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1901.06620
Seyedeh Zahra Razavi
S. Zahra Razavi, Lenhart K. Schubert, Benjamin Kane, Mohammad Rafayet Ali, Kimberly Van Orden and Tianyi Ma
Dialogue Design and Management for Multi-Session Casual Conversation with Older Adults
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We address the problem of designing a conversational avatar capable of a sequence of casual conversations with older adults. Users at risk of loneliness, social anxiety or a sense of ennui may benefit from practicing such conversations in private, at their convenience. We describe an automatic spoken dialogue manager for LISSA, an on-screen virtual agent that can keep older users involved in conversations over several sessions, each lasting 10-20 minutes. The idea behind LISSA is to improve users' communication skills by providing feedback on their non-verbal behavior at certain points in the course of the conversations. In this paper, we analyze the dialogues collected from the first session between LISSA and each of 8 participants. We examine the quality of the conversations by comparing the transcripts with those collected in a WOZ setting. LISSA's contributions to the conversations were judged by research assistants who rated the extent to which the contributions were "natural", "on track", "encouraging", "understanding", "relevant", and "polite". The results show that the automatic dialogue manager was able to handle conversation with the users smoothly and naturally.
[ { "version": "v1", "created": "Sun, 20 Jan 2019 04:38:57 GMT" }, { "version": "v2", "created": "Wed, 26 Jun 2019 14:53:15 GMT" } ]
1,561,593,600,000
[ [ "Razavi", "S. Zahra", "" ], [ "Schubert", "Lenhart K.", "" ], [ "Kane", "Benjamin", "" ], [ "Ali", "Mohammad Rafayet", "" ], [ "Van Orden", "Kimberly", "" ], [ "Ma", "Tianyi", "" ] ]
1901.06622
Sandra Carrico
Sandra Carrico
Mixed Formal Learning: A Path to Transparent Machine Learning
Accepted IEEE ICSC 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents Mixed Formal Learning, a new architecture that learns models based on formal mathematical representations of the domain of interest and exposes latent variables. The second element in the architecture learns a particular skill, typically by using traditional prediction or classification mechanisms. Our key findings include that this architecture: (1) Facilitates transparency by exposing key latent variables based on a learned mathematical model; (2) Enables Low Shot and Zero Shot training of machine learning without sacrificing accuracy or recall.
[ { "version": "v1", "created": "Sun, 20 Jan 2019 04:44:12 GMT" } ]
1,548,201,600,000
[ [ "Carrico", "Sandra", "" ] ]
1901.06965
Hongyang Gao
Hongyang Gao, Yongjun Chen, Shuiwang Ji
Learning Graph Pooling and Hybrid Convolutional Operations for Text Representations
7 pages, WWW19
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
With the development of graph convolutional networks (GCN), deep learning methods have started to be used on graph data. In additional to convolutional layers, pooling layers are another important components of deep learning. However, no effective pooling methods have been developed for graphs currently. In this work, we propose the graph pooling (gPool) layer, which employs a trainable projection vector to measure the importance of nodes in graphs. By selecting the k-most important nodes to form the new graph, gPool achieves the same objective as regular max pooling layers operating on images. Another limitation of GCN when used on graph-based text representation tasks is that, GCNs do not consider the order information of nodes in graph. To address this limitation, we propose the hybrid convolutional (hConv) layer that combines GCN and regular convolutional operations. The hConv layer is capable of increasing receptive fields quickly and computing features automatically. Based on the proposed gPool and hConv layers, we develop new deep networks for text categorization tasks. Our results show that the networks based on gPool and hConv layers achieves new state-of-the-art performance as compared to baseline methods.
[ { "version": "v1", "created": "Mon, 21 Jan 2019 15:35:43 GMT" }, { "version": "v2", "created": "Sun, 10 Mar 2019 04:48:56 GMT" } ]
1,552,348,800,000
[ [ "Gao", "Hongyang", "" ], [ "Chen", "Yongjun", "" ], [ "Ji", "Shuiwang", "" ] ]
1901.07176
Anupiya Nugaliyadde Mr
Anupiya Nugaliyadde, Kok Wai Wong, Ferdous Sohel, Hong Xie
Enhancing Semantic Word Representations by Embedding Deeper Word Relationships
Accepted for the International Conference on Computer and Automation Engineering (ICCAE) 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Word representations are created using analogy context-based statistics and lexical relations on words. Word representations are inputs for the learning models in Natural Language Understanding (NLU) tasks. However, to understand language, knowing only the context is not sufficient. Reading between the lines is a key component of NLU. Embedding deeper word relationships which are not represented in the context enhances the word representation. This paper presents a word embedding which combines an analogy, context-based statistics using Word2Vec, and deeper word relationships using Conceptnet, to create an expanded word representation. In order to fine-tune the word representation, Self-Organizing Map is used to optimize it. The proposed word representation is compared with semantic word representations using Simlex 999. Furthermore, the use of 3D visual representations has shown to be capable of representing the similarity and association between words. The proposed word representation shows a Spearman correlation score of 0.886 and provided the best results when compared to the current state-of-the-art methods, and exceed the human performance of 0.78.
[ { "version": "v1", "created": "Tue, 22 Jan 2019 05:31:54 GMT" } ]
1,548,201,600,000
[ [ "Nugaliyadde", "Anupiya", "" ], [ "Wong", "Kok Wai", "" ], [ "Sohel", "Ferdous", "" ], [ "Xie", "Hong", "" ] ]
1901.07191
Chang-Shing Lee
Chang-Shing Lee, Mei-Hui Wang, Li-Chuang Chen, Yusuke Nojima, Tzong-Xiang Huang, Jinseok Woo, Naoyuki Kubota, Eri Sato-Shimokawara, Toru Yamaguchi
A GFML-based Robot Agent for Human and Machine Cooperative Learning on Game of Go
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper applies a genetic algorithm and fuzzy markup language to construct a human and smart machine cooperative learning system on game of Go. The genetic fuzzy markup language (GFML)-based Robot Agent can work on various kinds of robots, including Palro, Pepper, and TMUs robots. We use the parameters of FAIR open source Darkforest and OpenGo AI bots to construct the knowledge base of Open Go Darkforest (OGD) cloud platform for student learning on the Internet. In addition, we adopt the data from AlphaGo Master sixty online games as the training data to construct the knowledge base and rule base of the co-learning system. First, the Darkforest predicts the win rate based on various simulation numbers and matching rates for each game on OGD platform, then the win rate of OpenGo is as the final desired output. The experimental results show that the proposed approach can improve knowledge base and rule base of the prediction ability based on Darkforest and OpenGo AI bot with various simulation numbers.
[ { "version": "v1", "created": "Tue, 22 Jan 2019 07:35:08 GMT" } ]
1,548,201,600,000
[ [ "Lee", "Chang-Shing", "" ], [ "Wang", "Mei-Hui", "" ], [ "Chen", "Li-Chuang", "" ], [ "Nojima", "Yusuke", "" ], [ "Huang", "Tzong-Xiang", "" ], [ "Woo", "Jinseok", "" ], [ "Kubota", "Naoyuki", "" ], [ "Sato-Shimokawara", "Eri", "" ], [ "Yamaguchi", "Toru", "" ] ]
1901.08129
Diego Perez Liebana Dr.
Diego Perez-Liebana, Katja Hofmann, Sharada Prasanna Mohanty, Noburu Kuno, Andre Kramer, Sam Devlin, Raluca D. Gaina, Daniel Ionita
The Multi-Agent Reinforcement Learning in Malm\"O (MARL\"O) Competition
2 pages plus references
Challenges in Machine Learning (NIPS Workshop), 2018
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Learning in multi-agent scenarios is a fruitful research direction, but current approaches still show scalability problems in multiple games with general reward settings and different opponent types. The Multi-Agent Reinforcement Learning in Malm\"O (MARL\"O) competition is a new challenge that proposes research in this domain using multiple 3D games. The goal of this contest is to foster research in general agents that can learn across different games and opponent types, proposing a challenge as a milestone in the direction of Artificial General Intelligence.
[ { "version": "v1", "created": "Wed, 23 Jan 2019 21:01:27 GMT" } ]
1,548,374,400,000
[ [ "Perez-Liebana", "Diego", "" ], [ "Hofmann", "Katja", "" ], [ "Mohanty", "Sharada Prasanna", "" ], [ "Kuno", "Noburu", "" ], [ "Kramer", "Andre", "" ], [ "Devlin", "Sam", "" ], [ "Gaina", "Raluca D.", "" ], [ "Ionita", "Daniel", "" ] ]
1901.08221
Ajit Narayanan
Ajit Narayanan
When is it right and good for an intelligent autonomous vehicle to take over control (and hand it back)?
28 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
There is much debate in machine ethics about the most appropriate way to introduce ethical reasoning capabilities into intelligent autonomous machines. Recent incidents involving autonomous vehicles in which humans have been killed or injured have raised questions about how we ensure that such vehicles have an ethical dimension to their behaviour and are therefore trustworthy. The main problem is that hardwiring such machines with rules not to cause harm or damage is not consistent with the notion of autonomy and intelligence. Also, such ethical hardwiring does not leave intelligent autonomous machines with any course of action if they encounter situations or dilemmas for which they are not programmed or where some harm is caused no matter what course of action is taken. Teaching machines so that they learn ethics may also be problematic given recent findings in machine learning that machines pick up the prejudices and biases embedded in their learning algorithms or data. This paper describes a fuzzy reasoning approach to machine ethics. The paper shows how it is possible for an ethics architecture to reason when taking over from a human driver is morally justified. The design behind such an ethical reasoner is also applied to an ethical dilemma resolution case. One major advantage of the approach is that the ethical reasoner can generate its own data for learning moral rules (hence, autometric) and thereby reduce the possibility of picking up human biases and prejudices. The results show that a new type of metric-based ethics appropriate for autonomous intelligent machines is feasible and that our current concept of ethical reasoning being largely qualitative in nature may need revising if want to construct future autonomous machines that have an ethical dimension to their reasoning so that they become moral machines.
[ { "version": "v1", "created": "Thu, 24 Jan 2019 03:51:10 GMT" } ]
1,548,374,400,000
[ [ "Narayanan", "Ajit", "" ] ]
1901.08728
Rishabh Agarwal
Rishabh Agarwal
Evaluation Function Approximation for Scrabble
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The current state-of-the-art Scrabble agents are not learning-based but depend on truncated Monte Carlo simulations and the quality of such agents is contingent upon the time available for running the simulations. This thesis takes steps towards building a learning-based Scrabble agent using self-play. Specifically, we try to find a better function approximation for the static evaluation function used in Scrabble which determines the move goodness at a given board configuration. In this work, we experimented with evolutionary algorithms and Bayesian Optimization to learn the weights for an approximate feature-based evaluation function. However, these optimization methods were not quite effective, which lead us to explore the given problem from an Imitation Learning point of view. We also tried to imitate the ranking of moves produced by the Quackle simulation agent using supervised learning with a neural network function approximator which takes the raw representation of the Scrabble board as the input instead of using only a fixed number of handcrafted features.
[ { "version": "v1", "created": "Fri, 25 Jan 2019 04:05:52 GMT" } ]
1,548,633,600,000
[ [ "Agarwal", "Rishabh", "" ] ]
1901.08813
Quanshi Zhang
Quanshi Zhang, Lixin Fan, Bolei Zhou
Proceedings of AAAI 2019 Workshop on Network Interpretability for Deep Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This is the Proceedings of AAAI 2019 Workshop on Network Interpretability for Deep Learning
[ { "version": "v1", "created": "Fri, 25 Jan 2019 10:12:23 GMT" }, { "version": "v2", "created": "Mon, 25 Feb 2019 04:29:29 GMT" }, { "version": "v3", "created": "Wed, 29 Jul 2020 13:49:07 GMT" } ]
1,596,067,200,000
[ [ "Zhang", "Quanshi", "" ], [ "Fan", "Lixin", "" ], [ "Zhou", "Bolei", "" ] ]
1901.09784
Yunjuan Wang
Yunjuan Wang and Yong Deng
OWA aggregation of multi-criteria with mixed uncertain fuzzy satisfactions
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We apply the Ordered Weighted Averaging (OWA) operator in multi-criteria decision-making. To satisfy different kinds of uncertainty, measure based dominance has been presented to gain the order of different criterion. However, this idea has not been applied in fuzzy system until now. In this paper, we focus on the situation where the linguistic satisfactions are fuzzy measures instead of the exact values. We review the concept of OWA operator and discuss the order mechanism of fuzzy number. Then we combine with measure-based dominance to give an overall score of each alternatives. An example is illustrated to show the whole procedure.
[ { "version": "v1", "created": "Thu, 24 Jan 2019 01:20:27 GMT" } ]
1,548,720,000,000
[ [ "Wang", "Yunjuan", "" ], [ "Deng", "Yong", "" ] ]
1901.09786
David Kupeev
Dr. David Kupeev
AlteregoNets: a way to human augmentation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A person dependent network, called an AlterEgo net, is proposed for development. The networks are created per person. It receives at input an object descriptions and outputs a simulation of the internal person's representation of the objects. The network generates a textual stream resembling the narrative stream of consciousness depicting multitudinous thoughts and feelings related to a perceived object. In this way, the object is described not by a 'static' set of its properties, like a dictionary, but by the stream of words and word combinations referring to the object. The network simulates a person's dialogue with a representation of the object. It is based on an introduced algorithmic scheme, where perception is modeled by two interacting iterative cycles, reminding one respectively the forward and backward propagation executed at training convolution neural networks. The 'forward' iterations generate a stream representing the 'internal world' of a human. The 'backward' iterations generate a stream representing an internal representation of the object. People perceive the world differently. Tuning AlterEgo nets to a specific person or group of persons, will allow simulation of their thoughts and feelings. Thereby these nets is potentially a new human augmentation technology for various applications.
[ { "version": "v1", "created": "Wed, 23 Jan 2019 16:21:02 GMT" } ]
1,548,720,000,000
[ [ "Kupeev", "Dr. David", "" ] ]
1901.09793
Nicolas Beldiceanu
Ekaterina Arafailova and Nicolas Beldiceanu and Helmut Simonis
Synthesising a Database of Parameterised Linear and Non-Linear Invariants for Time-Series Constraints
42 pages, 14 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Many constraints restricting the result of some computations over an integer sequence can be compactly represented by register automata. We improve the propagation of the conjunction of such constraints on the same sequence by synthesising a database of linear and non-linear invariants using their register-automaton representation. The obtained invariants are formulae parameterised by a function of the sequence length and proven to be true for any long enough sequence. To assess the quality of such linear invariants, we developed a method to verify whether a generated linear invariant is a facet of the convex hull of the feasible points. This method, as well as the proof of non-linear invariants, are based on the systematic generation of constant-size deterministic finite automata that accept all integer sequences whose result verifies some simple condition. We apply such methodology to a set of 44 time-series constraints and obtain 1400 linear invariants from which 70% are facet defining, and 600 non-linear invariants, which were tested on short-term electricity production problems.
[ { "version": "v1", "created": "Tue, 15 Jan 2019 13:43:42 GMT" } ]
1,548,720,000,000
[ [ "Arafailova", "Ekaterina", "" ], [ "Beldiceanu", "Nicolas", "" ], [ "Simonis", "Helmut", "" ] ]
1901.09867
Claudio Tomazzoli
Matteo Cristani, Francesco Domenichini, Claudio Tomazzoli, and Luca Vigan\`o and Margherita Zorzi
It could be worse, it could be raining: reliable automatic meteorological forecasting
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Meteorological forecasting provides reliable prediction about the future weather within a given interval of time. Meteorological forecasting can be viewed as a form of hybrid diagnostic reasoning and can be mapped onto an integrated conceptual framework. The automation of the forecasting process would be helpful in a number of contexts, in particular: when the amount of data is too wide to be dealt with manually; to support forecasters education; when forecasting about underpopulated geographic areas is not interesting for everyday life (and then is out from human forecasters' tasks) but is central for tourism sponsorship. We present logic MeteoLOG, a framework that models the main steps of the reasoner the forecaster adopts to provide a bulletin. MeteoLOG rests on several traditions, mainly on fuzzy, temporal and probabilistic logics. On this basis, we also introduce the algorithm Tournament, that transforms a set of MeteoLOG rules into a defeasible theory, that can be implemented into an automatic reasoner. We finally propose an example that models a real world forecasting scenario.
