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1811.09231
Anas Shrinah
Anas Shrinah, Kerstin Eder
Goal-constrained Planning Domain Model Verification of Safety Properties
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The verification of planning domain models is crucial to ensure the safety, integrity and correctness of planning-based automated systems. This task is usually performed using model checking techniques. However, unconstrained application of model checkers to verify planning domain models can result in false positives, i.e.counterexamples that are unreachable by a sound planner when using the domain under verification during a planning task. In this paper, we discuss the downside of unconstrained planning domain model verification. We then introduce the notion of a valid planning counterexample, and demonstrate how model checkers, as well as state trajectory constraints planning techniques, should be used to verify planning domain models so that invalid planning counterexamples are not returned.
[ { "version": "v1", "created": "Thu, 22 Nov 2018 16:33:52 GMT" }, { "version": "v2", "created": "Tue, 5 Mar 2019 01:18:37 GMT" }, { "version": "v3", "created": "Mon, 25 Nov 2019 10:17:02 GMT" }, { "version": "v4", "created": "Mon, 24 Feb 2020 17:04:54 GMT" } ]
1,582,588,800,000
[ [ "Shrinah", "Anas", "" ], [ "Eder", "Kerstin", "" ] ]
1811.09246
David Manheim
David Manheim
Oversight of Unsafe Systems via Dynamic Safety Envelopes
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
This paper reviews the reasons that Human-in-the-Loop is both critical for preventing widely-understood failure modes for machine learning, and not a practical solution. Following this, we review two current heuristic methods for addressing this. The first is provable safety envelopes, which are possible only when the dynamics of the system are fully known, but can be useful safety guarantees when optimal behavior is based on machine learning with poorly-understood safety characteristics. The second is the simpler circuit breaker model, which can forestall or prevent catastrophic outcomes by stopping the system, without any specific model of the system. This paper proposes using heuristic, dynamic safety envelopes, which are a plausible halfway point between these approaches that allows human oversight without some of the more difficult problems faced by Human-in-the-Loop systems. Finally, the paper concludes with how this approach can be used for governance of systems where otherwise unsafe systems are deployed.
[ { "version": "v1", "created": "Thu, 22 Nov 2018 17:31:41 GMT" } ]
1,543,190,400,000
[ [ "Manheim", "David", "" ] ]
1811.09722
Tathagata Chakraborti
Tathagata Chakraborti, Anagha Kulkarni, Sarath Sreedharan, David E. Smith, Subbarao Kambhampati
Explicability? Legibility? Predictability? Transparency? Privacy? Security? The Emerging Landscape of Interpretable Agent Behavior
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
There has been significant interest of late in generating behavior of agents that is interpretable to the human (observer) in the loop. However, the work in this area has typically lacked coherence on the topic, with proposed solutions for "explicable", "legible", "predictable" and "transparent" planning with overlapping, and sometimes conflicting, semantics all aimed at some notion of understanding what intentions the observer will ascribe to an agent by observing its behavior. This is also true for the recent works on "security" and "privacy" of plans which are also trying to answer the same question, but from the opposite point of view -- i.e. when the agent is trying to hide instead of revealing its intentions. This paper attempts to provide a workable taxonomy of relevant concepts in this exciting and emerging field of inquiry.
[ { "version": "v1", "created": "Fri, 23 Nov 2018 22:38:49 GMT" } ]
1,543,276,800,000
[ [ "Chakraborti", "Tathagata", "" ], [ "Kulkarni", "Anagha", "" ], [ "Sreedharan", "Sarath", "" ], [ "Smith", "David E.", "" ], [ "Kambhampati", "Subbarao", "" ] ]
1811.09900
Sriram Gopalakrishnan
Sriram Gopalakrishnan, Subbarao Kambhampati
TGE-viz : Transition Graph Embedding for Visualization of Plan Traces and Domains
Supplemental material follows the references of the main paper
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Existing work for plan trace visualization in automated planning uses pipeline-style visualizations, similar to plans in Gantt charts. Such visualization do not capture the domain structure or dependencies between the various fluents and actions. Additionally, plan traces in such visualizations cannot be easily compared with one another without parsing the details of individual actions, which imposes a higher cognitive load. We introduce TGE-viz, a technique to visualize plan traces within an embedding of the entire transition graph of a domain in low dimensional space. TGE-viz allows users to visualize and criticize plans more intuitively for mixed-initiative planning. It also allows users to visually appraise the structure of domains and the dependencies in it.
[ { "version": "v1", "created": "Sat, 24 Nov 2018 21:27:53 GMT" } ]
1,543,276,800,000
[ [ "Gopalakrishnan", "Sriram", "" ], [ "Kambhampati", "Subbarao", "" ] ]
1811.09920
Bo Zhang
Bo Zhang, Bin Chen, Jinyu Yang, Wenjing Yang, Jiankang Zhang
An Unified Intelligence-Communication Model for Multi-Agent System Part-I: Overview
12 pages, 5 figures, submitted for publications in IEEE Journals Interactive Vesion @ https://uicm-mas.github.io/
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
Motivated by Shannon's model and recent rehabilitation of self-supervised artificial intelligence having a "World Model", this paper propose an unified intelligence-communication (UIC) model for describing a single agent and any multi-agent system. Firstly, the environment is modelled as the generic communication channel between agents. Secondly, the UIC model adopts a learning-agent model for unifying several well-adopted agent architecture, e.g. rule-based agent model in complex adaptive systems, layered model for describing human-level intelligence, world-model based agent model. The model may also provide an unified approach to investigate a multi-agent system (MAS) having multiple action-perception modalities, e.g. explicitly information transfer and implicit information transfer. This treatise would be divided into three parts, and this first part provides an overview of the UIC model without introducing cumbersome mathematical analysis and optimizations. In the second part of this treatise, case studies with quantitative analysis driven by the UIC model would be provided, exemplifying the adoption of the UIC model in multi-agent system. Specifically, two representative cases would be studied, namely the analysis of a natural multi-agent system, as well as the co-design of communication, perception and action in an artificial multi-agent system. In the third part of this treatise, the paper provides further insights and future research directions motivated by the UIC model, such as unification of single intelligence and collective intelligence, a possible explanation of intelligence emergence and a dual model for agent-environment intelligence hypothesis. Notes: This paper is a Previewed Version, the extended full-version would be released after being accepted.
[ { "version": "v1", "created": "Sun, 25 Nov 2018 01:31:38 GMT" } ]
1,543,276,800,000
[ [ "Zhang", "Bo", "" ], [ "Chen", "Bin", "" ], [ "Yang", "Jinyu", "" ], [ "Yang", "Wenjing", "" ], [ "Zhang", "Jiankang", "" ] ]
1811.10433
Buser Say
Buser Say, Scott Sanner
Compact and Efficient Encodings for Planning in Factored State and Action Spaces with Learned Binarized Neural Network Transition Models
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we leverage the efficiency of Binarized Neural Networks (BNNs) to learn complex state transition models of planning domains with discretized factored state and action spaces. In order to directly exploit this transition structure for planning, we present two novel compilations of the learned factored planning problem with BNNs based on reductions to Weighted Partial Maximum Boolean Satisfiability (FD-SAT-Plan+) as well as Binary Linear Programming (FD-BLP-Plan+). Theoretically, we show that our SAT-based Bi-Directional Neuron Activation Encoding is asymptotically the most compact encoding relative to the current literature and supports Unit Propagation (UP) -- an important property that facilitates efficiency in SAT solvers. Experimentally, we validate the computational efficiency of our Bi-Directional Neuron Activation Encoding in comparison to an existing neuron activation encoding and demonstrate the ability to learn complex transition models with BNNs. We test the runtime efficiency of both FD-SAT-Plan+ and FD-BLP-Plan+ on the learned factored planning problem showing that FD-SAT-Plan+ scales better with increasing BNN size and complexity. Finally, we present a finite-time incremental constraint generation algorithm based on generalized landmark constraints to improve the planning accuracy of our encodings through simulated or real-world interaction.
[ { "version": "v1", "created": "Mon, 26 Nov 2018 14:59:29 GMT" }, { "version": "v10", "created": "Tue, 9 Apr 2019 00:23:16 GMT" }, { "version": "v11", "created": "Thu, 3 Oct 2019 13:08:37 GMT" }, { "version": "v12", "created": "Fri, 6 Mar 2020 17:47:58 GMT" }, { "version": "v2", "created": "Tue, 27 Nov 2018 18:48:51 GMT" }, { "version": "v3", "created": "Wed, 28 Nov 2018 02:08:22 GMT" }, { "version": "v4", "created": "Thu, 29 Nov 2018 15:31:00 GMT" }, { "version": "v5", "created": "Fri, 30 Nov 2018 17:15:31 GMT" }, { "version": "v6", "created": "Thu, 6 Dec 2018 18:13:01 GMT" }, { "version": "v7", "created": "Fri, 7 Dec 2018 14:38:28 GMT" }, { "version": "v8", "created": "Mon, 10 Dec 2018 02:21:17 GMT" }, { "version": "v9", "created": "Thu, 10 Jan 2019 11:25:20 GMT" } ]
1,583,712,000,000
[ [ "Say", "Buser", "" ], [ "Sanner", "Scott", "" ] ]
1811.10656
Alexey Ignatiev
Alexey Ignatiev, Nina Narodytska, Joao Marques-Silva
Abduction-Based Explanations for Machine Learning Models
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The growing range of applications of Machine Learning (ML) in a multitude of settings motivates the ability of computing small explanations for predictions made. Small explanations are generally accepted as easier for human decision makers to understand. Most earlier work on computing explanations is based on heuristic approaches, providing no guarantees of quality, in terms of how close such solutions are from cardinality- or subset-minimal explanations. This paper develops a constraint-agnostic solution for computing explanations for any ML model. The proposed solution exploits abductive reasoning, and imposes the requirement that the ML model can be represented as sets of constraints using some target constraint reasoning system for which the decision problem can be answered with some oracle. The experimental results, obtained on well-known datasets, validate the scalability of the proposed approach as well as the quality of the computed solutions.
[ { "version": "v1", "created": "Mon, 26 Nov 2018 19:27:26 GMT" } ]
1,543,363,200,000
[ [ "Ignatiev", "Alexey", "" ], [ "Narodytska", "Nina", "" ], [ "Marques-Silva", "Joao", "" ] ]
1811.10728
Hisao Katsumi
Hisao Katsumi, Takuya Hiraoka, Koichiro Yoshino, Kazeto Yamamoto, Shota Motoura, Kunihiko Sadamasa and Satoshi Nakamura
Optimization of Information-Seeking Dialogue Strategy for Argumentation-Based Dialogue System
Accepted by AAAI2019 DEEP-DIAL 2019 workshop
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Argumentation-based dialogue systems, which can handle and exchange arguments through dialogue, have been widely researched. It is required that these systems have sufficient supporting information to argue their claims rationally; however, the systems often do not have enough of such information in realistic situations. One way to fill in the gap is acquiring such missing information from dialogue partners (information-seeking dialogue). Existing information-seeking dialogue systems are based on handcrafted dialogue strategies that exhaustively examine missing information. However, the proposed strategies are not specialized in collecting information for constructing rational arguments. Moreover, the number of system's inquiry candidates grows in accordance with the size of the argument set that the system deal with. In this paper, we formalize the process of information-seeking dialogue as Markov decision processes (MDPs) and apply deep reinforcement learning (DRL) for automatically optimizing a dialogue strategy. By utilizing DRL, our dialogue strategy can successfully minimize objective functions, the number of turns it takes for our system to collect necessary information in a dialogue. We conducted dialogue experiments using two datasets from different domains of argumentative dialogue. Experimental results show that the proposed formalization based on MDP works well, and the policy optimized by DRL outperformed existing heuristic dialogue strategies.
[ { "version": "v1", "created": "Mon, 26 Nov 2018 22:56:07 GMT" } ]
1,543,363,200,000
[ [ "Katsumi", "Hisao", "" ], [ "Hiraoka", "Takuya", "" ], [ "Yoshino", "Koichiro", "" ], [ "Yamamoto", "Kazeto", "" ], [ "Motoura", "Shota", "" ], [ "Sadamasa", "Kunihiko", "" ], [ "Nakamura", "Satoshi", "" ] ]
1811.10928
Laurent Orseau
Laurent Orseau, Levi H. S. Lelis, Tor Lattimore, Th\'eophane Weber
Single-Agent Policy Tree Search With Guarantees
null
32nd Conference on Neural Information Processing Systems (NIPS 2018), Montr\'eal, Canada
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce two novel tree search algorithms that use a policy to guide search. The first algorithm is a best-first enumeration that uses a cost function that allows us to prove an upper bound on the number of nodes to be expanded before reaching a goal state. We show that this best-first algorithm is particularly well suited for `needle-in-a-haystack' problems. The second algorithm is based on sampling and we prove an upper bound on the expected number of nodes it expands before reaching a set of goal states. We show that this algorithm is better suited for problems where many paths lead to a goal. We validate these tree search algorithms on 1,000 computer-generated levels of Sokoban, where the policy used to guide the search comes from a neural network trained using A3C. Our results show that the policy tree search algorithms we introduce are competitive with a state-of-the-art domain-independent planner that uses heuristic search.
[ { "version": "v1", "created": "Tue, 27 Nov 2018 11:53:33 GMT" }, { "version": "v2", "created": "Wed, 28 Nov 2018 10:32:36 GMT" } ]
1,543,449,600,000
[ [ "Orseau", "Laurent", "" ], [ "Lelis", "Levi H. S.", "" ], [ "Lattimore", "Tor", "" ], [ "Weber", "Théophane", "" ] ]
1811.11064
Nikhil Krishnaswamy
Nikhil Krishnaswamy, Scott Friedman, James Pustejovsky
Combining Deep Learning and Qualitative Spatial Reasoning to Learn Complex Structures from Sparse Examples with Noise
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Many modern machine learning approaches require vast amounts of training data to learn new concepts; conversely, human learning often requires few examples--sometimes only one--from which the learner can abstract structural concepts. We present a novel approach to introducing new spatial structures to an AI agent, combining deep learning over qualitative spatial relations with various heuristic search algorithms. The agent extracts spatial relations from a sparse set of noisy examples of block-based structures, and trains convolutional and sequential models of those relation sets. To create novel examples of similar structures, the agent begins placing blocks on a virtual table, uses a CNN to predict the most similar complete example structure after each placement, an LSTM to predict the most likely set of remaining moves needed to complete it, and recommends one using heuristic search. We verify that the agent learned the concept by observing its virtual block-building activities, wherein it ranks each potential subsequent action toward building its learned concept. We empirically assess this approach with human participants' ratings of the block structures. Initial results and qualitative evaluations of structures generated by the trained agent show where it has generalized concepts from the training data, which heuristics perform best within the search space, and how we might improve learning and execution.
[ { "version": "v1", "created": "Tue, 27 Nov 2018 15:48:27 GMT" } ]
1,543,363,200,000
[ [ "Krishnaswamy", "Nikhil", "" ], [ "Friedman", "Scott", "" ], [ "Pustejovsky", "James", "" ] ]
1811.11233
Mark Schutera
Mark Schutera and Niklas Goby and Stefan Smolarek and Markus Reischl
Distributed traffic light control at uncoupled intersections with real-world topology by deep reinforcement learning
32nd Conference on Neural Information Processing Systems, within Workshop on Machine Learning for Intelligent Transportation Systems
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This work examines the implications of uncoupled intersections with local real-world topology and sensor setup on traffic light control approaches. Control approaches are evaluated with respect to: Traffic flow, fuel consumption and noise emission at intersections. The real-world road network of Friedrichshafen is depicted, preprocessed and the present traffic light controlled intersections are modeled with respect to state space and action space. Different strategies, containing fixed-time, gap-based and time-based control approaches as well as our deep reinforcement learning based control approach, are implemented and assessed. Our novel DRL approach allows for modeling the TLC action space, with respect to phase selection as well as selection of transition timings. It was found that real-world topologies, and thus irregularly arranged intersections have an influence on the performance of traffic light control approaches. This is even to be observed within the same intersection types (n-arm, m-phases). Moreover we could show, that these influences can be efficiently dealt with by our deep reinforcement learning based control approach.
[ { "version": "v1", "created": "Tue, 27 Nov 2018 20:08:28 GMT" } ]
1,543,449,600,000
[ [ "Schutera", "Mark", "" ], [ "Goby", "Niklas", "" ], [ "Smolarek", "Stefan", "" ], [ "Reischl", "Markus", "" ] ]
1811.11273
Henry Bendekgey
Henry Bendekgey
Clustering Player Strategies from Variable-Length Game Logs in Dominion
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a method for encoding game logs as numeric features in the card game Dominion. We then run the manifold learning algorithm t-SNE on these encodings to visualize the landscape of player strategies. By quantifying game states as the relative prevalence of cards in a player's deck, we create visualizations that capture qualitative differences in player strategies. Different ways of deviating from the starting game state appear as different rays in the visualization, giving it an intuitive explanation. This is a promising new direction for understanding player strategies across games that vary in length.
