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1903.07198
Sarath Sreedharan
Sarath Sreedharan, Alberto Olmo, Aditya Prasad Mishra and Subbarao Kambhampati
Model-Free Model Reconciliation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Designing agents capable of explaining complex sequential decisions remain a significant open problem in automated decision-making. Recently, there has been a lot of interest in developing approaches for generating such explanations for various decision-making paradigms. One such approach has been the idea of {\em explanation as model-reconciliation}. The framework hypothesizes that one of the common reasons for the user's confusion could be the mismatch between the user's model of the task and the one used by the system to generate the decisions. While this is a general framework, most works that have been explicitly built on this explanatory philosophy have focused on settings where the model of user's knowledge is available in a declarative form. Our goal in this paper is to adapt the model reconciliation approach to the cases where such user models are no longer explicitly provided. We present a simple and easy to learn labeling model that can help an explainer decide what information could help achieve model reconciliation between the user and the agent.
[ { "version": "v1", "created": "Sun, 17 Mar 2019 23:30:52 GMT" } ]
1,552,953,600,000
[ [ "Sreedharan", "Sarath", "" ], [ "Olmo", "Alberto", "" ], [ "Mishra", "Aditya Prasad", "" ], [ "Kambhampati", "Subbarao", "" ] ]
1903.07260
Yaoting Huang
Yaoting Huang, Boyu Chen, Wenlian Lu, Zhong-Xiao Jin, Ren Zheng
Intelligent Solution System towards Parts Logistics Optimization
WCGO 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Due to the complication of the presented problem, intelligent algorithms show great power to solve the parts logistics optimization problem related to the vehicle routing problem (VRP). However, most of the existing research to VRP are incomprehensive and failed to solve a real-work parts logistics problem. In this work, towards SAIC logistics problem, we propose a systematic solution to this 2-Dimensional Loading Capacitated Multi-Depot Heterogeneous VRP with Time Windows by integrating diverse types of intelligent algorithms, including, a heuristic algorithm to initialize feasible logistics planning schemes by imitating manual planning, the core Tabu Search algorithm for global optimization, accelerated by a novel bundle technique, heuristically algorithms for routing, packing and queuing associated, and a heuristic post-optimization process to promote the optimal solution. Based on these algorithms, the SAIC Motor has successfully established an intelligent management system to give a systematic solution for the parts logistics planning, superior than manual planning in its performance, customizability and expandability.
[ { "version": "v1", "created": "Mon, 18 Mar 2019 05:43:03 GMT" } ]
1,552,953,600,000
[ [ "Huang", "Yaoting", "" ], [ "Chen", "Boyu", "" ], [ "Lu", "Wenlian", "" ], [ "Jin", "Zhong-Xiao", "" ], [ "Zheng", "Ren", "" ] ]
1903.07269
Sarath Sreedharan
Sarath Sreedharan, Tathagata Chakraborti, Christian Muise, Subbarao Kambhampati
Expectation-Aware Planning: A Unifying Framework for Synthesizing and Executing Self-Explaining Plans for Human-Aware Planning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this work, we present a new planning formalism called Expectation-Aware planning for decision making with humans in the loop where the human's expectations about an agent may differ from the agent's own model. We show how this formulation allows agents to not only leverage existing strategies for handling model differences but can also exhibit novel behaviors that are generated through the combination of these different strategies. Our formulation also reveals a deep connection to existing approaches in epistemic planning. Specifically, we show how we can leverage classical planning compilations for epistemic planning to solve Expectation-Aware planning problems. To the best of our knowledge, the proposed formulation is the first complete solution to decision-making in the presence of diverging user expectations that is amenable to a classical planning compilation while successfully combining previous works on explanation and explicability. We empirically show how our approach provides a computational advantage over existing approximate approaches that unnecessarily try to search in the space of models while also failing to facilitate the full gamut of behaviors enabled by our framework.
[ { "version": "v1", "created": "Mon, 18 Mar 2019 06:41:18 GMT" }, { "version": "v2", "created": "Thu, 21 Mar 2019 19:49:51 GMT" }, { "version": "v3", "created": "Mon, 11 Nov 2019 02:48:11 GMT" } ]
1,573,516,800,000
[ [ "Sreedharan", "Sarath", "" ], [ "Chakraborti", "Tathagata", "" ], [ "Muise", "Christian", "" ], [ "Kambhampati", "Subbarao", "" ] ]
1903.08218
Sarath Sreedharan
Sarath Sreedharan, Siddharth Srivastava, David Smith, Subbarao Kambhampati
Why Couldn't You do that? Explaining Unsolvability of Classical Planning Problems in the Presence of Plan Advice
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Explainable planning is widely accepted as a prerequisite for autonomous agents to successfully work with humans. While there has been a lot of research on generating explanations of solutions to planning problems, explaining the absence of solutions remains an open and under-studied problem, even though such situations can be the hardest to understand or debug. In this paper, we show that hierarchical abstractions can be used to efficiently generate reasons for unsolvability of planning problems. In contrast to related work on computing certificates of unsolvability, we show that these methods can generate compact, human-understandable reasons for unsolvability. Empirical analysis and user studies show the validity of our methods as well as their computational efficacy on a number of benchmark planning domains.
[ { "version": "v1", "created": "Tue, 19 Mar 2019 19:08:32 GMT" } ]
1,553,126,400,000
[ [ "Sreedharan", "Sarath", "" ], [ "Srivastava", "Siddharth", "" ], [ "Smith", "David", "" ], [ "Kambhampati", "Subbarao", "" ] ]
1903.08452
Jerry Lonlac
Jerry Lonlac, Sa\"idd Jabbour, Engelbert Mephu Nguifo, Lakhdar Sa\"is, Badran Raddaoui
Extracting Frequent Gradual Patterns Using Constraints Modeling
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we propose a constraint-based modeling approach for the problem of discovering frequent gradual patterns in a numerical dataset. This SAT-based declarative approach offers an additional possibility to benefit from the recent progress in satisfiability testing and to exploit the efficiency of modern SAT solvers for enumerating all frequent gradual patterns in a numerical dataset. Our approach can easily be extended with extra constraints, such as temporal constraints in order to extract more specific patterns in a broad range of gradual patterns mining applications. We show the practical feasibility of our SAT model by running experiments on two real world datasets.
[ { "version": "v1", "created": "Wed, 20 Mar 2019 11:33:02 GMT" } ]
1,553,126,400,000
[ [ "Lonlac", "Jerry", "" ], [ "Jabbour", "Saïdd", "" ], [ "Nguifo", "Engelbert Mephu", "" ], [ "Saïs", "Lakhdar", "" ], [ "Raddaoui", "Badran", "" ] ]
1903.08495
Elena Stamm
Andreas Christ, Franz Quint (eds.)
Artificial Intelligence : from Research to Application ; the Upper-Rhine Artificial Intelligence Symposium (UR-AI 2019)
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The TriRhenaTech alliance universities and their partners presented their competences in the field of artificial intelligence and their cross-border cooperations with the industry at the tri-national conference 'Artificial Intelligence : from Research to Application' on March 13th, 2019 in Offenburg. The TriRhenaTech alliance is a network of universities in the Upper Rhine Trinational Metropolitan Region comprising of the German universities of applied sciences in Furtwangen, Kaiserslautern, Karlsruhe, and Offenburg, the Baden-Wuerttemberg Cooperative State University Loerrach, the French university network Alsace Tech (comprised of 14 'grandes \'ecoles' in the fields of engineering, architecture and management) and the University of Applied Sciences and Arts Northwestern Switzerland. The alliance's common goal is to reinforce the transfer of knowledge, research, and technology, as well as the cross-border mobility of students.
[ { "version": "v1", "created": "Wed, 20 Mar 2019 13:18:15 GMT" } ]
1,553,126,400,000
[ [ "Christ", "Andreas", "", "eds." ], [ "Quint", "Franz", "", "eds." ] ]
1903.08523
Aaron Sterling
Aaron Sterling
Ontology of Card Sleights
8 pages. Preprint. Final version appeared in ICSC 2019. Copyright of final version is held by IEEE
IEEE 14th International Conference on Semantic Computing (ICSC), February 2019, pp. 263-270
10.1109/ICOSC.2019.8665514
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a machine-readable movement writing for sleight-of-hand moves with cards -- a "Labanotation of card magic." This scheme of movement writing contains 440 categories of motion, and appears to taxonomize all card sleights that have appeared in over 1500 publications. The movement writing is axiomatized in $\mathcal{SROIQ}$(D) Description Logic, and collected formally as an Ontology of Card Sleights, a computational ontology that extends the Basic Formal Ontology and the Information Artifact Ontology. The Ontology of Card Sleights is implemented in OWL DL, a Description Logic fragment of the Web Ontology Language. While ontologies have historically been used to classify at a less granular level, the algorithmic nature of card tricks allows us to transcribe a performer's actions step by step. We conclude by discussing design criteria we have used to ensure the ontology can be accessed and modified with a simple click-and-drag interface. This may allow database searches and performance transcriptions by users with card magic knowledge, but no ontology background.
[ { "version": "v1", "created": "Wed, 20 Mar 2019 14:35:16 GMT" } ]
1,553,126,400,000
[ [ "Sterling", "Aaron", "" ] ]
1903.08606
Yao Hengshuai
Nazmus Sakib, Hengshuai Yao, Hong Zhang, Shangling Jui
Single-step Options for Adversary Driving
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we use reinforcement learning for safety driving in adversary settings. In our work, the knowledge in state-of-art planning methods is reused by single-step options whose action suggestions are compared in parallel with primitive actions. We show two advantages by doing so. First, training this reinforcement learning agent is easier and faster than training the primitive-action agent. Second, our new agent outperforms the primitive-action reinforcement learning agent, human testers as well as the state-of-art planning methods that our agent queries as skill options.