[ { "version": "v1", "created": "Mon, 28 Jan 2019 18:18:04 GMT" }, { "version": "v2", "created": "Fri, 8 Feb 2019 08:43:05 GMT" } ]
1,549,843,200,000
[ [ "Cristani", "Matteo", "" ], [ "Domenichini", "Francesco", "" ], [ "Tomazzoli", "Claudio", "" ], [ "Viganò", "Luca", "" ], [ "Zorzi", "Margherita", "" ] ]
1901.09894
Soheila Sadeghiram
Soheila Sadeghiram, Hui Ma, Gang Chen
Composing Distributed Data-intensive Web Services Using a Flexible Memetic Algorithm
arXiv admin note: text overlap with arXiv:1901.05564
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Web Service Composition (WSC) is a particularly promising application of Web services, where multiple individual services with specific functionalities are composed to accomplish a more complex task, which must fulfil functional requirements and optimise Quality of Service (QoS) attributes, simultaneously. Additionally, large quantities of data, produced by technological advances, need to be exchanged between services. Data-intensive Web services, which manipulate and deal with those data, are of great interest to implement data-intensive processes, such as distributed Data-intensive Web Service Composition (DWSC). Researchers have proposed Evolutionary Computing (EC) fully-automated WSC techniques that meet all the above factors. Some of these works employed Memetic Algorithms (MAs) to enhance the performance of EC through increasing its exploitation ability of in searching neighbourhood area of a solution. However, those works are not efficient or effective. This paper proposes an MA-based approach to solving the problem of distributed DWSC in an effective and efficient manner. In particular, we develop an MA that hybridises EC with a flexible local search technique incorporating distance of services. An evaluation using benchmark datasets is carried out, comparing existing state-of-the-art methods. Results show that our proposed method has the highest quality and an acceptable execution time overall.
[ { "version": "v1", "created": "Sat, 26 Jan 2019 23:50:05 GMT" } ]
1,548,806,400,000
[ [ "Sadeghiram", "Soheila", "" ], [ "Ma", "Hui", "" ], [ "Chen", "Gang", "" ] ]
1901.10051
Kun Qian
Phokion G. Kolaitis, Lucian Popa, and Kun Qian
Knowledge Refinement via Rule Selection
null
null
10.1609/aaai.v33i01.33012886
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In several different applications, including data transformation and entity resolution, rules are used to capture aspects of knowledge about the application at hand. Often, a large set of such rules is generated automatically or semi-automatically, and the challenge is to refine the encapsulated knowledge by selecting a subset of rules based on the expected operational behavior of the rules on available data. In this paper, we carry out a systematic complexity-theoretic investigation of the following rule selection problem: given a set of rules specified by Horn formulas, and a pair of an input database and an output database, find a subset of the rules that minimizes the total error, that is, the number of false positive and false negative errors arising from the selected rules. We first establish computational hardness results for the decision problems underlying this minimization problem, as well as upper and lower bounds for its approximability. We then investigate a bi-objective optimization version of the rule selection problem in which both the total error and the size of the selected rules are taken into account. We show that testing for membership in the Pareto front of this bi-objective optimization problem is DP-complete. Finally, we show that a similar DP-completeness result holds for a bi-level optimization version of the rule selection problem, where one minimizes first the total error and then the size.
[ { "version": "v1", "created": "Tue, 29 Jan 2019 00:37:24 GMT" } ]
1,604,361,600,000
[ [ "Kolaitis", "Phokion G.", "" ], [ "Popa", "Lucian", "" ], [ "Qian", "Kun", "" ] ]
1901.10072
Xinyang Deng
Xinyang Deng and Wen Jiang
On the negation of a Dempster-Shafer belief structure based on maximum uncertainty allocation
10 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Probability theory and Dempster-Shafer theory are two germane theories to represent and handle uncertain information. Recent study suggested a transformation to obtain the negation of a probability distribution based on the maximum entropy. Correspondingly, determining the negation of a belief structure, however, is still an open issue in Dempster-Shafer theory, which is very important in theoretical research and practical applications. In this paper, a negation transformation for belief structures is proposed based on maximum uncertainty allocation, and several important properties satisfied by the transformation have been studied. The proposed negation transformation is more general and could totally compatible with existing transformation for probability distributions.
[ { "version": "v1", "created": "Tue, 29 Jan 2019 02:35:19 GMT" } ]
1,548,806,400,000
[ [ "Deng", "Xinyang", "" ], [ "Jiang", "Wen", "" ] ]
1901.10405
Thomas Ringstrom
Thomas J. Ringstrom, Paul R. Schrater
Constraint Satisfaction Propagation: Non-stationary Policy Synthesis for Temporal Logic Planning
Preprint. In progress. 10 Pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Problems arise when using reward functions to capture dependencies between sequential time-constrained goal states because the state-space must be prohibitively expanded to accommodate a history of successfully achieved sub-goals. Also, policies and value functions derived with stationarity assumptions are not readily decomposable, leading to a tension between reward maximization and task generalization. We demonstrate a logic-compatible approach using model-based knowledge of environment dynamics and deadline information to directly infer non-stationary policies composed of reusable stationary policies. The policies are constructed to maximize the probability of satisfying time-sensitive goals while respecting time-varying obstacles. Our approach explicitly maintains two different spaces, a high-level logical task specification where the task-variables are grounded onto the low-level state-space of a Markov decision process. Computing satisfiability at the task-level is made possible by a Bellman-like equation which operates on a tensor that links the temporal relationship between the two spaces; the equation solves for a value function that can be explicitly interpreted as the probability of sub-goal satisfaction under the synthesized non-stationary policy, an approach we term Constraint Satisfaction Propagation (CSP).
[ { "version": "v1", "created": "Tue, 29 Jan 2019 17:19:06 GMT" }, { "version": "v2", "created": "Wed, 30 Jan 2019 20:34:57 GMT" }, { "version": "v3", "created": "Mon, 11 Feb 2019 21:55:44 GMT" } ]
1,550,016,000,000
[ [ "Ringstrom", "Thomas J.", "" ], [ "Schrater", "Paul R.", "" ] ]
1901.11184
Mark Riedl
Mark O. Riedl
Human-Centered Artificial Intelligence and Machine Learning
Human Behavior and Emerging Technologies, volume 1
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Humans are increasingly coming into contact with artificial intelligence and machine learning systems. Human-centered artificial intelligence is a perspective on AI and ML that algorithms must be designed with awareness that they are part of a larger system consisting of humans. We lay forth an argument that human-centered artificial intelligence can be broken down into two aspects: (1) AI systems that understand humans from a sociocultural perspective, and (2) AI systems that help humans understand them. We further argue that issues of social responsibility such as fairness, accountability, interpretability, and transparency.
[ { "version": "v1", "created": "Thu, 31 Jan 2019 02:47:16 GMT" } ]
1,548,979,200,000
[ [ "Riedl", "Mark O.", "" ] ]
1901.11529
Himanshu Sahni
Himanshu Sahni, Toby Buckley, Pieter Abbeel, Ilya Kuzovkin
Addressing Sample Complexity in Visual Tasks Using HER and Hallucinatory GANs
To appear in Neural Information Processing Systems (NeurIPS 2019), Vancouver, Canada. Code available at https://github.com/offworld-projects/research-halgan
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reinforcement Learning (RL) algorithms typically require millions of environment interactions to learn successful policies in sparse reward settings. Hindsight Experience Replay (HER) was introduced as a technique to increase sample efficiency by reimagining unsuccessful trajectories as successful ones by altering the originally intended goals. However, it cannot be directly applied to visual environments where goal states are often characterized by the presence of distinct visual features. In this work, we show how visual trajectories can be hallucinated to appear successful by altering agent observations using a generative model trained on relatively few snapshots of the goal. We then use this model in combination with HER to train RL agents in visual settings. We validate our approach on 3D navigation tasks and a simulated robotics application and show marked improvement over baselines derived from previous work.
[ { "version": "v1", "created": "Thu, 31 Jan 2019 18:50:44 GMT" }, { "version": "v2", "created": "Wed, 30 Oct 2019 02:23:49 GMT" } ]
1,572,480,000,000
[ [ "Sahni", "Himanshu", "" ], [ "Buckley", "Toby", "" ], [ "Abbeel", "Pieter", "" ], [ "Kuzovkin", "Ilya", "" ] ]
1902.00014
Carsten Lutz
Elena Botoeva and Carsten Lutz and Vladislav Ryzhikov and Frank Wolter and Michael Zakharyaschev
Query Inseparability for ALC Ontologies
arXiv admin note: text overlap with arXiv:1604.04164
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We investigate the problem whether two ALC ontologies are indistinguishable (or inseparable) by means of queries in a given signature, which is fundamental for ontology engineering tasks such as ontology versioning, modularisation, update, and forgetting. We consider both knowledge base (KB) and TBox inseparability. For KBs, we give model-theoretic criteria in terms of (finite partial) homomorphisms and products and prove that this problem is undecidable for conjunctive queries (CQs), but 2ExpTime-complete for unions of CQs (UCQs). The same results hold if (U)CQs are replaced by rooted (U)CQs, where every variable is connected to an answer variable. We also show that inseparability by CQs is still undecidable if one KB is given in the lightweight DL EL and if no restrictions are imposed on the signature of the CQs. We also consider the problem whether two ALC TBoxes give the same answers to any query over any ABox in a given signature and show that, for CQs, this problem is undecidable, too. We then develop model-theoretic criteria for Horn-ALC TBoxes and show using tree automata that, in contrast, inseparability becomes decidable and 2ExpTime-complete, even ExpTime-complete when restricted to (unions of) rooted CQs.
[ { "version": "v1", "created": "Thu, 31 Jan 2019 13:58:48 GMT" } ]
1,549,238,400,000
[ [ "Botoeva", "Elena", "" ], [ "Lutz", "Carsten", "" ], [ "Ryzhikov", "Vladislav", "" ], [ "Wolter", "Frank", "" ], [ "Zakharyaschev", "Michael", "" ] ]
1902.00120
Felix Hill Mr
Felix Hill, Adam Santoro, David G.T. Barrett, Ari S. Morcos and Timothy Lillicrap
Learning to Make Analogies by Contrasting Abstract Relational Structure
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Analogical reasoning has been a principal focus of various waves of AI research. Analogy is particularly challenging for machines because it requires relational structures to be represented such that they can be flexibly applied across diverse domains of experience. Here, we study how analogical reasoning can be induced in neural networks that learn to perceive and reason about raw visual data. We find that the critical factor for inducing such a capacity is not an elaborate architecture, but rather, careful attention to the choice of data and the manner in which it is presented to the model. The most robust capacity for analogical reasoning is induced when networks learn analogies by contrasting abstract relational structures in their input domains, a training method that uses only the input data to force models to learn about important abstract features. Using this technique we demonstrate capacities for complex, visual and symbolic analogy making and generalisation in even the simplest neural network architectures.
[ { "version": "v1", "created": "Thu, 31 Jan 2019 23:10:31 GMT" } ]
1,549,238,400,000
[ [ "Hill", "Felix", "" ], [ "Santoro", "Adam", "" ], [ "Barrett", "David G. T.", "" ], [ "Morcos", "Ari S.", "" ], [ "Lillicrap", "Timothy", "" ] ]
1902.00287
Jeroen Berrevoets
Jeroen Berrevoets and Wouter Verbeke
Causal Simulations for Uplift Modeling
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Uplift modeling requires experimental data, preferably collected in random fashion. This places a logistical and financial burden upon any organisation aspiring such models. Once deployed, uplift models are subject to effects from concept drift. Hence, methods are being developed that are able to learn from newly gained experience, as well as handle drifting environments. As these new methods attempt to eliminate the need for experimental data, another approach to test such methods must be formulated. Therefore, we propose a method to simulate environments that offer causal relationships in their parameters.
[ { "version": "v1", "created": "Fri, 1 Feb 2019 11:46:36 GMT" } ]
1,549,238,400,000
[ [ "Berrevoets", "Jeroen", "" ], [ "Verbeke", "Wouter", "" ] ]
1902.00604
Yu Zhang
Yu Zhang and Mehrdad Zakershahrak
Progressive Explanation Generation for Human-robot Teaming
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Generating explanation to explain its behavior is an essential capability for a robotic teammate. Explanations help human partners better understand the situation and maintain trust of their teammates. Prior work on robot generating explanations focuses on providing the reasoning behind its decision making. These approaches, however, fail to heed the cognitive requirement of understanding an explanation. In other words, while they provide the right explanations from the explainer's perspective, the explainee part of the equation is ignored. In this work, we address an important aspect along this direction that contributes to a better understanding of a given explanation, which we refer to as the progressiveness of explanations. A progressive explanation improves understanding by limiting the cognitive effort required at each step of making the explanation. As a result, such explanations are expected to be smoother and hence easier to understand. A general formulation of progressive explanation is presented. Algorithms are provided based on several alternative quantifications of cognitive effort as an explanation is being made, which are evaluated in a standard planning competition domain.
[ { "version": "v1", "created": "Sat, 2 Feb 2019 01:02:59 GMT" } ]
1,549,324,800,000
[ [ "Zhang", "Yu", "" ], [ "Zakershahrak", "Mehrdad", "" ] ]
1902.00659
M. Hanefi Calp
Muhammed Hanefi Calp, Muhammet Ali Akcayol
Optimization of Project Scheduling Activities in Dynamic CPM and PERT Networks Using Genetic Algorithms
13 pages
null
10.19113/sdufbed.35437
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Projects consist of interconnected dimensions such as objective, time, resource and environment. Use of these dimensions in a controlled way and their effective scheduling brings the project success. Project scheduling process includes defining project activities, and estimation of time and resources to be used for the activities. At this point, the project resource-scheduling problems have begun to attract more attention after Program Evaluation and Review Technique (PERT) and Critical Path Method (CPM) are developed one after the other. However, complexity and difficulty of CPM and PERT processes led to the use of these techniques through artificial intelligence methods such as Genetic Algorithm (GA). In this study, an algorithm was proposed and developed, which determines critical path, critical activities and project completion duration by using GA, instead of CPM and PERT techniques used for network analysis within the scope of project management. The purpose of using GA was that these algorithms are an effective method for solution of complex optimization problems. Therefore, correct decisions can be made for implemented project activities by using obtained results. Thus, optimum results were obtained in a shorter time than the CPM and PERT techniques by using the model based on the dynamic algorithm. It is expected that this study will contribute to the performance field (time, speed, low error etc.) of other studies.
[ { "version": "v1", "created": "Sat, 2 Feb 2019 07:22:07 GMT" } ]
1,549,324,800,000
[ [ "Calp", "Muhammed Hanefi", "" ], [ "Akcayol", "Muhammet Ali", "" ] ]
1902.00673
Arun Kumar
Arun Kumar, Zhengwei Wu, Xaq Pitkow, Paul Schrater
Belief dynamics extraction
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Animal behavior is not driven simply by its current observations, but is strongly influenced by internal states. Estimating the structure of these internal states is crucial for understanding the neural basis of behavior. In principle, internal states can be estimated by inverting behavior models, as in inverse model-based Reinforcement Learning. However, this requires careful parameterization and risks model-mismatch to the animal. Here we take a data-driven approach to infer latent states directly from observations of behavior, using a partially observable switching semi-Markov process. This process has two elements critical for capturing animal behavior: it captures non-exponential distribution of times between observations, and transitions between latent states depend on the animal's actions, features that require more complex non-markovian models to represent. To demonstrate the utility of our approach, we apply it to the observations of a simulated optimal agent performing a foraging task, and find that latent dynamics extracted by the model has correspondences with the belief dynamics of the agent. Finally, we apply our model to identify latent states in the behaviors of monkey performing a foraging task, and find clusters of latent states that identify periods of time consistent with expectant waiting. This data-driven behavioral model will be valuable for inferring latent cognitive states, and thereby for measuring neural representations of those states.
[ { "version": "v1", "created": "Sat, 2 Feb 2019 09:05:46 GMT" } ]
1,549,324,800,000
[ [ "Kumar", "Arun", "" ], [ "Wu", "Zhengwei", "" ], [ "Pitkow", "Xaq", "" ], [ "Schrater", "Paul", "" ] ]
1902.00741
Benjamin Goertzel
Ben Goertzel
Distinction Graphs and Graphtropy: A Formalized Phenomenological Layer Underlying Classical and Quantum Entropy, Observational Semantics and Cognitive Computation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A new conceptual foundation for the notion of "information" is proposed, based on the concept of a "distinction graph": a graph in which two nodes are connected iff they cannot be distinguished by a particular observer. The "graphtropy" of a distinction graph is defined as the average connection probability of two nodes; in the case where the distinction graph is a composed of disconnected components that are fully connected subgraphs, this is equivalent to Ellerman's logical entropy, which has straightforward relationships to Shannon entropy. Probabilistic distinction graphs and probabilistic graphtropy are also considered, as well as connections between graphtropy and thermodynamic and quantum entropy. The semantics of the Second Law of Thermodynamics and the Maximum Entropy Production Principle are unfolded in a novel way, via analysis of the cognitive processes underlying the making of distinction graphs This evokes an interpretation in which complex intelligence is seen to correspond to states of consciousness with intermediate graphtropy, which are associated with memory imperfections that violate the assumptions leading to derivation of the Second Law. In the case where nodes of a distinction graph are labeled by computable entities, graphtropy is shown to be monotonically related to the average algorithmic information of the nodes (relative to to the algorithmic information of the observer). A quantum-mechanical version of distinction graphs is considered, in which distinctions can exist in a superposed state; this yields to graphtropy as a measure of the impurity of a mixed state, and to a concept of "quangraphtropy." Finally, a novel computational model called Dynamic Distinction Graphs (DDGs) is formulated, via enhancing distinction graphs with additional links expressing causal implications, enabling a distinction-based model of "observers."