[ { "version": "v1", "created": "Tue, 27 Nov 2018 21:48:42 GMT" }, { "version": "v2", "created": "Wed, 12 Dec 2018 07:30:02 GMT" } ]
1,544,659,200,000
[ [ "Bendekgey", "Henry", "" ] ]
1811.11435
Chiaki Sakama
Chiaki Sakama, Hien D. Nguyen, Taisuke Sato, Katsumi Inoue
Partial Evaluation of Logic Programs in Vector Spaces
Proceedings of the 11th Workshop on Answer Set Programming and Other Computing Paradigms 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we introduce methods of encoding propositional logic programs in vector spaces. Interpretations are represented by vectors and programs are represented by matrices. The least model of a definite program is computed by multiplying an interpretation vector and a program matrix. To optimize computation in vector spaces, we provide a method of partial evaluation of programs using linear algebra. Partial evaluation is done by unfolding rules in a program, and it is realized in a vector space by multiplying program matrices. We perform experiments using randomly generated programs and show that partial evaluation has potential for realizing efficient computation in huge scale of programs.
[ { "version": "v1", "created": "Wed, 28 Nov 2018 08:24:03 GMT" } ]
1,543,449,600,000
[ [ "Sakama", "Chiaki", "" ], [ "Nguyen", "Hien D.", "" ], [ "Sato", "Taisuke", "" ], [ "Inoue", "Katsumi", "" ] ]
1811.12083
Nico Potyka
Nico Potyka
A Polynomial-time Fragment of Epistemic Probabilistic Argumentation (Technical Report)
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Probabilistic argumentation allows reasoning about argumentation problems in a way that is well-founded by probability theory. However, in practice, this approach can be severely limited by the fact that probabilities are defined by adding an exponential number of terms. We show that this exponential blowup can be avoided in an interesting fragment of epistemic probabilistic argumentation and that some computational problems that have been considered intractable can be solved in polynomial time. We give efficient convex programming formulations for these problems and explore how far our fragment can be extended without loosing tractability.
[ { "version": "v1", "created": "Thu, 29 Nov 2018 11:52:21 GMT" }, { "version": "v2", "created": "Wed, 6 Mar 2019 15:25:25 GMT" } ]
1,551,916,800,000
[ [ "Potyka", "Nico", "" ] ]
1811.12455
Catarina Moreira
Catarina Moreira
Unifying Decision-Making: a Review on Evolutionary Theories on Rationality and Cognitive Biases
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we make a review on the concepts of rationality across several different fields, namely in economics, psychology and evolutionary biology and behavioural ecology. We review how processes like natural selection can help us understand the evolution of cognition and how cognitive biases might be a consequence of this natural selection. In the end we argue that humans are not irrational, but rather rationally bounded and we complement the discussion on how quantum cognitive models can contribute for the modelling and prediction of human paradoxical decisions.
[ { "version": "v1", "created": "Thu, 29 Nov 2018 19:56:19 GMT" } ]
1,543,795,200,000
[ [ "Moreira", "Catarina", "" ] ]
1811.12787
Nico Potyka
Nico Potyka
A Tutorial for Weighted Bipolar Argumentation with Continuous Dynamical Systems and the Java Library Attractor
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Weighted bipolar argumentation frameworks allow modeling decision problems and online discussions by defining arguments and their relationships. The strength of arguments can be computed based on an initial weight and the strength of attacking and supporting arguments. While previous approaches assumed an acyclic argumentation graph and successively set arguments' strength based on the strength of their parents, recently continuous dynamical systems have been proposed as an alternative. Continuous models update arguments' strength simultaneously and continuously. While there are currently no analytical guarantees for convergence in general graphs, experiments show that continuous models can converge quickly in large cyclic graphs with thousands of arguments. Here, we focus on the high-level ideas of this approach and explain key results and applications. We also introduce Attractor, a Java library that can be used to solve weighted bipolar argumentation problems. Attractor contains implementations of several discrete and continuous models and numerical algorithms to compute solutions. It also provides base classes that can be used to implement, to evaluate and to compare continuous models easily.
[ { "version": "v1", "created": "Fri, 30 Nov 2018 13:31:04 GMT" } ]
1,543,795,200,000
[ [ "Potyka", "Nico", "" ] ]
1811.12917
Daniel Muller
Daniel Muller and Erez Karpas
Automated Tactical Decision Planning Model with Strategic Values Guidance for Local Action-Value-Ambiguity
9 pages, 4 figures, 2 tables
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In many real-world planning problems, action's impact differs with a place, time and the context in which the action is applied. The same action with the same effects in a different context or states can cause a different change. In actions with incomplete precondition list, that applicable in several states and circumstances, ambiguity regarding the impact of the action is challenging even in small domains. To estimate the real impact of actions, an evaluation of the effect list will not be enough; a relative estimation is more informative and suitable for estimation of action's real impact. Recent work on Over-subscription Planning (OSP) defined the net utility of action as the net change in the state's value caused by the action. The notion of net utility of action allows for a broader perspective on value action impact and use for a more accurate evaluation of achievements of the action, considering inter-state and intra-state dependencies. To achieve value-rational decisions in complex reality often requires strategic, high level, planning with a global perspective and values, while many local tactical decisions require real-time information to estimate the impact of actions. This paper proposes an offline action-value structure analysis to exploit the compactly represented informativeness of net utility of actions to extend the scope of planning to value uncertainty scenarios and to provide a real-time value-rational decision planning tool. The result of the offline pre-processing phase is a compact decision planning model representation for flexible, local reasoning of net utility of actions with (offline) value ambiguity. The obtained flexibility is beneficial for the online planning phase and real-time execution of actions with value ambiguity. Our empirical evaluation shows the effectiveness of this approach in domains with value ambiguity in their action-value-structure.
[ { "version": "v1", "created": "Fri, 30 Nov 2018 18:04:19 GMT" } ]
1,543,795,200,000
[ [ "Muller", "Daniel", "" ], [ "Karpas", "Erez", "" ] ]
1812.00091
Yixiu Zhao
Yixiu Zhao, Ziyin Liu
BlockPuzzle - A Challenge in Physical Reasoning and Generalization for Robot Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this work we propose a novel task framework under which a variety of physical reasoning puzzles can be constructed using very simple rules. Under sparse reward settings, most of these tasks can be very challenging for a reinforcement learning agent to learn. We build several simple environments with this task framework in Mujoco and OpenAI gym and attempt to solve them. We are able to solve the environments by designing curricula to guide the agent in learning and using imitation learning methods to transfer knowledge from a simpler environment. This is only a first step for the task framework, and further research on how to solve the harder tasks and transfer knowledge between tasks is needed.
[ { "version": "v1", "created": "Fri, 30 Nov 2018 23:18:08 GMT" } ]
1,543,881,600,000
[ [ "Zhao", "Yixiu", "" ], [ "Liu", "Ziyin", "" ] ]
1812.00136
Yujian Li
Yujian Li
Theory of Cognitive Relativity: A Promising Paradigm for True AI
38 pages (double spaced), 8 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The rise of deep learning has brought artificial intelligence (AI) to the forefront. The ultimate goal of AI is to realize machines with human mind and consciousness, but existing achievements mainly simulate intelligent behavior on computer platforms. These achievements all belong to weak AI rather than strong AI. How to achieve strong AI is not known yet in the field of intelligence science. Currently, this field is calling for a new paradigm, especially Theory of Cognitive Relativity (TCR). The TCR aims to summarize a simple and elegant set of first principles about the nature of intelligence, at least including the Principle of World's Relativity and the Principle of Symbol's Relativity. The Principle of World's Relativity states that the subjective world an intelligent agent can observe is strongly constrained by the way it perceives the objective world. The Principle of Symbol's Relativity states that an intelligent agent can use any physical symbol system to express what it observes in its subjective world. The two principles are derived from scientific facts and life experience. Thought experiments show that they are important to understand high-level intelligence and necessary to establish a scientific theory of mind and consciousness. Rather than brain-like intelligence, the TCR indeed advocates a promising change in direction to realize true AI, i.e. artificial general intelligence or artificial consciousness, particularly different from humans' and animals'. Furthermore, a TCR creed has been presented and extended to reveal the secrets of consciousness and to guide realization of conscious machines. In the sense that true AI could be diversely implemented in a brain-different way, the TCR would probably drive an intelligence revolution in combination with some additional first principles.
[ { "version": "v1", "created": "Sat, 1 Dec 2018 04:01:03 GMT" }, { "version": "v2", "created": "Sun, 16 Dec 2018 14:11:42 GMT" }, { "version": "v3", "created": "Thu, 20 Dec 2018 06:59:22 GMT" } ]
1,545,350,400,000
[ [ "Li", "Yujian", "" ] ]
1812.00336
Sijia Xu
Sijia Xu, Hongyu Kuang, Zhi Zhuang, Renjie Hu, Yang Liu, Huyang Sun
Macro action selection with deep reinforcement learning in StarCraft
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
StarCraft (SC) is one of the most popular and successful Real Time Strategy (RTS) games. In recent years, SC is also widely accepted as a challenging testbed for AI research because of its enormous state space, partially observed information, multi-agent collaboration, and so on. With the help of annual AIIDE and CIG competitions, a growing number of SC bots are proposed and continuously improved. However, a large gap remains between the top-level bot and the professional human player. One vital reason is that current SC bots mainly rely on predefined rules to select macro actions during their games. These rules are not scalable and efficient enough to cope with the enormous yet partially observed state space in the game. In this paper, we propose a deep reinforcement learning (DRL) framework to improve the selection of macro actions. Our framework is based on the combination of the Ape-X DQN and the Long-Short-Term-Memory (LSTM). We use this framework to build our bot, named as LastOrder. Our evaluation, based on training against all bots from the AIIDE 2017 StarCraft AI competition set, shows that LastOrder achieves an 83% winning rate, outperforming 26 bots in total 28 entrants.
[ { "version": "v1", "created": "Sun, 2 Dec 2018 06:06:28 GMT" }, { "version": "v2", "created": "Sun, 3 Mar 2019 07:38:12 GMT" }, { "version": "v3", "created": "Sat, 12 Oct 2019 02:10:29 GMT" } ]
1,571,097,600,000
[ [ "Xu", "Sijia", "" ], [ "Kuang", "Hongyu", "" ], [ "Zhuang", "Zhi", "" ], [ "Hu", "Renjie", "" ], [ "Liu", "Yang", "" ], [ "Sun", "Huyang", "" ] ]
1812.01144
Philip Cohen
Philip R Cohen
Back to the Future for Dialogue Research: A Position Paper
AAAI Workshop 2019, Deep Dial
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This short position paper is intended to provide a critique of current approaches to dialogue, as well as a roadmap for collaborative dialogue research. It is unapologetically opinionated, but informed by 40 years of dialogue re-search. No attempt is made to be comprehensive. The paper will discuss current research into building so-called "chatbots", slot-filling dialogue systems, and plan-based dialogue systems. For further discussion of some of these issues, please see (Allen et al., in press).
[ { "version": "v1", "created": "Tue, 4 Dec 2018 00:41:51 GMT" } ]
1,543,968,000,000
[ [ "Cohen", "Philip R", "" ] ]
1812.01351
Paulo Vitor Campos Souza
Paulo Vitor de Campos Souza, Augusto Junio Guimaraes, Vanessa Souza Araujo, Thiago Silva Rezende, Vinicius Jonathan Silva Araujo
Regularized Fuzzy Neural Networks to Aid Effort Forecasting in the Construction and Software Development
null
Volume 9, Number 6, 2018
10.5121/ijaia.2018.9602
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Predicting the time to build software is a very complex task for software engineering managers. There are complex factors that can directly interfere with the productivity of the development team. Factors directly related to the complexity of the system to be developed drastically change the time necessary for the completion of the works with the software factories. This work proposes the use of a hybrid system based on artificial neural networks and fuzzy systems to assist in the construction of an expert system based on rules to support in the prediction of hours destined to the development of software according to the complexity of the elements present in the same. The set of fuzzy rules obtained by the system helps the management and control of software development by providing a base of interpretable estimates based on fuzzy rules. The model was submitted to tests on a real database, and its results were promissory in the construction of an aid mechanism in the predictability of the software construction.
[ { "version": "v1", "created": "Tue, 4 Dec 2018 11:57:46 GMT" } ]
1,547,078,400,000
[ [ "Souza", "Paulo Vitor de Campos", "" ], [ "Guimaraes", "Augusto Junio", "" ], [ "Araujo", "Vanessa Souza", "" ], [ "Rezende", "Thiago Silva", "" ], [ "Araujo", "Vinicius Jonathan Silva", "" ] ]
1812.01569
Iris Seaman
Iris Rubi Seaman, Jan-Willem van de Meent, David Wingate
Nested Reasoning About Autonomous Agents Using Probabilistic Programs
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
As autonomous agents become more ubiquitous, they will eventually have to reason about the plans of other agents, which is known as theory of mind reasoning. We develop a planning-as-inference framework in which agents perform nested simulation to reason about the behavior of other agents in an online manner. As a concrete application of this framework, we use probabilistic programs to model a high-uncertainty variant of pursuit-evasion games in which an agent must make inferences about the other agents' plans to craft counter-plans. Our probabilistic programs incorporate a variety of complex primitives such as field-of-view calculations and path planners, which enable us to model quasi-realistic scenarios in a computationally tractable manner. We perform extensive experimental evaluations which establish a variety of rational behaviors and quantify how allocating computation across levels of nesting affects the variance of our estimators.
[ { "version": "v1", "created": "Tue, 4 Dec 2018 18:19:34 GMT" }, { "version": "v2", "created": "Wed, 4 Mar 2020 20:31:26 GMT" } ]
1,583,452,800,000
[ [ "Seaman", "Iris Rubi", "" ], [ "van de Meent", "Jan-Willem", "" ], [ "Wingate", "David", "" ] ]
1812.01818
Masataro Asai
Masataro Asai
Photo-Realistic Blocksworld Dataset
The dataset generator is available at https://github.com/ibm/photorealistic-blocksworld
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this report, we introduce an artificial dataset generator for Photo-realistic Blocksworld domain. Blocksworld is one of the oldest high-level task planning domain that is well defined but contains sufficient complexity, e.g., the conflicting subgoals and the decomposability into subproblems. We aim to make this dataset a benchmark for Neural-Symbolic integrated systems and accelerate the research in this area. The key advantage of such systems is the ability to obtain a symbolic model from the real-world input and perform a fast, systematic, complete algorithm for symbolic reasoning, without any supervision and the reward signal from the environment.
[ { "version": "v1", "created": "Wed, 5 Dec 2018 05:04:15 GMT" } ]
1,544,054,400,000
[ [ "Asai", "Masataro", "" ] ]
1812.01825
Lu Pang
Peixi Peng, Junliang Xing
Cooperative Multi-Agent Policy Gradients with Sub-optimal Demonstration
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Many reality tasks such as robot coordination can be naturally modelled as multi-agent cooperative system where the rewards are sparse. This paper focuses on learning decentralized policies for such tasks using sub-optimal demonstration. To learn the multi-agent cooperation effectively and tackle the sub-optimality of demonstration, a self-improving learning method is proposed: On the one hand, the centralized state-action values are initialized by the demonstration and updated by the learned decentralized policy to improve the sub-optimality. On the other hand, the Nash Equilibrium are found by the current state-action value and are used as a guide to learn the policy. The proposed method is evaluated on the combat RTS games which requires a high level of multi-agent cooperation. Extensive experimental results on various combat scenarios demonstrate that the proposed method can learn multi-agent cooperation effectively. It significantly outperforms many state-of-the-art demonstration based approaches.
[ { "version": "v1", "created": "Wed, 5 Dec 2018 05:47:43 GMT" }, { "version": "v2", "created": "Thu, 19 Aug 2021 00:49:28 GMT" } ]
1,629,417,600,000
[ [ "Peng", "Peixi", "" ], [ "Xing", "Junliang", "" ] ]
1812.01893
Mariam Zouari
Mariam Zouari, Nesrine Baklouti, Javier Sanchez Medina, Mounir Ben Ayed and Adel M. Alimi
An Evolutionary Hierarchical Interval Type-2 Fuzzy Knowledge Representation System (EHIT2FKRS) for Travel Route Assignment
13 pages, 12 Tables, 18 figures, Journal paper
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Urban Traffic Networks are characterized by high dynamics of traffic flow and increased travel time, including waiting times. This leads to more complex road traffic management. The present research paper suggests an innovative advanced traffic management system based on Hierarchical Interval Type-2 Fuzzy Logic model optimized by the Particle Swarm Optimization (PSO) method. The aim of designing this system is to perform dynamic route assignment to relieve traffic congestion and limit the unexpected fluctuation effects on traffic flow. The suggested system is executed and simulated using SUMO, a well-known microscopic traffic simulator. For the present study, we have tested four large and heterogeneous metropolitan areas located in the cities of Sfax, Luxembourg, Bologna and Cologne. The experimental results proved the effectiveness of learning the Hierarchical Interval type-2 Fuzzy logic using real time particle swarm optimization technique PSO to accomplish multiobjective optimality regarding two criteria: number of vehicles that reach their destination and average travel time. The obtained results are encouraging, confirming the efficiency of the proposed system.
