Mehdi Samadi
Carnegie Mellon University
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Publication
Featured researches published by Mehdi Samadi.
intelligent robots and systems | 2012
Manuela M. Veloso; Joydeep Biswas; Brian Coltin; Stephanie Rosenthal; Thomas Kollar; Çetin Meriçli; Mehdi Samadi; Susana Brandão; Rodrigo Ventura
In this video we briefly illustrate the progress and contributions made with our mobile, indoor, service robots CoBots (Collaborative Robots), since their creation in 2009. Many researchers, present authors included, aim for autonomous mobile robots that robustly perform service tasks for humans in our indoor environments. The efforts towards this goal have been numerous and successful, and we build upon them. However, there are clearly many research challenges remaining until we can experience intelligent mobile robots that are fully functional and capable in our human environments.
Robotics | 2015
Vittorio Perera; Robin Soetens; Thomas Kollar; Mehdi Samadi; Yichao Sun; Daniele Nardi; René van de Molengraft; Manuela M. Veloso
We present KnoWDiaL, an approach for Learning and using task-relevant Knowledge from human-robot Dialog and access to the Web. KnoWDiaL assumes that there is an autonomous agent that performs tasks, as requested by humans through speech. The agent needs to “understand” the request, (i.e., to fully ground the task until it can proceed to plan for and execute it). KnoWDiaL contributes such understanding by using and updating a Knowledge Base, by dialoguing with the user, and by accessing the web. We believe that KnoWDiaL, as we present it, can be applied to general autonomous agents. However, we focus on our work with our autonomous collaborative robot, CoBot, which executes service tasks in a building, moving around and transporting objects between locations. Hence, the knowledge acquired and accessed consists of groundings of language to robot actions, and building locations, persons, and objects. KnoWDiaL handles the interpretation of voice commands, is robust regarding speech recognition errors, and is able to learn commands involving referring expressions in an open domain, (i.e., without requiring a lexicon). We present in detail the multiple components of KnoWDiaL, namely a frame-semantic parser, a probabilistic grounding model, a web-based predicate evaluator, a dialog manager, and the weighted predicate-based Knowledge Base. We illustrate the knowledge access and updates from the dialog and Web access, through detailed and complete examples. We further evaluate the correctness of the predicate instances learned into the Knowledge Base, and show the increase in dialog efficiency as a function of the number of interactions. We have extensively and successfully used KnoWDiaL in CoBot dialoguing and accessing the Web, and extract a few corresponding example sequences from captured videos.
IEEE Transactions on Computational Intelligence and Ai in Games | 2009
Mehdi Samadi; Fatemeh Torabi Asr; Jonathan Schaeffer; Zohreh Azimifar
For most high-performance two-player game programs, a significant amount of time is devoted to developing the evaluation function. An important issue in this regard is how to take advantage of a large memory. For some two-player games, endgame databases have been an effective way of reducing search effort and introducing accurate values into the search. For some one-player games (single-agent domains or puzzles), pattern databases have been effective at improving the quality of the heuristic values used in a search. This paper introduces new ways to extend the utility of pattern and endgame databases. Through the use of abstraction: (1) single-agent pattern databases can be applied to two- or more-player games; knowledge of the capabilities of one player (being oblivious to the opponent) can be an effective evaluation function for a class of game domains, and (2) endgame database positions can be viewed as an abstraction of more complicated positions; database lookups can be used as evaluation function features. These ideas are illustrated using the games of Chinese Checkers, Chess, and Thief and Police. For each domain, even small databases can be used to produce strong game play. This research has relevance to the recent interest in building general game-playing (GGP) programs. For two- or more-player applications where pattern and/or endgame databases can be built, abstraction can be used to automatically construct an evaluation function.
national conference on artificial intelligence | 2015
Tom M. Mitchell; William W. Cohen; E. Hruschka; Partha Pratim Talukdar; Justin Betteridge; Andrew Carlson; Bhavana Dalvi; Matt Gardner; Bryan Kisiel; Jayant Krishnamurthy; Ni Lao; Kathryn Mazaitis; T. Mohamed; Ndapandula Nakashole; Emmanouil Antonios Platanios; Alan Ritter; Mehdi Samadi; Burr Settles; Richard C. Wang; Derry Tanti Wijaya; Abhinav Gupta; Xi Chen; A. Saparov; M. Greaves; J. Welling
national conference on artificial intelligence | 2012
Mehdi Samadi; Thomas Kollar; Manuela M. Veloso
national conference on artificial intelligence | 2008
Mehdi Samadi; Ariel Felner; Jonathan Schaeffer
annual symposium on combinatorial search | 2011
Reza Bakhshandeh; Mehdi Samadi; Zohreh Azimifar; Jonathan Schaeffer
national conference on artificial intelligence | 2013
Mehdi Samadi; Manuela M. Veloso; Manuel Blum
national conference on artificial intelligence | 2016
Mehdi Samadi; Partha Pratim Talukdar; Manuela M. Veloso; Manuel Blum
european conference on artificial intelligence | 2008
Mehdi Samadi; Maryam Siabani; Ariel Felner; Robert C. Holte