[ { "version": "v1", "created": "Wed, 20 Mar 2019 16:39:28 GMT" }, { "version": "v2", "created": "Thu, 28 Nov 2019 18:56:07 GMT" } ]
1,575,244,800,000
[ [ "Sakib", "Nazmus", "" ], [ "Yao", "Hengshuai", "" ], [ "Zhang", "Hong", "" ], [ "Jui", "Shangling", "" ] ]
1903.08772
Jaroslav Vitku
Jaroslav V\'itk\r{u}, Petr Dluho\v{s}, Joseph Davidson, Mat\v{e}j Nikl, Simon Andersson, P\v{r}emysl Pa\v{s}ka, Jan \v{S}inkora, Petr Hlubu\v{c}ek, Martin Str\'ansk\'y, Martin Hyben, Martin Poliak, Jan Feyereisl, Marek Rosa
ToyArchitecture: Unsupervised Learning of Interpretable Models of the World
Revision: changed the pdftitle
null
10.1371/journal.pone.0230432
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Research in Artificial Intelligence (AI) has focused mostly on two extremes: either on small improvements in narrow AI domains, or on universal theoretical frameworks which are usually uncomputable, incompatible with theories of biological intelligence, or lack practical implementations. The goal of this work is to combine the main advantages of the two: to follow a big picture view, while providing a particular theory and its implementation. In contrast with purely theoretical approaches, the resulting architecture should be usable in realistic settings, but also form the core of a framework containing all the basic mechanisms, into which it should be easier to integrate additional required functionality. In this paper, we present a novel, purposely simple, and interpretable hierarchical architecture which combines multiple different mechanisms into one system: unsupervised learning of a model of the world, learning the influence of one's own actions on the world, model-based reinforcement learning, hierarchical planning and plan execution, and symbolic/sub-symbolic integration in general. The learned model is stored in the form of hierarchical representations with the following properties: 1) they are increasingly more abstract, but can retain details when needed, and 2) they are easy to manipulate in their local and symbolic-like form, thus also allowing one to observe the learning process at each level of abstraction. On all levels of the system, the representation of the data can be interpreted in both a symbolic and a sub-symbolic manner. This enables the architecture to learn efficiently using sub-symbolic methods and to employ symbolic inference.
[ { "version": "v1", "created": "Wed, 20 Mar 2019 23:07:12 GMT" }, { "version": "v2", "created": "Fri, 12 Apr 2019 21:47:29 GMT" }, { "version": "v3", "created": "Wed, 9 Sep 2020 07:54:19 GMT" } ]
1,599,696,000,000
[ [ "Vítků", "Jaroslav", "" ], [ "Dluhoš", "Petr", "" ], [ "Davidson", "Joseph", "" ], [ "Nikl", "Matěj", "" ], [ "Andersson", "Simon", "" ], [ "Paška", "Přemysl", "" ], [ "Šinkora", "Jan", "" ], [ "Hlubuček", "Petr", "" ], [ "Stránský", "Martin", "" ], [ "Hyben", "Martin", "" ], [ "Poliak", "Martin", "" ], [ "Feyereisl", "Jan", "" ], [ "Rosa", "Marek", "" ] ]
1903.09035
Marie-El\'eonore Kessaci
Lucien Mousin, Marie-El\'eonore Kessaci, Clarisse Dhaenens
Exploiting Promising Sub-Sequences of Jobs to solve the No-Wait Flowshop Scheduling Problem
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The no-wait flowshop scheduling problem is a variant of the classical permutation flowshop problem, with the additional constraint that jobs have to be processed by the successive machines without waiting time. To efficiently address this NP-hard combinatorial optimization problem we conduct an analysis of the structure of good quality solutions. This analysis shows that the No-Wait specificity gives them a common structure: they share identical sub-sequences of jobs, we call super-jobs. After a discussion on the way to identify these super-jobs, we propose IG-SJ, an algorithm that exploits super-jobs within the state-of-the-art algorithm for the classical permutation flowshop, the well-known Iterated Greedy (IG) algorithm. An iterative approach of IG-SJ is also proposed. Experiments are conducted on Taillard's instances. The experimental results show that exploiting super-jobs is successful since IG-SJ is able to find 64 new best solutions.
[ { "version": "v1", "created": "Thu, 21 Mar 2019 14:48:00 GMT" } ]
1,553,212,800,000
[ [ "Mousin", "Lucien", "" ], [ "Kessaci", "Marie-Eléonore", "" ], [ "Dhaenens", "Clarisse", "" ] ]
1903.09328
Bharat Prakash
Bharat Prakash, Mohit Khatwani, Nicholas Waytowich, Tinoosh Mohsenin
Improving Safety in Reinforcement Learning Using Model-Based Architectures and Human Intervention
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent progress in AI and Reinforcement learning has shown great success in solving complex problems with high dimensional state spaces. However, most of these successes have been primarily in simulated environments where failure is of little or no consequence. Most real-world applications, however, require training solutions that are safe to operate as catastrophic failures are inadmissible especially when there is human interaction involved. Currently, Safe RL systems use human oversight during training and exploration in order to make sure the RL agent does not go into a catastrophic state. These methods require a large amount of human labor and it is very difficult to scale up. We present a hybrid method for reducing the human intervention time by combining model-based approaches and training a supervised learner to improve sample efficiency while also ensuring safety. We evaluate these methods on various grid-world environments using both standard and visual representations and show that our approach achieves better performance in terms of sample efficiency, number of catastrophic states reached as well as overall task performance compared to traditional model-free approaches
[ { "version": "v1", "created": "Fri, 22 Mar 2019 02:48:21 GMT" } ]
1,553,472,000,000
[ [ "Prakash", "Bharat", "" ], [ "Khatwani", "Mohit", "" ], [ "Waytowich", "Nicholas", "" ], [ "Mohsenin", "Tinoosh", "" ] ]
1903.09569
Li Zhang
Li Zhang, Wei Wang, Shijian Li, Gang Pan
Monte Carlo Neural Fictitious Self-Play: Approach to Approximate Nash equilibrium of Imperfect-Information Games
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Researchers on artificial intelligence have achieved human-level intelligence in large-scale perfect-information games, but it is still a challenge to achieve (nearly) optimal results (in other words, an approximate Nash Equilibrium) in large-scale imperfect-information games (i.e. war games, football coach or business strategies). Neural Fictitious Self Play (NFSP) is an effective algorithm for learning approximate Nash equilibrium of imperfect-information games from self-play without prior domain knowledge. However, it relies on Deep Q-Network, which is off-line and is hard to converge in online games with changing opponent strategy, so it can't approach approximate Nash equilibrium in games with large search scale and deep search depth. In this paper, we propose Monte Carlo Neural Fictitious Self Play (MC-NFSP), an algorithm combines Monte Carlo tree search with NFSP, which greatly improves the performance on large-scale zero-sum imperfect-information games. Experimentally, we demonstrate that the proposed Monte Carlo Neural Fictitious Self Play can converge to approximate Nash equilibrium in games with large-scale search depth while the Neural Fictitious Self Play can't. Furthermore, we develop Asynchronous Neural Fictitious Self Play (ANFSP). It use asynchronous and parallel architecture to collect game experience. In experiments, we show that parallel actor-learners have a further accelerated and stabilizing effect on training.
[ { "version": "v1", "created": "Fri, 22 Mar 2019 15:58:35 GMT" }, { "version": "v2", "created": "Sat, 6 Apr 2019 09:12:25 GMT" } ]
1,554,768,000,000
[ [ "Zhang", "Li", "" ], [ "Wang", "Wei", "" ], [ "Li", "Shijian", "" ], [ "Pan", "Gang", "" ] ]
1903.09604
Christopher Solinas
Christopher Solinas, Douglas Rebstock, Michael Buro
Improving Search with Supervised Learning in Trick-Based Card Games
Accepted for publication at AAAI-19
Vol 33 (2019): Proceedings of the Thirty-Third AAAI Conference on Artificial Intelligence, Pages 1158-1165
10.1609/aaai.v33i01.33011158
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how well the sampling distribution corresponds the true distribution. Despite this, recent work in trick-taking card game AI has mainly focused on improving evaluation algorithms with limited work on improving sampling. In this paper, we focus on the effect of sampling on the strength of a player and propose a novel method of sampling more realistic states given move history. In particular, we use predictions about locations of individual cards made by a deep neural network --- trained on data from human gameplay - in order to sample likely worlds for evaluation. This technique, used in conjunction with Perfect Information Monte Carlo (PIMC) search, provides a substantial increase in cardplay strength in the popular trick-taking card game of Skat.
[ { "version": "v1", "created": "Fri, 22 Mar 2019 17:00:50 GMT" } ]
1,568,246,400,000
[ [ "Solinas", "Christopher", "" ], [ "Rebstock", "Douglas", "" ], [ "Buro", "Michael", "" ] ]
1903.09820
Pavel Surynek
Pavel Surynek
Multi-agent Path Finding with Continuous Time Viewed Through Satisfiability Modulo Theories (SMT)
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper addresses a variant of multi-agent path finding (MAPF) in continuous space and time. We present a new solving approach based on satisfiability modulo theories (SMT) to obtain makespan optimal solutions. The standard MAPF is a task of navigating agents in an undirected graph from given starting vertices to given goal vertices so that agents do not collide with each other in vertices of the graph. In the continuous version (MAPF$^\mathcal{R}$) agents move in an $n$-dimensional Euclidean space along straight lines that interconnect predefined positions. For simplicity, we work with circular omni-directional agents having constant velocities in the 2D plane. As agents can have different sizes and move smoothly along lines, a non-colliding movement along certain lines with small agents can result in a collision if the same movement is performed with larger agents. Our SMT-based approach for MAPF$^\mathcal{R}$ called SMT-CBS$^\mathcal{R}$ reformulates the Conflict-based Search (CBS) algorithm in terms of SMT concepts. We suggest lazy generation of decision variables and constraints. Each time a new conflict is discovered, the underlying encoding is extended with new variables and constraints to eliminate the conflict. We compared SMT-CBS$^\mathcal{R}$ and adaptations of CBS for the continuous variant of MAPF experimentally.
[ { "version": "v1", "created": "Sat, 23 Mar 2019 13:27:32 GMT" } ]
1,553,558,400,000
[ [ "Surynek", "Pavel", "" ] ]
1903.09850
Marcello Balduccini
Marcello Balduccini and Emily LeBlanc
Action-Centered Information Retrieval
Under consideration in Theory and Practice of Logic Programming (TPLP)
Theory and Practice of Logic Programming 20 (2020) 249-272
10.1017/S1471068419000097
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Information Retrieval (IR) aims at retrieving documents that are most relevant to a query provided by a user. Traditional techniques rely mostly on syntactic methods. In some cases, however, links at a deeper semantic level must be considered. In this paper, we explore a type of IR task in which documents describe sequences of events, and queries are about the state of the world after such events. In this context, successfully matching documents and query requires considering the events' possibly implicit, uncertain effects and side-effects. We begin by analyzing the problem, then propose an action language based formalization, and finally automate the corresponding IR task using Answer Set Programming.
[ { "version": "v1", "created": "Sat, 23 Mar 2019 17:34:25 GMT" } ]
1,582,070,400,000
[ [ "Balduccini", "Marcello", "" ], [ "LeBlanc", "Emily", "" ] ]
1903.10187
Christoph Benzm\"uller
Christoph Benzm\"uller, Xavier Parent, Leendert van der Torre
Designing Normative Theories for Ethical and Legal Reasoning: LogiKEy Framework, Methodology, and Tool Support
50 pages; 10 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A framework and methodology---termed LogiKEy---for the design and engineering of ethical reasoners, normative theories and deontic logics is presented. The overall motivation is the development of suitable means for the control and governance of intelligent autonomous systems. LogiKEy's unifying formal framework is based on semantical embeddings of deontic logics, logic combinations and ethico-legal domain theories in expressive classic higher-order logic (HOL). This meta-logical approach enables the provision of powerful tool support in LogiKEy: off-the-shelf theorem provers and model finders for HOL are assisting the LogiKEy designer of ethical intelligent agents to flexibly experiment with underlying logics and their combinations, with ethico-legal domain theories, and with concrete examples---all at the same time. Continuous improvements of these off-the-shelf provers, without further ado, leverage the reasoning performance in LogiKEy. Case studies, in which the LogiKEy framework and methodology has been applied and tested, give evidence that HOL's undecidability often does not hinder efficient experimentation.