[ { "version": "v1", "created": "Wed, 5 Dec 2018 10:16:00 GMT" } ]
1,544,054,400,000
[ [ "Zouari", "Mariam", "" ], [ "Baklouti", "Nesrine", "" ], [ "Medina", "Javier Sanchez", "" ], [ "Ayed", "Mounir Ben", "" ], [ "Alimi", "Adel M.", "" ] ]
1812.02217
John Hooker
John Hooker
Truly Autonomous Machines Are Ethical
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
While many see the prospect of autonomous machines as threatening, autonomy may be exactly what we want in a superintelligent machine. There is a sense of autonomy, deeply rooted in the ethical literature, in which an autonomous machine is necessarily an ethical one. Development of the theory underlying this idea not only reveals the advantages of autonomy, but it sheds light on a number of issues in the ethics of artificial intelligence. It helps us to understand what sort of obligations we owe to machines, and what obligations they owe to us. It clears up the issue of assigning responsibility to machines or their creators. More generally, a concept of autonomy that is adequate to both human and artificial intelligence can lead to a more adequate ethical theory for both.
[ { "version": "v1", "created": "Wed, 5 Dec 2018 20:47:11 GMT" } ]
1,544,140,800,000
[ [ "Hooker", "John", "" ] ]
1812.02471
Giovanni Sileno
Giovanni Sileno, Alexander Boer, Tom van Engers
The Role of Normware in Trustworthy and Explainable AI
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
For being potentially destructive, in practice incomprehensible and for the most unintelligible, contemporary technology is setting high challenges on our society. New conception methods are urgently required. Reorganizing ideas and discussions presented in AI and related fields, this position paper aims to highlight the importance of normware--that is, computational artifacts specifying norms--with respect to these issues, and argues for its irreducibility with respect to software by making explicit its neglected ecological dimension in the decision-making cycle.
[ { "version": "v1", "created": "Thu, 6 Dec 2018 11:33:00 GMT" } ]
1,544,140,800,000
[ [ "Sileno", "Giovanni", "" ], [ "Boer", "Alexander", "" ], [ "van Engers", "Tom", "" ] ]
1812.02534
Florentin Smarandache
Florentin Smarandache
Improved Definition of NonStandard Neutrosophic Logic and Introduction to Neutrosophic Hyperreals
19 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
O the third version of this response-paper to Imamura criticism, we recall that NonStandard Neutrosophic Logic was never used by neutrosophic community in no application, that the quarter of century old neutrosophic operators (1995) criticized by Imamura were never utilized since they were improved shortly after but he omits to tell their development, and that in real world applications we need to convert/approximate the NonStandard Analysis hyperreals, monads and binads to tiny intervals with the desired accuracy, otherwise they would be inapplicable. We point out several errors and false statements by Imamura with respect to the inf/sup of nonstandard subsets, also Imamura 'rigorous definition of neutrosophic logic' is wrong and the same for his definition of nonstandard unit interval, and we prove that there is not a total order on the set of hyperreals (because of the newly introduced Neutrosophic Hyperreals that are indeterminate), whence the transfer principle is questionable.
[ { "version": "v1", "created": "Sat, 24 Nov 2018 23:25:04 GMT" }, { "version": "v2", "created": "Wed, 13 Feb 2019 17:35:00 GMT" }, { "version": "v3", "created": "Tue, 13 Sep 2022 19:02:47 GMT" } ]
1,663,200,000,000
[ [ "Smarandache", "Florentin", "" ] ]
1812.02559
Bo Shen
Bo Shen, Wei Zhang, Haiyan Zhao, Zhi Jin and Yanhong Wu
Solving Pictorial Jigsaw Puzzle by Stigmergy-inspired Internet-based Human Collective Intelligence
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The pictorial jigsaw (PJ) puzzle is a well-known leisure game for humans. Usually, a PJ puzzle game is played by one or several human players face-to-face in the physical space. In this paper, we focus on how to solve PJ puzzles in the cyberspace by a group of physically distributed human players. We propose an approach to solving PJ puzzle by stigmergy-inspired Internet-based human collective intelligence. The core of the approach is a continuously executing loop, named the EIF loop, which consists of three activities: exploration, integration, and feedback. In exploration, each player tries to solve the PJ puzzle alone, without direct interactions with other players. At any time, the result of a player's exploration is a partial solution to the PJ puzzle, and a set of rejected neighboring relation between pieces. The results of all players' exploration are integrated in real time through integration, with the output of a continuously updated collective opinion graph (COG). And through feedback, each player is provided with personalized feedback information based on the current COG and the player's exploration result, in order to accelerate his/her puzzle-solving process. Exploratory experiments show that: (1) supported by this approach, the time to solve PJ puzzle is nearly linear to the reciprocal of the number of players, and shows better scalability to puzzle size than that of face-to-face collaboration for 10-player groups; (2) for groups with 2 to 10 players, the puzzle-solving time decreases 31.36%-64.57% on average, compared with the best single players in the experiments.
[ { "version": "v1", "created": "Wed, 28 Nov 2018 12:07:12 GMT" }, { "version": "v2", "created": "Tue, 11 Dec 2018 08:58:10 GMT" } ]
1,544,572,800,000
[ [ "Shen", "Bo", "" ], [ "Zhang", "Wei", "" ], [ "Zhao", "Haiyan", "" ], [ "Jin", "Zhi", "" ], [ "Wu", "Yanhong", "" ] ]
1812.02560
Vincent Conitzer
Vincent Conitzer
Can Artificial Intelligence Do Everything That We Can?
A shorter version appeared as "Natural Intelligence Still Has Its Advantages" in The Wall Street Journal on August 28, 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this article, I discuss what AI can and cannot yet do, and the implications for humanity.
[ { "version": "v1", "created": "Mon, 26 Nov 2018 23:26:36 GMT" } ]
1,544,140,800,000
[ [ "Conitzer", "Vincent", "" ] ]
1812.02573
Osbert Bastani
Osbert Bastani, Xin Zhang, Armando Solar-Lezama
Probabilistic Verification of Fairness Properties via Concentration
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
As machine learning systems are increasingly used to make real world legal and financial decisions, it is of paramount importance that we develop algorithms to verify that these systems do not discriminate against minorities. We design a scalable algorithm for verifying fairness specifications. Our algorithm obtains strong correctness guarantees based on adaptive concentration inequalities; such inequalities enable our algorithm to adaptively take samples until it has enough data to make a decision. We implement our algorithm in a tool called VeriFair, and show that it scales to large machine learning models, including a deep recurrent neural network that is more than five orders of magnitude larger than the largest previously-verified neural network. While our technique only gives probabilistic guarantees due to the use of random samples, we show that we can choose the probability of error to be extremely small.
[ { "version": "v1", "created": "Sun, 2 Dec 2018 19:54:38 GMT" }, { "version": "v2", "created": "Mon, 30 Dec 2019 17:07:59 GMT" } ]
1,577,836,800,000
[ [ "Bastani", "Osbert", "" ], [ "Zhang", "Xin", "" ], [ "Solar-Lezama", "Armando", "" ] ]
1812.02578
Daniel Estrada
Daniel Estrada
Conscious enactive computation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper looks at recent debates in the enactivist literature on computation and consciousness in order to assess major obstacles to building artificial conscious agents. We consider a proposal from Villalobos and Dewhurst (2018) for enactive computation on the basis of organizational closure. We attempt to improve the argument by reflecting on the closed paths through state space taken by finite state automata. This motivates a defense against Clark's recent criticisms of "extended consciousness", and perhaps a new perspective on living with machines.
[ { "version": "v1", "created": "Mon, 3 Dec 2018 17:48:11 GMT" } ]
1,544,140,800,000
[ [ "Estrada", "Daniel", "" ] ]
1812.02580
Debasis Mitra Ph.D.
Debasis Mitra
Selected Qualitative Spatio-temporal Calculi Developed for Constraint Reasoning: A Review
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this article a few of the qualitative spatio-temporal knowledge representation techniques developed by the constraint reasoning community within artificial intelligence are reviewed. The objective is to provide a broad exposure to any other interested group who may utilize these representations. The author has a particular interest in applying these calculi (in a broad sense) in topological data analysis, as these schemes are highly qualitative in nature.
[ { "version": "v1", "created": "Mon, 3 Dec 2018 23:49:37 GMT" } ]
1,544,140,800,000
[ [ "Mitra", "Debasis", "" ] ]
1812.02850
John Foley
John Foley, Emma Tosch, Kaleigh Clary, David Jensen
ToyBox: Better Atari Environments for Testing Reinforcement Learning Agents
NeurIPS Systems for ML Workshop
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
It is a widely accepted principle that software without tests has bugs. Testing reinforcement learning agents is especially difficult because of the stochastic nature of both agents and environments, the complexity of state-of-the-art models, and the sequential nature of their predictions. Recently, the Arcade Learning Environment (ALE) has become one of the most widely used benchmark suites for deep learning research, and state-of-the-art Reinforcement Learning (RL) agents have been shown to routinely equal or exceed human performance on many ALE tasks. Since ALE is based on emulation of original Atari games, the environment does not provide semantically meaningful representations of internal game state. This means that ALE has limited utility as an environment for supporting testing or model introspection. We propose ToyBox, a collection of reimplementations of these games that solves this critical problem and enables robust testing of RL agents.
[ { "version": "v1", "created": "Thu, 6 Dec 2018 23:15:41 GMT" }, { "version": "v2", "created": "Mon, 10 Dec 2018 16:58:36 GMT" }, { "version": "v3", "created": "Fri, 25 Jan 2019 16:39:37 GMT" } ]
1,548,633,600,000
[ [ "Foley", "John", "" ], [ "Tosch", "Emma", "" ], [ "Clary", "Kaleigh", "" ], [ "Jensen", "David", "" ] ]
1812.02942
Mieczys{\l}aw K{\l}opotek
Mieczys{\l}aw A. K{\l}opotek, and S{\l}awomir T. Wierzcho\'n
On Marginally Correct Approximations of Dempster-Shafer Belief Functions from Data
M.A. K{\l}opotek, S.T. Wierzcho\'n: On Marginally Correct Approximations of Dempster-Shafer Belief Functions from Data. Proc. IPMU'96 (Information Processing and Management of Uncertainty), Grenada (Spain), Publisher: Universitaed de Granada, 1-5 July 1996, Vol II, pp. 769-774
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Mathematical Theory of Evidence (MTE), a foundation for reasoning under partial ignorance, is blamed to leave frequencies outside (or aside of) its framework. The seriousness of this accusation is obvious: no experiment may be run to compare the performance of MTE-based models of real world processes against real world data. In this paper we consider this problem from the point of view of conditioning in the MTE. We describe the class of belief functions for which marginal consistency with observed frequencies may be achieved and conditional belief functions are proper belief functions,%\ and deal with implications for (marginal) approximation of general belief functions by this class of belief functions and for inference models in MTE.
[ { "version": "v1", "created": "Fri, 7 Dec 2018 08:33:26 GMT" } ]
1,544,400,000,000
[ [ "Kłopotek", "Mieczysław A.", "" ], [ "Wierzchoń", "Sławomir T.", "" ] ]
1812.02953
Han Yu
Han Yu, Zhiqi Shen, Chunyan Miao, Cyril Leung, Victor R. Lesser and Qiang Yang
Building Ethics into Artificial Intelligence
null
H. Yu, Z. Shen, C. Miao, C. Leung, V. R. Lesser & Q. Yang, "Building Ethics into Artificial Intelligence," in Proceedings of the 27th International Joint Conference on Artificial Intelligence (IJCAI'18), pp. 5527-5533, 2018
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
As artificial intelligence (AI) systems become increasingly ubiquitous, the topic of AI governance for ethical decision-making by AI has captured public imagination. Within the AI research community, this topic remains less familiar to many researchers. In this paper, we complement existing surveys, which largely focused on the psychological, social and legal discussions of the topic, with an analysis of recent advances in technical solutions for AI governance. By reviewing publications in leading AI conferences including AAAI, AAMAS, ECAI and IJCAI, we propose a taxonomy which divides the field into four areas: 1) exploring ethical dilemmas; 2) individual ethical decision frameworks; 3) collective ethical decision frameworks; and 4) ethics in human-AI interactions. We highlight the intuitions and key techniques used in each approach, and discuss promising future research directions towards successful integration of ethical AI systems into human societies.
[ { "version": "v1", "created": "Fri, 7 Dec 2018 09:18:01 GMT" } ]
1,544,400,000,000
[ [ "Yu", "Han", "" ], [ "Shen", "Zhiqi", "" ], [ "Miao", "Chunyan", "" ], [ "Leung", "Cyril", "" ], [ "Lesser", "Victor R.", "" ], [ "Yang", "Qiang", "" ] ]
1812.03007
Yin Liang
Zecang Gu, Yin Liang, Zhaoxi Zhang
The Modeling of SDL Aiming at Knowledge Acquisition in Automatic Driving
12 pages, 6 figures
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
In this paper we proposed an ultimate theory to solve the multi-target control problem through its introduction to the machine learning framework in automatic driving, which explored the implementation of excellent drivers' knowledge acquisition. Nowadays there exist some core problems that have not been fully realized by the researchers in automatic driving, such as the optimal way to control the multi-target objective functions of energy saving, safe driving, headway distance control and comfort driving, as well as the resolvability of the networks that automatic driving relied on and the high-performance chips like GPU on the complex driving environments. According to these problems, we developed a new theory to map multitarget objective functions in different spaces into the same one and thus introduced a machine learning framework of SDL(Super Deep Learning) for optimal multi-targetcontrol based on knowledge acquisition. We will present in this paper the optimal multi-target control by combining the fuzzy relationship of each multi-target objective function and the implementation of excellent drivers' knowledge acquired by machine learning. Theoretically, the impact of this method will exceed that of the fuzzy control method used in automatic train.
[ { "version": "v1", "created": "Fri, 7 Dec 2018 12:50:47 GMT" } ]
1,544,400,000,000
[ [ "Gu", "Zecang", "" ], [ "Liang", "Yin", "" ], [ "Zhang", "Zhaoxi", "" ] ]
1812.03075
Franc Brglez
Franc Brglez
On Uncensored Mean First-Passage-Time Performance Experiments with Multiwalk in $\mathbb{R}^p$: a New Stochastic Optimization Algorithm
8 pages, 5 figures. Invited talk, IEEE Proc. 7th Int. Conf. on Reliability, InfoCom Technologies and Optimization (ICRITO'2018); Aug. 29--31, 2018, Amity University, Noida, India, 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A rigorous empirical comparison of two stochastic solvers is important when one of the solvers is a prototype of a new algorithm such as multiwalk (MWA). When searching for global minima in $\mathbb{R}^p$, the key data structures of MWA include: $p$ rulers with each ruler assigned $m$ marks and a set of $p$ neighborhood matrices of size up to $m(m-2)$, where each entry represents absolute values of pairwise differences between $m$ marks. Before taking the next step, a controller links the tableau of neighborhood matrices and computes new and improved positions for each of the $m$ marks. The number of columns in each neighborhood matrix is denoted as the neighborhood radius $r_n \le m-2$. Any variant of the DEA (differential evolution algorithm) has an effective population neighborhood of radius not larger than 1. Uncensored first-passage-time performance experiments that vary the neighborhood radius of a MW-solver can thus be readily compared to existing variants of DE-solvers. The paper considers seven test cases of increasing complexity and demonstrates, under uncensored first-passage-time performance experiments: (1) significant variability in convergence rate for seven DE-based solver configurations, and (2) consistent, monotonic, and significantly faster rate of convergence for the MW-solver prototype as we increase the neighborhood radius from 4 to its maximum value.
[ { "version": "v1", "created": "Thu, 6 Dec 2018 03:31:29 GMT" } ]
1,544,400,000,000
[ [ "Brglez", "Franc", "" ] ]
1812.03625
Song Gao
Shaohua Wang, Song Gao, Xin Feng, Alan T. Murray, Yuan Zeng
A context-based geoprocessing framework for optimizing meetup location of multiple moving objects along road networks
34 pages, 8 figures
International Journal of Geographical Information Science, 32(7), 1368-1390 (2018)
10.1080/13658816.2018.1431838.
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Given different types of constraints on human life, people must make decisions that satisfy social activity needs. Minimizing costs (i.e., distance, time, or money) associated with travel plays an important role in perceived and realized social quality of life. Identifying optimal interaction locations on road networks when there are multiple moving objects (MMO) with space-time constraints remains a challenge. In this research, we formalize the problem of finding dynamic ideal interaction locations for MMO as a spatial optimization model and introduce a context-based geoprocessing heuristic framework to address this problem. As a proof of concept, a case study involving identification of a meetup location for multiple people under traffic conditions is used to validate the proposed geoprocessing framework. Five heuristic methods with regard to efficient shortest-path search space have been tested. We find that the R* tree-based algorithm performs the best with high quality solutions and low computation time. This framework is implemented in a GIS environment to facilitate integration with external geographic contextual information, e.g., temporary road barriers, points of interest (POI), and real-time traffic information, when dynamically searching for ideal meetup sites. The proposed method can be applied in trip planning, carpooling services, collaborative interaction, and logistics management.