[ { "version": "v1", "created": "Sat, 2 Feb 2019 15:59:29 GMT" } ]
1,549,324,800,000
[ [ "Goertzel", "Ben", "" ] ]
1902.00771
Adi Botea
Adi Botea, Christian Muise, Shubham Agarwal, Oznur Alkan, Ondrej Bajgar, Elizabeth Daly, Akihiro Kishimoto, Luis Lastras, Radu Marinescu, Josef Ondrej, Pablo Pedemonte, Miroslav Vodolan
Generating Dialogue Agents via Automated Planning
Accepted at the AAAI-2019 DEEP-DIAL workshop
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Dialogue systems have many applications such as customer support or question answering. Typically they have been limited to shallow single turn interactions. However more advanced applications such as career coaching or planning a trip require a much more complex multi-turn dialogue. Current limitations of conversational systems have made it difficult to support applications that require personalization, customization and context dependent interactions. We tackle this challenging problem by using domain-independent AI planning to automatically create dialogue plans, customized to guide a dialogue towards achieving a given goal. The input includes a library of atomic dialogue actions, an initial state of the dialogue, and a goal. Dialogue plans are plugged into a dialogue system capable to orchestrate their execution. Use cases demonstrate the viability of the approach. Our work on dialogue planning has been integrated into a product, and it is in the process of being deployed into another.
[ { "version": "v1", "created": "Sat, 2 Feb 2019 19:23:30 GMT" } ]
1,549,324,800,000
[ [ "Botea", "Adi", "" ], [ "Muise", "Christian", "" ], [ "Agarwal", "Shubham", "" ], [ "Alkan", "Oznur", "" ], [ "Bajgar", "Ondrej", "" ], [ "Daly", "Elizabeth", "" ], [ "Kishimoto", "Akihiro", "" ], [ "Lastras", "Luis", "" ], [ "Marinescu", "Radu", "" ], [ "Ondrej", "Josef", "" ], [ "Pedemonte", "Pablo", "" ], [ "Vodolan", "Miroslav", "" ] ]
1902.00916
Tom Hanika
Tom Hanika and Maximilian Marx and Gerd Stumme
Discovering Implicational Knowledge in Wikidata
null
null
10.1007/978-3-030-21462-3_21
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Knowledge graphs have recently become the state-of-the-art tool for representing the diverse and complex knowledge of the world. Examples include the proprietary knowledge graphs of companies such as Google, Facebook, IBM, or Microsoft, but also freely available ones such as YAGO, DBpedia, and Wikidata. A distinguishing feature of Wikidata is that the knowledge is collaboratively edited and curated. While this greatly enhances the scope of Wikidata, it also makes it impossible for a single individual to grasp complex connections between properties or understand the global impact of edits in the graph. We apply Formal Concept Analysis to efficiently identify comprehensible implications that are implicitly present in the data. Although the complex structure of data modelling in Wikidata is not amenable to a direct approach, we overcome this limitation by extracting contextual representations of parts of Wikidata in a systematic fashion. We demonstrate the practical feasibility of our approach through several experiments and show that the results may lead to the discovery of interesting implicational knowledge. Besides providing a method for obtaining large real-world data sets for FCA, we sketch potential applications in offering semantic assistance for editing and curating Wikidata.
[ { "version": "v1", "created": "Sun, 3 Feb 2019 16:13:53 GMT" } ]
1,582,848,000,000
[ [ "Hanika", "Tom", "" ], [ "Marx", "Maximilian", "" ], [ "Stumme", "Gerd", "" ] ]
1902.01193
Akeem Amusat
O.M. Alade, A.O. Amusat
Solving Nurse Scheduling Problem Using Constraint Programming Technique
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Staff scheduling is a universal problem that can be encountered in many organizations, such as call centers, educational institution, industry, hospital, and any other public services. It is one of the most important aspects of workforce management strategy and the one that is most prone to errors or issues as there are many entities should be considered, such as the staff turnover, employee availability, time between rotations, unusual periods of activity, and even the last-minute shift changes. The nurse scheduling problem is a variant of staff scheduling problems which appoints nurses to shifts as well as rooms per day taking both hard constraints, i.e., hospital requirements, and soft constraints, i.e., nurse preferences, into account. Most algorithms used for scheduling problems fall short when it comes to the number of inputs they can handle. In this paper, constraint programming was developed to solve the nurse scheduling problem. The developed constraint programming model was then implemented using python programming language.
[ { "version": "v1", "created": "Mon, 4 Feb 2019 14:09:29 GMT" } ]
1,549,324,800,000
[ [ "Alade", "O. M.", "" ], [ "Amusat", "A. O.", "" ] ]
1902.01360
M. Hanefi Calp
Murat Dener, M. Hanefi Calp
Solving The Exam Scheduling Problems in Central Exams With Genetic Algorithms
14 pages
null
10.22531/muglajsci.423185
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
It is the efficient use of resources expected from an exam scheduling application. There are various criteria for efficient use of resources and for all tests to be carried out at minimum cost in the shortest possible time. It is aimed that educational institutions with such criteria successfully carry out central examination organizations. In the study, a two-stage genetic algorithm was developed. In the first stage, the assignment of courses to sessions was carried out. In the second stage, the students who participated in the test session were assigned to examination rooms. Purposes of the study are increasing the number of joint students participating in sessions, using the minimum number of buildings in the same session, and reducing the number of supervisors using the minimum number of classrooms possible. In this study, a general purpose exam scheduling solution for educational institutions was presented. The developed system can be used in different central examinations to create originality. Given the results of the sample application, it is seen that the proposed genetic algorithm gives successful results.1
[ { "version": "v1", "created": "Mon, 4 Feb 2019 18:21:37 GMT" } ]
1,549,324,800,000
[ [ "Dener", "Murat", "" ], [ "Calp", "M. Hanefi", "" ] ]
1902.01362
M. Hanefi Calp
M. H. Calp
Evaluation of Multidisciplinary Effects of Artificial Intelligence with Optimization Perspective
9 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Artificial Intelligence has an important place in the scientific community as a result of its successful outputs in terms of different fields. In time, the field of Artificial Intelligence has been divided into many sub-fields because of increasing number of different solution approaches, methods, and techniques. Machine Learning has the most remarkable role with its functions to learn from samples from the environment. On the other hand, intelligent optimization done by inspiring from nature and swarms had its own unique scientific literature, with effective solutions provided for optimization problems from different fields. Because intelligent optimization can be applied in different fields effectively, this study aims to provide a general discussion on multidisciplinary effects of Artificial Intelligence by considering its optimization oriented solutions. The study briefly focuses on background of the intelligent optimization briefly and then gives application examples of intelligent optimization from a multidisciplinary perspective.
[ { "version": "v1", "created": "Mon, 4 Feb 2019 18:26:12 GMT" } ]
1,549,324,800,000
[ [ "Calp", "M. H.", "" ] ]
1902.01769
Dustin Dannenhauer
Dustin Dannenhauer, Michael W. Floyd, Jonathan Decker, David W. Aha
Dungeon Crawl Stone Soup as an Evaluation Domain for Artificial Intelligence
AAAI-19 Workshop on Games and Simulations for Artificial Intelligence
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Dungeon Crawl Stone Soup is a popular, single-player, free and open-source rogue-like video game with a sufficiently complex decision space that makes it an ideal testbed for research in cognitive systems and, more generally, artificial intelligence. This paper describes the properties of Dungeon Crawl Stone Soup that are conducive to evaluating new approaches of AI systems. We also highlight an ongoing effort to build an API for AI researchers in the spirit of recent game APIs such as MALMO, ELF, and the Starcraft II API. Dungeon Crawl Stone Soup's complexity offers significant opportunities for evaluating AI and cognitive systems, including human user studies. In this paper we provide (1) a description of the state space of Dungeon Crawl Stone Soup, (2) a description of the components for our API, and (3) the potential benefits of evaluating AI agents in the Dungeon Crawl Stone Soup video game.
[ { "version": "v1", "created": "Tue, 5 Feb 2019 16:26:56 GMT" } ]
1,549,411,200,000
[ [ "Dannenhauer", "Dustin", "" ], [ "Floyd", "Michael W.", "" ], [ "Decker", "Jonathan", "" ], [ "Aha", "David W.", "" ] ]
1902.01876
Shane Mueller
Shane T. Mueller, Robert R. Hoffman, William Clancey, Abigail Emrey, Gary Klein
Explanation in Human-AI Systems: A Literature Meta-Review, Synopsis of Key Ideas and Publications, and Bibliography for Explainable AI
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This is an integrative review that address the question, "What makes for a good explanation?" with reference to AI systems. Pertinent literatures are vast. Thus, this review is necessarily selective. That said, most of the key concepts and issues are expressed in this Report. The Report encapsulates the history of computer science efforts to create systems that explain and instruct (intelligent tutoring systems and expert systems). The Report expresses the explainability issues and challenges in modern AI, and presents capsule views of the leading psychological theories of explanation. Certain articles stand out by virtue of their particular relevance to XAI, and their methods, results, and key points are highlighted. It is recommended that AI/XAI researchers be encouraged to include in their research reports fuller details on their empirical or experimental methods, in the fashion of experimental psychology research reports: details on Participants, Instructions, Procedures, Tasks, Dependent Variables (operational definitions of the measures and metrics), Independent Variables (conditions), and Control Conditions.
[ { "version": "v1", "created": "Tue, 5 Feb 2019 19:16:17 GMT" } ]
1,549,497,600,000
[ [ "Mueller", "Shane T.", "" ], [ "Hoffman", "Robert R.", "" ], [ "Clancey", "William", "" ], [ "Emrey", "Abigail", "" ], [ "Klein", "Gary", "" ] ]
1902.01886
Nikhil Krishnaswamy
James Pustejovsky and Nikhil Krishnaswamy
Situational Grounding within Multimodal Simulations
AAAI-19 Workshop on Games and Simulations for Artificial Intelligence
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we argue that simulation platforms enable a novel type of embodied spatial reasoning, one facilitated by a formal model of object and event semantics that renders the continuous quantitative search space of an open-world, real-time environment tractable. We provide examples for how a semantically-informed AI system can exploit the precise, numerical information provided by a game engine to perform qualitative reasoning about objects and events, facilitate learning novel concepts from data, and communicate with a human to improve its models and demonstrate its understanding. We argue that simulation environments, and game engines in particular, bring together many different notions of "simulation" and many different technologies to provide a highly-effective platform for developing both AI systems and tools to experiment in both machine and human intelligence.
[ { "version": "v1", "created": "Tue, 5 Feb 2019 19:49:56 GMT" } ]
1,549,497,600,000
[ [ "Pustejovsky", "James", "" ], [ "Krishnaswamy", "Nikhil", "" ] ]
1902.02132
Felix Diaz Hermida
F\'elix D\'iaz-Hermida, Marcos Matabuena, Juan C. Vidal
The FA Quantifier Fuzzification Mechanism: analysis of convergence and efficient implementations
22 pages
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The fuzzy quantification model FA has been identified as one of the best behaved quantification models in several revisions of the field of fuzzy quantification. This model is, to our knowledge, the unique one fulfilling the strict Determiner Fuzzification Scheme axiomatic framework that does not induce the standard min and max operators. The main contribution of this paper is the proof of a convergence result that links this quantification model with the Zadeh's model when the size of the input sets tends to infinite. The convergence proof is, in any case, more general than the convergence to the Zadeh's model, being applicable to any quantitative quantifier. In addition, recent revisions papers have presented some doubts about the existence of suitable computational implementations to evaluate the FA model in practical applications. In order to prove that this model is not only a theoretical approach, we show exact algorithmic solutions for the most common linguistic quantifiers as well as an approximate implementation by means of Monte Carlo. Additionally, we will also give a general overview of the main properties fulfilled by the FA model, as a single compendium integrating the whole set of properties fulfilled by it has not been previously published.
[ { "version": "v1", "created": "Wed, 6 Feb 2019 12:17:08 GMT" } ]
1,549,497,600,000
[ [ "Díaz-Hermida", "Félix", "" ], [ "Matabuena", "Marcos", "" ], [ "Vidal", "Juan C.", "" ] ]
1902.02194
Romain Edelmann
Romain Edelmann, Viktor Kun\v{c}ak
Neural-Network Guided Expression Transformation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Optimizing compilers, as well as other translator systems, often work by rewriting expressions according to equivalence preserving rules. Given an input expression and its optimized form, finding the sequence of rules that were applied is a non-trivial task. Most of the time, the tools provide no proof, of any kind, of the equivalence between the original expression and its optimized form. In this work, we propose to reconstruct proofs of equivalence of simple mathematical expressions, after the fact, by finding paths of equivalence preserving transformations between expressions. We propose to find those sequences of transformations using a search algorithm, guided by a neural network heuristic. Using a Tree-LSTM recursive neural network, we learn a distributed representation of expressions where the Manhattan distance between vectors approximately corresponds to the rewrite distance between expressions. We then show how the neural network can be efficiently used to search for transformation paths, leading to substantial gain in speed compared to an uninformed exhaustive search. In one of our experiments, our neural-network guided search algorithm is able to solve more instances with a 2 seconds timeout per instance than breadth-first search does with a 5 minutes timeout per instance.
[ { "version": "v1", "created": "Wed, 6 Feb 2019 14:17:47 GMT" } ]
1,549,497,600,000
[ [ "Edelmann", "Romain", "" ], [ "Kunčak", "Viktor", "" ] ]
1902.02279
Mauricio Gonzalez-Soto
M. Gonzalez-Soto, L.E. Sucar, H.J. Escalante
A Guiding Principle for Causal Decision Problems
Submitted to AAAI Spring Symposium Beyond Curve Fitting
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We define a Causal Decision Problem as a Decision Problem where the available actions, the family of uncertain events and the set of outcomes are related through the variables of a Causal Graphical Model $\mathcal{G}$. A solution criteria based on Pearl's Do-Calculus and the Expected Utility criteria for rational preferences is proposed. The implementation of this criteria leads to an on-line decision making procedure that has been shown to have similar performance to classic Reinforcement Learning algorithms while allowing for a causal model of an environment to be learned. Thus, we aim to provide the theoretical guarantees of the usefulness and optimality of a decision making procedure based on causal information.
[ { "version": "v1", "created": "Wed, 6 Feb 2019 17:15:28 GMT" } ]
1,549,497,600,000
[ [ "Gonzalez-Soto", "M.", "" ], [ "Sucar", "L. E.", "" ], [ "Escalante", "H. J.", "" ] ]
1902.02518
Matthew Stephenson
Matthew Stephenson, Jochen Renz
Agent-Based Adaptive Level Generation for Dynamic Difficulty Adjustment in Angry Birds
AAAI-19 Workshop on Games and Simulations for Artificial Intelligence
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents an adaptive level generation algorithm for the physics-based puzzle game Angry Birds. The proposed algorithm is based on a pre-existing level generator for this game, but where the difficulty of the generated levels can be adjusted based on the player's performance. This allows for the creation of personalised levels tailored specifically to the player's own abilities. The effectiveness of our proposed method is evaluated using several agents with differing strategies and AI techniques. By using these agents as models / representations of real human player's characteristics, we can optimise level properties efficiently over a large number of generations. As a secondary investigation, we also demonstrate that by combining the performance of several agents together it is possible to generate levels that are especially challenging for certain players but not others.
[ { "version": "v1", "created": "Thu, 7 Feb 2019 08:36:34 GMT" } ]
1,549,584,000,000
[ [ "Stephenson", "Matthew", "" ], [ "Renz", "Jochen", "" ] ]
1902.02556
H\'el\`ene Plisnier
H\'el\`ene Plisnier, Denis Steckelmacher, Diederik M. Roijers, Ann Now\'e
The Actor-Advisor: Policy Gradient With Off-Policy Advice
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Actor-critic algorithms learn an explicit policy (actor), and an accompanying value function (critic). The actor performs actions in the environment, while the critic evaluates the actor's current policy. However, despite their stability and promising convergence properties, current actor-critic algorithms do not outperform critic-only ones in practice. We believe that the fact that the critic learns Q^pi, instead of the optimal Q-function Q*, prevents state-of-the-art robust and sample-efficient off-policy learning algorithms from being used. In this paper, we propose an elegant solution, the Actor-Advisor architecture, in which a Policy Gradient actor learns from unbiased Monte-Carlo returns, while being shaped (or advised) by the Softmax policy arising from an off-policy critic. The critic can be learned independently from the actor, using any state-of-the-art algorithm. Being advised by a high-quality critic, the actor quickly and robustly learns the task, while its use of the Monte-Carlo return helps overcome any bias the critic may have. In addition to a new Actor-Critic formulation, the Actor-Advisor, a method that allows an external advisory policy to shape a Policy Gradient actor, can be applied to many other domains. By varying the source of advice, we demonstrate the wide applicability of the Actor-Advisor to three other important subfields of RL: safe RL with backup policies, efficient leverage of domain knowledge, and transfer learning in RL. Our experimental results demonstrate the benefits of the Actor-Advisor compared to state-of-the-art actor-critic methods, illustrate its applicability to the three other application scenarios listed above, and show that many important challenges of RL can now be solved using a single elegant solution.