[ { "version": "v1", "created": "Mon, 25 Mar 2019 09:01:27 GMT" }, { "version": "v2", "created": "Thu, 8 Aug 2019 13:05:11 GMT" }, { "version": "v3", "created": "Fri, 9 Aug 2019 09:46:18 GMT" }, { "version": "v4", "created": "Sun, 18 Aug 2019 06:29:46 GMT" }, { "version": "v5", "created": "Fri, 27 Mar 2020 12:24:57 GMT" }, { "version": "v6", "created": "Sun, 24 May 2020 09:21:53 GMT" } ]
1,590,451,200,000
[ [ "Benzmüller", "Christoph", "" ], [ "Parent", "Xavier", "" ], [ "van der Torre", "Leendert", "" ] ]
1903.10325
Gary Merrill
Gary H. Merrill
Ontology, Ontologies, and Science
null
Topoi 30 (2011) 71-83
10.1007/s11245-011-9091-x
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Philosophers frequently struggle with the relation of metaphysics to the everyday world, with its practical value, and with its relation to empirical science. This paper distinguishes several different models of the relation between philosophical ontology and applied (scientific) ontology that have been advanced in the history of philosophy. Adoption of a strong participation model for the philosophical ontologist in science is urged, and requirements and consequences of the participation model are explored. This approach provides both a principled view and justification of the role of the philosophical ontologist in contemporary empirical science as well as guidelines for integrating philosophers and philosophical contributions into the practice of science.
[ { "version": "v1", "created": "Sat, 9 Mar 2019 19:05:25 GMT" } ]
1,553,731,200,000
[ [ "Merrill", "Gary H.", "" ] ]
1903.10559
Luis A. Pineda
Luis A. Pineda
The Mode of Computing
47 pages, 7 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Turing Machine is the paradigmatic case of computing machines, but there are others such as analogical, connectionist, quantum and diverse forms of unconventional computing, each based on a particular intuition of the phenomenon of computing. This variety can be captured in terms of system levels, re-interpreting and generalizing Newell's hierarchy, which includes the knowledge level at the top and the symbol level immediately below it. In this re-interpretation the knowledge level consists of human knowledge and the symbol level is generalized into a new level that here is called The Mode of Computing. Mental processes performed by natural brains are often thought of informally as computing process and that the brain is alike to computing machinery. However, if natural computing does exist it should be characterized on its own. A proposal to such an effect is that natural computing appeared when interpretations were first made by biological entities, so natural computing and interpreting are two aspects of the same phenomenon, or that consciousness and experience are the manifestations of computing/interpreting. By analogy with computing machinery, there must be a system level at the top of the neural circuitry and directly below the knowledge level that is named here The mode of Natural Computing. If it turns out that such putative object does not exist the proposition that the mind is a computing process should be dropped; but characterizing it would come with solving the hard problem of consciousness.
[ { "version": "v1", "created": "Mon, 25 Mar 2019 19:25:16 GMT" }, { "version": "v2", "created": "Sat, 5 Oct 2019 17:20:01 GMT" }, { "version": "v3", "created": "Tue, 7 Sep 2021 08:17:52 GMT" }, { "version": "v4", "created": "Mon, 9 Oct 2023 04:18:55 GMT" } ]
1,696,896,000,000
[ [ "Pineda", "Luis A.", "" ] ]
1903.10605
Riley Simmons-Edler
Riley Simmons-Edler, Ben Eisner, Eric Mitchell, Sebastian Seung, Daniel Lee
Q-Learning for Continuous Actions with Cross-Entropy Guided Policies
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Off-Policy reinforcement learning (RL) is an important class of methods for many problem domains, such as robotics, where the cost of collecting data is high and on-policy methods are consequently intractable. Standard methods for applying Q-learning to continuous-valued action domains involve iteratively sampling the Q-function to find a good action (e.g. via hill-climbing), or by learning a policy network at the same time as the Q-function (e.g. DDPG). Both approaches make tradeoffs between stability, speed, and accuracy. We propose a novel approach, called Cross-Entropy Guided Policies, or CGP, that draws inspiration from both classes of techniques. CGP aims to combine the stability and performance of iterative sampling policies with the low computational cost of a policy network. Our approach trains the Q-function using iterative sampling with the Cross-Entropy Method (CEM), while training a policy network to imitate CEM's sampling behavior. We demonstrate that our method is more stable to train than state of the art policy network methods, while preserving equivalent inference time compute costs, and achieving competitive total reward on standard benchmarks.
[ { "version": "v1", "created": "Mon, 25 Mar 2019 21:46:58 GMT" }, { "version": "v2", "created": "Thu, 28 Mar 2019 21:52:02 GMT" }, { "version": "v3", "created": "Mon, 1 Jul 2019 21:03:09 GMT" } ]
1,562,112,000,000
[ [ "Simmons-Edler", "Riley", "" ], [ "Eisner", "Ben", "" ], [ "Mitchell", "Eric", "" ], [ "Seung", "Sebastian", "" ], [ "Lee", "Daniel", "" ] ]
1903.11678
Ahmed Khalifa
Debosmita Bhaumik, Ahmed Khalifa, Michael Cerny Green, Julian Togelius
Tree Search vs Optimization Approaches for Map Generation
10 pages, 9 figures, published at AIIDE 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate the applicability of several tree search methods to level generation and compare them systematically with several optimization algorithms, including evolutionary algorithms. We compare them on three different game level generation problems: Binary, Zelda, and Sokoban. We introduce two new representations that can help tree search algorithms deal with the large branching factor of the generation problem. We find that in general, optimization algorithms clearly outperform tree search algorithms, but given the right problem representation certain tree search algorithms perform similarly to optimization algorithms, and in one particular problem, we see surprisingly strong results from MCTS.
[ { "version": "v1", "created": "Wed, 27 Mar 2019 19:53:29 GMT" }, { "version": "v2", "created": "Wed, 19 Feb 2020 22:00:00 GMT" }, { "version": "v3", "created": "Thu, 13 Aug 2020 02:34:56 GMT" } ]
1,597,363,200,000
[ [ "Bhaumik", "Debosmita", "" ], [ "Khalifa", "Ahmed", "" ], [ "Green", "Michael Cerny", "" ], [ "Togelius", "Julian", "" ] ]
1903.11723
Abdur Rakib
Abba Lawan and Abdur Rakib
The Semantic Web Rule Language Expressiveness Extensions-A Survey
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Semantic Web Rule Language (SWRL) is a direct extension of OWL 2 DL with a subset of RuleML, and it is designed to be the rule language of the Semantic Web. This paper explores the state-of-the-art of SWRL's expressiveness extensions proposed over time. As a motivation, the effectiveness of the SWRL/OWL combination in modeling domain facts is discussed while some of the common expressive limitations of the combination are also highlighted. The paper then classifies and presents the relevant language extensions of the SWRL and their added expressive powers to the original SWRL definition. Furthermore, it provides a comparative analysis of the syntax and semantics of the proposed extensions. In conclusion, the decidability requirement and usability of each expressiveness extension are evaluated towards an efficient inclusion into the OWL ontologies.
[ { "version": "v1", "created": "Wed, 27 Mar 2019 23:03:48 GMT" } ]
1,553,817,600,000
[ [ "Lawan", "Abba", "" ], [ "Rakib", "Abdur", "" ] ]
1903.11777
Guang Hu
Guang Hu, Tim Miller and Nir Lipovetzky
What you get is what you see: Decomposing Epistemic Planning using Functional STRIPS
20 pages, 3 figures, 4 experiments, journal paper
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Epistemic planning --- planning with knowledge and belief --- is essential in many multi-agent and human-agent interaction domains. Most state-of-the-art epistemic planners solve this problem by compiling to propositional classical planning, for example, generating all possible knowledge atoms, or compiling epistemic formula to normal forms. However, these methods become computationally infeasible as problems grow. In this paper, we decompose epistemic planning by delegating reasoning about epistemic formula to an external solver. We do this by modelling the problem using \emph{functional STRIPS}, which is more expressive than standard STRIPS and supports the use of external, black-box functions within action models. Exploiting recent work that demonstrates the relationship between what an agent `sees' and what it knows, we allow modellers to provide new implementations of externals functions. These define what agents see in their environment, allowing new epistemic logics to be defined without changing the planner. As a result, it increases the capability and flexibility of the epistemic model itself, and avoids the exponential pre-compilation step. We ran evaluations on well-known epistemic planning benchmarks to compare with an existing state-of-the-art planner, and on new scenarios based on different external functions. The results show that our planner scales significantly better than the state-of-the-art planner against which we compared, and can express problems more succinctly.
[ { "version": "v1", "created": "Thu, 28 Mar 2019 03:34:45 GMT" }, { "version": "v2", "created": "Tue, 2 Apr 2019 06:11:43 GMT" } ]
1,554,249,600,000
[ [ "Hu", "Guang", "" ], [ "Miller", "Tim", "" ], [ "Lipovetzky", "Nir", "" ] ]
1903.11857
Lianmeng Jiao
Lianmeng Jiao and Xiaojiao Geng
Analysis and Extension of the Evidential Reasoning Algorithm for Multiple Attribute Decision Analysis with Uncertainty
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In multiple attribute decision analysis (MADA) problems, one often needs to deal with assessment information with uncertainty. The evidential reasoning approach is one of the most effective methods to deal with such MADA problems. As kernel of the evidential reasoning approach, an original evidential reasoning (ER) algorithm was firstly proposed by Yang et al, and later they modified the ER algorithm in order to satisfy the proposed four synthesis axioms with which a rational aggregation process needs to satisfy. However, up to present, the essential difference of the two ER algorithms as well as the rationality of the synthesis axioms are still unclear. In this paper, we analyze the ER algorithms in Dempster-Shafer theory (DST) framework and prove that the original ER algorithm follows the reliability discounting and combination scheme, while the modified one follows the importance discounting and combination scheme. Further we reveal that the four synthesis axioms are not valid criteria to check the rationality of one attribute aggregation algorithm. Based on these new findings, an extended ER algorithm is proposed to take into account both the reliability and importance of different attributes, which provides a more general attribute aggregation scheme for MADA with uncertainty. A motorcycle performance assessment problem is examined to illustrate the proposed algorithm.