[ { "version": "v1", "created": "Mon, 10 Dec 2018 05:10:31 GMT" } ]
1,544,486,400,000
[ [ "Wang", "Shaohua", "" ], [ "Gao", "Song", "" ], [ "Feng", "Xin", "" ], [ "Murray", "Alan T.", "" ], [ "Zeng", "Yuan", "" ] ]
1812.03789
Sander Beckers
Sander Beckers and Joseph Y. Halpern
Abstracting Causal Models
Appears in AAAI-19
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We consider a sequence of successively more restrictive definitions of abstraction for causal models, starting with a notion introduced by Rubenstein et al. (2017) called exact transformation that applies to probabilistic causal models, moving to a notion of uniform transformation that applies to deterministic causal models and does not allow differences to be hidden by the "right" choice of distribution, and then to abstraction, where the interventions of interest are determined by the map from low-level states to high-level states, and strong abstraction, which takes more seriously all potential interventions in a model, not just the allowed interventions. We show that procedures for combining micro-variables into macro-variables are instances of our notion of strong abstraction, as are all the examples considered by Rubenstein et al.
[ { "version": "v1", "created": "Mon, 10 Dec 2018 13:41:42 GMT" }, { "version": "v2", "created": "Tue, 26 Feb 2019 15:46:41 GMT" }, { "version": "v3", "created": "Thu, 27 Jun 2019 12:23:45 GMT" }, { "version": "v4", "created": "Tue, 9 Jul 2019 18:32:39 GMT" } ]
1,562,803,200,000
[ [ "Beckers", "Sander", "" ], [ "Halpern", "Joseph Y.", "" ] ]
1812.03868
Naveen Sundar Govindarajulu
Naveen Sundar Govindarajulu, Selmer Bringsjord and Rikhiya Ghosh
Toward the Engineering of Virtuous Machines
To appear in the proceedings of AAAI/ACM Conference on AI, Ethics, and Society (AIES) 2019 (http://www.aies-conference.com/accepted-papers/). This subsumes and completes the earlier partial formalization described in arXiv:1805.07797
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
While various traditions under the 'virtue ethics' umbrella have been studied extensively and advocated by ethicists, it has not been clear that there exists a version of virtue ethics rigorous enough to be a target for machine ethics (which we take to include the engineering of an ethical sensibility in a machine or robot itself, not only the study of ethics in the humans who might create artificial agents). We begin to address this by presenting an embryonic formalization of a key part of any virtue-ethics theory: namely, the learning of virtue by a focus on exemplars of moral virtue. Our work is based in part on a computational formal logic previously used to formally model other ethical theories and principles therein, and to implement these models in artificial agents.
[ { "version": "v1", "created": "Fri, 7 Dec 2018 16:30:20 GMT" }, { "version": "v2", "created": "Sun, 30 Dec 2018 05:37:19 GMT" } ]
1,546,300,800,000
[ [ "Govindarajulu", "Naveen Sundar", "" ], [ "Bringsjord", "Selmer", "" ], [ "Ghosh", "Rikhiya", "" ] ]
1812.04128
Xingyu Zhao
Xingyu Zhao, Valentin Robu, David Flynn, Fateme Dinmohammadi, Michael Fisher, Matt Webster
Probabilistic Model Checking of Robots Deployed in Extreme Environments
Version accepted at the 33rd AAAI Conference on Artificial Intelligence, Honolulu, Hawaii, 2019
null
10.1609/aaai.v33i01.33018066
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Robots are increasingly used to carry out critical missions in extreme environments that are hazardous for humans. This requires a high degree of operational autonomy under uncertain conditions, and poses new challenges for assuring the robot's safety and reliability. In this paper, we develop a framework for probabilistic model checking on a layered Markov model to verify the safety and reliability requirements of such robots, both at pre-mission stage and during runtime. Two novel estimators based on conservative Bayesian inference and imprecise probability model with sets of priors are introduced to learn the unknown transition parameters from operational data. We demonstrate our approach using data from a real-world deployment of unmanned underwater vehicles in extreme environments.
[ { "version": "v1", "created": "Mon, 10 Dec 2018 22:11:18 GMT" }, { "version": "v2", "created": "Sun, 30 Dec 2018 14:21:05 GMT" }, { "version": "v3", "created": "Fri, 15 Feb 2019 17:36:56 GMT" } ]
1,607,385,600,000
[ [ "Zhao", "Xingyu", "" ], [ "Robu", "Valentin", "" ], [ "Flynn", "David", "" ], [ "Dinmohammadi", "Fateme", "" ], [ "Fisher", "Michael", "" ], [ "Webster", "Matt", "" ] ]
1812.04608
Shane Mueller
Robert R. Hoffman, Shane T. Mueller, Gary Klein, Jordan Litman
Metrics for Explainable AI: Challenges and Prospects
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The question addressed in this paper is: If we present to a user an AI system that explains how it works, how do we know whether the explanation works and the user has achieved a pragmatic understanding of the AI? In other words, how do we know that an explanainable AI system (XAI) is any good? Our focus is on the key concepts of measurement. We discuss specific methods for evaluating: (1) the goodness of explanations, (2) whether users are satisfied by explanations, (3) how well users understand the AI systems, (4) how curiosity motivates the search for explanations, (5) whether the user's trust and reliance on the AI are appropriate, and finally, (6) how the human-XAI work system performs. The recommendations we present derive from our integration of extensive research literatures and our own psychometric evaluations.
[ { "version": "v1", "created": "Tue, 11 Dec 2018 18:50:02 GMT" }, { "version": "v2", "created": "Fri, 1 Feb 2019 09:31:08 GMT" } ]
1,549,238,400,000
[ [ "Hoffman", "Robert R.", "" ], [ "Mueller", "Shane T.", "" ], [ "Klein", "Gary", "" ], [ "Litman", "Jordan", "" ] ]
1812.04741
Marija Slavkovik
Beishui Liao, Pere Pardo, Marija Slavkovik, Leendert van der Torre
The Jiminy Advisor: Moral Agreements Among Stakeholders Based on Norms and Argumentation
Accepted for publication with JAIR
Journal of Artificial Intelligence Research 77: 737 - 792 (2023)
10.1613/jair.1.14368
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
An autonomous system is constructed by a manufacturer, operates in a society subject to norms and laws, and interacts with end users. All of these actors are stakeholders affected by the behavior of the autonomous system. We address the challenge of how the ethical views of such stakeholders can be integrated in the behavior of an autonomous system. We propose an ethical recommendation component called Jiminy which uses techniques from normative systems and formal argumentation to reach moral agreements among stakeholders. A Jiminy represents the ethical views of each stakeholder by using normative systems, and has three ways of resolving moral dilemmas that involve the opinions of the stakeholders. First, the Jiminy considers how the arguments of the stakeholders relate to one another, which may already resolve the dilemma. Secondly, the Jiminy combines the normative systems of the stakeholders such that the combined expertise of the stakeholders may resolve the dilemma. Thirdly, and only if these two other methods have failed, the Jiminy uses context-sensitive rules to decide which of the stakeholders take preference over the others. At the abstract level, these three methods are characterized by adding arguments, adding attacks between arguments, and revising attacks between arguments. We show how a Jiminy can be used not only for ethical reasoning and collaborative decision-making, but also to provide explanations about ethical behavior.
[ { "version": "v1", "created": "Tue, 11 Dec 2018 23:16:16 GMT" }, { "version": "v2", "created": "Wed, 6 Mar 2019 15:23:15 GMT" }, { "version": "v3", "created": "Thu, 13 Jan 2022 13:16:01 GMT" }, { "version": "v4", "created": "Fri, 28 Apr 2023 10:17:14 GMT" } ]
1,689,552,000,000
[ [ "Liao", "Beishui", "" ], [ "Pardo", "Pere", "" ], [ "Slavkovik", "Marija", "" ], [ "van der Torre", "Leendert", "" ] ]
1812.05070
Ivan Amaya
I. Amaya, J. C. Ortiz-Bayliss, A. Rosales-P\'erez, A. E. Guti\'errez-Rodr\'iguez, S. E. Conant-Pablos, H. Terashima-Mar\'in, C. A. Coello Coello
Enhancing Selection Hyper-heuristics via Feature Transformations
Accepted version of the article published in the IEEE Computational Intelligence Magazine. DOI: 10.1109/MCI.2018.2807018 \c{opyright}2018IEEE
IEEE Comput Intell Mag. 2018, 13(2)
10.1109/MCI.2018.2807018
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Hyper-heuristics are a novel tool. They deal with complex optimization problems where standalone solvers exhibit varied performance. Among such a tool reside selection hyper-heuristics. By combining the strengths of each solver, this kind of hyper-heuristic offers a more robust tool. However, their effectiveness is highly dependent on the 'features' used to link them with the problem that is being solved. Aiming at enhancing selection hyper-heuristics, in this paper we propose two types of transformation: explicit and implicit. The first one directly changes the distribution of critical points within the feature domain while using a Euclidean distance to measure proximity. The second one operates indirectly by preserving the distribution of critical points but changing the distance metric through a kernel function. We focus on analyzing the effect of each kind of transformation, and of their combinations. We test our ideas in the domain of constraint satisfaction problems because of their popularity and many practical applications. In this work, we compare the performance of our proposals against those of previously published data. Furthermore, we expand on previous research by increasing the number of analyzed features. We found that, by incorporating transformations into the model of selection hyper-heuristics, overall performance can be improved, yielding more stable results. However, combining implicit and explicit transformations was not as fruitful. Additionally, we ran some confirmatory tests on the domain of knapsack problems. Again, we observed improved stability, leading to the generation of hyper-heuristics whose profit had a standard deviation between 20% and 30% smaller.
[ { "version": "v1", "created": "Wed, 12 Dec 2018 18:14:06 GMT" } ]
1,544,659,200,000
[ [ "Amaya", "I.", "" ], [ "Ortiz-Bayliss", "J. C.", "" ], [ "Rosales-Pérez", "A.", "" ], [ "Gutiérrez-Rodríguez", "A. E.", "" ], [ "Conant-Pablos", "S. E.", "" ], [ "Terashima-Marín", "H.", "" ], [ "Coello", "C. A. Coello", "" ] ]
1812.05362
Beishui Liao
Beishui Liao, Michael Anderson and Susan Leigh Anderson
Representation, Justification and Explanation in a Value Driven Agent: An Argumentation-Based Approach
24 pages, 6 figures, submitted to JASSS
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Ethical and explainable artificial intelligence is an interdisciplinary research area involving computer science, philosophy, logic, the social sciences, etc. For an ethical autonomous system, the ability to justify and explain its decision making is a crucial aspect of transparency and trustworthiness. This paper takes a Value Driven Agent (VDA) as an example, explicitly representing implicit knowledge of a machine learning-based autonomous agent and using this formalism to justify and explain the decisions of the agent. For this purpose, we introduce a novel formalism to describe the intrinsic knowledge and solutions of a VDA in each situation. Based on this formalism, we formulate an approach to justify and explain the decision-making process of a VDA, in terms of a typical argumentation formalism, Assumption-based Argumentation (ABA). As a result, a VDA in a given situation is mapped onto an argumentation framework in which arguments are defined by the notion of deduction. Justified actions with respect to semantics from argumentation correspond to solutions of the VDA. The acceptance (rejection) of arguments and their premises in the framework provides an explanation for why an action was selected (or not). Furthermore, we go beyond the existing version of VDA, considering not only practical reasoning, but also epistemic reasoning, such that the inconsistency of knowledge of the VDA can be identified, handled and explained.
[ { "version": "v1", "created": "Thu, 13 Dec 2018 11:04:24 GMT" }, { "version": "v2", "created": "Sun, 20 Oct 2019 09:11:34 GMT" } ]
1,571,702,400,000
[ [ "Liao", "Beishui", "" ], [ "Anderson", "Michael", "" ], [ "Anderson", "Susan Leigh", "" ] ]
1812.05794
Bo Zhang
Bo Zhang, Bin Chen, Jin-lin Peng
The Entropy of Artificial Intelligence and a Case Study of AlphaZero from Shannon's Perspective
8 pages, 4 figures
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
The recently released AlphaZero algorithm achieves superhuman performance in the games of chess, shogi and Go, which raises two open questions. Firstly, as there is a finite number of possibilities in the game, is there a quantifiable intelligence measurement for evaluating intelligent systems, e.g. AlphaZero? Secondly, AlphaZero introduces sophisticated reinforcement learning and self-play to efficiently encode the possible states, is there a simple information-theoretic model to represent the learning process and offer more insights in fostering strong AI systems? This paper explores the above two questions by proposing a simple variance of Shannon's communication model, the concept of intelligence entropy and the Unified Intelligence-Communication Model is proposed, which provide an information-theoretic metric for investigating the intelligence level and also provide an bound for intelligent agents in the form of Shannon's capacity, namely, the intelligence capacity. This paper then applies the concept and model to AlphaZero as a case study and explains the learning process of intelligent agent as turbo-like iterative decoding, so that the learning performance of AlphaZero may be quantitatively evaluated. Finally, conclusions are provided along with theoretical and practical remarks.
[ { "version": "v1", "created": "Fri, 14 Dec 2018 06:06:29 GMT" }, { "version": "v2", "created": "Mon, 17 Dec 2018 08:49:34 GMT" } ]
1,545,091,200,000
[ [ "Zhang", "Bo", "" ], [ "Chen", "Bin", "" ], [ "Peng", "Jin-lin", "" ] ]
1812.05795
Tatsuji Takahashi
Akihiro Tamatsukuri and Tatsuji Takahashi
Guaranteed satisficing and finite regret: Analysis of a cognitive satisficing value function
16 pages, 3 figures, supplementary information (A, B, and C) included
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
As reinforcement learning algorithms are being applied to increasingly complicated and realistic tasks, it is becoming increasingly difficult to solve such problems within a practical time frame. Hence, we focus on a \textit{satisficing} strategy that looks for an action whose value is above the aspiration level (analogous to the break-even point), rather than the optimal action. In this paper, we introduce a simple mathematical model called risk-sensitive satisficing ($RS$) that implements a satisficing strategy by integrating risk-averse and risk-prone attitudes under the greedy policy. We apply the proposed model to the $K$-armed bandit problems, which constitute the most basic class of reinforcement learning tasks, and prove two propositions. The first is that $RS$ is guaranteed to find an action whose value is above the aspiration level. The second is that the regret (expected loss) of $RS$ is upper bounded by a finite value, given that the aspiration level is set to an "optimal level" so that satisficing implies optimizing. We confirm the results through numerical simulations and compare the performance of $RS$ with that of other representative algorithms for the $K$-armed bandit problems.
[ { "version": "v1", "created": "Fri, 14 Dec 2018 06:26:50 GMT" }, { "version": "v2", "created": "Sat, 23 Feb 2019 11:11:14 GMT" } ]
1,551,139,200,000
[ [ "Tamatsukuri", "Akihiro", "" ], [ "Takahashi", "Tatsuji", "" ] ]
1812.06015
C. Maria Keet
C. Maria Keet and Kieren Davies and Agnieszka Lawrynowicz
More Effective Ontology Authoring with Test-Driven Development
16 pages, 7 figures, extended tech report of ESWC17 demo paper and extended version of a preprint of an article submitted for consideration in IJAIT
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Ontology authoring is a complex process, where commonly the automated reasoner is invoked for verification of newly introduced changes, therewith amounting to a time-consuming test-last approach. Test-Driven Development (TDD) for ontology authoring is a recent {\em test-first} approach that aims to reduce authoring time and increase authoring efficiency. Current TDD testing falls short on coverage of OWL features and possible test outcomes, the rigorous foundation thereof, and evaluations to ascertain its effectiveness. We aim to address these issues in one instantiation of TDD for ontology authoring. We first propose a succinct, logic-based model of TDD testing and present novel TDD algorithms so as to cover also any OWL 2 class expression for the TBox and for the principal ABox assertions, and prove their correctness. The algorithms use methods from the OWL API directly such that reclassification is not necessary for test execution, therewith reducing ontology authoring time. The algorithms were implemented in TDDonto2, a Prot\'eg\'e plugin. TDDonto2 was evaluated on editing efficiency and by users. The editing efficiency study demonstrated that it is faster than a typical ontology authoring interface, especially for medium size and large ontologies. The user evaluation demonstrated that modellers make significantly less errors with TDDonto2 compared to the standard Prot\'eg\'e interface and complete their tasks better using less time. Thus, the results indicate that Test-Driven Development is a promising approach in an ontology development methodology.