[ { "version": "v1", "created": "Thu, 7 Feb 2019 10:30:40 GMT" } ]
1,549,584,000,000
[ [ "Plisnier", "Hélène", "" ], [ "Steckelmacher", "Denis", "" ], [ "Roijers", "Diederik M.", "" ], [ "Nowé", "Ann", "" ] ]
1902.03092
Lin Xie
Lin Xie, Nils Thieme, Ruslan Krenzler, Hanyi Li
Efficient order picking methods in robotic mobile fulfillment systems
null
European Journal of Operational Research 2021
10.1016/j.ejor.2020.05.032
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Robotic mobile fulfillment systems (RMFSs) are a new type of warehousing system, which has received more attention recently, due to increasing growth in the e-commerce sector. Instead of sending pickers to the inventory area to search for and pick the ordered items, robots carry shelves (called "pods") including ordered items from the inventory area to picking stations. In the picking stations, human pickers put ordered items into totes; then these items are transported by a conveyor to the packing stations. This type of warehousing system relieves the human pickers and improves the picking process. In this paper, we concentrate on decisions about the assignment of pods to stations and orders to stations to fulfill picking for each incoming customer's order. In previous research for an RMFS with multiple picking stations, these decisions are made sequentially. Instead, we present a new integrated model. To improve the system performance even more, we extend our model by splitting orders. This means parts of an order are allowed to be picked at different stations. To the best of the authors' knowledge, this is the first publication on split orders in an RMFS. We analyze different performance metrics, such as pile-on, pod-station visits, robot moving distance and order turn-over time. We compare the results of our models in different instances with the sequential method in our open-source simulation framework RAWSim-O.
[ { "version": "v1", "created": "Thu, 31 Jan 2019 22:26:56 GMT" } ]
1,611,792,000,000
[ [ "Xie", "Lin", "" ], [ "Thieme", "Nils", "" ], [ "Krenzler", "Ruslan", "" ], [ "Li", "Hanyi", "" ] ]
1902.03142
Ethan C Jackson
Ethan C. Jackson and Mark Daley
Novelty Search for Deep Reinforcement Learning Policy Network Weights by Action Sequence Edit Metric Distance
Submitted to GECCO 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reinforcement learning (RL) problems often feature deceptive local optima, and learning methods that optimize purely for reward signal often fail to learn strategies for overcoming them. Deep neuroevolution and novelty search have been proposed as effective alternatives to gradient-based methods for learning RL policies directly from pixels. In this paper, we introduce and evaluate the use of novelty search over agent action sequences by string edit metric distance as a means for promoting innovation. We also introduce a method for stagnation detection and population resampling inspired by recent developments in the RL community that uses the same mechanisms as novelty search to promote and develop innovative policies. Our methods extend a state-of-the-art method for deep neuroevolution using a simple-yet-effective genetic algorithm (GA) designed to efficiently learn deep RL policy network weights. Experiments using four games from the Atari 2600 benchmark were conducted. Results provide further evidence that GAs are competitive with gradient-based algorithms for deep RL. Results also demonstrate that novelty search over action sequences is an effective source of selection pressure that can be integrated into existing evolutionary algorithms for deep RL.
[ { "version": "v1", "created": "Fri, 8 Feb 2019 15:14:09 GMT" } ]
1,549,843,200,000
[ [ "Jackson", "Ethan C.", "" ], [ "Daley", "Mark", "" ] ]
1902.03155
Timo Nolle
Timo Nolle and Stefan Luettgen and Alexander Seeliger and Max M\"uhlh\"auser
BINet: Multi-perspective Business Process Anomaly Classification
null
null
10.1016/j.is.2019.101458
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we introduce BINet, a neural network architecture for real-time multi-perspective anomaly detection in business process event logs. BINet is designed to handle both the control flow and the data perspective of a business process. Additionally, we propose a set of heuristics for setting the threshold of an anomaly detection algorithm automatically. We demonstrate that BINet can be used to detect anomalies in event logs not only on a case level but also on event attribute level. Finally, we demonstrate that a simple set of rules can be used to utilize the output of BINet for anomaly classification. We compare BINet to eight other state-of-the-art anomaly detection algorithms and evaluate their performance on an elaborate data corpus of 29 synthetic and 15 real-life event logs. BINet outperforms all other methods both on the synthetic as well as on the real-life datasets.
[ { "version": "v1", "created": "Fri, 8 Feb 2019 15:48:29 GMT" } ]
1,572,912,000,000
[ [ "Nolle", "Timo", "" ], [ "Luettgen", "Stefan", "" ], [ "Seeliger", "Alexander", "" ], [ "Mühlhäuser", "Max", "" ] ]
1902.03930
Michael Saint-Guillain
Michael Saint-Guillain, Christine Solnon, Yves Deville
Progressive Focus Search for the Static and Stochastic VRPTW with both Random Customers and Reveal Times
arXiv admin note: substantial text overlap with arXiv:1708.03151
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Static stochastic VRPs aim at modeling real-life VRPs by considering uncertainty on data. In particular, the SS-VRPTW-CR considers stochastic customers with time windows and does not make any assumption on their reveal times, which are stochastic as well. Based on customer request probabilities, we look for an a priori solution composed preventive vehicle routes, minimizing the expected number of unsatisfied customer requests at the end of the day. A route describes a sequence of strategic vehicle relocations, from which nearby requests can be rapidly reached. Instead of reoptimizing online, a so-called recourse strategy defines the way the requests are handled, whenever they appear. In this paper, we describe a new recourse strategy for the SS-VRPTW-CR, improving vehicle routes by skipping useless parts. We show how to compute the expected cost of a priori solutions, in pseudo-polynomial time, for this recourse strategy. We introduce a new meta-heuristic, called Progressive Focus Search (PFS), which may be combined with any local-search based algorithm for solving static stochastic optimization problems. PFS accelerates the search by using approximation factors: from an initial rough simplified problem, the search progressively focuses to the actual problem description. We evaluate our contributions on a new, real-world based, public benchmark.
[ { "version": "v1", "created": "Fri, 8 Feb 2019 12:48:32 GMT" } ]
1,549,929,600,000
[ [ "Saint-Guillain", "Michael", "" ], [ "Solnon", "Christine", "" ], [ "Deville", "Yves", "" ] ]
1902.04237
Alexis Kirke
Alexis Kirke
Applying Quantum Hardware to non-Scientific Problems: Grover's Algorithm and Rule-based Algorithmic Music Composition
Accepted by 'International Journal of Unconventional Computing' 18 July 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Of all novel computing methods, quantum computation (QC) is currently the most likely to move from the realm of the unconventional into the conventional. As a result some initial work has been done on applications of QC outside of science: for example music. The small amount of arts research done in hardware or with actual physical systems has not utilized any of the advantages of quantum computation (QC): the main advantage being the potential speed increase of quantum algorithms. This paper introduces a way of utilizing Grover's algorithm - which has been shown to provide a quadratic speed-up over its classical equivalent - in algorithmic rule-based music composition. The system introduced - qgMuse - is simple but scalable. Example melodies are composed using qgMuse using the ibmqx4 quantum hardware. The paper concludes with discussion on how such an approach can grow with the improvement of quantum computer hardware and software.
[ { "version": "v1", "created": "Sat, 2 Feb 2019 13:19:05 GMT" }, { "version": "v2", "created": "Fri, 26 Jul 2019 14:23:34 GMT" }, { "version": "v3", "created": "Mon, 29 Jul 2019 10:08:40 GMT" } ]
1,564,444,800,000
[ [ "Kirke", "Alexis", "" ] ]
1902.04245
Tommaso Dreossi
Tommaso Dreossi, Daniel J. Fremont, Shromona Ghosh, Edward Kim, Hadi Ravanbakhsh, Marcell Vazquez-Chanlatte, and Sanjit A. Seshia
VERIFAI: A Toolkit for the Design and Analysis of Artificial Intelligence-Based Systems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present VERIFAI, a software toolkit for the formal design and analysis of systems that include artificial intelligence (AI) and machine learning (ML) components. VERIFAI particularly seeks to address challenges with applying formal methods to perception and ML components, including those based on neural networks, and to model and analyze system behavior in the presence of environment uncertainty. We describe the initial version of VERIFAI which centers on simulation guided by formal models and specifications. Several use cases are illustrated with examples, including temporal-logic falsification, model-based systematic fuzz testing, parameter synthesis, counterexample analysis, and data set augmentation.
[ { "version": "v1", "created": "Tue, 12 Feb 2019 05:38:14 GMT" }, { "version": "v2", "created": "Thu, 14 Feb 2019 17:30:49 GMT" } ]
1,550,188,800,000
[ [ "Dreossi", "Tommaso", "" ], [ "Fremont", "Daniel J.", "" ], [ "Ghosh", "Shromona", "" ], [ "Kim", "Edward", "" ], [ "Ravanbakhsh", "Hadi", "" ], [ "Vazquez-Chanlatte", "Marcell", "" ], [ "Seshia", "Sanjit A.", "" ] ]
1902.04259
Matthew Hausknecht
Matthew Hausknecht, Ricky Loynd, Greg Yang, Adith Swaminathan, Jason D. Williams
NAIL: A General Interactive Fiction Agent
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Interactive Fiction (IF) games are complex textual decision making problems. This paper introduces NAIL, an autonomous agent for general parser-based IF games. NAIL won the 2018 Text Adventure AI Competition, where it was evaluated on twenty unseen games. This paper describes the architecture, development, and insights underpinning NAIL's performance.
[ { "version": "v1", "created": "Tue, 12 Feb 2019 06:58:31 GMT" }, { "version": "v2", "created": "Thu, 14 Feb 2019 19:45:43 GMT" } ]
1,550,448,000,000
[ [ "Hausknecht", "Matthew", "" ], [ "Loynd", "Ricky", "" ], [ "Yang", "Greg", "" ], [ "Swaminathan", "Adith", "" ], [ "Williams", "Jason D.", "" ] ]
1902.04832
Tshilidzi Marwala
Tshilidzi Marwala
Relative rationality: Is machine rationality subjective?
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Rational decision making in its linguistic description means making logical decisions. In essence, a rational agent optimally processes all relevant information to achieve its goal. Rationality has two elements and these are the use of relevant information and the efficient processing of such information. In reality, relevant information is incomplete, imperfect and the processing engine, which is a brain for humans, is suboptimal. Humans are risk averse rather than utility maximizers. In the real world, problems are predominantly non-convex and this makes the idea of rational decision-making fundamentally unachievable and Herbert Simon called this bounded rationality. There is a trade-off between the amount of information used for decision-making and the complexity of the decision model used. This explores whether machine rationality is subjective and concludes that indeed it is.
[ { "version": "v1", "created": "Wed, 13 Feb 2019 10:08:12 GMT" } ]
1,550,102,400,000
[ [ "Marwala", "Tshilidzi", "" ] ]
1902.05284
Xin Tong Mr.
Xin Tong, Weiming Liu and Bin Li
Learn a Prior for RHEA for Better Online Planning
8 pages, 3 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Rolling Horizon Evolutionary Algorithms (RHEA) are a class of online planning methods for real-time game playing; their performance is closely related to the planning horizon and the search time allowed. In this paper, we propose to learn a prior for RHEA in an offline manner by training a value network and a policy network. The value network is used to reduce the planning horizon by providing an estimation of future rewards, and the policy network is used to initialize the population, which helps to narrow down the search scope. The proposed algorithm, named prior-based RHEA (p-RHEA), trains policy and value networks by performing planning and learning iteratively. In the planning stage, the horizon-limited search assisted with the policy network and value network is performed to improve the policies and collect training samples. In the learning stage, the policy network and value network are trained with the collected samples to learn better prior knowledge. Experimental results on OpenAI Gym MuJoCo tasks show that the performance of the proposed p-RHEA is significantly improved compared to that of RHEA.
[ { "version": "v1", "created": "Thu, 14 Feb 2019 09:56:00 GMT" }, { "version": "v2", "created": "Fri, 22 Feb 2019 12:25:06 GMT" } ]
1,551,052,800,000
[ [ "Tong", "Xin", "" ], [ "Liu", "Weiming", "" ], [ "Li", "Bin", "" ] ]
1902.05632
Nathan Fulton
Nathan Fulton and Andre Platzer
Verifiably Safe Off-Model Reinforcement Learning
TACAS 2019
null
10.1007/978-3-030-17462-0_28
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The desire to use reinforcement learning in safety-critical settings has inspired a recent interest in formal methods for learning algorithms. Existing formal methods for learning and optimization primarily consider the problem of constrained learning or constrained optimization. Given a single correct model and associated safety constraint, these approaches guarantee efficient learning while provably avoiding behaviors outside the safety constraint. Acting well given an accurate environmental model is an important pre-requisite for safe learning, but is ultimately insufficient for systems that operate in complex heterogeneous environments. This paper introduces verification-preserving model updates, the first approach toward obtaining formal safety guarantees for reinforcement learning in settings where multiple environmental models must be taken into account. Through a combination of design-time model updates and runtime model falsification, we provide a first approach toward obtaining formal safety proofs for autonomous systems acting in heterogeneous environments.
[ { "version": "v1", "created": "Thu, 14 Feb 2019 22:36:54 GMT" } ]
1,559,692,800,000
[ [ "Fulton", "Nathan", "" ], [ "Platzer", "Andre", "" ] ]
1902.05644
Macheng Shen
Macheng Shen and Jonathan P How
Active Perception in Adversarial Scenarios using Maximum Entropy Deep Reinforcement Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We pose an active perception problem where an autonomous agent actively interacts with a second agent with potentially adversarial behaviors. Given the uncertainty in the intent of the other agent, the objective is to collect further evidence to help discriminate potential threats. The main technical challenges are the partial observability of the agent intent, the adversary modeling, and the corresponding uncertainty modeling. Note that an adversary agent may act to mislead the autonomous agent by using a deceptive strategy that is learned from past experiences. We propose an approach that combines belief space planning, generative adversary modeling, and maximum entropy reinforcement learning to obtain a stochastic belief space policy. By accounting for various adversarial behaviors in the simulation framework and minimizing the predictability of the autonomous agent's action, the resulting policy is more robust to unmodeled adversarial strategies. This improved robustness is empirically shown against an adversary that adapts to and exploits the autonomous agent's policy when compared with a standard Chance-Constraint Partially Observable Markov Decision Process robust approach.
[ { "version": "v1", "created": "Thu, 14 Feb 2019 23:44:22 GMT" }, { "version": "v2", "created": "Wed, 18 Sep 2019 23:38:54 GMT" } ]
1,568,937,600,000
[ [ "Shen", "Macheng", "" ], [ "How", "Jonathan P", "" ] ]
1902.05677
Paul Cohen
Paul Cohen
Probabilistic Relational Agent-based Models
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
PRAM puts agent-based models on a sound probabilistic footing as a basis for integrating agent-based and probabilistic models. It extends the themes of probabilistic relational models and lifted inference to incorporate dynamical models and simulation. It can also be much more efficient than agent-based simulation.
[ { "version": "v1", "created": "Fri, 15 Feb 2019 04:03:30 GMT" } ]
1,550,448,000,000
[ [ "Cohen", "Paul", "" ] ]
1902.06370
Chen Wang
Chen Wang, Hui Ma, Gang Chen and Sven Hartmann
Evolutionary Multitasking for Semantic Web Service Composition
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Web services are basic functions of a software system to support the concept of service-oriented architecture. They are often composed together to provide added values, known as web service composition. Researchers often employ Evolutionary Computation techniques to efficiently construct composite services with near-optimized functional quality (i.e., Quality of Semantic Matchmaking) or non-functional quality (i.e., Quality of Service) or both due to the complexity of this problem. With a significant increase in service composition requests, many composition requests have similar input and output requirements but may vary due to different preferences from different user segments. This problem is often treated as a multi-objective service composition so as to cope with different preferences from different user segments simultaneously. Without taking a multi-objective approach that gives rise to a solution selection challenge, we perceive multiple similar service composition requests as jointly forming an evolutionary multi-tasking problem in this work. We propose an effective permutation-based evolutionary multi-tasking approach that can simultaneously generate a set of solutions, with one for each service request. We also introduce a neighborhood structure over multiple tasks to allow newly evolved solutions to be evaluated on related tasks. Our proposed method can perform better at the cost of only a fraction of time, compared to one state-of-art single-tasking EC-based method. We also found that the use of the proper neighborhood structure can enhance the effectiveness of our approach.