[ { "version": "v1", "created": "Thu, 28 Mar 2019 09:37:50 GMT" } ]
1,553,817,600,000
[ [ "Jiao", "Lianmeng", "" ], [ "Geng", "Xiaojiao", "" ] ]
1903.12508
Simon Lucas
Simon M. Lucas, Alexander Dockhorn, Vanessa Volz, Chris Bamford, Raluca D. Gaina, Ivan Bravi, Diego Perez-Liebana, Sanaz Mostaghim, Rudolf Kruse
A Local Approach to Forward Model Learning: Results on the Game of Life Game
Submitted to IEEE Conference on Games 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper investigates the effect of learning a forward model on the performance of a statistical forward planning agent. We transform Conway's Game of Life simulation into a single-player game where the objective can be either to preserve as much life as possible or to extinguish all life as quickly as possible. In order to learn the forward model of the game, we formulate the problem in a novel way that learns the local cell transition function by creating a set of supervised training data and predicting the next state of each cell in the grid based on its current state and immediate neighbours. Using this method we are able to harvest sufficient data to learn perfect forward models by observing only a few complete state transitions, using either a look-up table, a decision tree or a neural network. In contrast, learning the complete state transition function is a much harder task and our initial efforts to do this using deep convolutional auto-encoders were less successful. We also investigate the effects of imperfect learned models on prediction errors and game-playing performance, and show that even models with significant errors can provide good performance.
[ { "version": "v1", "created": "Fri, 29 Mar 2019 13:17:15 GMT" } ]
1,554,076,800,000
[ [ "Lucas", "Simon M.", "" ], [ "Dockhorn", "Alexander", "" ], [ "Volz", "Vanessa", "" ], [ "Bamford", "Chris", "" ], [ "Gaina", "Raluca D.", "" ], [ "Bravi", "Ivan", "" ], [ "Perez-Liebana", "Diego", "" ], [ "Mostaghim", "Sanaz", "" ], [ "Kruse", "Rudolf", "" ] ]
1903.12517
Chen Jingye
Jieneng Chen, Jingye Chen, Ruiming Zhang, Xiaobin Hu
Towards Brain-inspired System: Deep Recurrent Reinforcement Learning for Simulated Self-driving Agent
8 pages, 5 figures, 1 table
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
An effective way to achieve intelligence is to simulate various intelligent behaviors in the human brain. In recent years, bio-inspired learning methods have emerged, and they are different from the classical mathematical programming principle. In the perspective of brain inspiration, reinforcement learning has gained additional interest in solving decision-making tasks as increasing neuroscientific research demonstrates that significant links exist between reinforcement learning and specific neural substrates. Because of the tremendous research that focuses on human brains and reinforcement learning, scientists have investigated how robots can autonomously tackle complex tasks in the form of a self-driving agent control in a human-like way. In this study, we propose an end-to-end architecture using novel deep-Q-network architecture in conjunction with a recurrence to resolve the problem in the field of simulated self-driving. The main contribution of this study is that we trained the driving agent using a brain-inspired trial-and-error technique, which was in line with the real world situation. Besides, there are three innovations in the proposed learning network: raw screen outputs are the only information which the driving agent can rely on, a weighted layer that enhances the differences of the lengthy episode, and a modified replay mechanism that overcomes the problem of sparsity and accelerates learning. The proposed network was trained and tested under a third-partied OpenAI Gym environment. After training for several episodes, the resulting driving agent performed advanced behaviors in the given scene. We hope that in the future, the proposed brain-inspired learning system would inspire practicable self-driving control solutions.
[ { "version": "v1", "created": "Fri, 29 Mar 2019 13:31:44 GMT" } ]
1,554,076,800,000
[ [ "Chen", "Jieneng", "" ], [ "Chen", "Jingye", "" ], [ "Zhang", "Ruiming", "" ], [ "Hu", "Xiaobin", "" ] ]
1904.00103
Milo\v{s} Simi\'c
Milo\v{s} Simi\'c (University of Belgrade, Belgrade, Serbia)
How to Estimate the Ability of a Metaheuristic Algorithm to Guide Heuristics During Optimization
24 pages, 3 figures, submitted to Journal of Heuristics
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Metaheuristics are general methods that guide application of concrete heuristic(s) to problems that are too hard to solve using exact algorithms. However, even though a growing body of literature has been devoted to their statistical evaluation, the approaches proposed so far are able to assess only coupled effects of metaheuristics and heuristics. They do not reveal us anything about how efficient the examined metaheuristic is at guiding its subordinate heuristic(s), nor do they provide us information about how much the heuristic component of the combined algorithm contributes to the overall performance. In this paper, we propose a simple yet effective methodology of doing so by deriving a naive, placebo metaheuristic from the one being studied and comparing the distributions of chosen performance metrics for the two methods. We propose three measures of difference between the two distributions. Those measures, which we call BER values (benefit, equivalence, risk) are based on a preselected threshold of practical significance which represents the minimal difference between two performance scores required for them to be considered practically different. We illustrate usefulness of our methodology on the example of Simulated Annealing, Boolean Satisfiability Problem, and the Flip heuristic.
[ { "version": "v1", "created": "Fri, 29 Mar 2019 22:06:40 GMT" } ]
1,554,163,200,000
[ [ "Simić", "Miloš", "", "University of Belgrade, Belgrade, Serbia" ] ]
1904.00317
Patrick Rodler
Patrick Rodler and Michael Eichholzer
A New Expert Questioning Approach to More Efficient Fault Localization in Ontologies
This is a preprint of the article "Patrick Rodler. One step at a time: An efficient approach to query-based ontology debugging. Knowledge-Based Systems 108987, 2022."
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
When ontologies reach a certain size and complexity, faults such as inconsistencies, unsatisfiable classes or wrong entailments are hardly avoidable. Locating the incorrect axioms that cause these faults is a hard and time-consuming task. Addressing this issue, several techniques for semi-automatic fault localization in ontologies have been proposed. Often, these approaches involve a human expert who provides answers to system-generated questions about the intended (correct) ontology in order to reduce the possible fault locations. To suggest as informative questions as possible, existing methods draw on various algorithmic optimizations as well as heuristics. However, these computations are often based on certain assumptions about the interacting user. In this work, we characterize and discuss different user types and show that existing approaches do not achieve optimal efficiency for all of them. As a remedy, we suggest a new type of expert question which aims at fitting the answering behavior of all analyzed experts. Moreover, we present an algorithm to optimize this new query type which is fully compatible with the (tried and tested) heuristics used in the field. Experiments on faulty real-world ontologies show the potential of the new querying method for minimizing the expert consultation time, independent of the expert type. Besides, the gained insights can inform the design of interactive debugging tools towards better meeting their users' needs.
[ { "version": "v1", "created": "Sun, 31 Mar 2019 01:25:52 GMT" }, { "version": "v2", "created": "Fri, 5 Aug 2022 01:32:32 GMT" } ]
1,659,916,800,000
[ [ "Rodler", "Patrick", "" ], [ "Eichholzer", "Michael", "" ] ]
1904.00441
Uk Jo
Uk Jo, Taehyun Jo, Wanjun Kim, Iljoo Yoon, Dongseok Lee, Seungho Lee
Cooperative Multi-Agent Reinforcement Learning Framework for Scalping Trading
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We explore deep Reinforcement Learning(RL) algorithms for scalping trading and knew that there is no appropriate trading gym and agent examples. Thus we propose gym and agent like Open AI gym in finance. Not only that, we introduce new RL framework based on our hybrid algorithm which leverages between supervised learning and RL algorithm and uses meaningful observations such order book and settlement data from experience watching scalpers trading. That is very crucial information for traders behavior to be decided. To feed these data into our model, we use spatio-temporal convolution layer, called Conv3D for order book data and temporal CNN, called Conv1D for settlement data. Those are preprocessed by episode filter we developed. Agent consists of four sub agents divided to clarify their own goal to make best decision. Also, we adopted value and policy based algorithm to our framework. With these features, we could make agent mimic scalpers as much as possible. In many fields, RL algorithm has already begun to transcend human capabilities in many domains. This approach could be a starting point to beat human in the financial stock market, too and be a good reference for anyone who wants to design RL algorithm in real world domain. Finally, weexperiment our framework and gave you experiment progress.
[ { "version": "v1", "created": "Sun, 31 Mar 2019 16:15:42 GMT" } ]
1,554,163,200,000
[ [ "Jo", "Uk", "" ], [ "Jo", "Taehyun", "" ], [ "Kim", "Wanjun", "" ], [ "Yoon", "Iljoo", "" ], [ "Lee", "Dongseok", "" ], [ "Lee", "Seungho", "" ] ]
1904.00512
Yi Wang
Yi Wang, Joohyung Lee
Elaboration Tolerant Representation of Markov Decision Process via Decision-Theoretic Extension of Probabilistic Action Language pBC+
31 pages, 3 figures; Under consideration in Theory and Practice of Logic Programming (TPLP). arXiv admin note: text overlap with arXiv:1805.00634
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We extend probabilistic action language pBC+ with the notion of utility as in decision theory. The semantics of the extended pBC+ can be defined as a shorthand notation for a decision-theoretic extension of the probabilistic answer set programming language LPMLN. Alternatively, the semantics of pBC+ can also be defined in terms of Markov Decision Process (MDP), which in turn allows for representing MDP in a succinct and elaboration tolerant way as well as to leverage an MDP solver to compute pBC+. The idea led to the design of the system pbcplus2mdp, which can find an optimal policy of a pBC+ action description using an MDP solver. This paper is under consideration in Theory and Practice of Logic Programming (TPLP).
[ { "version": "v1", "created": "Mon, 1 Apr 2019 00:14:01 GMT" }, { "version": "v2", "created": "Thu, 1 Oct 2020 17:15:20 GMT" } ]
1,601,856,000,000
[ [ "Wang", "Yi", "" ], [ "Lee", "Joohyung", "" ] ]
1904.01484
Patrick Rodler
Patrick Rodler, Dietmar Jannach, Konstantin Schekotihin, Philipp Fleiss
Are Query-Based Ontology Debuggers Really Helping Knowledge Engineers?
This is a preprint of the paper "Patrick Rodler, Dietmar Jannach, Konstantin Schekotihin, Philipp Fleiss. Are query-based ontology debuggers really helping knowledge engineers? Knowledge-Based Systems, 179 (2019): 92-107"
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
Real-world semantic or knowledge-based systems, e.g., in the biomedical domain, can become large and complex. Tool support for the localization and repair of faults within knowledge bases of such systems can therefore be essential for their practical success. Correspondingly, a number of knowledge base debugging approaches, in particular for ontology-based systems, were proposed throughout recent years. Query-based debugging is a comparably recent interactive approach that localizes the true cause of an observed problem by asking knowledge engineers a series of questions. Concrete implementations of this approach exist, such as the OntoDebug plug-in for the ontology editor Prot\'eg\'e. To validate that a newly proposed method is favorable over an existing one, researchers often rely on simulation-based comparisons. Such an evaluation approach however has certain limitations and often cannot fully inform us about a method's true usefulness. We therefore conducted different user studies to assess the practical value of query-based ontology debugging. One main insight from the studies is that the considered interactive approach is indeed more efficient than an alternative algorithmic debugging based on test cases. We also observed that users frequently made errors in the process, which highlights the importance of a careful design of the queries that users need to answer.
