial reasoning is essential for working with sketch maps.

• The article describes the progress they made in geospatial domain-battle reasoning.

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The nuSketch Approach to Sketch Understanding

• The shortcomings of typical approaches Today’s statistical recognizers are not very

good. Today’s recognition technologies work best

within small tightly controlled domains. The assumption that sketching is a more natural

interface to legacy software.

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cont’d

• Avoid recognition issues by using clever interface design.

• Focus on providing richer visual and conceptual understanding of what is sketched.

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cont’d

• The key in the nuSketch approach: in human-to-human sketching, recognition facilitates communication, but recognition is not essential to it.

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cont’d

• Work around the limitations of today’s recognition technologies: Use manual segmentation of ink Explicitly identify the concept that is being

depicted.Slightly reduces naturalness of nSB.

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Overview of nuSketch Battlespace

• Is designed to help users develop courses of action for land forces.

• It uses a large knowledge base(CYC, DARPA, FIRE)

• nuSketch is used succesfully in several experiments (by AlphaTech and Teknowledge).

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Representing Glyphs and Sketches

• The basic unit is glyph, has ink (consists of polyline) and content (conceptual entity).

• The type of the content affects the interpretation of its spatial properties.

• While some basic spatial properties of glyphs are computed, no detailed shape reasoning

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cont’d

• A sketch consists of one or more subsketches, a coherent aspect of what is being sketched.

• Logically subsketches are Cyc-style microtheories, local descriptions that are internally consistent.

• Subsketches are composed of layers (friendly COA, enemy COA)

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Spatial Processing of Glyphs

• The ink processor: whenever a glyph is added or changed its basic spatial properties are calculated (bb, area..)

• The vector processor is responsible for maintaining Voronoi diagrams.

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Spatial Relationships b/w Glyhps

• Computing spatial relationships is crucial. Four kinds of spatial relationships

• Qualitative topological relationships

• Voronoi relationships

• Positional relationships

• Relationships based on local frames of reference.

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-Qualitative Topological Relationships

• RCC8 algebra (Cohn 1996) is used.

• RCC8 is appropriate, because it captures basic distinctions (disjoint, touching, inside).

• RCC8 values are calculated for each glyph and all others in the same layer, on demand across layers values are also calculated.

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-Voronoi Relationships

• Use Voronoi diagrams to compute a variety of spatial relationships.

• A voronoi diagram consists of edges that are equidistant from a pair of points.

• Again uses Dealuney triangulation, setting glyphs as points.

• Can use several diagrams to capture different notions of proximity.

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-Positional Relationships

• Provide qualitative position and orientation relationship.

• Positional relationships between contents are expressed in terms of compass directions.

• A key design choice what positional relationships should be computed. Compute only pairs automatically.

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-Other Frames of Reference

• Links to entities based on a local coordinate system.

• Some entities have distinct orientation, even without having a pathlike extent. (militay units have fronts..)

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Position Finding

• Use knowledge of the concept of glyphs, combined with spatial reasoning on their ink, to automatically construct regions that satisfy spatial and functional criteria.

• Two important constraints in military spatial reasoning are (1) fields of fire (moutains block fire), (2) visibility (forests)

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cont’d

• Position finding technique relies on polygon operations over relevant subset of glyphs.

• Depending on the constraints some are treated as obstacles.

• New regions are constructed by projections from seed locations subject to obstacle constraints.

• Multiple constraints are satisfied by combining the regions constructed for each constraint.

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cont’d

• Domain knowledge indicates the ones to be treated as obstacles.

• Consider concealment to find where enemy can be: Generate new polygons by ray casting.

• Let V be the union of those polygons

• By subtracting regions where enemy cannot be, i.e. lakes, from V to get the result.

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Path Finding

• Use theory of trafficability, closer to the heuristic guidelines that we have seen used by commanders.

• Terrains are labeled as SR ‘no go’, R ‘slowly go’, UR, ‘go’.

• Those can be combined, road on the mountain is still UR.

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cont’d

• What is an obstacle can depend on the type of unit moving. (infantry/vehicles, forest/dessert)

• Label regions as SR(obstacle), R(costs more), UR(less cost)..

• Use A* search over the terrain Voroni diagram.• Once a path is found, it is smoothed to reduce its

dependencies.

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Example: Hypothesizing Enemy Intent by Analogy

• Inputs are sketch of the precedent and current situations.

• Output: a new layer, which illustrates how, in the current situtation, the enemy might attempt similar to something happened in the precedent time.

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Precedent situation

• This precedent is generated by nSB in the usual way, using a template-based interface to describe why the task was succesful.

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• Your unit Bravo sees enemy unit Bait, but knows what happened to Alpha.

• Using nSB you can ask for hypothesized enemy task about the current situation depending on the precedent one.

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How the computations are made

• A key aspect is to use humanlike analogical processing for comparisons, shared similarity constraint.

• By using the cognitive simulation of analogical matching, The Structure Matching Engine (Falkenhainer, Forbur and Gentner 1989), a shared sense of similarity is achieved.

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cont’d

• When intent hypothesis are requested, nSB runs SME on two descriptions, both visual and conceptual information.

• Try to catch things like (objectActedOn (:skolem Object-50) Object-64) which

means ‘there is a task that is like Object-50 (the destroy task in the precedent) that is acting on Object-64 (Bravo) in your situation

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cont’d

• If such a task is found, SME is invoked again and again to complete the set of constraints.

• A critical component of the set is why the task succeeded. This explanation is used to detect whether the hypothesized task is applicable in the current situation.

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cont’d

• After hypothetical task is mined from the analogy, we try to satisfy those constraints in the current situation.

• Use spatial reasoning techniques to solve these constraints and construct the appropriate positions and path.

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Other Related Work and Discussion

• Winston (1982) was first to model use of precedents in supporting reasoning; our system uses a more sophisticated model of analogical reasoning.

• AI of games and nuWar being developed by the authors, constitutes the future work of nSB applications.

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Questions?