[ { "version": "v1", "created": "Mon, 18 Feb 2019 01:22:02 GMT" } ]
1,550,534,400,000
[ [ "Wang", "Chen", "" ], [ "Ma", "Hui", "" ], [ "Chen", "Gang", "" ], [ "Hartmann", "Sven", "" ] ]
1902.06824
Syed Arbab Mohd Shihab
Syed Arbab Mohd Shihab, Caleb Logemann, Deepak-George Thomas and Peng Wei
Autonomous Airline Revenue Management: A Deep Reinforcement Learning Approach to Seat Inventory Control and Overbooking
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Revenue management can enable airline corporations to maximize the revenue generated from each scheduled flight departing in their transportation network by means of finding the optimal policies for differential pricing, seat inventory control and overbooking. As different demand segments in the market have different Willingness-To-Pay (WTP), airlines use differential pricing, booking restrictions, and service amenities to determine different fare classes or products targeted at each of these demand segments. Because seats are limited for each flight, airlines also need to allocate seats for each of these fare classes to prevent lower fare class passengers from displacing higher fare class ones and set overbooking limits in anticipation of cancellations and no-shows such that revenue is maximized. Previous work addresses these problems using optimization techniques or classical Reinforcement Learning methods. This paper focuses on the latter problem - the seat inventory control problem - casting it as a Markov Decision Process to be able to find the optimal policy. Multiple fare classes, concurrent continuous arrival of passengers of different fare classes, overbooking and random cancellations that are independent of class have been considered in the model. We have addressed this problem using Deep Q-Learning with the goal of maximizing the reward for each flight departure. The implementation of this technique allows us to employ large continuous state space but also presents the potential opportunity to test on real time airline data. To generate data and train the agent, a basic air-travel market simulator was developed. The performance of the agent in different simulated market scenarios was compared against theoretically optimal solutions and was found to be nearly close to the expected optimal revenue.
[ { "version": "v1", "created": "Mon, 18 Feb 2019 22:31:09 GMT" }, { "version": "v2", "created": "Thu, 13 Jun 2019 19:14:27 GMT" } ]
1,560,729,600,000
[ [ "Shihab", "Syed Arbab Mohd", "" ], [ "Logemann", "Caleb", "" ], [ "Thomas", "Deepak-George", "" ], [ "Wei", "Peng", "" ] ]
1902.07151
Siqi Liu
Siqi Liu, Guy Lever, Josh Merel, Saran Tunyasuvunakool, Nicolas Heess, Thore Graepel
Emergent Coordination Through Competition
null
ICLR (2019)
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We study the emergence of cooperative behaviors in reinforcement learning agents by introducing a challenging competitive multi-agent soccer environment with continuous simulated physics. We demonstrate that decentralized, population-based training with co-play can lead to a progression in agents' behaviors: from random, to simple ball chasing, and finally showing evidence of cooperation. Our study highlights several of the challenges encountered in large scale multi-agent training in continuous control. In particular, we demonstrate that the automatic optimization of simple shaping rewards, not themselves conducive to co-operative behavior, can lead to long-horizon team behavior. We further apply an evaluation scheme, grounded by game theoretic principals, that can assess agent performance in the absence of pre-defined evaluation tasks or human baselines.
[ { "version": "v1", "created": "Tue, 19 Feb 2019 17:18:14 GMT" }, { "version": "v2", "created": "Thu, 21 Feb 2019 14:20:32 GMT" } ]
1,621,555,200,000
[ [ "Liu", "Siqi", "" ], [ "Lever", "Guy", "" ], [ "Merel", "Josh", "" ], [ "Tunyasuvunakool", "Saran", "" ], [ "Heess", "Nicolas", "" ], [ "Graepel", "Thore", "" ] ]
1902.07526
Kristijonas \v{C}yras
Kristijonas \v{C}yras, Tiago Oliveira
Resolving Conflicts in Clinical Guidelines using Argumentation
Paper accepted for publication at AAAMAS 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Automatically reasoning with conflicting generic clinical guidelines is a burning issue in patient-centric medical reasoning where patient-specific conditions and goals need to be taken into account. It is even more challenging in the presence of preferences such as patient's wishes and clinician's priorities over goals. We advance a structured argumentation formalism for reasoning with conflicting clinical guidelines, patient-specific information and preferences. Our formalism integrates assumption-based reasoning and goal-driven selection among reasoning outcomes. Specifically, we assume applicability of guideline recommendations concerning the generic goal of patient well-being, resolve conflicts among recommendations using patient's conditions and preferences, and then consider prioritised patient-centered goals to yield non-conflicting, goal-maximising and preference-respecting recommendations. We rely on the state-of-the-art Transition-based Medical Recommendation model for representing guideline recommendations and augment it with context given by the patient's conditions, goals, as well as preferences over recommendations and goals. We establish desirable properties of our approach in terms of sensitivity to recommendation conflicts and patient context.
[ { "version": "v1", "created": "Wed, 20 Feb 2019 11:55:02 GMT" } ]
1,550,707,200,000
[ [ "Čyras", "Kristijonas", "" ], [ "Oliveira", "Tiago", "" ] ]
1902.09244
Viktoria Hauder
Viktoria A. Hauder, Andreas Beham, Sebastian Raggl, Sophie N. Parragh, Michael Affenzeller
Resource-constrained multi-project scheduling with activity and time flexibility
null
Computers & Industrial Engineering, 106857 (2020)
10.1016/j.cie.2020.106857
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Project scheduling in manufacturing environments often requires flexibility in terms of the selection and the exact length of alternative production activities. Moreover, the simultaneous scheduling of multiple lots is mandatory in many production planning applications. To meet these requirements, a new resource-constrained project scheduling problem (RCPSP) is introduced where both decisions (activity flexibility and time flexibility) are integrated. Besides the minimization of makespan, two new alternative objectives are presented: maximization of balanced length of selected activities (time balance) and maximization of balanced resource utilization (resource balance). New mixed integer and constraint programming (CP) models are proposed for the developed integrated flexible project scheduling problem. Benchmark instances on an already existing flexible RCPSP and the newly developed problem are solved to optimality. The real-world applicability of the suggested CP models is shown by additionally solving a large industry case.
[ { "version": "v1", "created": "Mon, 25 Feb 2019 13:08:53 GMT" }, { "version": "v2", "created": "Fri, 23 Oct 2020 07:54:09 GMT" } ]
1,603,670,400,000
[ [ "Hauder", "Viktoria A.", "" ], [ "Beham", "Andreas", "" ], [ "Raggl", "Sebastian", "" ], [ "Parragh", "Sophie N.", "" ], [ "Affenzeller", "Michael", "" ] ]
1902.09291
Guilherme Wachs-Lopes
Mariana B. Santos, Amanda M. Lima, Lucas A. Silva, Felipe S. Vargas, Guilherme A. Wachs-Lopes, Paulo S. Rodrigues
MIRA: A Computational Neuro-Based Cognitive Architecture Applied to Movie Recommender Systems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The human mind is still an unknown process of neuroscience in many aspects. Nevertheless, for decades the scientific community has proposed computational models that try to simulate their parts, specific applications, or their behavior in different situations. The most complete model in this line is undoubtedly the LIDA model, proposed by Stan Franklin with the aim of serving as a generic computational architecture for several applications. The present project is inspired by the LIDA model to apply it to the process of movie recommendation, the model called MIRA (Movie Intelligent Recommender Agent) presented percentages of precision similar to a traditional model when submitted to the same assay conditions. Moreover, the proposed model reinforced the precision indexes when submitted to tests with volunteers, proving once again its performance as a cognitive model, when executed with small data volumes. Considering that the proposed model achieved a similar behavior to the traditional models under conditions expected to be similar for natural systems, it can be said that MIRA reinforces the applicability of LIDA as a path to be followed for the study and generation of computational agents inspired by neural behaviors.
[ { "version": "v1", "created": "Mon, 25 Feb 2019 14:32:18 GMT" }, { "version": "v2", "created": "Wed, 27 Feb 2019 11:21:29 GMT" } ]
1,551,312,000,000
[ [ "Santos", "Mariana B.", "" ], [ "Lima", "Amanda M.", "" ], [ "Silva", "Lucas A.", "" ], [ "Vargas", "Felipe S.", "" ], [ "Wachs-Lopes", "Guilherme A.", "" ], [ "Rodrigues", "Paulo S.", "" ] ]
1902.09335
Sabrina Evans
Sabrina Evans, Paolo Turrini
Similarity Measures based on Local Game Trees
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We study strategic similarity of game positions in two-player extensive games of perfect information, by looking at the structure of their local game trees, with the aim of improving the performance of game playing agents in detecting forcing continuations. We present a range of measures over the induced game trees and compare them against benchmark problems in chess, observing a promising level of accuracy in matching up trap states.
[ { "version": "v1", "created": "Mon, 25 Feb 2019 15:06:26 GMT" } ]
1,551,139,200,000
[ [ "Evans", "Sabrina", "" ], [ "Turrini", "Paolo", "" ] ]
1902.09355
Andrea Censi
Andrea Censi, Konstantin Slutsky, Tichakorn Wongpiromsarn, Dmitry Yershov, Scott Pendleton, James Fu, Emilio Frazzoli
Liability, Ethics, and Culture-Aware Behavior Specification using Rulebooks
To appear in ICRA 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The behavior of self-driving cars must be compatible with an enormous set of conflicting and ambiguous objectives, from law, from ethics, from the local culture, and so on. This paper describes a new way to conveniently define the desired behavior for autonomous agents, which we use on the self-driving cars developed at nuTonomy. We define a "rulebook" as a pre-ordered set of "rules", each akin to a violation metric on the possible outcomes ("realizations"). The rules are partially ordered by priority. The semantics of a rulebook imposes a pre-order on the set of realizations. We study the compositional properties of the rulebooks, and we derive which operations we can allow on the rulebooks to preserve previously-introduced constraints. While we demonstrate the application of these techniques in the self-driving domain, the methods are domain-independent.
[ { "version": "v1", "created": "Mon, 25 Feb 2019 15:17:15 GMT" }, { "version": "v2", "created": "Fri, 1 Mar 2019 07:09:30 GMT" } ]
1,551,657,600,000
[ [ "Censi", "Andrea", "" ], [ "Slutsky", "Konstantin", "" ], [ "Wongpiromsarn", "Tichakorn", "" ], [ "Yershov", "Dmitry", "" ], [ "Pendleton", "Scott", "" ], [ "Fu", "James", "" ], [ "Frazzoli", "Emilio", "" ] ]
1902.09469
Scott Garrabrant
Abram Demski and Scott Garrabrant
Embedded Agency
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Traditional models of rational action treat the agent as though it is cleanly separated from its environment, and can act on that environment from the outside. Such agents have a known functional relationship with their environment, can model their environment in every detail, and do not need to reason about themselves or their internal parts. We provide an informal survey of obstacles to formalizing good reasoning for agents embedded in their environment. Such agents must optimize an environment that is not of type "function"; they must rely on models that fit within the modeled environment; and they must reason about themselves as just another physical system, made of parts that can be modified and that can work at cross purposes.
[ { "version": "v1", "created": "Mon, 25 Feb 2019 17:38:48 GMT" }, { "version": "v2", "created": "Tue, 25 Aug 2020 18:36:39 GMT" }, { "version": "v3", "created": "Tue, 6 Oct 2020 21:20:37 GMT" } ]
1,602,115,200,000
[ [ "Demski", "Abram", "" ], [ "Garrabrant", "Scott", "" ] ]
1902.09706
Wenjian Luo
Yamin Hu, Wenjian Luo, Junteng Wang
Community-based 3-SAT Formulas with a Predefined Solution
23 pages; due to the limitation "The abstract field cannot be longer than 1,920 characters", the abstract appearing here is slightly shorter than that in the PDF file
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
It is crucial to generate crafted SAT formulas with predefined solutions for the testing and development of SAT solvers since many SAT formulas from real-world applications have solutions. Although some generating algorithms have been proposed to generate SAT formulas with predefined solutions, community structures of SAT formulas are not considered. We propose a 3-SAT formula generating algorithm that not only guarantees the existence of a predefined solution, but also simultaneously considers community structures and clause distributions. The proposed 3-SAT formula generating algorithm controls the quality of community structures through controlling (1) the number of clauses whose variables have a common community, which we call intra-community clauses, and (2) the number of variables that only belong to one community, which we call intra-community variables. To study the combined effect of community structures and clause distributions on the hardness of SAT formulas, we measure solving runtimes of two solvers, gluHack (a leading CDCL solver) and CPSparrow (a leading SLS solver), on the generated SAT formulas under different groups of parameter settings. Through extensive experiments, we obtain some noteworthy observations on the SAT formulas generated by the proposed algorithm: (1) The community structure has little or no effects on the hardness of SAT formulas with regard to CPSparrow but a strong effect with regard to gluHack. (2) Only when the proportion of true literals in a SAT formula in terms of the predefined solution is 0.5, SAT formulas are hard-to-solve with regard to gluHack; when this proportion is below 0.5, SAT formulas are hard-to-solve with regard to CPSparrow. (3) When the ratio of the number of clauses to that of variables is around 4.25, the SAT formulas are hard-to-solve with regard to both gluHack and CPSparrow.
[ { "version": "v1", "created": "Tue, 26 Feb 2019 02:16:30 GMT" } ]
1,551,225,600,000
[ [ "Hu", "Yamin", "" ], [ "Luo", "Wenjian", "" ], [ "Wang", "Junteng", "" ] ]
1902.09725
Alexander Turner
Alexander Matt Turner, Dylan Hadfield-Menell, Prasad Tadepalli
Conservative Agency via Attainable Utility Preservation
Published in AI, Ethics, and Society 2020
null
10.1145/3375627.3375851
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reward functions are easy to misspecify; although designers can make corrections after observing mistakes, an agent pursuing a misspecified reward function can irreversibly change the state of its environment. If that change precludes optimization of the correctly specified reward function, then correction is futile. For example, a robotic factory assistant could break expensive equipment due to a reward misspecification; even if the designers immediately correct the reward function, the damage is done. To mitigate this risk, we introduce an approach that balances optimization of the primary reward function with preservation of the ability to optimize auxiliary reward functions. Surprisingly, even when the auxiliary reward functions are randomly generated and therefore uninformative about the correctly specified reward function, this approach induces conservative, effective behavior.
[ { "version": "v1", "created": "Tue, 26 Feb 2019 04:42:54 GMT" }, { "version": "v2", "created": "Tue, 23 Jul 2019 15:31:07 GMT" }, { "version": "v3", "created": "Wed, 10 Jun 2020 15:10:04 GMT" } ]
1,591,833,600,000
[ [ "Turner", "Alexander Matt", "" ], [ "Hadfield-Menell", "Dylan", "" ], [ "Tadepalli", "Prasad", "" ] ]
1902.10499
Maxat Kulmanov
Maxat Kulmanov, Wang Liu-Wei, Yuan Yan and Robert Hoehndorf
EL Embeddings: Geometric construction of models for the Description Logic EL ++
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
An embedding is a function that maps entities from one algebraic structure into another while preserving certain characteristics. Embeddings are being used successfully for mapping relational data or text into vector spaces where they can be used for machine learning, similarity search, or similar tasks. We address the problem of finding vector space embeddings for theories in the Description Logic $\mathcal{EL}^{++}$ that are also models of the TBox. To find such embeddings, we define an optimization problem that characterizes the model-theoretic semantics of the operators in $\mathcal{EL}^{++}$ within $\Re^n$, thereby solving the problem of finding an interpretation function for an $\mathcal{EL}^{++}$ theory given a particular domain $\Delta$. Our approach is mainly relevant to large $\mathcal{EL}^{++}$ theories and knowledge bases such as the ontologies and knowledge graphs used in the life sciences. We demonstrate that our method can be used for improved prediction of protein--protein interactions when compared to semantic similarity measures or knowledge graph embedding
[ { "version": "v1", "created": "Wed, 27 Feb 2019 13:04:44 GMT" } ]
1,551,312,000,000
[ [ "Kulmanov", "Maxat", "" ], [ "Liu-Wei", "Wang", "" ], [ "Yan", "Yuan", "" ], [ "Hoehndorf", "Robert", "" ] ]
1902.10552
Marcos Cramer
Marcos Cramer, Mathieu Guillaume
Technical report of "Empirical Study on Human Evaluation of Complex Argumentation Frameworks"
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In abstract argumentation, multiple argumentation semantics have been proposed that allow to select sets of jointly acceptable arguments from a given argumentation framework, i.e. based only on the attack relation between arguments. The existence of multiple argumentation semantics raises the question which of these semantics predicts best how humans evaluate arguments. Previous empirical cognitive studies that have tested how humans evaluate sets of arguments depending on the attack relation between them have been limited to a small set of very simple argumentation frameworks, so that some semantics studied in the literature could not be meaningfully distinguished by these studies. In this paper we report on an empirical cognitive study that overcomes these limitations by taking into consideration twelve argumentation frameworks of three to eight arguments each. These argumentation frameworks were mostly more complex than the argumentation frameworks considered in previous studies. All twelve argumentation framework were systematically instantiated with natural language arguments based on a certain fictional scenario, and participants were shown both the natural language arguments and a graphical depiction of the attack relation between them. Our data shows that grounded and CF2 semantics were the best predictors of human argument evaluation. A detailed analysis revealed that part of the participants chose a cognitively simpler strategy that is predicted very well by grounded semantics, while another part of the participants chose a cognitively more demanding strategy that is mostly predicted well by CF2 semantics.