[ { "version": "v1", "created": "Tue, 2 Apr 2019 15:17:56 GMT" }, { "version": "v2", "created": "Thu, 4 Aug 2022 22:10:51 GMT" } ]
1,659,916,800,000
[ [ "Rodler", "Patrick", "" ], [ "Jannach", "Dietmar", "" ], [ "Schekotihin", "Konstantin", "" ], [ "Fleiss", "Philipp", "" ] ]
1904.01540
Nadisha-Marie Aliman
Nadisha-Marie Aliman and Leon Kester
Augmented Utilitarianism for AGI Safety
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In the light of ongoing progresses of research on artificial intelligent systems exhibiting a steadily increasing problem-solving ability, the identification of practicable solutions to the value alignment problem in AGI Safety is becoming a matter of urgency. In this context, one preeminent challenge that has been addressed by multiple researchers is the adequate formulation of utility functions or equivalents reliably capturing human ethical conceptions. However, the specification of suitable utility functions harbors the risk of "perverse instantiation" for which no final consensus on responsible proactive countermeasures has been achieved so far. Amidst this background, we propose a novel socio-technological ethical framework denoted Augmented Utilitarianism which directly alleviates the perverse instantiation problem. We elaborate on how augmented by AI and more generally science and technology, it might allow a society to craft and update ethical utility functions while jointly undergoing a dynamical ethical enhancement. Further, we elucidate the need to consider embodied simulations in the design of utility functions for AGIs aligned with human values. Finally, we discuss future prospects regarding the usage of the presented scientifically grounded ethical framework and mention possible challenges.
[ { "version": "v1", "created": "Tue, 2 Apr 2019 16:54:38 GMT" } ]
1,554,249,600,000
[ [ "Aliman", "Nadisha-Marie", "" ], [ "Kester", "Leon", "" ] ]
1904.01883
Ivan Bravi
Ivan Bravi and Simon Lucas and Diego Perez-Liebana and Jialin Liu
Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor
Submitted to IEEE Conference on Games 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Game-based benchmarks have been playing an essential role in the development of Artificial Intelligence (AI) techniques. Providing diverse challenges is crucial to push research toward innovation and understanding in modern techniques. Rinascimento provides a parameterised partially-observable multiplayer card-based board game, these parameters can easily modify the rules, objectives and items in the game. We describe the framework in all its features and the game-playing challenge providing baseline game-playing AIs and analysis of their skills. We reserve to agents' hyper-parameter tuning a central role in the experiments highlighting how it can heavily influence the performance. The base-line agents contain several additional contribution to Statistical Forward Planning algorithms.
[ { "version": "v1", "created": "Wed, 3 Apr 2019 09:53:10 GMT" } ]
1,554,336,000,000
[ [ "Bravi", "Ivan", "" ], [ "Lucas", "Simon", "" ], [ "Perez-Liebana", "Diego", "" ], [ "Liu", "Jialin", "" ] ]
1904.03008
Yunlong Liu
Yunlong Liu, Jianyang Zheng
Combining Offline Models and Online Monte-Carlo Tree Search for Planning from Scratch
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Planning in stochastic and partially observable environments is a central issue in artificial intelligence. One commonly used technique for solving such a problem is by constructing an accurate model firstly. Although some recent approaches have been proposed for learning optimal behaviour under model uncertainty, prior knowledge about the environment is still needed to guarantee the performance of the proposed algorithms. With the benefits of the Predictive State Representations~(PSRs) approach for state representation and model prediction, in this paper, we introduce an approach for planning from scratch, where an offline PSR model is firstly learned and then combined with online Monte-Carlo tree search for planning with model uncertainty. By comparing with the state-of-the-art approach of planning with model uncertainty, we demonstrated the effectiveness of the proposed approaches along with the proof of their convergence. The effectiveness and scalability of our proposed approach are also tested on the RockSample problem, which are infeasible for the state-of-the-art BA-POMDP based approaches.
[ { "version": "v1", "created": "Fri, 5 Apr 2019 11:57:41 GMT" } ]
1,554,681,600,000
[ [ "Liu", "Yunlong", "" ], [ "Zheng", "Jianyang", "" ] ]
1904.03606
Mohannad Babli
Mohannad Babli, Eva Onaindia, Eliseo Marzal
Extending planning knowledge using ontologies for goal opportunities
10 pages, 8 Figures, 31st International-Business-Information-Management-Association Conference, Milan ITALY, date: APR 25-26, 2018
31st IBIMA Conference (2018), INNOVATION MANAGEMENT AND EDUCATION EXCELLENCE THROUGH VISION 2020, VOLS IV-VI (3199-3208)
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Approaches to goal-directed behaviour including online planning and opportunistic planning tackle a change in the environment by generating alternative goals to avoid failures or seize opportunities. However, current approaches only address unanticipated changes related to objects or object types already defined in the planning task that is being solved. This article describes a domain-independent approach that advances the state of the art by extending the knowledge of a planning task with relevant objects of new types. The approach draws upon the use of ontologies, semantic measures, and ontology alignment to accommodate newly acquired data that trigger the formulation of goal opportunities inducing a better-valued plan.
[ { "version": "v1", "created": "Sun, 7 Apr 2019 08:39:10 GMT" } ]
1,554,768,000,000
[ [ "Babli", "Mohannad", "" ], [ "Onaindia", "Eva", "" ], [ "Marzal", "Eliseo", "" ] ]
1904.05405
Cogan Shimizu
Cogan Shimizu and Quinn Hirt and Pascal Hitzler
MODL: A Modular Ontology Design Library
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Pattern-based, modular ontologies have several beneficial properties that lend themselves to FAIR data practices, especially as it pertains to Interoperability and Reusability. However, developing such ontologies has a high upfront cost, e.g. reusing a pattern is predicated upon being aware of its existence in the first place. Thus, to help overcome these barriers, we have developed MODL: a modular ontology design library. MODL is a curated collection of well-documented ontology design patterns, drawn from a wide variety of interdisciplinary use-cases. In this paper we present MODL as a resource, discuss its use, and provide some examples of its contents.
[ { "version": "v1", "created": "Wed, 10 Apr 2019 19:36:36 GMT" } ]
1,555,027,200,000
[ [ "Shimizu", "Cogan", "" ], [ "Hirt", "Quinn", "" ], [ "Hitzler", "Pascal", "" ] ]
1904.06317
Tom Silver
Tom Silver, Kelsey R. Allen, Alex K. Lew, Leslie Pack Kaelbling, Josh Tenenbaum
Few-Shot Bayesian Imitation Learning with Logical Program Policies
AAAI 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Humans can learn many novel tasks from a very small number (1--5) of demonstrations, in stark contrast to the data requirements of nearly tabula rasa deep learning methods. We propose an expressive class of policies, a strong but general prior, and a learning algorithm that, together, can learn interesting policies from very few examples. We represent policies as logical combinations of programs drawn from a domain-specific language (DSL), define a prior over policies with a probabilistic grammar, and derive an approximate Bayesian inference algorithm to learn policies from demonstrations. In experiments, we study five strategy games played on a 2D grid with one shared DSL. After a few demonstrations of each game, the inferred policies generalize to new game instances that differ substantially from the demonstrations. Our policy learning is 20--1,000x more data efficient than convolutional and fully convolutional policy learning and many orders of magnitude more computationally efficient than vanilla program induction. We argue that the proposed method is an apt choice for tasks that have scarce training data and feature significant, structured variation between task instances.
[ { "version": "v1", "created": "Fri, 12 Apr 2019 16:51:01 GMT" }, { "version": "v2", "created": "Sat, 16 Nov 2019 15:34:48 GMT" } ]
1,574,121,600,000
[ [ "Silver", "Tom", "" ], [ "Allen", "Kelsey R.", "" ], [ "Lew", "Alex K.", "" ], [ "Kaelbling", "Leslie Pack", "" ], [ "Tenenbaum", "Josh", "" ] ]
1904.06736
Dhruv Ramani
Dhruv Ramani
A Short Survey On Memory Based Reinforcement Learning
arXiv admin note: text overlap with arXiv:1803.10760, arXiv:1803.01846, arXiv:1702.08360, arXiv:1805.12375, arXiv:1507.06527, arXiv:1810.02274, arXiv:1711.06677 by other authors
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reinforcement learning (RL) is a branch of machine learning which is employed to solve various sequential decision making problems without proper supervision. Due to the recent advancement of deep learning, the newly proposed Deep-RL algorithms have been able to perform extremely well in sophisticated high-dimensional environments. However, even after successes in many domains, one of the major challenge in these approaches is the high magnitude of interactions with the environment required for efficient decision making. Seeking inspiration from the brain, this problem can be solved by incorporating instance based learning by biasing the decision making on the memories of high rewarding experiences. This paper reviews various recent reinforcement learning methods which incorporate external memory to solve decision making and a survey of them is presented. We provide an overview of the different methods - along with their advantages and disadvantages, applications and the standard experimentation settings used for memory based models. This review hopes to be a helpful resource to provide key insight of the recent advances in the field and provide help in further future development of it.
[ { "version": "v1", "created": "Sun, 14 Apr 2019 18:18:45 GMT" } ]
1,555,459,200,000
[ [ "Ramani", "Dhruv", "" ] ]
1904.07091
Miquel Junyent
Miquel Junyent, Anders Jonsson, Vicen\c{c} G\'omez
Deep Policies for Width-Based Planning in Pixel Domains
In Proceedings of the 29th International Conference on Automated Planning and Scheduling (ICAPS 2019). arXiv admin note: text overlap with arXiv:1806.05898
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Width-based planning has demonstrated great success in recent years due to its ability to scale independently of the size of the state space. For example, Bandres et al. (2018) introduced a rollout version of the Iterated Width algorithm whose performance compares well with humans and learning methods in the pixel setting of the Atari games suite. In this setting, planning is done on-line using the "screen" states and selecting actions by looking ahead into the future. However, this algorithm is purely exploratory and does not leverage past reward information. Furthermore, it requires the state to be factored into features that need to be pre-defined for the particular task, e.g., the B-PROST pixel features. In this work, we extend width-based planning by incorporating an explicit policy in the action selection mechanism. Our method, called $\pi$-IW, interleaves width-based planning and policy learning using the state-actions visited by the planner. The policy estimate takes the form of a neural network and is in turn used to guide the planning step, thus reinforcing promising paths. Surprisingly, we observe that the representation learned by the neural network can be used as a feature space for the width-based planner without degrading its performance, thus removing the requirement of pre-defined features for the planner. We compare $\pi$-IW with previous width-based methods and with AlphaZero, a method that also interleaves planning and learning, in simple environments, and show that $\pi$-IW has superior performance. We also show that $\pi$-IW algorithm outperforms previous width-based methods in the pixel setting of Atari games suite.