[ { "version": "v1", "created": "Fri, 14 Dec 2018 16:47:03 GMT" } ]
1,545,004,800,000
[ [ "Keet", "C. Maria", "" ], [ "Davies", "Kieren", "" ], [ "Lawrynowicz", "Agnieszka", "" ] ]
1812.06028
Mieczys{\l}aw K{\l}opotek
Andrzej Matuszewski, Mieczys{\l}aw A. K{\l}opotek
Factorization of Dempster-Shafer Belief Functions Based on Data
15 pages
null
null
IPI PAN Report 798
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
One important obstacle in applying Dempster-Shafer Theory (DST) is its relationship to frequencies. In particular, there exist serious difficulties in finding factorizations of belief functions from data. In probability theory factorizations are usually related to notion of (conditional) independence and their possibility tested accordingly. However, in DST conditional belief distributions prove to be non-proper belief functions (that is ones connected with negative "frequencies"). This makes statistical testing of potential conditional independencies practically impossible, as no coherent interpretation could be found so far for negative belief function values. In this paper a novel attempt is made to overcome this difficulty. In the proposal no conditional beliefs are calculated, but instead a new measure F is introduced within the framework of DST, closely related to conditional independence, allowing to apply conventional statistical tests for detection of dependence/independence.
[ { "version": "v1", "created": "Fri, 14 Dec 2018 17:05:59 GMT" } ]
1,545,004,800,000
[ [ "Matuszewski", "Andrzej", "" ], [ "Kłopotek", "Mieczysław A.", "" ] ]
1812.06510
Tshilidzi Marwala
Tshilidzi Marwala
The limit of artificial intelligence: Can machines be rational?
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper studies the question on whether machines can be rational. It observes the existing reasons why humans are not rational which is due to imperfect and limited information, limited and inconsistent processing power through the brain and the inability to optimize decisions and achieve maximum utility. It studies whether these limitations of humans are transferred to the limitations of machines. The conclusion reached is that even though machines are not rational advances in technological developments make these machines more rational. It also concludes that machines can be more rational than humans.
[ { "version": "v1", "created": "Sun, 16 Dec 2018 17:57:16 GMT" } ]
1,545,091,200,000
[ [ "Marwala", "Tshilidzi", "" ] ]
1812.06873
Boris Chidlovskii
Giorgio Giannone and Boris Chidlovskii
Learning Common Representation from RGB and Depth Images
7 pages, 3 figures, 2 tables
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose a new deep learning architecture for the tasks of semantic segmentation and depth prediction from RGB-D images. We revise the state of art based on the RGB and depth feature fusion, where both modalities are assumed to be available at train and test time. We propose a new architecture where the feature fusion is replaced with a common deep representation. Combined with an encoder-decoder type of the network, the architecture can jointly learn models for semantic segmentation and depth estimation based on their common representation. This representation, inspired by multi-view learning, offers several important advantages, such as using one modality available at test time to reconstruct the missing modality. In the RGB-D case, this enables the cross-modality scenarios, such as using depth data for semantically segmentation and the RGB images for depth estimation. We demonstrate the effectiveness of the proposed network on two publicly available RGB-D datasets. The experimental results show that the proposed method works well in both semantic segmentation and depth estimation tasks.
[ { "version": "v1", "created": "Mon, 17 Dec 2018 16:22:47 GMT" } ]
1,545,091,200,000
[ [ "Giannone", "Giorgio", "" ], [ "Chidlovskii", "Boris", "" ] ]
1812.07297
Peng Peng
Peng Peng, Liang Pang, Yufeng Yuan, Chao Gao
Continual Match Based Training in Pommerman: Technical Report
8 pages, 7 figures
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Continual learning is the ability of agents to improve their capacities throughout multiple tasks continually. While recent works in the literature of continual learning mostly focused on developing either particular loss functions or specialized structures of neural network explaining the episodic memory or neural plasticity, we study continual learning from the perspective of the training mechanism. Specifically, we propose a COnitnual Match BAsed Training (COMBAT) framework for training a population of advantage-actor-critic (A2C) agents in Pommerman, a partially observable multi-agent environment with no communication. Following the COMBAT framework, we trained an agent, namely, Navocado, that won the title of the top 1 learning agent in the NeurIPS 2018 Pommerman Competition. Two critical features of our agent are worth mentioning. Firstly, our agent did not learn from any demonstrations. Secondly, our agent is highly reproducible. As a technical report, we articulate the design of state space, action space, reward, and most importantly, the COMBAT framework for our Pommerman agent. We show in the experiments that Pommerman is a perfect environment for studying continual learning, and the agent can improve its performance by continually learning new skills without forgetting the old ones. Finally, the result in the Pommerman Competition verifies the robustness of our agent when competing with various opponents.
[ { "version": "v1", "created": "Tue, 18 Dec 2018 11:08:31 GMT" } ]
1,545,177,600,000
[ [ "Peng", "Peng", "" ], [ "Pang", "Liang", "" ], [ "Yuan", "Yufeng", "" ], [ "Gao", "Chao", "" ] ]
1812.08390
Giora Alexandron
Tanya Nazaretsky and Sara Hershkovitz and Giora Alexandron
Kappa Learning: A New Method for Measuring Similarity Between Educational Items Using Performance Data
9 pages, 5 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Sequencing items in adaptive learning systems typically relies on a large pool of interactive assessment items (questions) that are analyzed into a hierarchy of skills or Knowledge Components (KCs). Educational data mining techniques can be used to analyze students performance data in order to optimize the mapping of items to KCs. Standard methods that map items into KCs using item-similarity measures make the implicit assumption that students performance on items that depend on the same skill should be similar. This assumption holds if the latent trait (mastery of the underlying skill) is relatively fixed during students activity, as in the context of testing, which is the primary context in which these measures were developed and applied. However, in adaptive learning systems that aim for learning, and address subject matters such as K6 Math that consist of multiple sub-skills, this assumption does not hold. In this paper we propose a new item-similarity measure, termed Kappa Learning (KL), which aims to address this gap. KL identifies similarity between items under the assumption of learning, namely, that learners mastery of the underlying skills changes as they progress through the items. We evaluate Kappa Learning on data from a computerized tutor that teaches Fractions for 4th grade, with experts tagging as ground truth, and on simulated data. Our results show that clustering that is based on Kappa Learning outperforms clustering that is based on commonly used similarity measures (Cohen Kappa, Yule, and Pearson).
[ { "version": "v1", "created": "Thu, 20 Dec 2018 07:12:45 GMT" } ]
1,545,350,400,000
[ [ "Nazaretsky", "Tanya", "" ], [ "Hershkovitz", "Sara", "" ], [ "Alexandron", "Giora", "" ] ]
1812.08586
Zhonghua Han
Zhonghua Han, Quan Zhang, Haibo Shi, Yuanwei Qi, Liangliang Sun
Research on Limited Buffer Scheduling Problems in Flexible Flow Shops with Setup Times
Accepted for publication by International Journal of Modelling, Identification and Control (IJMIC)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In order to solve the limited buffer scheduling problems in flexible flow shops with setup times, this paper proposes an improved whale optimization algorithm (IWOA) as a global optimization algorithm. Firstly, this paper presents a mathematic programming model for limited buffer in flexible flow shops with setup times, and applies the IWOA algorithm as the global optimization algorithm. Based on the whale optimization algorithm (WOA), the improved algorithm uses Levy flight, opposition-based learning strategy and simulated annealing to expand the search range, enhance the ability for jumping out of local extremum, and improve the continuous evolution of the algorithm. To verify the improvement of the proposed algorithm on the optimization ability of the standard WOA algorithm, the IWOA algorithm is tested by verification examples of small-scale and large-scale flexible flow shop scheduling problems, and the imperialist competitive algorithm (ICA), bat algorithm (BA), and whale optimization algorithm (WOA) are used for comparision. Based on the instance data of bus manufacturer, simulation tests are made on the four algorithms under variouis of practical evalucation scenarios. The simulation results show that the IWOA algorithm can better solve this type of limited buffer scheduling problem in flexible flow shops with setup times compared with the state of the art algorithms.
[ { "version": "v1", "created": "Fri, 7 Dec 2018 18:02:42 GMT" } ]
1,545,350,400,000
[ [ "Han", "Zhonghua", "" ], [ "Zhang", "Quan", "" ], [ "Shi", "Haibo", "" ], [ "Qi", "Yuanwei", "" ], [ "Sun", "Liangliang", "" ] ]
1812.08597
Prashan Madumal
Prashan Madumal, Ronal Singh, Joshua Newn, Frank Vetere
Interaction Design for Explainable AI: Workshop Proceedings
Workshop proceedings of Interaction Design for Explainable AI workshop held at OzCHI 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
As artificial intelligence (AI) systems become increasingly complex and ubiquitous, these systems will be responsible for making decisions that directly affect individuals and society as a whole. Such decisions will need to be justified due to ethical concerns as well as trust, but achieving this has become difficult due to the `black-box' nature many AI models have adopted. Explainable AI (XAI) can potentially address this problem by explaining its actions, decisions and behaviours of the system to users. However, much research in XAI is done in a vacuum using only the researchers' intuition of what constitutes a `good' explanation while ignoring the interaction and the human aspect. This workshop invites researchers in the HCI community and related fields to have a discourse about human-centred approaches to XAI rooted in interaction and to shed light and spark discussion on interaction design challenges in XAI.
[ { "version": "v1", "created": "Thu, 13 Dec 2018 12:45:26 GMT" } ]
1,545,350,400,000
[ [ "Madumal", "Prashan", "" ], [ "Singh", "Ronal", "" ], [ "Newn", "Joshua", "" ], [ "Vetere", "Frank", "" ] ]
1812.08960
Hussein Abbass A
Hussein Abbass, John Harvey, Kate Yaxley
Lifelong Testing of Smart Autonomous Systems by Shepherding a Swarm of Watchdog Artificial Intelligence Agents
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Artificial Intelligence (AI) technologies could be broadly categorised into Analytics and Autonomy. Analytics focuses on algorithms offering perception, comprehension, and projection of knowledge gleaned from sensorial data. Autonomy revolves around decision making, and influencing and shaping the environment through action production. A smart autonomous system (SAS) combines analytics and autonomy to understand, learn, decide and act autonomously. To be useful, SAS must be trusted and that requires testing. Lifelong learning of a SAS compounds the testing process. In the remote chance that it is possible to fully test and certify the system pre-release, which is theoretically an undecidable problem, it is near impossible to predict the future behaviours that these systems, alone or collectively, will exhibit. While it may be feasible to severely restrict such systems\textquoteright \ learning abilities to limit the potential unpredictability of their behaviours, an undesirable consequence may be severely limiting their utility. In this paper, we propose the architecture for a watchdog AI (WAI) agent dedicated to lifelong functional testing of SAS. We further propose system specifications including a level of abstraction whereby humans shepherd a swarm of WAI agents to oversee an ecosystem made of humans and SAS. The discussion extends to the challenges, pros, and cons of the proposed concept.
[ { "version": "v1", "created": "Fri, 21 Dec 2018 05:53:47 GMT" } ]
1,545,609,600,000
[ [ "Abbass", "Hussein", "" ], [ "Harvey", "John", "" ], [ "Yaxley", "Kate", "" ] ]
1812.09044
A. Adhikari
Ajaya Adhikari, D.M.J Tax, Riccardo Satta, Matthias Fath
LEAFAGE: Example-based and Feature importance-based Explanationsfor Black-box ML models
Submitted to the 2019 Fuzz-IEEE conference (special session on Advances on eXplainable Artificial Intelligence)
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
As machine learning models become more accurate, they typically become more complex and uninterpretable by humans. The black-box character of these models holds back its acceptance in practice, especially in high-risk domains where the consequences of failure could be catastrophic such as health-care or defense. Providing understandable and useful explanations behind ML models or predictions can increase the trust of the user. Example-based reasoning, which entails leveraging previous experience with analogous tasks to make a decision, is a well known strategy for problem solving and justification. This work presents a new explanation extraction method called LEAFAGE, for a prediction made by any black-box ML model. The explanation consists of the visualization of similar examples from the training set and the importance of each feature. Moreover, these explanations are contrastive which aims to take the expectations of the user into account. LEAFAGE is evaluated in terms of fidelity to the underlying black-box model and usefulness to the user. The results showed that LEAFAGE performs overall better than the current state-of-the-art method LIME in terms of fidelity, on ML models with non-linear decision boundary. A user-study was conducted which focused on revealing the differences between example-based and feature importance-based explanations. It showed that example-based explanations performed significantly better than feature importance-based explanation, in terms of perceived transparency, information sufficiency, competence and confidence. Counter-intuitively, when the gained knowledge of the participants was tested, it showed that they learned less about the black-box model after seeing a feature importance-based explanation than seeing no explanation at all. The participants found feature importance-based explanation vague and hard to generalize it to other instances.
[ { "version": "v1", "created": "Fri, 21 Dec 2018 11:02:09 GMT" }, { "version": "v2", "created": "Sun, 27 Jan 2019 17:19:06 GMT" }, { "version": "v3", "created": "Fri, 16 Aug 2019 09:59:57 GMT" } ]
1,566,172,800,000
[ [ "Adhikari", "Ajaya", "" ], [ "Tax", "D. M. J", "" ], [ "Satta", "Riccardo", "" ], [ "Fath", "Matthias", "" ] ]
1812.09086
Mieczys{\l}aw K{\l}opotek
S.T. Wierzcho\'n and M.A. K{\l}opotek and M. Michalewicz
Reasoning and Facts Explanation in Valuation Based Systems
12 pasges
Fundamenta Informaticae 30(3/4)1997, pp. 359-371
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In the literature, the optimization problem to identify a set of composite hypotheses H, which will yield the $k$ largest $P(H|S_e)$ where a composite hypothesis is an instantiation of all the nodes in the network except the evidence nodes \cite{KSy:93} is of significant interest. This problem is called "finding the $k$ Most Plausible Explanation (MPE) of a given evidence $S_e$ in a Bayesian belief network". The problem of finding $k$ most probable hypotheses is generally NP-hard \cite{Cooper:90}. Therefore in the past various simplifications of the task by restricting $k$ (to 1 or 2), restricting the structure (e.g. to singly connected networks), or shifting the complexity to spatial domain have been investigated. A genetic algorithm is proposed in this paper to overcome some of these restrictions while stepping out from probabilistic domain onto the general Valuation based System (VBS) framework is also proposed by generalizing the genetic algorithm approach to the realm of Dempster-Shafer belief calculus.
[ { "version": "v1", "created": "Fri, 21 Dec 2018 12:41:00 GMT" } ]
1,545,609,600,000
[ [ "Wierzchoń", "S. T.", "" ], [ "Kłopotek", "M. A.", "" ], [ "Michalewicz", "M.", "" ] ]
1812.09207
Tias Guns
Tias Guns, Peter J. Stuckey and Guido Tack
Solution Dominance over Constraint Satisfaction Problems
Presented at the ModRef18 workshop at CP18
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Constraint Satisfaction Problems (CSPs) typically have many solutions that satisfy all constraints. Often though, some solutions are preferred over others, that is, some solutions dominate other solutions. We present solution dominance as a formal framework to reason about such settings. We define Constraint Dominance Problems (CDPs) as CSPs with a dominance relation, that is, a preorder over the solutions of the CSP. This framework captures many well-known variants of constraint satisfaction, including optimization, multi-objective optimization, Max-CSP, minimal models, minimum correction subsets as well as optimization over CP-nets and arbitrary dominance relations. We extend MiniZinc, a declarative language for modeling CSPs, to CDPs by introducing dominance nogoods; these can be derived from dominance relations in a principled way. A generic method for solving arbitrary CDPs incrementally calls a CSP solver and is compatible with any existing solver that supports MiniZinc. This encourages experimenting with different solution dominance relations for a problem, as well as comparing different solvers without having to modify their implementations.
[ { "version": "v1", "created": "Fri, 21 Dec 2018 15:54:34 GMT" } ]
1,545,609,600,000
[ [ "Guns", "Tias", "" ], [ "Stuckey", "Peter J.", "" ], [ "Tack", "Guido", "" ] ]
1812.09351
Quang Minh Ha
Quang Minh Ha, Yves Deville, Quang Dung Pham, Minh Ho\`ang H\`a
A Hybrid Genetic Algorithm for the Traveling Salesman Problem with Drone
Technical Report. 34 pages, 5 figures
null
10.1007/s10732-019-09431-y
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper addresses the Traveling Salesman Problem with Drone (TSP-D), in which a truck and drone are used to deliver parcels to customers. The objective of this problem is to either minimize the total operational cost (min-cost TSP-D) or minimize the completion time for the truck and drone (min-time TSP-D). This problem has gained a lot of attention in the last few years since it is matched with the recent trends in a new delivery method among logistics companies. To solve the TSP-D, we propose a hybrid genetic search with dynamic population management and adaptive diversity control based on a split algorithm, problem-tailored crossover and local search operators, a new restore method to advance the convergence and an adaptive penalization mechanism to dynamically balance the search between feasible/infeasible solutions. The computational results show that the proposed algorithm outperforms existing methods in terms of solution quality and improves best known solutions found in the literature. Moreover, various analyses on the impacts of crossover choice and heuristic components have been conducted to analysis further their sensitivity to the performance of our method.