[ { "version": "v1", "created": "Wed, 27 Feb 2019 14:29:34 GMT" } ]
1,551,312,000,000
[ [ "Cramer", "Marcos", "" ], [ "Guillaume", "Mathieu", "" ] ]
1902.10619
Craig Innes
Craig Innes, Alex Lascarides
Learning Factored Markov Decision Processes with Unawareness
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Methods for learning and planning in sequential decision problems often assume the learner is aware of all possible states and actions in advance. This assumption is sometimes untenable. In this paper, we give a method to learn factored markov decision problems from both domain exploration and expert assistance, which guarantees convergence to near-optimal behaviour, even when the agent begins unaware of factors critical to success. Our experiments show our agent learns optimal behaviour on small and large problems, and that conserving information on discovering new possibilities results in faster convergence.
[ { "version": "v1", "created": "Wed, 27 Feb 2019 16:21:13 GMT" } ]
1,551,312,000,000
[ [ "Innes", "Craig", "" ], [ "Lascarides", "Alex", "" ] ]
1902.10646
Adish Singla
Rishav Chourasia, Adish Singla
Unifying Ensemble Methods for Q-learning via Social Choice Theory
Learning with Rich Experience (LIRE) Workshop, NeurIPS 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Ensemble methods have been widely applied in Reinforcement Learning (RL) in order to enhance stability, increase convergence speed, and improve exploration. These methods typically work by employing an aggregation mechanism over actions of different RL algorithms. We show that a variety of these methods can be unified by drawing parallels from committee voting rules in Social Choice Theory. We map the problem of designing an action aggregation mechanism in an ensemble method to a voting problem which, under different voting rules, yield popular ensemble-based RL algorithms like Majority Voting Q-learning or Bootstrapped Q-learning. Our unification framework, in turn, allows us to design new ensemble-RL algorithms with better performance. For instance, we map two diversity-centered committee voting rules, namely Single Non-Transferable Voting Rule and Chamberlin-Courant Rule, into new RL algorithms that demonstrate excellent exploratory behavior in our experiments.
[ { "version": "v1", "created": "Wed, 27 Feb 2019 17:27:30 GMT" }, { "version": "v2", "created": "Tue, 8 Oct 2019 09:14:26 GMT" } ]
1,570,579,200,000
[ [ "Chourasia", "Rishav", "" ], [ "Singla", "Adish", "" ] ]
1902.10770
Vahid Mokhtari
Vahid Mokhtari, Luis Seabra Lopes, Armando Pinho and Roman Manevich
Learning Task Knowledge and its Scope of Applicability in Experience-Based Planning Domains
25 pages, 6 figures, 6 tables, 1 algorithm, 6 listings
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Experience-based planning domains (EBPDs) have been recently proposed to improve problem solving by learning from experience. EBPDs provide important concepts for long-term learning and planning in robotics. They rely on acquiring and using task knowledge, i.e., activity schemata, for generating concrete solutions to problem instances in a class of tasks. Using Three-Valued Logic Analysis (TVLA), we extend previous work to generate a set of conditions as the scope of applicability for an activity schema. The inferred scope is a bounded representation of a set of problems of potentially unbounded size, in the form of a 3-valued logical structure, which allows an EBPD system to automatically find an applicable activity schema for solving task problems. We demonstrate the utility of our approach in a set of classes of problems in a simulated domain and a class of real world tasks in a fully physically simulated PR2 robot in Gazebo.
[ { "version": "v1", "created": "Wed, 27 Feb 2019 20:32:29 GMT" }, { "version": "v2", "created": "Tue, 5 Mar 2019 11:28:10 GMT" } ]
1,551,830,400,000
[ [ "Mokhtari", "Vahid", "" ], [ "Lopes", "Luis Seabra", "" ], [ "Pinho", "Armando", "" ], [ "Manevich", "Roman", "" ] ]
1902.10870
Takayuki Osogami Ph.D.
Takayuki Osogami, Toshihiro Takahashi
Real-time tree search with pessimistic scenarios
14 pages, 3 figures, Published as IBM Research Report RT0982
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Autonomous agents need to make decisions in a sequential manner, under partially observable environment, and in consideration of how other agents behave. In critical situations, such decisions need to be made in real time for example to avoid collisions and recover to safe conditions. We propose a technique of tree search where a deterministic and pessimistic scenario is used after a specified depth. Because there is no branching with the deterministic scenario, the proposed technique allows us to take into account the events that can occur far ahead in the future. The effectiveness of the proposed technique is demonstrated in Pommerman, a multi-agent environment used in a NeurIPS 2018 competition, where the agents that implement the proposed technique have won the first and third places.
[ { "version": "v1", "created": "Thu, 28 Feb 2019 02:47:05 GMT" }, { "version": "v2", "created": "Sun, 14 Jul 2019 12:28:45 GMT" } ]
1,563,235,200,000
[ [ "Osogami", "Takayuki", "" ], [ "Takahashi", "Toshihiro", "" ] ]
1903.00336
Jasper De Bock
Jasper De Bock and Gert de Cooman
Interpreting, axiomatising and representing coherent choice functions in terms of desirability
arXiv admin note: text overlap with arXiv:1806.01044
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Choice functions constitute a simple, direct and very general mathematical framework for modelling choice under uncertainty. In particular, they are able to represent the set-valued choices that appear in imprecise-probabilistic decision making. We provide these choice functions with a clear interpretation in terms of desirability, use this interpretation to derive a set of basic coherence axioms, and show that this notion of coherence leads to a representation in terms of sets of strict preference orders. By imposing additional properties such as totality, the mixing property and Archimedeanity, we obtain representation in terms of sets of strict total orders, lexicographic probability systems, coherent lower previsions or linear previsions.
[ { "version": "v1", "created": "Thu, 28 Feb 2019 13:27:07 GMT" }, { "version": "v2", "created": "Mon, 20 May 2019 10:51:23 GMT" } ]
1,558,483,200,000
[ [ "De Bock", "Jasper", "" ], [ "de Cooman", "Gert", "" ] ]
1903.00606
Yuu Jinnai
Yuu Jinnai, Jee Won Park, David Abel, George Konidaris
Discovering Options for Exploration by Minimizing Cover Time
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
One of the main challenges in reinforcement learning is solving tasks with sparse reward. We show that the difficulty of discovering a distant rewarding state in an MDP is bounded by the expected cover time of a random walk over the graph induced by the MDP's transition dynamics. We therefore propose to accelerate exploration by constructing options that minimize cover time. The proposed algorithm finds an option which provably diminishes the expected number of steps to visit every state in the state space by a uniform random walk. We show empirically that the proposed algorithm improves the learning time in several domains with sparse rewards.
[ { "version": "v1", "created": "Sat, 2 Mar 2019 02:17:52 GMT" }, { "version": "v2", "created": "Sat, 16 Mar 2019 18:26:07 GMT" } ]
1,552,953,600,000
[ [ "Jinnai", "Yuu", "" ], [ "Park", "Jee Won", "" ], [ "Abel", "David", "" ], [ "Konidaris", "George", "" ] ]
1903.00900
Jiang Rong
Jiang Rong, Tao Qin and Bo An
Competitive Bridge Bidding with Deep Neural Networks
This paper was submitted to AAMAS on Nov. 12, 2018, accepted on Jan. 23, 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The game of bridge consists of two stages: bidding and playing. While playing is proved to be relatively easy for computer programs, bidding is very challenging. During the bidding stage, each player knowing only his/her own cards needs to exchange information with his/her partner and interfere with opponents at the same time. Existing methods for solving perfect-information games cannot be directly applied to bidding. Most bridge programs are based on human-designed rules, which, however, cannot cover all situations and are usually ambiguous and even conflicting with each other. In this paper, we, for the first time, propose a competitive bidding system based on deep learning techniques, which exhibits two novelties. First, we design a compact representation to encode the private and public information available to a player for bidding. Second, based on the analysis of the impact of other players' unknown cards on one's final rewards, we design two neural networks to deal with imperfect information, the first one inferring the cards of the partner and the second one taking the outputs of the first one as part of its input to select a bid. Experimental results show that our bidding system outperforms the top rule-based program.
[ { "version": "v1", "created": "Sun, 3 Mar 2019 13:17:21 GMT" }, { "version": "v2", "created": "Tue, 5 Mar 2019 17:55:08 GMT" } ]
1,551,830,400,000
[ [ "Rong", "Jiang", "" ], [ "Qin", "Tao", "" ], [ "An", "Bo", "" ] ]
1903.01153
Diego Aineto
Diego Aineto, Sergio Jim\'enez and Eva Onaindia
Learning STRIPS Action Models with Classical Planning
8+1 pages, 4 figures, 6 tables
Twenty-Eighth International Conference on Automated Planning and Scheduling (ICAPS 2018), pp. 399-407, Year 2018
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents a novel approach for learning STRIPS action models from examples that compiles this inductive learning task into a classical planning task. Interestingly, the compilation approach is flexible to different amounts of available input knowledge; the learning examples can range from a set of plans (with their corresponding initial and final states) to just a pair of initial and final states (no intermediate action or state is given). Moreover, the compilation accepts partially specified action models and it can be used to validate whether the observation of a plan execution follows a given STRIPS action model, even if this model is not fully specified.
[ { "version": "v1", "created": "Mon, 4 Mar 2019 09:55:33 GMT" } ]
1,551,744,000,000
[ [ "Aineto", "Diego", "" ], [ "Jiménez", "Sergio", "" ], [ "Onaindia", "Eva", "" ] ]
1903.01710
Elodie Chanthery
Elodie Chanthery (LAAS, LAAS-DISCO), Louise Trav\'e-Massuy\`es (LAAS-DISCO), Yannick Pencol\'e (LAAS-DISCO), R\'egis De Ferluc, Brice Dellandrea
Applying Active Diagnosis to Space Systems by On-Board Control Procedures
IEEE Transactions on Aerospace and Electronic Systems, Institute of Electrical and Electronics Engineers, In press
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The instrumentation of real systems is often designed for control purposes and control inputs are designed to achieve nominal control objectives. Hence, the available measurements may not be sufficient to isolate faults with certainty and diagnoses are ambiguous. Active diagnosis formulates a planning problem to generate a sequence of actions that, applied to the system, enforce diagnosability and allow to iteratively refine ambiguous diagnoses. This paper analyses the requirements for applying active diagnosis to space systems and proposes ActHyDiag as an effective framework to solve this problem. It presents the results of applying ActHyDiag to a real space case study and of implementing the generated plans in the form of On-Board Control Procedures. The case study is a redundant Spacewire Network where up to 6 instruments, monitored and controlled by the on-board software hosted in the Satellite Management Unit, are transferring science data to a mass memory unit through Spacewire routers. Experiments have been conducted on a real physical benchmark developed by Thales Alenia Space and demonstrate the effectiveness of the plans proposed by ActHyDiag.
[ { "version": "v1", "created": "Tue, 5 Mar 2019 07:44:35 GMT" } ]
1,551,830,400,000
[ [ "Chanthery", "Elodie", "", "LAAS, LAAS-DISCO" ], [ "Travé-Massuyès", "Louise", "", "LAAS-DISCO" ], [ "Pencolé", "Yannick", "", "LAAS-DISCO" ], [ "De Ferluc", "Régis", "" ], [ "Dellandrea", "Brice", "" ] ]
1903.01865
Maximiliano Celmo David Budan
Maximiliano C. D. Bud\'an, Gerardo I. Simari, Ignacio Viglizzo and Guillermo R. Simari
An Approach to Characterize Graded Entailment of Arguments through a Label-based Framework
null
Internation Journal of Approximate Reasoning - 2017
10.1016/j.ijar.2016.12.016
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Argumentation theory is a powerful paradigm that formalizes a type of commonsense reasoning that aims to simulate the human ability to resolve a specific problem in an intelligent manner. A classical argumentation process takes into account only the properties related to the intrinsic logical soundness of an argument in order to determine its acceptability status. However, these properties are not always the only ones that matter to establish the argument's acceptability---there exist other qualities, such as strength, weight, social votes, trust degree, relevance level, and certainty degree, among others.
[ { "version": "v1", "created": "Tue, 5 Mar 2019 14:48:14 GMT" } ]
1,551,830,400,000
[ [ "Budán", "Maximiliano C. D.", "" ], [ "Simari", "Gerardo I.", "" ], [ "Viglizzo", "Ignacio", "" ], [ "Simari", "Guillermo R.", "" ] ]
1903.01874
Maximiliano Celmo David Budan
Maximiliano C. D. Bud\'an, Maria Laura Cobo, Diego C. Martinez and Guillermo R. Simari
Bipolar in Temporal Argumentation Framework
null
Internation Journal of Approximate Reassoning - 2017
10.1016/j.ijar.2017.01.013
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A Timed Argumentation Framework (TAF) is a formalism where arguments are only valid for consideration in a given period of time, called availability intervals, which are defined for every individual argument. The original proposal is based on a single, abstract notion of attack between arguments that remains static and permanent in time. Thus, in general, when identifying the set of acceptable arguments, the outcome associated with a TAF will vary over time. In this work we introduce an extension of TAF adding the capability of modeling a support relation between arguments. In this sense, the resulting framework provides a suitable model for different time-dependent issues. Thus, the main contribution here is to provide an enhanced framework for modeling a positive (support) and negative (attack) interaction varying over time, which are relevant in many real-world situations. This leads to a Timed Bipolar Argumentation Framework (T-BAF), where classical argument extensions can be defined. The proposal aims at advancing in the integration of temporal argumentation in different application domain.
[ { "version": "v1", "created": "Tue, 5 Mar 2019 14:57:23 GMT" } ]
1,551,830,400,000
[ [ "Budán", "Maximiliano C. D.", "" ], [ "Cobo", "Maria Laura", "" ], [ "Martinez", "Diego C.", "" ], [ "Simari", "Guillermo R.", "" ] ]
1903.01920
Guillermo Simari
Edgardo Ferretti, Luciano H. Tamargo, Alejandro J. Garcia, Marcelo L. Errecalde, and Guillermo R. Simari
An approach to Decision Making based on Dynamic Argumentation Systems
null
Artif. Intell. 242: 107-131 (2017)
10.1016/j.artint.2016.10.004
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we introduce a formalism for single-agent decision making that is based on Dynamic Argumentation Frameworks. The formalism can be used to justify a choice, which is based on the current situation the agent is involved. Taking advantage of the inference mechanism of the argumentation formalism, it is possible to consider preference relations and conflicts among the available alternatives for that reasoning. With this formalization, given a particular set of evidence, the justified conclusions supported by warranted arguments will be used by the agent's decision rules to determine which alternatives will be selected. We also present an algorithm that implements a choice function based on our formalization. Finally, we complete our presentation by introducing formal results that relate the proposed framework with approaches of classical decision theory.
[ { "version": "v1", "created": "Tue, 5 Mar 2019 16:14:16 GMT" } ]
1,551,830,400,000
[ [ "Ferretti", "Edgardo", "" ], [ "Tamargo", "Luciano H.", "" ], [ "Garcia", "Alejandro J.", "" ], [ "Errecalde", "Marcelo L.", "" ], [ "Simari", "Guillermo R.", "" ] ]
1903.01966
Maximiliano Celmo David Budan
Maximiliano C. D. Bud\'an, Mar\'ia Laura Cobo, Diego I. Mart\'inez and Antonino Rotolo
Dealing with Qualitative and Quantitative Features in Legal Domains
arXiv admin note: text overlap with arXiv:1903.01865
International Conference on Legal Knowledge and Information Systems - 2018
10.3233/978-1-61499-935-5-176
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this work, we enrich a formalism for argumentation by including a formal characterization of features related to the knowledge, in order to capture proper reasoning in legal domains. We add meta-data information to the arguments in the form of labels representing quantitative and qualitative data about them. These labels are propagated through an argumentative graph according to the relations of support, conflict, and aggregation between arguments.