[ { "version": "v1", "created": "Fri, 12 Apr 2019 10:50:12 GMT" }, { "version": "v2", "created": "Tue, 12 May 2020 09:32:49 GMT" }, { "version": "v3", "created": "Tue, 5 Oct 2021 14:14:19 GMT" } ]
1,633,478,400,000
[ [ "Junyent", "Miquel", "" ], [ "Jonsson", "Anders", "" ], [ "Gómez", "Vicenç", "" ] ]
1904.07491
Moyuru Kurita
Moyuru Kurita, Kunihito Hoki
Method for Constructing Artificial Intelligence Player with Abstraction to Markov Decision Processes in Multiplayer Game of Mahjong
Copyright 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose a method for constructing artificial intelligence (AI) of mahjong, which is a multiplayer imperfect information game. Since the size of the game tree is huge, constructing an expert-level AI player of mahjong is challenging. We define multiple Markov decision processes (MDPs) as abstractions of mahjong to construct effective search trees. We also introduce two methods of inferring state values of the original mahjong using these MDPs. We evaluated the effectiveness of our method using gameplays vis-\`{a}-vis the current strongest AI player.
[ { "version": "v1", "created": "Tue, 16 Apr 2019 06:43:05 GMT" } ]
1,555,459,200,000
[ [ "Kurita", "Moyuru", "" ], [ "Hoki", "Kunihito", "" ] ]
1904.07786
Kieran Greer Dr
Kieran Greer
A Pattern-Hierarchy Classifier for Reduced Teaching
null
WSEAS Transactions on Computers, ISSN / E-ISSN: 1109-2750 / 2224-2872, Volume 19, 2020, Art. #23, pp. 183-193
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes a design that can be used for Explainable AI. The lower level is a nested ensemble of patterns created by self-organisation. The upper level is a hierarchical tree, where nodes are linked through individual concepts, so there is a transition from mixed ensemble masses to specific categories. Lower-level pattern ensembles are learned in an unsupervsised manner and then split into branches when it is clear that the category has changed. Links between the two levels define that the concepts are learned and missing links define that they are guessed only. This paper proposes some new clustering algorithms for producing the pattern ensembles, that are themselves an ensemble which converges through aggregations. Multiple solutions are also combined, to make the final result more robust. One measure of success is how coherent these ensembles are, which means that every data row in the cluster belongs to the same category. The total number of clusters is also important and the teaching phase can correct the ensemble estimates with respect to both of these. A teaching phase would then help the classifier to learn the true category for each input row. During this phase, any classifier can learn or infer correct classifications from some other classifier's knowledge, thereby reducing the required number of presentations. As the information is added, cross-referencing between the two structures allows it to be used more widely, where a unique structure can build up that would not be possible by either method separately.
[ { "version": "v1", "created": "Tue, 16 Apr 2019 16:08:24 GMT" }, { "version": "v2", "created": "Mon, 5 Oct 2020 14:56:32 GMT" }, { "version": "v3", "created": "Tue, 20 Oct 2020 09:41:56 GMT" } ]
1,606,694,400,000
[ [ "Greer", "Kieran", "" ] ]
1904.08123
Avi Rosenfeld
Avi Rosenfeld, Ariella Richardson
Explainability in Human-Agent Systems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents a taxonomy of explainability in Human-Agent Systems. We consider fundamental questions about the Why, Who, What, When and How of explainability. First, we define explainability, and its relationship to the related terms of interpretability, transparency, explicitness, and faithfulness. These definitions allow us to answer why explainability is needed in the system, whom it is geared to and what explanations can be generated to meet this need. We then consider when the user should be presented with this information. Last, we consider how objective and subjective measures can be used to evaluate the entire system. This last question is the most encompassing as it will need to evaluate all other issues regarding explainability.
[ { "version": "v1", "created": "Wed, 17 Apr 2019 08:18:12 GMT" } ]
1,555,545,600,000
[ [ "Rosenfeld", "Avi", "" ], [ "Richardson", "Ariella", "" ] ]
1904.08303
Oleh Andriichuk
Oleh Andriichuk, Vitaliy Tsyganok, Dmitry Lande, Oleg Chertov, Yaroslava Porplenko
Usage of Decision Support Systems for Conflicts Modelling during Information Operations Recognition
8 pages, 1 figure
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Application of decision support systems for conflict modeling in information operations recognition is presented. An information operation is considered as a complex weakly structured system. The model of conflict between two subjects is proposed based on the second-order rank reflexive model. The method is described for construction of the design pattern for knowledge bases of decision support systems. In the talk, the methodology is proposed for using of decision support systems for modeling of conflicts in information operations recognition based on the use of expert knowledge and content monitoring.
[ { "version": "v1", "created": "Tue, 16 Apr 2019 16:58:51 GMT" } ]
1,555,545,600,000
[ [ "Andriichuk", "Oleh", "" ], [ "Tsyganok", "Vitaliy", "" ], [ "Lande", "Dmitry", "" ], [ "Chertov", "Oleg", "" ], [ "Porplenko", "Yaroslava", "" ] ]
1904.08626
Elena Camossi
Maximilian Zocholl, Elena Camossi, Anne-Laure Jousselme, Cyril Ray
Ontology-based Design of Experiments on Big Data Solutions
Pre-print and extended version of the poster paper presented at the 14th International Conference on Semantic Systems
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
Big data solutions are designed to cope with data of huge Volume and wide Variety, that need to be ingested at high Velocity and have potential Veracity issues, challenging characteristics that are usually referred to as the "4Vs of Big Data". In order to evaluate possibly complex big data solutions, stress tests require to assess a large number of combinations of sub-components jointly with the possible big data variations. A formalization of the Design of Experiments (DoE) on big data solutions is aimed at ensuring the reproducibility of the experiments, facilitating their partitioning in sub-experiments and guaranteeing the consistency of their outcomes in a global assessment. In this paper, an ontology-based approach is proposed to support the evaluation of a big data system in two ways. Firstly, the approach formalizes a decomposition and recombination of the big data solution, allowing for the aggregation of component evaluation results at inter-component level. Secondly, existing work on DoE is translated into an ontology for supporting the selection of experiments. The proposed ontology-based approach offers the possibility to combine knowledge from the evaluation domain and the application domain. It exploits domain and inter-domain specific restrictions on the factor combinations in order to reduce the number of experiments. Contrary to existing approaches, the proposed use of ontologies is not limited to the assertional description and exploitation of past experiments but offers richer terminological descriptions for the development of a DoE from scratch. As an application example, a maritime big data solution to the problem of detecting and predicting vessel suspicious behaviour through mobility analysis is selected. The article is concluded with a sketch of future works.
[ { "version": "v1", "created": "Thu, 18 Apr 2019 07:52:54 GMT" } ]
1,555,632,000,000
[ [ "Zocholl", "Maximilian", "" ], [ "Camossi", "Elena", "" ], [ "Jousselme", "Anne-Laure", "" ], [ "Ray", "Cyril", "" ] ]
1904.09134
Marco Maratea
Martin Gebser, Marco Maratea, Francesco Ricca
The Seventh Answer Set Programming Competition: Design and Results
28 pages
Theory and Practice of Logic Programming 20 (2020) 176-204
10.1017/S1471068419000061
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Answer Set Programming (ASP) is a prominent knowledge representation language with roots in logic programming and non-monotonic reasoning. Biennial ASP competitions are organized in order to furnish challenging benchmark collections and assess the advancement of the state of the art in ASP solving. In this paper, we report on the design and results of the Seventh ASP Competition, jointly organized by the University of Calabria (Italy), the University of Genova (Italy), and the University of Potsdam (Germany), in affiliation with the 14th International Conference on Logic Programming and Non-Monotonic Reasoning (LPNMR 2017). (Under consideration for acceptance in TPLP).
[ { "version": "v1", "created": "Fri, 19 Apr 2019 09:51:42 GMT" } ]
1,582,070,400,000
[ [ "Gebser", "Martin", "" ], [ "Maratea", "Marco", "" ], [ "Ricca", "Francesco", "" ] ]
1904.09366
Buser Say
Buser Say, Scott Sanner, Sylvie Thi\'ebaux
Reward Potentials for Planning with Learned Neural Network Transition Models
To appear in the proceedings of the 25th International Conference on Principles and Practice of Constraint Programming
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Optimal planning with respect to learned neural network (NN) models in continuous action and state spaces using mixed-integer linear programming (MILP) is a challenging task for branch-and-bound solvers due to the poor linear relaxation of the underlying MILP model. For a given set of features, potential heuristics provide an efficient framework for computing bounds on cost (reward) functions. In this paper, we model the problem of finding optimal potential bounds for learned NN models as a bilevel program, and solve it using a novel finite-time constraint generation algorithm. We then strengthen the linear relaxation of the underlying MILP model by introducing constraints to bound the reward function based on the precomputed reward potentials. Experimentally, we show that our algorithm efficiently computes reward potentials for learned NN models, and that the overhead of computing reward potentials is justified by the overall strengthening of the underlying MILP model for the task of planning over long horizons.
[ { "version": "v1", "created": "Fri, 19 Apr 2019 23:15:59 GMT" }, { "version": "v2", "created": "Tue, 7 May 2019 07:03:01 GMT" }, { "version": "v3", "created": "Sun, 19 May 2019 11:01:30 GMT" }, { "version": "v4", "created": "Fri, 26 Jul 2019 14:54:45 GMT" } ]
1,564,358,400,000
[ [ "Say", "Buser", "" ], [ "Sanner", "Scott", "" ], [ "Thiébaux", "Sylvie", "" ] ]
1904.09422
Ario Santoso
Ario Santoso, Michael Felderer
Specification-Driven Predictive Business Process Monitoring
This article significantly extends the previous work in https://doi.org/10.1007/978-3-319-91704-7_7 which has a technical report in arXiv:1804.00617. This article and the previous work have a coauthor in common
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Predictive analysis in business process monitoring aims at forecasting the future information of a running business process. The prediction is typically made based on the model extracted from historical process execution logs (event logs). In practice, different business domains might require different kinds of predictions. Hence, it is important to have a means for properly specifying the desired prediction tasks, and a mechanism to deal with these various prediction tasks. Although there have been many studies in this area, they mostly focus on a specific prediction task. This work introduces a language for specifying the desired prediction tasks, and this language allows us to express various kinds of prediction tasks. This work also presents a mechanism for automatically creating the corresponding prediction model based on the given specification. Differently from previous studies, instead of focusing on a particular prediction task, we present an approach to deal with various prediction tasks based on the given specification of the desired prediction tasks. We also provide an implementation of the approach which is used to conduct experiments using real-life event logs.