[ { "version": "v1", "created": "Fri, 21 Dec 2018 19:42:56 GMT" } ]
1,574,208,000,000
[ [ "Ha", "Quang Minh", "" ], [ "Deville", "Yves", "" ], [ "Pham", "Quang Dung", "" ], [ "Hà", "Minh Hoàng", "" ] ]
1812.09376
Ravi Pandya
Ravi Pandya, Sandy H. Huang, Dylan Hadfield-Menell, Anca D. Dragan
Human-AI Learning Performance in Multi-Armed Bandits
Artificial Intelligence, Ethics and Society (AIES) 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
People frequently face challenging decision-making problems in which outcomes are uncertain or unknown. Artificial intelligence (AI) algorithms exist that can outperform humans at learning such tasks. Thus, there is an opportunity for AI agents to assist people in learning these tasks more effectively. In this work, we use a multi-armed bandit as a controlled setting in which to explore this direction. We pair humans with a selection of agents and observe how well each human-agent team performs. We find that team performance can beat both human and agent performance in isolation. Interestingly, we also find that an agent's performance in isolation does not necessarily correlate with the human-agent team's performance. A drop in agent performance can lead to a disproportionately large drop in team performance, or in some settings can even improve team performance. Pairing a human with an agent that performs slightly better than them can make them perform much better, while pairing them with an agent that performs the same can make them them perform much worse. Further, our results suggest that people have different exploration strategies and might perform better with agents that match their strategy. Overall, optimizing human-agent team performance requires going beyond optimizing agent performance, to understanding how the agent's suggestions will influence human decision-making.
[ { "version": "v1", "created": "Fri, 21 Dec 2018 21:28:11 GMT" } ]
1,545,868,800,000
[ [ "Pandya", "Ravi", "" ], [ "Huang", "Sandy H.", "" ], [ "Hadfield-Menell", "Dylan", "" ], [ "Dragan", "Anca D.", "" ] ]
1812.09421
Zunjing Wang
Xiao-Feng Xie and Zun-Jing Wang
Exploiting Problem Structure in Combinatorial Landscapes: A Case Study on Pure Mathematics Application
7 pages, 2 figures, conference
International Joint Conference on Artificial Intelligence, New York, 2016, pp.2683-2689
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
In this paper, we present a method using AI techniques to solve a case of pure mathematics applications for finding narrow admissible tuples. The original problem is formulated into a combinatorial optimization problem. In particular, we show how to exploit the local search structure to formulate the problem landscape for dramatic reductions in search space and for non-trivial elimination in search barriers, and then to realize intelligent search strategies for effectively escaping from local minima. Experimental results demonstrate that the proposed method is able to efficiently find best known solutions. This research sheds light on exploiting the local problem structure for an efficient search in combinatorial landscapes as an application of AI to a new problem domain.
[ { "version": "v1", "created": "Sat, 22 Dec 2018 00:33:59 GMT" } ]
1,545,868,800,000
[ [ "Xie", "Xiao-Feng", "" ], [ "Wang", "Zun-Jing", "" ] ]
1812.09521
Jacob Menashe
Jacob Menashe and Peter Stone
Escape Room: A Configurable Testbed for Hierarchical Reinforcement Learning
24 pages, 4 image figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent successes in Reinforcement Learning have encouraged a fast-growing network of RL researchers and a number of breakthroughs in RL research. As the RL community and the body of RL work grows, so does the need for widely applicable benchmarks that can fairly and effectively evaluate a variety of RL algorithms. This need is particularly apparent in the realm of Hierarchical Reinforcement Learning (HRL). While many existing test domains may exhibit hierarchical action or state structures, modern RL algorithms still exhibit great difficulty in solving domains that necessitate hierarchical modeling and action planning, even when such domains are seemingly trivial. These difficulties highlight both the need for more focus on HRL algorithms themselves, and the need for new testbeds that will encourage and validate HRL research. Existing HRL testbeds exhibit a Goldilocks problem; they are often either too simple (e.g. Taxi) or too complex (e.g. Montezuma's Revenge from the Arcade Learning Environment). In this paper we present the Escape Room Domain (ERD), a new flexible, scalable, and fully implemented testing domain for HRL that bridges the "moderate complexity" gap left behind by existing alternatives. ERD is open-source and freely available through GitHub, and conforms to widely-used public testing interfaces for simple integration and testing with a variety of public RL agent implementations. We show that the ERD presents a suite of challenges with scalable difficulty to provide a smooth learning gradient from Taxi to the Arcade Learning Environment.
[ { "version": "v1", "created": "Sat, 22 Dec 2018 12:29:20 GMT" } ]
1,545,868,800,000
[ [ "Menashe", "Jacob", "" ], [ "Stone", "Peter", "" ] ]
1812.10097
Morteza Haghir Chehreghani
Yuxin Chen and Morteza Haghir Chehreghani
Trip Prediction by Leveraging Trip Histories from Neighboring Users
This work is published by IEEE (ITSC)
IEEE 25th International Intelligent Transportation Systems Conference (IEEE ITSC), pp. 967-973, 2022
10.1109/ITSC55140.2022.9922430
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose a novel approach for trip prediction by analyzing user's trip histories. We augment users' (self-) trip histories by adding 'similar' trips from other users, which could be informative and useful for predicting future trips for a given user. This also helps to cope with noisy or sparse trip histories, where the self-history by itself does not provide a reliable prediction of future trips. We show empirical evidence that by enriching the users' trip histories with additional trips, one can improve the prediction error by 15%-40%, evaluated on multiple subsets of the Nancy2012 dataset. This real-world dataset is collected from public transportation ticket validations in the city of Nancy, France. Our prediction tool is a central component of a trip simulator system designed to analyze the functionality of public transportation in the city of Nancy.
[ { "version": "v1", "created": "Tue, 25 Dec 2018 12:37:32 GMT" }, { "version": "v2", "created": "Thu, 3 Mar 2022 11:04:32 GMT" }, { "version": "v3", "created": "Thu, 29 Dec 2022 18:00:45 GMT" } ]
1,672,617,600,000
[ [ "Chen", "Yuxin", "" ], [ "Chehreghani", "Morteza Haghir", "" ] ]
1812.10144
Tshilidzi Marwala
Tshilidzi Marwala
Can rationality be measured?
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper studies whether rationality can be computed. Rationality is defined as the use of complete information, which is processed with a perfect biological or physical brain, in an optimized fashion. To compute rationality one needs to quantify how complete is the information, how perfect is the physical or biological brain and how optimized is the entire decision making system. The rationality of a model (i.e. physical or biological brain) is measured by the expected accuracy of the model. The rationality of the optimization procedure is measured as the ratio of the achieved objective (i.e. utility) to the global objective. The overall rationality of a decision is measured as the product of the rationality of the model and the rationality of the optimization procedure. The conclusion reached is that rationality can be computed for convex optimization problems.
[ { "version": "v1", "created": "Tue, 25 Dec 2018 17:52:39 GMT" } ]
1,545,868,800,000
[ [ "Marwala", "Tshilidzi", "" ] ]
1812.10607
Ken Li
Hui Li, Kailiang Hu, Zhibang Ge, Tao Jiang, Yuan Qi, Le Song
Double Neural Counterfactual Regret Minimization
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Counterfactual Regret Minimization (CRF) is a fundamental and effective technique for solving Imperfect Information Games (IIG). However, the original CRF algorithm only works for discrete state and action spaces, and the resulting strategy is maintained as a tabular representation. Such tabular representation limits the method from being directly applied to large games and continuing to improve from a poor strategy profile. In this paper, we propose a double neural representation for the imperfect information games, where one neural network represents the cumulative regret, and the other represents the average strategy. Furthermore, we adopt the counterfactual regret minimization algorithm to optimize this double neural representation. To make neural learning efficient, we also developed several novel techniques including a robust sampling method, mini-batch Monte Carlo Counterfactual Regret Minimization (MCCFR) and Monte Carlo Counterfactual Regret Minimization Plus (MCCFR+) which may be of independent interests. Experimentally, we demonstrate that the proposed double neural algorithm converges significantly better than the reinforcement learning counterpart.
[ { "version": "v1", "created": "Thu, 27 Dec 2018 03:31:33 GMT" } ]
1,546,214,400,000
[ [ "Li", "Hui", "" ], [ "Hu", "Kailiang", "" ], [ "Ge", "Zhibang", "" ], [ "Jiang", "Tao", "" ], [ "Qi", "Yuan", "" ], [ "Song", "Le", "" ] ]
1812.10851
Pavel Surynek
Pavel Surynek
A Summary of Adaptation of Techniques from Search-based Optimal Multi-Agent Path Finding Solvers to Compilation-based Approach
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In the multi-agent path finding problem (MAPF) we are given a set of agents each with respective start and goal positions. The task is to find paths for all agents while avoiding collisions aiming to minimize an objective function. Two such common objective functions is the sum-of-costs and the makespan. Many optimal solvers were introduced in the past decade - two prominent categories of solvers can be distinguished: search-based solvers and compilation-based solvers. Search-based solvers were developed and tested for the sum-of-costs objective while the most prominent compilation-based solvers that are built around Boolean satisfiability (SAT) were designed for the makespan objective. Very little was known on the performance and relevance of the compilation-based approach on the sum-of-costs objective. In this paper we show how to close the gap between these cost functions in the compilation-based approach. Moreover we study applicability of various techniques developed for search-based solvers in the compilation-based approach. A part of this paper introduces a SAT-solver that is directly aimed to solve the sum-of-costs objective function. Using both a lower bound on the sum-of-costs and an upper bound on the makespan, we are able to have a reasonable number of variables in our SAT encoding. We then further improve the encoding by borrowing ideas from ICTS, a search-based solver. Experimental evaluation on several domains show that there are many scenarios where our new SAT-based methods outperforms the best variants of previous sum-of-costs search solvers - the ICTS, CBS algorithms, and ICBS algorithms.
[ { "version": "v1", "created": "Fri, 28 Dec 2018 00:36:29 GMT" } ]
1,546,214,400,000
[ [ "Surynek", "Pavel", "" ] ]
1812.11371
Michal \v{C}ertick\'y
Mykyta Viazovskyi and Michal Certicky
StarAlgo: A Squad Movement Planning Library for StarCraft using Monte Carlo Tree Search and Negamax
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Real-Time Strategy (RTS) games have recently become a popular testbed for artificial intelligence research. They represent a complex adversarial domain providing a number of interesting AI challenges. There exists a wide variety of research-supporting software tools, libraries and frameworks for one RTS game in particular -- StarCraft: Brood War. These tools are designed to address various specific sub-problems, such as resource allocation or opponent modelling so that researchers can focus exclusively on the tasks relevant to them. We present one such tool -- a library called StarAlgo that produces plans for the coordinated movement of squads (groups of combat units) within the game world. StarAlgo library can solve the squad movement planning problem using one of two algorithms: Monte Carlo Tree Search Considering Durations (MCTSCD) and a slightly modified version of Negamax. We evaluate both the algorithms, compare them, and demonstrate their usage. The library is implemented as a static C++ library that can be easily plugged into most StarCraft AI bots.
[ { "version": "v1", "created": "Sat, 29 Dec 2018 14:21:19 GMT" } ]
1,546,300,800,000
[ [ "Viazovskyi", "Mykyta", "" ], [ "Certicky", "Michal", "" ] ]
1812.11509
Abhishek Gupta
Yew-Soon Ong, Abhishek Gupta
AIR5: Five Pillars of Artificial Intelligence Research
5 pages, 0 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this article, we provide and overview of what we consider to be some of the most pressing research questions facing the fields of artificial intelligence (AI) and computational intelligence (CI); with the latter focusing on algorithms that are inspired by various natural phenomena. We demarcate these questions using five unique Rs - namely, (i) rationalizability, (ii) resilience, (iii) reproducibility, (iv) realism, and (v) responsibility. Notably, just as air serves as the basic element of biological life, the term AIR5 - cumulatively referring to the five aforementioned Rs - is introduced herein to mark some of the basic elements of artificial life (supporting the sustained growth of AI and CI). A brief summary of each of the Rs is presented, highlighting their relevance as pillars of future research in this arena.
[ { "version": "v1", "created": "Sun, 30 Dec 2018 11:00:48 GMT" }, { "version": "v2", "created": "Wed, 2 Jan 2019 06:46:39 GMT" } ]
1,546,473,600,000
[ [ "Ong", "Yew-Soon", "" ], [ "Gupta", "Abhishek", "" ] ]
1901.00064
Peter Eckersley
Peter Eckersley
Impossibility and Uncertainty Theorems in AI Value Alignment (or why your AGI should not have a utility function)
Published in SafeAI 2019: Proceedings of the AAAI Workshop on Artificial Intelligence Safety 2019
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Utility functions or their equivalents (value functions, objective functions, loss functions, reward functions, preference orderings) are a central tool in most current machine learning systems. These mechanisms for defining goals and guiding optimization run into practical and conceptual difficulty when there are independent, multi-dimensional objectives that need to be pursued simultaneously and cannot be reduced to each other. Ethicists have proved several impossibility theorems that stem from this origin; those results appear to show that there is no way of formally specifying what it means for an outcome to be good for a population without violating strong human ethical intuitions (in such cases, the objective function is a social welfare function). We argue that this is a practical problem for any machine learning system (such as medical decision support systems or autonomous weapons) or rigidly rule-based bureaucracy that will make high stakes decisions about human lives: such systems should not use objective functions in the strict mathematical sense. We explore the alternative of using uncertain objectives, represented for instance as partially ordered preferences, or as probability distributions over total orders. We show that previously known impossibility theorems can be transformed into uncertainty theorems in both of those settings, and prove lower bounds on how much uncertainty is implied by the impossibility results. We close by proposing two conjectures about the relationship between uncertainty in objectives and severe unintended consequences from AI systems.
[ { "version": "v1", "created": "Mon, 31 Dec 2018 23:51:27 GMT" }, { "version": "v2", "created": "Tue, 5 Feb 2019 02:57:13 GMT" }, { "version": "v3", "created": "Tue, 5 Mar 2019 03:12:49 GMT" } ]
1,551,830,400,000
[ [ "Eckersley", "Peter", "" ] ]
1901.00270
Luckeciano Melo
Luckeciano Carvalho Melo, Marcos Ricardo Omena Albuquerque Maximo, and Adilson Marques da Cunha
Learning Humanoid Robot Motions Through Deep Neural Networks
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Controlling a high degrees of freedom humanoid robot is acknowledged as one of the hardest problems in Robotics. Due to the lack of mathematical models, an approach frequently employed is to rely on human intuition to design keyframe movements by hand, usually aided by graphical tools. In this paper, we propose a learning framework based on neural networks in order to mimic humanoid robot movements. The developed technique does not make any assumption about the underlying implementation of the movement, therefore both keyframe and model-based motions may be learned. The framework was applied in the RoboCup 3D Soccer Simulation domain and promising results were obtained using the same network architecture for several motions, even when copying motions from another teams.
[ { "version": "v1", "created": "Wed, 2 Jan 2019 05:46:52 GMT" } ]
1,546,473,600,000
[ [ "Melo", "Luckeciano Carvalho", "" ], [ "Maximo", "Marcos Ricardo Omena Albuquerque", "" ], [ "da Cunha", "Adilson Marques", "" ] ]
1901.00298
Han Yu
Han Yu, Chunyan Miao, Yongqing Zheng, Lizhen Cui, Simon Fauvel and Cyril Leung
Ethically Aligned Opportunistic Scheduling for Productive Laziness
null
Proceedings of the 2nd AAAI/ACM Conference on Artificial Intelligence, Ethics, and Society (AIES-19), 2019
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In artificial intelligence (AI) mediated workforce management systems (e.g., crowdsourcing), long-term success depends on workers accomplishing tasks productively and resting well. This dual objective can be summarized by the concept of productive laziness. Existing scheduling approaches mostly focus on efficiency but overlook worker wellbeing through proper rest. In order to enable workforce management systems to follow the IEEE Ethically Aligned Design guidelines to prioritize worker wellbeing, we propose a distributed Computational Productive Laziness (CPL) approach in this paper. It intelligently recommends personalized work-rest schedules based on local data concerning a worker's capabilities and situational factors to incorporate opportunistic resting and achieve superlinear collective productivity without the need for explicit coordination messages. Extensive experiments based on a real-world dataset of over 5,000 workers demonstrate that CPL enables workers to spend 70% of the effort to complete 90% of the tasks on average, providing more ethically aligned scheduling than existing approaches.
[ { "version": "v1", "created": "Wed, 2 Jan 2019 09:01:07 GMT" } ]
1,546,473,600,000
[ [ "Yu", "Han", "" ], [ "Miao", "Chunyan", "" ], [ "Zheng", "Yongqing", "" ], [ "Cui", "Lizhen", "" ], [ "Fauvel", "Simon", "" ], [ "Leung", "Cyril", "" ] ]
1901.00365
Karl Schlechta
Karl Schlechta
KI, Philosophie, Logik
in German
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This is a short (and personal) introduction in German to the connections between artificial intelligence, philosophy, and logic, and to the author's work. Dies ist eine kurze (und persoenliche) Einfuehrung in die Zusammenhaenge zwischen Kuenstlicher Intelligenz, Philosophie, und Logik, und in die Arbeiten des Autors.