[ { "version": "v1", "created": "Tue, 5 Mar 2019 18:18:41 GMT" } ]
1,551,830,400,000
[ [ "Budán", "Maximiliano C. D.", "" ], [ "Cobo", "María Laura", "" ], [ "Martínez", "Diego I.", "" ], [ "Rotolo", "Antonino", "" ] ]
1903.02710
Emilio Parisotto
Emilio Parisotto and Soham Ghosh and Sai Bhargav Yalamanchi and Varsha Chinnaobireddy and Yuhuai Wu and Ruslan Salakhutdinov
Concurrent Meta Reinforcement Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
State-of-the-art meta reinforcement learning algorithms typically assume the setting of a single agent interacting with its environment in a sequential manner. A negative side-effect of this sequential execution paradigm is that, as the environment becomes more and more challenging, and thus requiring more interaction episodes for the meta-learner, it needs the agent to reason over longer and longer time-scales. To combat the difficulty of long time-scale credit assignment, we propose an alternative parallel framework, which we name "Concurrent Meta-Reinforcement Learning" (CMRL), that transforms the temporal credit assignment problem into a multi-agent reinforcement learning one. In this multi-agent setting, a set of parallel agents are executed in the same environment and each of these "rollout" agents are given the means to communicate with each other. The goal of the communication is to coordinate, in a collaborative manner, the most efficient exploration of the shared task the agents are currently assigned. This coordination therefore represents the meta-learning aspect of the framework, as each agent can be assigned or assign itself a particular section of the current task's state space. This framework is in contrast to standard RL methods that assume that each parallel rollout occurs independently, which can potentially waste computation if many of the rollouts end up sampling the same part of the state space. Furthermore, the parallel setting enables us to define several reward sharing functions and auxiliary losses that are non-trivial to apply in the sequential setting. We demonstrate the effectiveness of our proposed CMRL at improving over sequential methods in a variety of challenging tasks.
[ { "version": "v1", "created": "Thu, 7 Mar 2019 03:28:41 GMT" } ]
1,552,003,200,000
[ [ "Parisotto", "Emilio", "" ], [ "Ghosh", "Soham", "" ], [ "Yalamanchi", "Sai Bhargav", "" ], [ "Chinnaobireddy", "Varsha", "" ], [ "Wu", "Yuhuai", "" ], [ "Salakhutdinov", "Ruslan", "" ] ]
1903.02716
Rongqi Li
Yujie Chen, Yu Qian, Yichen Yao, Zili Wu, Rongqi Li, Yinzhi Zhou, Haoyuan Hu, Yinghui Xu
Can Sophisticated Dispatching Strategy Acquired by Reinforcement Learning? - A Case Study in Dynamic Courier Dispatching System
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we study a courier dispatching problem (CDP) raised from an online pickup-service platform of Alibaba. The CDP aims to assign a set of couriers to serve pickup requests with stochastic spatial and temporal arrival rate among urban regions. The objective is to maximize the revenue of served requests given a limited number of couriers over a period of time. Many online algorithms such as dynamic matching and vehicle routing strategy from existing literature could be applied to tackle this problem. However, these methods rely on appropriately predefined optimization objectives at each decision point, which is hard in dynamic situations. This paper formulates the CDP as a Markov decision process (MDP) and proposes a data-driven approach to derive the optimal dispatching rule-set under different scenarios. Our method stacks multi-layer images of the spatial-and-temporal map and apply multi-agent reinforcement learning (MARL) techniques to evolve dispatching models. This method solves the learning inefficiency caused by traditional centralized MDP modeling. Through comprehensive experiments on both artificial dataset and real-world dataset, we show: 1) By utilizing historical data and considering long-term revenue gains, MARL achieves better performance than myopic online algorithms; 2) MARL is able to construct the mapping between complex scenarios to sophisticated decisions such as the dispatching rule. 3) MARL has the scalability to adopt in large-scale real-world scenarios.
[ { "version": "v1", "created": "Thu, 7 Mar 2019 03:49:07 GMT" } ]
1,552,003,200,000
[ [ "Chen", "Yujie", "" ], [ "Qian", "Yu", "" ], [ "Yao", "Yichen", "" ], [ "Wu", "Zili", "" ], [ "Li", "Rongqi", "" ], [ "Zhou", "Yinzhi", "" ], [ "Hu", "Haoyuan", "" ], [ "Xu", "Yinghui", "" ] ]
1903.03078
Manolis Pitsikalis
Manolis Pitsikalis, Alexander Artikis, Richard Dreo, Cyril Ray, Elena Camossi and Anne-Laure Jousselme
Composite Event Recognition for Maritime Monitoring
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Maritime monitoring systems support safe shipping as they allow for the real-time detection of dangerous, suspicious and illegal vessel activities. We present such a system using the Run-Time Event Calculus, a composite event recognition system with formal, declarative semantics. For effective recognition, we developed a library of maritime patterns in close collaboration with domain experts. We present a thorough evaluation of the system and the patterns both in terms of predictive accuracy and computational efficiency, using real-world datasets of vessel position streams and contextual geographical information.
[ { "version": "v1", "created": "Thu, 7 Mar 2019 18:10:00 GMT" }, { "version": "v2", "created": "Fri, 8 Mar 2019 13:47:52 GMT" }, { "version": "v3", "created": "Mon, 13 May 2019 12:17:36 GMT" } ]
1,557,792,000,000
[ [ "Pitsikalis", "Manolis", "" ], [ "Artikis", "Alexander", "" ], [ "Dreo", "Richard", "" ], [ "Ray", "Cyril", "" ], [ "Camossi", "Elena", "" ], [ "Jousselme", "Anne-Laure", "" ] ]
1903.03099
Ondrej Kuzelka
Ondrej Kuzelka and Vyacheslav Kungurtsev
Lifted Weight Learning of Markov Logic Networks Revisited
Appearing in the proceedings of the 22nd International Conference on Artificial Intelligence and Statistics (AISTATS)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We study lifted weight learning of Markov logic networks. We show that there is an algorithm for maximum-likelihood learning of 2-variable Markov logic networks which runs in time polynomial in the domain size. Our results are based on existing lifted-inference algorithms and recent algorithmic results on computing maximum entropy distributions.
[ { "version": "v1", "created": "Thu, 7 Mar 2019 18:50:10 GMT" } ]
1,552,003,200,000
[ [ "Kuzelka", "Ondrej", "" ], [ "Kungurtsev", "Vyacheslav", "" ] ]
1903.03205
Guangming Lang
Guangming Lang
Three-Way Decisions-Based Conflict Analysis Models
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Three-way decision theory, which trisects the universe with less risks or costs, is considered as a powerful mathematical tool for handling uncertainty in incomplete and imprecise information tables, and provides an effective tool for conflict analysis decision making in real-time situations. In this paper, we propose the concepts of the agreement, disagreement and neutral subsets of a strategy with two evaluation functions, which establish the three-way decisions-based conflict analysis models(TWDCAMs) for trisecting the universe of agents, and employ a pair of two-way decisions models to interpret the mechanism of the three-way decision rules for an agent. Subsequently, we develop the concepts of the agreement, disagreement and neutral strategies of an agent group with two evaluation functions, which build the TWDCAMs for trisecting the universe of issues, and take a couple of two-way decisions models to explain the mechanism of the three-way decision rules for an issue. Finally, we reconstruct Fan, Qi and Wei's conflict analysis models(FQWCAMs) and Sun, Ma and Zhao's conflict analysis models(SMZCAMs) with two evaluation functions, and interpret FQWCAMs and SMZCAMs with a pair of two-day decisions models, which illustrates that FQWCAMs and SMZCAMs are special cases of TWDCAMs.
[ { "version": "v1", "created": "Thu, 7 Mar 2019 22:17:14 GMT" } ]
1,552,262,400,000
[ [ "Lang", "Guangming", "" ] ]
1903.03294
Sanjiang Li
Sanjiang Li and Xueqing Yan
Let's Play Mahjong!
20 pages, 1 figure
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Mahjong is a very popular tile-based game commonly played by four players. Each player begins with a hand of 13 tiles and, in turn, players draw and discard (i.e., change) tiles until they complete a legal hand using a 14th tile. In this paper, we initiate a mathematical and AI study of the Mahjong game and try to answer two fundamental questions: how bad is a hand of 14 tiles? and which tile should I discard? We define and characterise the notion of deficiency and present an optimal policy to discard a tile in order to increase the chance of completing a legal hand within $k$ tile changes for each $k\geq 1$.
[ { "version": "v1", "created": "Fri, 8 Mar 2019 05:43:21 GMT" } ]
1,552,262,400,000
[ [ "Li", "Sanjiang", "" ], [ "Yan", "Xueqing", "" ] ]
1903.03408
Marc Maliar
Marc Maliar
How Machine (Deep) Learning Helps Us Understand Human Learning: the Value of Big Ideas
17 pages
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
I use simulation of two multilayer neural networks to gain intuition into the determinants of human learning. The first network, the teacher, is trained to achieve a high accuracy in handwritten digit recognition. The second network, the student, learns to reproduce the output of the first network. I show that learning from the teacher is more effective than learning from the data under the appropriate degree of regularization. Regularization allows the teacher to distinguish the trends and to deliver "big ideas" to the student. I also model other learning situations such as expert and novice teachers, high- and low-ability students and biased learning experience due to, e.g., poverty and trauma. The results from computer simulation accord remarkably well with finding of the modern psychological literature. The code is written in MATLAB and will be publicly available from the author's web page.
[ { "version": "v1", "created": "Sat, 16 Feb 2019 16:06:42 GMT" }, { "version": "v2", "created": "Wed, 20 Mar 2019 20:55:49 GMT" } ]
1,553,212,800,000
[ [ "Maliar", "Marc", "" ] ]
1903.03424
Michael Heller
Michael Heller
The Homunculus Brain and Categorical Logic
21 pages, one diagram, no figures
Philosophical Problems in Science 69, 2020, 253-280
10.1007/978-3-030-40245-7_13
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The interaction between syntax (formal language) and its semantics (meanings of language) is one which has been well studied in categorical logic. The results of this particular study are employed to understand how the brain is able to create meanings. To emphasize the toy character of the proposed model, we prefer to speak of the homunculus brain rather than the brain per se. The homunculus brain consists of neurons, each of which is modeled by a category, and axons between neurons, which are modeled by functors between the corresponding neuron-categories. Each neuron (category) has its own program enabling its working, i.e. a theory of this neuron. In analogy to what is known from categorical logic, we postulate the existence of a pair of adjoint functors, called Lang and Syn, from a category, now called BRAIN, of categories, to a category, now called MIND, of theories. Our homunculus is a kind of ``mathematical robot'', the neuronal architecture of which is not important. Its only aim is to provide us with the opportunity to study how such a simple brain-like structure could ``create meanings'' and perform abstraction operations out of its purely syntactic program. The pair of adjoint functors Lang and Syn model the mutual dependencies between the syntactical structure of a given theory of MIND and the internal logic of its semantics given by a category of BRAIN. In this way, a formal language (syntax) and its meanings (semantics) are interwoven with each other in a manner corresponding to the adjointness of the functors Lang and Syn. Higher cognitive functions of abstraction and realization of concepts are also modelled by a corresponding pair of adjoint functors. The categories BRAIN and MIND interact with each other with their entire structures and, at the same time, these very structures are shaped by this interaction.
[ { "version": "v1", "created": "Thu, 28 Feb 2019 18:42:00 GMT" }, { "version": "v2", "created": "Fri, 24 Jan 2020 11:33:07 GMT" } ]
1,620,172,800,000
[ [ "Heller", "Michael", "" ] ]
1903.03495
Mohamed Akrout
Mohamed Akrout, Amir-massoud Farahmand, Tory Jarmain, Latif Abid
Improving Skin Condition Classification with a Visual Symptom Checker Trained using Reinforcement Learning
Accepted for the Conference on Medical Image Computing and Computer Assisted Intervention (MICCAI) 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a visual symptom checker that combines a pre-trained Convolutional Neural Network (CNN) with a Reinforcement Learning (RL) agent as a Question Answering (QA) model. This method increases the classification confidence and accuracy of the visual symptom checker, and decreases the average number of questions asked to narrow down the differential diagnosis. A Deep Q-Network (DQN)-based RL agent learns how to ask the patient about the presence of symptoms in order to maximize the probability of correctly identifying the underlying condition. The RL agent uses the visual information provided by CNN in addition to the answers to the asked questions to guide the QA system. We demonstrate that the RL-based approach increases the accuracy more than 20% compared to the CNN-only approach, which only uses the visual information to predict the condition. Moreover, the increased accuracy is up to 10% compared to the approach that uses the visual information provided by CNN along with a conventional decision tree-based QA system. We finally show that the RL-based approach not only outperforms the decision tree-based approach, but also narrows down the diagnosis faster in terms of the average number of asked questions.
[ { "version": "v1", "created": "Fri, 8 Mar 2019 15:24:31 GMT" }, { "version": "v2", "created": "Sat, 30 Mar 2019 16:09:27 GMT" }, { "version": "v3", "created": "Fri, 26 Jul 2019 22:45:22 GMT" }, { "version": "v4", "created": "Wed, 7 Aug 2019 23:32:01 GMT" } ]
1,565,308,800,000
[ [ "Akrout", "Mohamed", "" ], [ "Farahmand", "Amir-massoud", "" ], [ "Jarmain", "Tory", "" ], [ "Abid", "Latif", "" ] ]
1903.03515
Naveen Sundar Govindarajulu
Selmer Bringsjord and Naveen Sundar Govindarajulu
Learning $\textit{Ex Nihilo}$
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper introduces, philosophically and to a degree formally, the novel concept of learning $\textit{ex nihilo}$, intended (obviously) to be analogous to the concept of creation $\textit{ex nihilo}$. Learning $\textit{ex nihilo}$ is an agent's learning "from nothing," by the suitable employment of schemata for deductive and inductive reasoning. This reasoning must be in machine-verifiable accord with a formal proof/argument theory in a $\textit{cognitive calculus}$ (i.e., roughly, an intensional higher-order multi-operator quantified logic), and this reasoning is applied to percepts received by the agent, in the context of both some prior knowledge, and some prior and current interests. Learning $\textit{ex nihilo}$ is a challenge to contemporary forms of ML, indeed a severe one, but the challenge is offered in the spirt of seeking to stimulate attempts, on the part of non-logicist ML researchers and engineers, to collaborate with those in possession of learning-$\textit{ex nihilo}$ frameworks, and eventually attempts to integrate directly with such frameworks at the implementation level. Such integration will require, among other things, the symbiotic interoperation of state-of-the-art automated reasoners and high-expressivity planners, with statistical/connectionist ML technology.
[ { "version": "v1", "created": "Mon, 4 Mar 2019 05:06:09 GMT" }, { "version": "v2", "created": "Sun, 21 Apr 2019 06:30:47 GMT" } ]
1,555,977,600,000
[ [ "Bringsjord", "Selmer", "" ], [ "Govindarajulu", "Naveen Sundar", "" ] ]
1903.03592
Guillaume Escamocher
Guillaume Escamocher, Barry O'Sullivan, Steven David Prestwich
Generating Difficult SAT Instances by Preventing Triangles
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
When creating benchmarks for SAT solvers, we need SAT instances that are easy to build but hard to solve. A recent development in the search for such methods has led to the Balanced SAT algorithm, which can create k-SAT instances with m clauses of high difficulty, for arbitrary k and m. In this paper we introduce the No-Triangle SAT algorithm, a SAT instance generator based on the cluster coefficient graph statistic. We empirically compare the two algorithms by fixing the arity and the number of variables, but varying the number of clauses. The hardest instances that we find are produced by No-Triangle SAT. Furthermore, difficult instances from No-Triangle SAT have a different number of clauses than difficult instances from Balanced SAT, potentially allowing a combination of the two methods to find hard SAT instances for a larger array of parameters.
[ { "version": "v1", "created": "Fri, 8 Mar 2019 18:21:46 GMT" } ]
1,552,262,400,000
[ [ "Escamocher", "Guillaume", "" ], [ "O'Sullivan", "Barry", "" ], [ "Prestwich", "Steven David", "" ] ]
1903.03804
Dingwu Tan
Mingming Lu, Dingwu Tan, Naixue Xiong, Zailiang Chen and Haifeng Li
Program Classification Using Gated Graph Attention Neural Network for Online Programming Service
12 pages, 27 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The online programing services, such as Github,TopCoder, and EduCoder, have promoted a lot of social interactions among the service users. However, the existing social interactions is rather limited and inefficient due to the rapid increasing of source-code repositories, which is difficult to explore manually. The emergence of source-code mining provides a promising way to analyze those source codes, so that those source codes can be relatively easy to understand and share among those service users. Among all the source-code mining attempts,program classification lays a foundation for various tasks related to source-code understanding, because it is impossible for a machine to understand a computer program if it cannot classify the program correctly. Although numerous machine learning models, such as the Natural Language Processing (NLP) based models and the Abstract Syntax Tree (AST) based models, have been proposed to classify computer programs based on their corresponding source codes, the existing works cannot fully characterize the source codes from the perspective of both the syntax and semantic information. To address this problem, we proposed a Graph Neural Network (GNN) based model, which integrates data flow and function call information to the AST,and applies an improved GNN model to the integrated graph, so as to achieve the state-of-art program classification accuracy. The experiment results have shown that the proposed work can classify programs with accuracy over 97%.