[ { "version": "v1", "created": "Sat, 20 Apr 2019 09:01:23 GMT" } ]
1,556,150,400,000
[ [ "Santoso", "Ario", "" ], [ "Felderer", "Michael", "" ] ]
1904.09443
Razieh Mehri
Razieh Mehri and Volker Haarslev and Hamidreza Chinaei
Learning the Right Expansion-ordering Heuristics for Satisfiability Testing in OWL Reasoners
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Web Ontology Language (OWL) reasoners are used to infer new logical relations from ontologies. While inferring new facts, these reasoners can be further optimized, e.g., by properly ordering disjuncts in disjunction expressions of ontologies for satisfiability testing of concepts. Different expansion-ordering heuristics have been developed for this purpose. The built-in heuristics in these reasoners determine the order for branches in search trees while each heuristic choice causes different effects for various ontologies depending on the ontologies' syntactic structure and probably other features as well. A learning-based approach that takes into account the features aims to select an appropriate expansion-ordering heuristic for each ontology. The proper choice is expected to accelerate the reasoning process for the reasoners. In this paper, the effect of our methodology is investigated on a well-known reasoner that is JFact. Our experiments show the average speedup by a factor of one to two orders of magnitude for satisfiability testing after applying learning methodology for selecting the right expansion-ordering heuristics.
[ { "version": "v1", "created": "Sat, 20 Apr 2019 12:58:56 GMT" } ]
1,555,977,600,000
[ [ "Mehri", "Razieh", "" ], [ "Haarslev", "Volker", "" ], [ "Chinaei", "Hamidreza", "" ] ]
1904.09837
Md. Noor-E-Alam
Md Mahmudul Hassan, Dizuo Jiang, A. M. M. Sharif Ullah and Md. Noor-E-Alam
Resilient Supplier Selection in Logistics 4.0 with Heterogeneous Information
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Supplier selection problem has gained extensive attention in the prior studies. However, research based on Fuzzy Multi-Attribute Decision Making (F-MADM) approach in ranking resilient suppliers in logistic 4 is still in its infancy. Traditional MADM approach fails to address the resilient supplier selection problem in logistic 4 primarily because of the large amount of data concerning some attributes that are quantitative, yet difficult to process while making decisions. Besides, some qualitative attributes prevalent in logistic 4 entail imprecise perceptual or judgmental decision relevant information, and are substantially different than those considered in traditional suppler selection problems. This study develops a Decision Support System (DSS) that will help the decision maker to incorporate and process such imprecise heterogeneous data in a unified framework to rank a set of resilient suppliers in the logistic 4 environment. The proposed framework induces a triangular fuzzy number from large-scale temporal data using probability-possibility consistency principle. Large number of non-temporal data presented graphically are computed by extracting granular information that are imprecise in nature. Fuzzy linguistic variables are used to map the qualitative attributes. Finally, fuzzy based TOPSIS method is adopted to generate the ranking score of alternative suppliers. These ranking scores are used as input in a Multi-Choice Goal Programming (MCGP) model to determine optimal order allocation for respective suppliers. Finally, a sensitivity analysis assesses how the Suppliers Cost versus Resilience Index (SCRI) changes when differential priorities are set for respective cost and resilience attributes.
[ { "version": "v1", "created": "Wed, 10 Apr 2019 03:33:37 GMT" }, { "version": "v2", "created": "Mon, 8 Jul 2019 21:18:53 GMT" }, { "version": "v3", "created": "Sat, 13 Jul 2019 04:04:02 GMT" } ]
1,563,235,200,000
[ [ "Hassan", "Md Mahmudul", "" ], [ "Jiang", "Dizuo", "" ], [ "Ullah", "A. M. M. Sharif", "" ], [ "Noor-E-Alam", "Md.", "" ] ]
1904.09845
Mohannad Babli
Mohannad Babli and Eva Onaindia
A context-aware knowledge acquisition for planning applications using ontologies
13 pages, 11 Figures, conference. arXiv admin note: text overlap with arXiv:1904.03606
33rd International Business Information Management (IBIMA), INNOVATION MANAGEMENT AND EDUCATION EXCELLENCE THROUGH VISION 2020 (pp. 3199-3208)
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Automated planning technology has developed significantly. Designing a planning model that allows an automated agent to be capable of reacting intelligently to unexpected events in a real execution environment yet remains a challenge. This article describes a domain-independent approach to allow the agent to be context-aware of its execution environment and the task it performs, acquire new information that is guaranteed to be related and more importantly manageable, and integrate such information into its model through the use of ontologies and semantic operations to autonomously formulate new objectives, resulting in a more human-like behaviour for handling unexpected events in the context of opportunities.
[ { "version": "v1", "created": "Fri, 19 Apr 2019 13:48:02 GMT" } ]
1,555,977,600,000
[ [ "Babli", "Mohannad", "" ], [ "Onaindia", "Eva", "" ] ]
1904.11106
Solimul Chowdhury
Md Solimul Chowdhury and Martin M\"uller and Jia-Huai You
Characterization of Glue Variables in CDCL SAT Solving
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A state-of-the-art criterion to evaluate the importance of a given learned clause is called Literal Block Distance (LBD) score. It measures the number of distinct decision levels in a given learned clause. The lower the LBD score of a learned clause, the better is its quality. The learned clauses with LBD score of 2, called glue clauses, are known to possess high pruning power which are never deleted from the clause databases of the modern CDCL SAT solvers. In this work, we relate glue clauses to decision variables. We call the variables that appeared in at least one glue clause up to the current search state Glue Variables. We first show experimentally, by running the state-of-the-art CDCL SAT solver MapleLCMDist on benchmarks from SAT Competition-2017 and 2018, that branching decisions with glue variables are categorically more inference and conflict efficient than nonglue variables. Based on this observation, we develop a structure aware CDCL variable bumping scheme, which bumps the activity score of a glue variable based on its appearance count in the glue clauses that are learned so far by the search. Empirical evaluation shows effectiveness of the new method over the main track instances from SAT Competition 2017 and 2018.
[ { "version": "v1", "created": "Thu, 25 Apr 2019 00:52:06 GMT" } ]
1,556,236,800,000
[ [ "Chowdhury", "Md Solimul", "" ], [ "Müller", "Martin", "" ], [ "You", "Jia-Huai", "" ] ]
1904.11739
Ramon Fraga Pereira
Ramon Fraga Pereira, Nir Oren, and Felipe Meneguzzi
Landmark-Based Approaches for Goal Recognition as Planning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The task of recognizing goals and plans from missing and full observations can be done efficiently by using automated planning techniques. In many applications, it is important to recognize goals and plans not only accurately, but also quickly. To address this challenge, we develop novel goal recognition approaches based on planning techniques that rely on planning landmarks. In automated planning, landmarks are properties (or actions) that cannot be avoided to achieve a goal. We show the applicability of a number of planning techniques with an emphasis on landmarks for goal and plan recognition tasks in two settings: (1) we use the concept of landmarks to develop goal recognition heuristics; and (2) we develop a landmark-based filtering method to refine existing planning-based goal and plan recognition approaches. These recognition approaches are empirically evaluated in experiments over several classical planning domains. We show that our goal recognition approaches yield not only accuracy comparable to (and often higher than) other state-of-the-art techniques, but also substantially faster recognition time over such techniques.
[ { "version": "v1", "created": "Fri, 26 Apr 2019 09:40:37 GMT" }, { "version": "v2", "created": "Thu, 23 May 2019 01:57:46 GMT" } ]
1,558,656,000,000
[ [ "Pereira", "Ramon Fraga", "" ], [ "Oren", "Nir", "" ], [ "Meneguzzi", "Felipe", "" ] ]
1904.12178
Maen Alzubi
Maen Alzubi, Zsolt Csaba Johany\'ak, Szilveszter Kov\'acs
Fuzzy Rule Interpolation Methods and Fri Toolbox
null
Journal of Theoretical and Applied Information Technology 15th November 2018. Vol.96. No 21
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
FRI methods are less popular in the practical application domain. One possible reason is the missing common framework. There are many FRI methods developed independently, having different interpolation concepts and features. One trial for setting up a common FRI framework was the MATLAB FRI Toolbox, developed by Johany\'ak et. al. in 2006. The goals of this paper are divided as follows: firstly, to present a brief introduction of the FRI methods. Secondly, to introduce a brief description of the refreshed and extended version of the original FRI Toolbox. And thirdly, to use different unified numerical benchmark examples to evaluate and analyze the Fuzzy Rule Interpolation Techniques (FRI) (KH, KH Stabilized, MACI, IMUL, CRF, VKK, GM, FRIPOC, LESFRI, and SCALEMOVE), that will be classified and compared based on different features by following the abnormality and linearity conditions [15].
[ { "version": "v1", "created": "Sat, 27 Apr 2019 16:44:33 GMT" } ]
1,556,582,400,000
[ [ "Alzubi", "Maen", "" ], [ "Johanyák", "Zsolt Csaba", "" ], [ "Kovács", "Szilveszter", "" ] ]
1904.13308
Oleh Andriichuk
Oleh Dmytrenko, Dmitry Lande, Oleh Andriichuk
Method for Searching of an Optimal Scenario of Impact in Cognitive Maps during Information Operations Recognition
13 pages, 1 figure
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we consider the problem of choosing the optimal scenario of the impact between nodes based on of the introduced criteria for the optimality of the impact. Two criteria for the optimality of the impact, which are called the force of impact and the speed of implementation of the scenario, are considered. To obtain a unique solution of the problem, a multi-criterial assessment of the received scenarios using the Pareto principle was applied. Based on the criteria of a force of impact and the speed of implementation of the scenario, the choice of the optimal scenario of impact was justified. The results and advantages of the proposed approach in comparison with the Kosko model are presented.
[ { "version": "v1", "created": "Thu, 25 Apr 2019 23:58:05 GMT" } ]
1,556,668,800,000
[ [ "Dmytrenko", "Oleh", "" ], [ "Lande", "Dmitry", "" ], [ "Andriichuk", "Oleh", "" ] ]
1905.00517
Yu Zhang
Yu Zhang
From Abstractions to Grounded Languages for Robust Coordination of Task Planning Robots
A short version of this paper appears as an extended abstract at AAMAS 2023
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we consider a first step to bridge a gap in coordinating task planning robots. Specifically, we study the automatic construction of languages that are maximally flexible while being sufficiently explicative for coordination. To this end, we view language as a machinery for specifying temporal-state constraints of plans. Such a view enables us to reverse-engineer a language from the ground up by mapping these composable constraints to words. Our language expresses a plan for any given task as a "plan sketch" to convey just-enough details while maximizing the flexibility to realize it, leading to robust coordination with optimality guarantees among other benefits. We formulate and analyze the problem, provide an approximate solution, and validate the advantages of our approach under various scenarios to shed light on its applications.