[ { "version": "v1", "created": "Thu, 27 Dec 2018 10:29:47 GMT" } ]
1,546,473,600,000
[ [ "Schlechta", "Karl", "" ] ]
1901.00723
Simon Lucas
Simon M. Lucas, Jialin Liu, Ivan Bravi, Raluca D. Gaina, John Woodward, Vanessa Volz and Diego Perez-Liebana
Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Best
8 pages, to appear in 2019 AAAI workshop on Games and Simulations for Artificial Intelligence ( https://www.gamesim.ai/ )
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
This paper introduces a simple and fast variant of Planet Wars as a test-bed for statistical planning based Game AI agents, and for noisy hyper-parameter optimisation. Planet Wars is a real-time strategy game with simple rules but complex game-play. The variant introduced in this paper is designed for speed to enable efficient experimentation, and also for a fixed action space to enable practical inter-operability with General Video Game AI agents. If we treat the game as a win-loss game (which is standard), then this leads to challenging noisy optimisation problems both in tuning agents to play the game, and in tuning game parameters. Here we focus on the problem of tuning an agent, and report results using the recently developed N-Tuple Bandit Evolutionary Algorithm and a number of other optimisers, including Sequential Model-based Algorithm Configuration (SMAC). Results indicate that the N-Tuple Bandit Evolutionary offers competitive performance as well as insight into the effects of combinations of parameter choices.
[ { "version": "v1", "created": "Thu, 3 Jan 2019 14:03:23 GMT" } ]
1,546,560,000,000
[ [ "Lucas", "Simon M.", "" ], [ "Liu", "Jialin", "" ], [ "Bravi", "Ivan", "" ], [ "Gaina", "Raluca D.", "" ], [ "Woodward", "John", "" ], [ "Volz", "Vanessa", "" ], [ "Perez-Liebana", "Diego", "" ] ]
1901.00921
Lantao Liu
Shoubhik Debnath, Lantao Liu, Gaurav Sukhatme
Reachability and Differential based Heuristics for Solving Markov Decision Processes
The paper was published in 2017 International Symposium on Robotics Research (ISRR)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The solution convergence of Markov Decision Processes (MDPs) can be accelerated by prioritized sweeping of states ranked by their potential impacts to other states. In this paper, we present new heuristics to speed up the solution convergence of MDPs. First, we quantify the level of reachability of every state using the Mean First Passage Time (MFPT) and show that such reachability characterization very well assesses the importance of states which is used for effective state prioritization. Then, we introduce the notion of backup differentials as an extension to the prioritized sweeping mechanism, in order to evaluate the impacts of states at an even finer scale. Finally, we extend the state prioritization to the temporal process, where only partial sweeping can be performed during certain intermediate value iteration stages. To validate our design, we have performed numerical evaluations by comparing the proposed new heuristics with corresponding classic baseline mechanisms. The evaluation results showed that our reachability based framework and its differential variants have outperformed the state-of-the-art solutions in terms of both practical runtime and number of iterations.
[ { "version": "v1", "created": "Thu, 3 Jan 2019 22:01:26 GMT" } ]
1,546,819,200,000
[ [ "Debnath", "Shoubhik", "" ], [ "Liu", "Lantao", "" ], [ "Sukhatme", "Gaurav", "" ] ]
1901.00942
Florian Richoux
Valentin Antuori and Florian Richoux
Constrained optimization under uncertainty for decision-making problems: Application to Real-Time Strategy games
Published at the 2019 IEEE Congress on Evolutionary Computation (CEC'19)
null
10.1109/CEC.2019.8789922
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Decision-making problems can be modeled as combinatorial optimization problems with Constraint Programming formalisms such as Constrained Optimization Problems. However, few Constraint Programming formalisms can deal with both optimization and uncertainty at the same time, and none of them are convenient to model problems we tackle in this paper. Here, we propose a way to deal with combinatorial optimization problems under uncertainty within the classical Constrained Optimization Problems formalism by injecting the Rank Dependent Utility from decision theory. We also propose a proof of concept of our method to show it is implementable and can solve concrete decision-making problems using a regular constraint solver, and propose a bot that won the partially observable track of the 2018 {\mu}RTS AI competition. Our result shows it is possible to handle uncertainty with regular Constraint Programming solvers, without having to define a new formalism neither to develop dedicated solvers. This brings new perspective to tackle uncertainty in Constraint Programming.
[ { "version": "v1", "created": "Thu, 3 Jan 2019 23:45:00 GMT" }, { "version": "v2", "created": "Mon, 7 Jan 2019 08:47:41 GMT" }, { "version": "v3", "created": "Tue, 23 Apr 2019 05:09:11 GMT" } ]
1,653,350,400,000
[ [ "Antuori", "Valentin", "" ], [ "Richoux", "Florian", "" ] ]
1901.00949
Hussein Abbass A
Nicholas R. Clayton and Hussein Abbass
Machine Teaching in Hierarchical Genetic Reinforcement Learning: Curriculum Design of Reward Functions for Swarm Shepherding
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The design of reward functions in reinforcement learning is a human skill that comes with experience. Unfortunately, there is not any methodology in the literature that could guide a human to design the reward function or to allow a human to transfer the skills developed in designing reward functions to another human and in a systematic manner. In this paper, we use Systematic Instructional Design, an approach in human education, to engineer a machine education methodology to design reward functions for reinforcement learning. We demonstrate the methodology in designing a hierarchical genetic reinforcement learner that adopts a neural network representation to evolve a swarm controller for an agent shepherding a boids-based swarm. The results reveal that the methodology is able to guide the design of hierarchical reinforcement learners, with each model in the hierarchy learning incrementally through a multi-part reward function. The hierarchy acts as a decision fusion function that combines the individual behaviours and skills learnt by each instruction to create a smart shepherd to control the swarm.
[ { "version": "v1", "created": "Fri, 4 Jan 2019 00:10:46 GMT" } ]
1,546,819,200,000
[ [ "Clayton", "Nicholas R.", "" ], [ "Abbass", "Hussein", "" ] ]
1901.01830
Christophe Lecoutre
Christophe Lecoutre and Olivier Roussel
Proceedings of the 2018 XCSP3 Competition
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This document represents the proceedings of the 2018 XCSP3 Competition. The results of this competition of constraint solvers were presented at CP'18, the 24th International Conference on Principles and Practice of Constraint Programming, held in Lille, France from 27th August 2018 to 31th August, 2018.
[ { "version": "v1", "created": "Mon, 17 Dec 2018 14:29:45 GMT" } ]
1,546,905,600,000
[ [ "Lecoutre", "Christophe", "" ], [ "Roussel", "Olivier", "" ] ]
1901.01834
Baogang Hu
Baogang Hu, Weiming Dong
"Ge Shu Zhi Zhi": Towards Deep Understanding about Worlds
10 pages, in Chinese. 5 figures, 2 tables
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
"Ge She Zhi Zhi" is a novel saying in Chinese, stated as "To investigate things from the underlying principle(s) and to acquire knowledge in the form of mathematical representations". The saying is adopted and modified based on the ideas from the Eastern and Western philosophers. This position paper discusses the saying in the background of artificial intelligence (AI). Some related subjects, such as the ultimate goals of AI and two levels of knowledge representations, are discussed from the perspective of machine learning. A case study on objective evaluations over multi attributes, a typical problem in the filed of social computing, is given to support the saying for wide applications. A methodology of meta rules is proposed for examining the objectiveness of the evaluations. The possible problems of the saying are also presented.
[ { "version": "v1", "created": "Wed, 19 Dec 2018 05:18:20 GMT" }, { "version": "v2", "created": "Sat, 16 Mar 2019 01:25:59 GMT" }, { "version": "v3", "created": "Wed, 5 Jun 2019 01:32:04 GMT" } ]
1,559,779,200,000
[ [ "Hu", "Baogang", "" ], [ "Dong", "Weiming", "" ] ]
1901.01851
Roman Yampolskiy
Roman V. Yampolskiy
Personal Universes: A Solution to the Multi-Agent Value Alignment Problem
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
AI Safety researchers attempting to align values of highly capable intelligent systems with those of humanity face a number of challenges including personal value extraction, multi-agent value merger and finally in-silico encoding. State-of-the-art research in value alignment shows difficulties in every stage in this process, but merger of incompatible preferences is a particularly difficult challenge to overcome. In this paper we assume that the value extraction problem will be solved and propose a possible way to implement an AI solution which optimally aligns with individual preferences of each user. We conclude by analyzing benefits and limitations of the proposed approach.
[ { "version": "v1", "created": "Tue, 1 Jan 2019 18:05:43 GMT" } ]
1,546,905,600,000
[ [ "Yampolskiy", "Roman V.", "" ] ]
1901.01855
Xiaojie Gao
Xiaojie Gao, Shikui Tu, Lei Xu
A* Tree Search for Portfolio Management
The paper needs a major revision including the title
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose a planning-based method to teach an agent to manage portfolio from scratch. Our approach combines deep reinforcement learning techniques with search techniques like AlphaGo. By uniting the advantages in A* search algorithm with Monte Carlo tree search, we come up with a new algorithm named A* tree search in which best information is returned to guide next search. Also, the expansion mode of Monte Carlo tree is improved for a higher utilization of the neural network. The suggested algorithm can also optimize non-differentiable utility function by combinatorial search. This technique is then used in our trading system. The major component is a neural network that is trained by trading experiences from tree search and outputs prior probability to guide search by pruning away branches in turn. Experimental results on simulated and real financial data verify the robustness of the proposed trading system and the trading system produces better strategies than several approaches based on reinforcement learning.
[ { "version": "v1", "created": "Mon, 7 Jan 2019 14:59:15 GMT" }, { "version": "v2", "created": "Mon, 18 Feb 2019 10:26:13 GMT" } ]
1,550,534,400,000
[ [ "Gao", "Xiaojie", "" ], [ "Tu", "Shikui", "" ], [ "Xu", "Lei", "" ] ]
1901.01856
Krishn Bera
Krishn Bera, Tejas Savalia and Bapi Raju
A Computational Framework for Motor Skill Acquisition
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
There have been numerous attempts in explaining the general learning behaviours by various cognitive models. Multiple hypotheses have been put further to qualitatively argue the best-fit model for motor skill acquisition task and its variations. In this context, for a discrete sequence production (DSP) task, one of the most insightful models is Verwey's Dual Processor Model (DPM). It largely explains the learning and behavioural phenomenon of skilled discrete key-press sequences without providing any concrete computational basis of reinforcement. Therefore, we propose a quantitative explanation for Verwey's DPM hypothesis by experimentally establishing a general computational framework for motor skill learning. We attempt combining the qualitative and quantitative theories based on a best-fit model of the experimental simulations of variations of dual processor models. The fundamental premise of sequential decision making for skill learning is based on interacting model-based (MB) and model-free (MF) reinforcement learning (RL) processes. Our unifying framework shows the proposed idea agrees well to Verwey's DPM and Fitts' three phases of skill learning. The accuracy of our model can further be validated by its statistical fit with the human-generated data on simple environment tasks like the grid-world.
[ { "version": "v1", "created": "Thu, 3 Jan 2019 09:06:56 GMT" } ]
1,546,905,600,000
[ [ "Bera", "Krishn", "" ], [ "Savalia", "Tejas", "" ], [ "Raju", "Bapi", "" ] ]
1901.02035
Roi Ceren
Roi Ceren, Shannon Quinn, Glen Raines
Towards a Decentralized, Autonomous Multiagent Framework for Mitigating Crop Loss
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose a generalized decision-theoretic system for a heterogeneous team of autonomous agents who are tasked with online identification of phenotypically expressed stress in crop fields.. This system employs four distinct types of agents, specific to four available sensor modalities: satellites (Layer 3), uninhabited aerial vehicles (L2), uninhabited ground vehicles (L1), and static ground-level sensors (L0). Layers 3, 2, and 1 are tasked with performing image processing at the available resolution of the sensor modality and, along with data generated by layer 0 sensors, identify erroneous differences that arise over time. Our goal is to limit the use of the more computationally and temporally expensive subsequent layers. Therefore, from layer 3 to 1, each layer only investigates areas that previous layers have identified as potentially afflicted by stress. We introduce a reinforcement learning technique based on Perkins' Monte Carlo Exploring Starts for a generalized Markovian model for each layer's decision problem, and label the system the Agricultural Distributed Decision Framework (ADDF). As our domain is real-world and online, we illustrate implementations of the two major components of our system: a clustering-based image processing methodology and a two-layer POMDP implementation.
[ { "version": "v1", "created": "Mon, 7 Jan 2019 19:44:44 GMT" } ]
1,546,992,000,000
[ [ "Ceren", "Roi", "" ], [ "Quinn", "Shannon", "" ], [ "Raines", "Glen", "" ] ]
1901.02307
Nikhil Bhargava
Nikhil Bhargava, Brian Williams
Complexity Bounds for the Controllability of Temporal Networks with Conditions, Disjunctions, and Uncertainty
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In temporal planning, many different temporal network formalisms are used to model real world situations. Each of these formalisms has different features which affect how easy it is to determine whether the underlying network of temporal constraints is consistent. While many of the simpler models have been well-studied from a computational complexity perspective, the algorithms developed for advanced models which combine features have very loose complexity bounds. In this paper, we provide tight completeness bounds for strong, weak, and dynamic controllability checking of temporal networks that have conditions, disjunctions, and temporal uncertainty. Our work exposes some of the subtle differences between these different structures and, remarkably, establishes a guarantee that all of these problems are computable in PSPACE.
[ { "version": "v1", "created": "Tue, 8 Jan 2019 13:47:12 GMT" } ]
1,546,992,000,000
[ [ "Bhargava", "Nikhil", "" ], [ "Williams", "Brian", "" ] ]
1901.02412
Ritwik Sinha
Ritwik Sinha, Dhruv Singal, Pranav Maneriker, Kushal Chawla, Yash Shrivastava, Deepak Pai, Atanu R Sinha
Forecasting Granular Audience Size for Online Advertising
Published at AdKDD & TargetAd 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Orchestration of campaigns for online display advertising requires marketers to forecast audience size at the granularity of specific attributes of web traffic, characterized by the categorical nature of all attributes (e.g. {US, Chrome, Mobile}). With each attribute taking many values, the very large attribute combination set makes estimating audience size for any specific attribute combination challenging. We modify Eclat, a frequent itemset mining (FIM) algorithm, to accommodate categorical variables. For consequent frequent and infrequent itemsets, we then provide forecasts using time series analysis with conditional probabilities to aid approximation. An extensive simulation, based on typical characteristics of audience data, is built to stress test our modified-FIM approach. In two real datasets, comparison with baselines including neural network models, shows that our method lowers computation time of FIM for categorical data. On hold out samples we show that the proposed forecasting method outperforms these baselines.
[ { "version": "v1", "created": "Tue, 8 Jan 2019 17:13:51 GMT" } ]
1,546,992,000,000
[ [ "Sinha", "Ritwik", "" ], [ "Singal", "Dhruv", "" ], [ "Maneriker", "Pranav", "" ], [ "Chawla", "Kushal", "" ], [ "Shrivastava", "Yash", "" ], [ "Pai", "Deepak", "" ], [ "Sinha", "Atanu R", "" ] ]
1901.02565
Maxwell Crouse
Maxwell Crouse, Achille Fokoue, Maria Chang, Pavan Kapanipathi, Ryan Musa, Constantine Nakos, Lingfei Wu, Kenneth Forbus, Michael Witbrock
High-Fidelity Vector Space Models of Structured Data
updated to reflect conference submission, new experiment added
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Machine learning systems regularly deal with structured data in real-world applications. Unfortunately, such data has been difficult to faithfully represent in a way that most machine learning techniques would expect, i.e. as a real-valued vector of a fixed, pre-specified size. In this work, we introduce a novel approach that compiles structured data into a satisfiability problem which has in its set of solutions at least (and often only) the input data. The satisfiability problem is constructed from constraints which are generated automatically a priori from a given signature, thus trivially allowing for a bag-of-words-esque vector representation of the input to be constructed. The method is demonstrated in two areas, automated reasoning and natural language processing, where it is shown to produce vector representations of natural-language sentences and first-order logic clauses that can be precisely translated back to their original, structured input forms.
[ { "version": "v1", "created": "Wed, 9 Jan 2019 00:26:00 GMT" }, { "version": "v2", "created": "Tue, 15 Jan 2019 14:03:52 GMT" } ]
1,547,596,800,000
[ [ "Crouse", "Maxwell", "" ], [ "Fokoue", "Achille", "" ], [ "Chang", "Maria", "" ], [ "Kapanipathi", "Pavan", "" ], [ "Musa", "Ryan", "" ], [ "Nakos", "Constantine", "" ], [ "Wu", "Lingfei", "" ], [ "Forbus", "Kenneth", "" ], [ "Witbrock", "Michael", "" ] ]
1901.02918
Barry Smith
Jobst Landgrebe and Barry Smith
Making AI meaningful again
23 pages, 1 Table
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Artificial intelligence (AI) research enjoyed an initial period of enthusiasm in the 1970s and 80s. But this enthusiasm was tempered by a long interlude of frustration when genuinely useful AI applications failed to be forthcoming. Today, we are experiencing once again a period of enthusiasm, fired above all by the successes of the technology of deep neural networks or deep machine learning. In this paper we draw attention to what we take to be serious problems underlying current views of artificial intelligence encouraged by these successes, especially in the domain of language processing. We then show an alternative approach to language-centric AI, in which we identify a role for philosophy.