[ { "version": "v1", "created": "Sat, 9 Mar 2019 13:47:05 GMT" } ]
1,552,348,800,000
[ [ "Lu", "Mingming", "" ], [ "Tan", "Dingwu", "" ], [ "Xiong", "Naixue", "" ], [ "Chen", "Zailiang", "" ], [ "Li", "Haifeng", "" ] ]
1903.03877
Smitha Milli
Smitha Milli, Anca D. Dragan
Literal or Pedagogic Human? Analyzing Human Model Misspecification in Objective Learning
Published at UAI 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
It is incredibly easy for a system designer to misspecify the objective for an autonomous system ("robot''), thus motivating the desire to have the robot learn the objective from human behavior instead. Recent work has suggested that people have an interest in the robot performing well, and will thus behave pedagogically, choosing actions that are informative to the robot. In turn, robots benefit from interpreting the behavior by accounting for this pedagogy. In this work, we focus on misspecification: we argue that robots might not know whether people are being pedagogic or literal and that it is important to ask which assumption is safer to make. We cast objective learning into the more general form of a common-payoff game between the robot and human, and prove that in any such game literal interpretation is more robust to misspecification. Experiments with human data support our theoretical results and point to the sensitivity of the pedagogic assumption.
[ { "version": "v1", "created": "Sat, 9 Mar 2019 21:58:46 GMT" }, { "version": "v2", "created": "Sat, 29 Jun 2019 03:26:48 GMT" } ]
1,562,025,600,000
[ [ "Milli", "Smitha", "" ], [ "Dragan", "Anca D.", "" ] ]
1903.03993
Massimiliano de Leoni
Massimiliano de Leoni, Safa Dundar
From Low-Level Events to Activities -- A Session-Based Approach (Extended Version)
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Process-Mining techniques aim to use event data about past executions to gain insight into how processes are executed. While these techniques are proven to be very valuable, they are less successful to reach their goal if the process is flexible and, hence, events can potentially occur in any order. Furthermore, information systems can record events at very low level, which do not match the high-level concepts known at business level. Without abstracting sequences of events to high-level concepts, the results of applying process mining (e.g., discovered models) easily become very complex and difficult to interpret, which ultimately means that they are of little use. A large body of research exists on event abstraction but typically a large amount of domain knowledge is required to be fed in, which is often not readily available. Other abstraction techniques are unsupervised, which give lower accuracy. This paper puts forward a technique that requires limited domain knowledge that can be easily provided. Traces are divided in sessions, and each session is abstracted as one single high-level activity execution. The abstraction is based on a combination of automatic clustering and visualization methods. The technique was assessed on two case studies that evidently exhibits a large amount of behavior. The results clearly illustrate the benefits of the abstraction to convey knowledge to stakeholders.
[ { "version": "v1", "created": "Sun, 10 Mar 2019 14:01:49 GMT" }, { "version": "v2", "created": "Fri, 15 Mar 2019 15:45:24 GMT" }, { "version": "v3", "created": "Mon, 3 Jun 2019 12:39:36 GMT" } ]
1,559,606,400,000
[ [ "de Leoni", "Massimiliano", "" ], [ "Dundar", "Safa", "" ] ]
1903.04051
Hongkai Wen
Man Luo, Hongkai Wen, Yi Luo, Bowen Du, Konstantin Klemmer, Hongming Zhu
Demand Prediction for Electric Vehicle Sharing
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Electric Vehicle (EV) sharing systems have recently experienced unprecedented growth across the globe. Many car sharing service providers as well as automobile manufacturers are entering this competition by expanding both their EV fleets and renting/returning station networks, aiming to seize a share of the market and bring car sharing to the zero emissions level. During their fast expansion, one fundamental determinant for success is the capability of dynamically predicting the demand of stations. In this paper we propose a novel demand prediction approach, which is able to model the dynamics of the system and predict demand accordingly. We use a local temporal encoding process to handle the available historical data at individual stations, and a spatial encoding process to take correlations between stations into account with graph convolutional neural networks. The encoded features are fed to a prediction network, which forecasts both the long-term expected demand of the stations. We evaluate the proposed approach on real-world data collected from a major EV sharing platform. Experimental results demonstrate that our approach significantly outperforms the state of the art.
[ { "version": "v1", "created": "Sun, 10 Mar 2019 20:03:43 GMT" }, { "version": "v2", "created": "Mon, 29 Apr 2019 17:05:50 GMT" }, { "version": "v3", "created": "Fri, 10 May 2019 21:12:19 GMT" } ]
1,557,792,000,000
[ [ "Luo", "Man", "" ], [ "Wen", "Hongkai", "" ], [ "Luo", "Yi", "" ], [ "Du", "Bowen", "" ], [ "Klemmer", "Konstantin", "" ], [ "Zhu", "Hongming", "" ] ]
1903.04672
Steven Holtzen
Steven Holtzen and Todd Millstein and Guy Van den Broeck
Generating and Sampling Orbits for Lifted Probabilistic Inference
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A key goal in the design of probabilistic inference algorithms is identifying and exploiting properties of the distribution that make inference tractable. Lifted inference algorithms identify symmetry as a property that enables efficient inference and seek to scale with the degree of symmetry of a probability model. A limitation of existing exact lifted inference techniques is that they do not apply to non-relational representations like factor graphs. In this work we provide the first example of an exact lifted inference algorithm for arbitrary discrete factor graphs. In addition we describe a lifted Markov-Chain Monte-Carlo algorithm that provably mixes rapidly in the degree of symmetry of the distribution.
[ { "version": "v1", "created": "Tue, 12 Mar 2019 00:15:46 GMT" }, { "version": "v2", "created": "Thu, 14 Mar 2019 15:46:52 GMT" }, { "version": "v3", "created": "Sun, 30 Jun 2019 23:23:21 GMT" } ]
1,562,025,600,000
[ [ "Holtzen", "Steven", "" ], [ "Millstein", "Todd", "" ], [ "Broeck", "Guy Van den", "" ] ]
1903.04966
Jin-Kao Hao
Zequn Wei and Jin-Kao Hao
Iterated two-phase local search for the Set-Union Knapsack Problem
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Set-union Knapsack Problem (SUKP) is a generalization of the popular 0-1 knapsack problem. Given a set of weighted elements and a set of items with profits where each item is composed of a subset of elements, the SUKP involves packing a subset of items in a capacity-constrained knapsack such that the total profit of the selected items is maximized while their weights do not exceed the knapsack capacity. In this work, we present an effective iterated two-phase local search algorithm for this NP-hard combinatorial optimization problem. The proposed algorithm iterates through two search phases: a local optima exploration phase that alternates between a variable neighborhood descent search and a tabu search to explore local optimal solutions, and a local optima escaping phase to drive the search to unexplored regions. We show the competitiveness of the algorithm compared to the state-of-the-art methods in the literature. Specifically, the algorithm discovers 18 improved best results (new lower bounds) for the 30 benchmark instances and matches the best-known results for the 12 remaining instances. We also report the first computational results with the general CPLEX solver, including 6 proven optimal solutions. Finally, we investigate the effectiveness of the key ingredients of the algorithm on its performance.
[ { "version": "v1", "created": "Tue, 12 Mar 2019 14:48:24 GMT" }, { "version": "v2", "created": "Wed, 13 Mar 2019 09:46:30 GMT" } ]
1,552,521,600,000
[ [ "Wei", "Zequn", "" ], [ "Hao", "Jin-Kao", "" ] ]
1903.05720
Arjun Akula
Arjun R Akula, Sinisa Todorovic, Joyce Y Chai, Song-Chun Zhu
Natural Language Interaction with Explainable AI Models
null
CVPR 2019 Workshop on Explainable AI
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents an explainable AI (XAI) system that provides explanations for its predictions. The system consists of two key components -- namely, the prediction And-Or graph (AOG) model for recognizing and localizing concepts of interest in input data, and the XAI model for providing explanations to the user about the AOG's predictions. In this work, we focus on the XAI model specified to interact with the user in natural language, whereas the AOG's predictions are considered given and represented by the corresponding parse graphs (pg's) of the AOG. Our XAI model takes pg's as input and provides answers to the user's questions using the following types of reasoning: direct evidence (e.g., detection scores), part-based inference (e.g., detected parts provide evidence for the concept asked), and other evidences from spatio-temporal context (e.g., constraints from the spatio-temporal surround). We identify several correlations between user's questions and the XAI answers using Youtube Action dataset.
[ { "version": "v1", "created": "Wed, 13 Mar 2019 21:29:13 GMT" }, { "version": "v2", "created": "Sun, 7 Jul 2019 07:52:59 GMT" } ]
1,562,630,400,000
[ [ "Akula", "Arjun R", "" ], [ "Todorovic", "Sinisa", "" ], [ "Chai", "Joyce Y", "" ], [ "Zhu", "Song-Chun", "" ] ]
1903.05937
Luciano Serafini
Luciano Serafini, Paolo Traverso
Incremental Learning of Discrete Planning Domains from Continuous Perceptions
Corrected lines 12 and 19 of algorithm 1: ALP
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose a framework for learning discrete deterministic planning domains. In this framework, an agent learns the domain by observing the action effects through continuous features that describe the state of the environment after the execution of each action. Besides, the agent learns its perception function, i.e., a probabilistic mapping between state variables and sensor data represented as a vector of continuous random variables called perception variables. We define an algorithm that updates the planning domain and the perception function by (i) introducing new states, either by extending the possible values of state variables, or by weakening their constraints; (ii) adapts the perception function to fit the observed data (iii) adapts the transition function on the basis of the executed actions and the effects observed via the perception function. The framework is able to deal with exogenous events that happen in the environment.
[ { "version": "v1", "created": "Thu, 14 Mar 2019 12:17:33 GMT" }, { "version": "v2", "created": "Fri, 19 Apr 2019 09:39:27 GMT" } ]
1,555,891,200,000
[ [ "Serafini", "Luciano", "" ], [ "Traverso", "Paolo", "" ] ]
1903.06015
Vahid Mokhtari
Vahid Mokhtari, Luis Seabra Lopes, Armando Pinho and Roman Manevich
Computing the Scope of Applicability for Acquired Task Knowledge in Experience-Based Planning Domains
8 pages, conference paper. arXiv admin note: text overlap with arXiv:1902.10770
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Experience-based planning domains have been proposed to improve problem solving by learning from experience. They rely on acquiring and using task knowledge, i.e., activity schemata, for generating solutions to problem instances in a class of tasks. Using Three-Valued Logic Analysis (TVLA), we extend previous work to generate a set of conditions that determine the scope of applicability of an activity schema. The inferred scope is a bounded representation of a set of problems of potentially unbounded size, in the form of a 3-valued logical structure, which is used to automatically find an applicable activity schema for solving task problems. We validate this work in two classical planning domains.
[ { "version": "v1", "created": "Wed, 13 Mar 2019 09:05:47 GMT" } ]
1,552,608,000,000
[ [ "Mokhtari", "Vahid", "" ], [ "Lopes", "Luis Seabra", "" ], [ "Pinho", "Armando", "" ], [ "Manevich", "Roman", "" ] ]
1903.06418
Mehrdad Zakershahrak
Mehrdad Zakershahrak, Ze Gong, Nikhillesh Sadassivam and Yu Zhang
Online Explanation Generation for Human-Robot Teaming
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
As AI becomes an integral part of our lives, the development of explainable AI, embodied in the decision-making process of an AI or robotic agent, becomes imperative. For a robotic teammate, the ability to generate explanations to justify its behavior is one of the key requirements of explainable agency. Prior work on explanation generation has been focused on supporting the rationale behind the robot's decision or behavior. These approaches, however, fail to consider the mental demand for understanding the received explanation. In other words, the human teammate is expected to understand an explanation no matter how much information is presented. In this work, we argue that explanations, especially those of a complex nature, should be made in an online fashion during the execution, which helps spread out the information to be explained and thus reduce the mental workload of humans in highly cognitive demanding tasks. However, a challenge here is that the different parts of an explanation may be dependent on each other, which must be taken into account when generating online explanations. To this end, a general formulation of online explanation generation is presented with three variations satisfying different "online" properties. The new explanation generation methods are based on a model reconciliation setting introduced in our prior work. We evaluated our methods both with human subjects in a simulated rover domain, using NASA Task Load Index (TLX), and synthetically with ten different problems across two standard IPC domains. Results strongly suggest that our methods generate explanations that are perceived as less cognitively demanding and much preferred over the baselines and are computationally efficient.
[ { "version": "v1", "created": "Fri, 15 Mar 2019 09:09:53 GMT" }, { "version": "v2", "created": "Tue, 2 Apr 2019 01:14:46 GMT" }, { "version": "v3", "created": "Sun, 4 Aug 2019 00:42:18 GMT" }, { "version": "v4", "created": "Tue, 6 Aug 2019 08:00:27 GMT" }, { "version": "v5", "created": "Mon, 16 Sep 2019 05:31:34 GMT" }, { "version": "v6", "created": "Mon, 31 Aug 2020 17:04:51 GMT" } ]
1,598,918,400,000
[ [ "Zakershahrak", "Mehrdad", "" ], [ "Gong", "Ze", "" ], [ "Sadassivam", "Nikhillesh", "" ], [ "Zhang", "Yu", "" ] ]
1903.06445
Desmond Ong
Desmond C. Ong, Harold Soh, Jamil Zaki, Noah D. Goodman
Applying Probabilistic Programming to Affective Computing
Accepted by IEEE Transactions on Affective Computing. 12 pages, 6 figures
null
10.1109/TAFFC.2019.2905211
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Affective Computing is a rapidly growing field spurred by advancements in artificial intelligence, but often, held back by the inability to translate psychological theories of emotion into tractable computational models. To address this, we propose a probabilistic programming approach to affective computing, which models psychological-grounded theories as generative models of emotion, and implements them as stochastic, executable computer programs. We first review probabilistic approaches that integrate reasoning about emotions with reasoning about other latent mental states (e.g., beliefs, desires) in context. Recently-developed probabilistic programming languages offer several key desidarata over previous approaches, such as: (i) flexibility in representing emotions and emotional processes; (ii) modularity and compositionality; (iii) integration with deep learning libraries that facilitate efficient inference and learning from large, naturalistic data; and (iv) ease of adoption. Furthermore, using a probabilistic programming framework allows a standardized platform for theory-building and experimentation: Competing theories (e.g., of appraisal or other emotional processes) can be easily compared via modular substitution of code followed by model comparison. To jumpstart adoption, we illustrate our points with executable code that researchers can easily modify for their own models. We end with a discussion of applications and future directions of the probabilistic programming approach.
[ { "version": "v1", "created": "Fri, 15 Mar 2019 10:33:53 GMT" } ]
1,596,412,800,000
[ [ "Ong", "Desmond C.", "" ], [ "Soh", "Harold", "" ], [ "Zaki", "Jamil", "" ], [ "Goodman", "Noah D.", "" ] ]
1903.07008
Rodrigo Canaan
Rodrigo Canaan, Christoph Salge, Julian Togelius, Andy Nealen
Leveling the Playing Field -- Fairness in AI Versus Human Game Benchmarks
7 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
From the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has this target been finally met for traditional tabletop games such as Backgammon, Chess and Go. Current research focus has shifted to electronic games, which provide unique challenges. As is often the case with AI research, these results are liable to be exaggerated or misrepresented by either authors or third parties. The extent to which these games benchmark consist of fair competition between human and AI is also a matter of debate. In this work, we review the statements made by authors and third parties in the general media and academic circle about these game benchmark results and discuss factors that can impact the perception of fairness in the contest between humans and machines
[ { "version": "v1", "created": "Sun, 17 Mar 2019 00:42:26 GMT" }, { "version": "v2", "created": "Sun, 24 Mar 2019 17:52:49 GMT" }, { "version": "v3", "created": "Sun, 14 Apr 2019 01:20:16 GMT" }, { "version": "v4", "created": "Thu, 29 Aug 2019 16:52:14 GMT" } ]
1,567,123,200,000
[ [ "Canaan", "Rodrigo", "" ], [ "Salge", "Christoph", "" ], [ "Togelius", "Julian", "" ], [ "Nealen", "Andy", "" ] ]