[ { "version": "v1", "created": "Wed, 9 Jan 2019 20:16:44 GMT" }, { "version": "v2", "created": "Sun, 17 Feb 2019 11:07:26 GMT" }, { "version": "v3", "created": "Sat, 23 Mar 2019 06:17:08 GMT" } ]
1,553,558,400,000
[ [ "Landgrebe", "Jobst", "" ], [ "Smith", "Barry", "" ] ]
1901.04199
Ana-Maria Olteteanu
Ana-Maria Olteteanu, Zoe Falomir
Proceedings of the 2nd Symposium on Problem-solving, Creativity and Spatial Reasoning in Cognitive Systems, ProSocrates 2017
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This book contains the accepted papers at ProSocrates 2017 Symposium: Problem-solving,Creativity and Spatial Reasoning in Cognitive Systems. ProSocrates 2017 symposium was held at the Hansewissenschaftkolleg (HWK) of Advanced Studies in Delmenhorst, 20-21July 2017. This was the second edition of this symposium which aims to bring together researchers interested in spatial reasoning, problem solving and creativity.
[ { "version": "v1", "created": "Mon, 14 Jan 2019 09:16:11 GMT" } ]
1,547,510,400,000
[ [ "Olteteanu", "Ana-Maria", "" ], [ "Falomir", "Zoe", "" ] ]
1901.04274
Tobias Joppen
Tobias Joppen and Johannes F\"urnkranz
Ordinal Monte Carlo Tree Search
preview
IJCAI Workshop on Monte Carlo Tree Search, 2020
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In many problem settings, most notably in game playing, an agent receives a possibly delayed reward for its actions. Often, those rewards are handcrafted and not naturally given. Even simple terminal-only rewards, like winning equals 1 and losing equals -1, can not be seen as an unbiased statement, since these values are chosen arbitrarily, and the behavior of the learner may change with different encodings, such as setting the value of a loss to -0:5, which is often done in practice to encourage learning. It is hard to argue about good rewards and the performance of an agent often depends on the design of the reward signal. In particular, in domains where states by nature only have an ordinal ranking and where meaningful distance information between game state values are not available, a numerical reward signal is necessarily biased. In this paper, we take a look at Monte Carlo Tree Search (MCTS), a popular algorithm to solve MDPs, highlight a reoccurring problem concerning its use of rewards, and show that an ordinal treatment of the rewards overcomes this problem. Using the General Video Game Playing framework we show a dominance of our newly proposed ordinal MCTS algorithm over preference-based MCTS, vanilla MCTS and various other MCTS variants.
[ { "version": "v1", "created": "Mon, 14 Jan 2019 13:01:59 GMT" } ]
1,607,472,000,000
[ [ "Joppen", "Tobias", "" ], [ "Fürnkranz", "Johannes", "" ] ]
1901.04626
Liudmyla Nechepurenko
Liudmyla Nechepurenko, Viktor Voss, and Vyacheslav Gritsenko
Comparing Knowledge-based Reinforcement Learning to Neural Networks in a Strategy Game
7 pages, 6 figures
Hybrid Artificial Intelligent Systems. HAIS 2020. Lecture Notes in Computer Science, vol 12344
10.1007/978-3-030-61705-9_26
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The paper reports on an experiment, in which a Knowledge-Based Reinforcement Learning (KB-RL) method was compared to a Neural Network (NN) approach in solving a classical Artificial Intelligence (AI) task. In contrast to NNs, which require a substantial amount of data to learn a good policy, the KB-RL method seeks to encode human knowledge into the solution, considerably reducing the amount of data needed for a good policy. By means of Reinforcement Learning (RL), KB-RL learns to optimize the model and improves the output of the system. Furthermore, KB-RL offers the advantage of a clear explanation of the taken decisions as well as transparent reasoning behind the solution. The goal of the reported experiment was to examine the performance of the KB-RL method in contrast to the Neural Network and to explore the capabilities of KB-RL to deliver a strong solution for the AI tasks. The results show that, within the designed settings, KB-RL outperformed the NN, and was able to learn a better policy from the available amount of data. These results support the opinion that Artificial Intelligence can benefit from the discovery and study of alternative approaches, potentially extending the frontiers of AI.
[ { "version": "v1", "created": "Tue, 15 Jan 2019 01:23:38 GMT" }, { "version": "v2", "created": "Fri, 17 Jan 2020 11:01:33 GMT" } ]
1,605,052,800,000
[ [ "Nechepurenko", "Liudmyla", "" ], [ "Voss", "Viktor", "" ], [ "Gritsenko", "Vyacheslav", "" ] ]
1901.04772
Montaser Mohammedalamen
Montaser Mohammedalamen, Waleed D. Khamies, Benjamin Rosman
Transfer Learning for Prosthetics Using Imitation Learning
Workshop paper, Black in AI, NeurIPS 2018
Black in AI Workshop, NeurIPS 2018
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, We Apply Reinforcement learning (RL) techniques to train a realistic biomechanical model to work with different people and on different walking environments. We benchmarking 3 RL algorithms: Deep Deterministic Policy Gradient (DDPG), Trust Region Policy Optimization (TRPO) and Proximal Policy Optimization (PPO) in OpenSim environment, Also we apply imitation learning to a prosthetics domain to reduce the training time needed to design customized prosthetics. We use DDPG algorithm to train an original expert agent. We then propose a modification to the Dataset Aggregation (DAgger) algorithm to reuse the expert knowledge and train a new target agent to replicate that behaviour in fewer than 5 iterations, compared to the 100 iterations taken by the expert agent which means reducing training time by 95%. Our modifications to the DAgger algorithm improve the balance between exploiting the expert policy and exploring the environment. We show empirically that these improve convergence time of the target agent, particularly when there is some degree of variation between expert and naive agent.
[ { "version": "v1", "created": "Tue, 15 Jan 2019 11:35:26 GMT" } ]
1,547,596,800,000
[ [ "Mohammedalamen", "Montaser", "" ], [ "Khamies", "Waleed D.", "" ], [ "Rosman", "Benjamin", "" ] ]
1901.05322
Saeid Amiri
Saeid Amiri, Mohammad Shokrolah Shirazi, Shiqi Zhang
Learning and Reasoning for Robot Sequential Decision Making under Uncertainty
In proceedings of 34th AAAI conference on Artificial Intelligence, 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Robots frequently face complex tasks that require more than one action, where sequential decision-making (SDM) capabilities become necessary. The key contribution of this work is a robot SDM framework, called LCORPP, that supports the simultaneous capabilities of supervised learning for passive state estimation, automated reasoning with declarative human knowledge, and planning under uncertainty toward achieving long-term goals. In particular, we use a hybrid reasoning paradigm to refine the state estimator, and provide informative priors for the probabilistic planner. In experiments, a mobile robot is tasked with estimating human intentions using their motion trajectories, declarative contextual knowledge, and human-robot interaction (dialog-based and motion-based). Results suggest that, in efficiency and accuracy, our framework performs better than its no-learning and no-reasoning counterparts in office environment.
[ { "version": "v1", "created": "Wed, 16 Jan 2019 14:47:14 GMT" }, { "version": "v2", "created": "Sun, 17 Nov 2019 16:56:47 GMT" }, { "version": "v3", "created": "Tue, 10 Dec 2019 13:42:31 GMT" } ]
1,576,022,400,000
[ [ "Amiri", "Saeid", "" ], [ "Shirazi", "Mohammad Shokrolah", "" ], [ "Zhang", "Shiqi", "" ] ]
1901.05431
Michael Green
Michael Cerny Green, Benjamin Sergent, Pushyami Shandilya and Vibhor Kumar
Evolutionarily-Curated Curriculum Learning for Deep Reinforcement Learning Agents
9 pages, 7 figures, accepted to the Reinforcement Learning in Games workshop at AAAI 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper we propose a new training loop for deep reinforcement learning agents with an evolutionary generator. Evolutionary procedural content generation has been used in the creation of maps and levels for games before. Our system incorporates an evolutionary map generator to construct a training curriculum that is evolved to maximize loss within the state-of-the-art Double Dueling Deep Q Network architecture with prioritized replay. We present a case-study in which we prove the efficacy of our new method on a game with a discrete, large action space we made called Attackers and Defenders. Our results demonstrate that training on an evolutionarily-curated curriculum (directed sampling) of maps both expedites training and improves generalization when compared to a network trained on an undirected sampling of maps.
[ { "version": "v1", "created": "Wed, 16 Jan 2019 18:53:14 GMT" } ]
1,547,683,200,000
[ [ "Green", "Michael Cerny", "" ], [ "Sergent", "Benjamin", "" ], [ "Shandilya", "Pushyami", "" ], [ "Kumar", "Vibhor", "" ] ]
1901.05437
Zenna Tavares
Zenna Tavares, Javier Burroni, Edgar Minaysan, Armando Solar Lezama, Rajesh Ranganath
Soft Constraints for Inference with Declarative Knowledge
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We develop a likelihood free inference procedure for conditioning a probabilistic model on a predicate. A predicate is a Boolean valued function which expresses a yes/no question about a domain. Our contribution, which we call predicate exchange, constructs a softened predicate which takes value in the unit interval [0, 1] as opposed to a simply true or false. Intuitively, 1 corresponds to true, and a high value (such as 0.999) corresponds to "nearly true" as determined by a distance metric. We define Boolean algebra for soft predicates, such that they can be negated, conjoined and disjoined arbitrarily. A softened predicate can serve as a tractable proxy to a likelihood function for approximate posterior inference. However, to target exact inference, we temper the relaxation by a temperature parameter, and add a accept/reject phase use to replica exchange Markov Chain Mont Carlo, which exchanges states between a sequence of models conditioned on predicates at varying temperatures. We describe a lightweight implementation of predicate exchange that it provides a language independent layer that can be implemented on top of existingn modeling formalisms.
[ { "version": "v1", "created": "Wed, 16 Jan 2019 18:59:38 GMT" } ]
1,547,683,200,000
[ [ "Tavares", "Zenna", "" ], [ "Burroni", "Javier", "" ], [ "Minaysan", "Edgar", "" ], [ "Lezama", "Armando Solar", "" ], [ "Ranganath", "Rajesh", "" ] ]
1901.05506
Konstantin Yakovlev S
Anton Andreychuk, Konstantin Yakovlev, Dor Atzmon, Roni Stern
Multi-Agent Pathfinding with Continuous Time
Camera-ready version of the paper as to appear in IJCAI'19 proceedings
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Multi-Agent Pathfinding (MAPF) is the problem of finding paths for multiple agents such that every agent reaches its goal and the agents do not collide. Most prior work on MAPF was on grids, assumed agents' actions have uniform duration, and that time is discretized into timesteps. We propose a MAPF algorithm that does not rely on these assumptions, is complete, and provides provably optimal solutions. This algorithm is based on a novel adaptation of Safe interval path planning (SIPP), a continuous time single-agent planning algorithm, and a modified version of Conflict-based search (CBS), a state of the art multi-agent pathfinding algorithm. We analyze this algorithm, discuss its pros and cons, and evaluate it experimentally on several standard benchmarks.
[ { "version": "v1", "created": "Wed, 16 Jan 2019 19:34:03 GMT" }, { "version": "v2", "created": "Fri, 17 May 2019 21:08:24 GMT" }, { "version": "v3", "created": "Fri, 14 Jun 2019 17:50:35 GMT" } ]
1,560,729,600,000
[ [ "Andreychuk", "Anton", "" ], [ "Yakovlev", "Konstantin", "" ], [ "Atzmon", "Dor", "" ], [ "Stern", "Roni", "" ] ]
1901.05564
Soheila Sadeghiram
Soheila Sadeghiram, Hui MA, Gang Chen
Distance-Guided GA-Based Approach to Distributed Data-Intensive Web Service Composition
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Distributed computing which uses Web services as fundamental elements, enables high-speed development of software applications through composing many interoperating, distributed, re-usable, and autonomous services. As a fundamental challenge for service developers, service composition must fulfil functional requirements and optimise Quality of Service (QoS) attributes, simultaneously. On the other hand, huge amounts of data have been created by advances in technologies, which may be exchanged between services. Data-intensive Web services are of great interest to implement data-intensive processes. However, current approaches to Web service composition have omitted either the effect of data, or the distribution of services. Evolutionary Computing (EC) techniques allow for the creation of compositions that meet all the above factors. In this paper, we will develop Genetic Algorithm (GA)-based approach for solving the problem of distributed data-intensive Web service composition (DWSC). In particular, we will introduce two new heuristics, i.e. Longest Common Subsequence(LCS) distance of services, in designing crossover operators. Additionally, a new local search technique incorporating distance of services will be proposed.
[ { "version": "v1", "created": "Wed, 16 Jan 2019 23:48:57 GMT" } ]
1,547,769,600,000
[ [ "Sadeghiram", "Soheila", "" ], [ "MA", "Hui", "" ], [ "Chen", "Gang", "" ] ]
1901.06343
G\'erald Rocher
G\'erald Rocher, Jean-Yves Tigli, St\'ephane Lavirotte and Nhan Le Thanh
Effectiveness Assessment of Cyber-Physical Systems
Preprint submitted to International Journal of Approximate Reasoning
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
By achieving their purposes through interactions with the physical world, Cyber-Physical Systems (CPS) pose new challenges in terms of dependability. Indeed, the evolution of the physical systems they control with transducers can be affected by surrounding physical processes over which they have no control and which may potentially hamper the achievement of their purposes. While it is illusory to hope for a comprehensive model of the physical environment at design time to anticipate and remove faults that may occur once these systems are deployed, it becomes necessary to evaluate their degree of effectiveness in vivo. In this paper, the degree of effectiveness is formally defined and generalized in the context of the measure theory. The measure is developed in the context of the Transferable Belief Model (TBM), an elaboration on the Dempster-Shafer Theory (DST) of evidence so as to handle epistemic and aleatory uncertainties respectively pertaining the users' expectations and the natural variability of the physical environment. The TBM is used in conjunction with the Input/Output Hidden Markov Modeling framework (we denote by Ev-IOHMM) to specify the expected evolution of the physical system controlled by the CPS and the tolerances towards uncertainties. The measure of effectiveness is then obtained from the forward algorithm, leveraging the conflict entailed by the successive combinations of the beliefs obtained from observations of the physical system and the beliefs corresponding to its expected evolution. The proposed approach is applied to autonomous vehicles and show how the degree of effectiveness can be used for bench-marking their controller relative to the highway code speed limitations and passengers' well-being constraints, both modeled through an Ev-IOHMM.
[ { "version": "v1", "created": "Thu, 10 Jan 2019 10:35:41 GMT" }, { "version": "v2", "created": "Wed, 23 Jan 2019 07:30:53 GMT" }, { "version": "v3", "created": "Wed, 29 May 2019 14:40:51 GMT" }, { "version": "v4", "created": "Fri, 13 Dec 2019 12:52:59 GMT" } ]
1,576,454,400,000
[ [ "Rocher", "Gérald", "" ], [ "Tigli", "Jean-Yves", "" ], [ "Lavirotte", "Stéphane", "" ], [ "Thanh", "Nhan Le", "" ] ]
1901.06560
Leilani Gilpin
Leilani H. Gilpin and Cecilia Testart and Nathaniel Fruchter and Julius Adebayo
Explaining Explanations to Society
NeurIPS 2018 Workshop on Ethical, Social and Governance Issues in AI
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
There is a disconnect between explanatory artificial intelligence (XAI) methods and the types of explanations that are useful for and demanded by society (policy makers, government officials, etc.) Questions that experts in artificial intelligence (AI) ask opaque systems provide inside explanations, focused on debugging, reliability, and validation. These are different from those that society will ask of these systems to build trust and confidence in their decisions. Although explanatory AI systems can answer many questions that experts desire, they often don't explain why they made decisions in a way that is precise (true to the model) and understandable to humans. These outside explanations can be used to build trust, comply with regulatory and policy changes, and act as external validation. In this paper, we focus on XAI methods for deep neural networks (DNNs) because of DNNs' use in decision-making and inherent opacity. We explore the types of questions that explanatory DNN systems can answer and discuss challenges in building explanatory systems that provide outside explanations for societal requirements and benefit.
[ { "version": "v1", "created": "Sat, 19 Jan 2019 17:33:10 GMT" } ]
1,548,201,600,000
[ [ "Gilpin", "Leilani H.", "" ], [ "Testart", "Cecilia", "" ], [ "Fruchter", "Nathaniel", "" ], [ "Adebayo", "Julius", "" ] ]