[ { "version": "v1", "created": "Wed, 1 May 2019 22:05:42 GMT" }, { "version": "v2", "created": "Wed, 18 Mar 2020 02:16:19 GMT" }, { "version": "v3", "created": "Thu, 22 Feb 2024 23:07:35 GMT" } ]
1,708,905,600,000
[ [ "Zhang", "Yu", "" ] ]
1905.00607
Mohsen Annabestani
Mohsen Annabestani, Alireza Rowhanimanesh, Akram Rezaei, Ladan Avazpour, Fatemeh Sheikhhasani
A knowledge-based intelligent system for control of dirt recognition process in the smart washing machines
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we propose an intelligence approach based on fuzzy logic to modeling human intelligence in washing clothes. At first, an intelligent feedback loop is designed for perception-based sensing of dirt inspired by human color understanding. Then, when color stains leak out of some colored clothes the human probabilistic decision making is computationally modeled to detect this stain leakage and thus the problem of recognizing dirt from stain can be considered in the washing process. Finally, we discuss the fuzzy control of washing clothes and design and simulate a smart controller based on the fuzzy intelligence feedback loop.
[ { "version": "v1", "created": "Thu, 2 May 2019 08:05:59 GMT" }, { "version": "v2", "created": "Tue, 7 May 2019 09:38:56 GMT" } ]
1,557,273,600,000
[ [ "Annabestani", "Mohsen", "" ], [ "Rowhanimanesh", "Alireza", "" ], [ "Rezaei", "Akram", "" ], [ "Avazpour", "Ladan", "" ], [ "Sheikhhasani", "Fatemeh", "" ] ]
1905.02549
Mohsen Annabestani
Mohsen Annabestani, Alireza Rowhanimanesh, Aylar Mizani, Akram Rezaei
Descriptive evaluation of students using fuzzy approximate reasoning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In recent years, descriptive evaluation has been introduced as a new model for educational evaluation of Iranian students. The current descriptive evaluation method is based on four-valued logic. Assessing all students with only four values is led to a lack of relative justice and the creation of unrealistic equality. Also, the complexity of the evaluation process in the current method increases teacher errors likelihood. As a suitable solution, in this paper, a fuzzy descriptive evaluation system has been proposed. The proposed method is based on fuzzy logic, which is an infinite-valued logic and it can perform approximate reasoning on natural language propositions. By the proposed fuzzy system, student assessment is performed over the school year with infinite values instead of four values. But to eliminate the diversity of assigned values to students, at the end of the school year, the calculated values for each student will be rounded to the nearest value of the four standard values of the current descriptive evaluation system. It can be implemented easily in an appropriate smartphone app, which makes it much easier for the teachers to evaluate the evaluation process. In this paper, the evaluation process of the elementary third-grade mathematics course in Iran during the period from the beginning of the MEHR (The Seventh month of Iran) to the end of BAHMAN (The Eleventh Month of Iran) is examined by the proposed system. To evaluate the validity of this system, the proposed method has been simulated in MATLAB software.
[ { "version": "v1", "created": "Tue, 7 May 2019 13:25:22 GMT" }, { "version": "v2", "created": "Sat, 11 May 2019 13:49:49 GMT" } ]
1,557,792,000,000
[ [ "Annabestani", "Mohsen", "" ], [ "Rowhanimanesh", "Alireza", "" ], [ "Mizani", "Aylar", "" ], [ "Rezaei", "Akram", "" ] ]
1905.02940
Yunyou Huang
Yunyou Huang, Zhifei Zhang, Nana Wang, Nengquan Li, Mengjia Du, Tianshu Hao and Jianfeng Zhan
A new direction to promote the implementation of artificial intelligence in natural clinical settings
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Artificial intelligence (AI) researchers claim that they have made great `achievements' in clinical realms. However, clinicians point out the so-called `achievements' have no ability to implement into natural clinical settings. The root cause for this huge gap is that many essential features of natural clinical tasks are overlooked by AI system developers without medical background. In this paper, we propose that the clinical benchmark suite is a novel and promising direction to capture the essential features of the real-world clinical tasks, hence qualifies itself for guiding the development of AI systems, promoting the implementation of AI in real-world clinical practice.
[ { "version": "v1", "created": "Wed, 8 May 2019 07:26:27 GMT" } ]
1,557,360,000,000
[ [ "Huang", "Yunyou", "" ], [ "Zhang", "Zhifei", "" ], [ "Wang", "Nana", "" ], [ "Li", "Nengquan", "" ], [ "Du", "Mengjia", "" ], [ "Hao", "Tianshu", "" ], [ "Zhan", "Jianfeng", "" ] ]
1905.03362
Bin Yang
Bin Yang, Lin Yang, Xiaochun Li, Wenhan Zhang, Hua Zhou, Yequn Zhang, Yongxiong Ren and Yinbo Shi
2-bit Model Compression of Deep Convolutional Neural Network on ASIC Engine for Image Retrieval
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Image retrieval utilizes image descriptors to retrieve the most similar images to a given query image. Convolutional neural network (CNN) is becoming the dominant approach to extract image descriptors for image retrieval. For low-power hardware implementation of image retrieval, the drawback of CNN-based feature descriptor is that it requires hundreds of megabytes of storage. To address this problem, this paper applies deep model quantization and compression to CNN in ASIC chip for image retrieval. It is demonstrated that the CNN-based features descriptor can be extracted using as few as 2-bit weights quantization to deliver a similar performance as floating-point model for image retrieval. In addition, to implement CNN in ASIC, especially for large scale images, the limited buffer size of chips should be considered. To retrieve large scale images, we propose an improved pooling strategy, region nested invariance pooling (RNIP), which uses cropped sub-images for CNN. Testing results on chip show that integrating RNIP with the proposed 2-bit CNN model compression approach is capable of retrieving large scale images.
[ { "version": "v1", "created": "Wed, 8 May 2019 21:48:42 GMT" } ]
1,557,446,400,000
[ [ "Yang", "Bin", "" ], [ "Yang", "Lin", "" ], [ "Li", "Xiaochun", "" ], [ "Zhang", "Wenhan", "" ], [ "Zhou", "Hua", "" ], [ "Zhang", "Yequn", "" ], [ "Ren", "Yongxiong", "" ], [ "Shi", "Yinbo", "" ] ]
1905.03398
Yuanxin Wu
Qi Cai, Tsung-Ching Lin, Yuanxin Wu, Wenxian Yu and Trieu-Kien Truong
General Method for Prime-point Cyclic Convolution over the Real Field
6 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A general and fast method is conceived for computing the cyclic convolution of n points, where n is a prime number. This method fully exploits the internal structure of the cyclic matrix, and hence leads to significant reduction of the multiplication complexity in terms of CPU time by 50%, as compared with Winograd's algorithm. In this paper, we only consider the real and complex fields due to their most important applications, but in general, the idea behind this method can be extended to any finite field of interest. Clearly, it is well-known that the discrete Fourier transform (DFT) can be expressed in terms of cyclic convolution, so it can be utilized to compute the DFT when the block length is a prime.
[ { "version": "v1", "created": "Thu, 9 May 2019 00:53:30 GMT" } ]
1,557,446,400,000
[ [ "Cai", "Qi", "" ], [ "Lin", "Tsung-Ching", "" ], [ "Wu", "Yuanxin", "" ], [ "Yu", "Wenxian", "" ], [ "Truong", "Trieu-Kien", "" ] ]
1905.03592
Vijay Gadepally
Vijay Gadepally, Justin Goodwin, Jeremy Kepner, Albert Reuther, Hayley Reynolds, Siddharth Samsi, Jonathan Su, David Martinez
AI Enabling Technologies: A Survey
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Artificial Intelligence (AI) has the opportunity to revolutionize the way the United States Department of Defense (DoD) and Intelligence Community (IC) address the challenges of evolving threats, data deluge, and rapid courses of action. Developing an end-to-end artificial intelligence system involves parallel development of different pieces that must work together in order to provide capabilities that can be used by decision makers, warfighters and analysts. These pieces include data collection, data conditioning, algorithms, computing, robust artificial intelligence, and human-machine teaming. While much of the popular press today surrounds advances in algorithms and computing, most modern AI systems leverage advances across numerous different fields. Further, while certain components may not be as visible to end-users as others, our experience has shown that each of these interrelated components play a major role in the success or failure of an AI system. This article is meant to highlight many of these technologies that are involved in an end-to-end AI system. The goal of this article is to provide readers with an overview of terminology, technical details and recent highlights from academia, industry and government. Where possible, we indicate relevant resources that can be used for further reading and understanding.
[ { "version": "v1", "created": "Wed, 8 May 2019 15:41:38 GMT" } ]
1,557,446,400,000
[ [ "Gadepally", "Vijay", "" ], [ "Goodwin", "Justin", "" ], [ "Kepner", "Jeremy", "" ], [ "Reuther", "Albert", "" ], [ "Reynolds", "Hayley", "" ], [ "Samsi", "Siddharth", "" ], [ "Su", "Jonathan", "" ], [ "Martinez", "David", "" ] ]
1905.04020
Thomy Phan
Thomy Phan, Lenz Belzner, Marie Kiermeier, Markus Friedrich, Kyrill Schmid, Claudia Linnhoff-Popien
Memory Bounded Open-Loop Planning in Large POMDPs using Thompson Sampling
Presented at AAAI 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
State-of-the-art approaches to partially observable planning like POMCP are based on stochastic tree search. While these approaches are computationally efficient, they may still construct search trees of considerable size, which could limit the performance due to restricted memory resources. In this paper, we propose Partially Observable Stacked Thompson Sampling (POSTS), a memory bounded approach to open-loop planning in large POMDPs, which optimizes a fixed size stack of Thompson Sampling bandits. We empirically evaluate POSTS in four large benchmark problems and compare its performance with different tree-based approaches. We show that POSTS achieves competitive performance compared to tree-based open-loop planning and offers a performance-memory tradeoff, making it suitable for partially observable planning with highly restricted computational and memory resources.
[ { "version": "v1", "created": "Fri, 10 May 2019 09:06:50 GMT" } ]
1,557,705,600,000
[ [ "Phan", "Thomy", "" ], [ "Belzner", "Lenz", "" ], [ "Kiermeier", "Marie", "" ], [ "Friedrich", "Markus", "" ], [ "Schmid", "Kyrill", "" ], [ "Linnhoff-Popien", "Claudia", "" ] ]
1905.04210
Felipe Meneguzzi
Lu\'isa R. de A. Santos and Felipe Meneguzzi and Ramon Fraga Pereira and Andr\'e Grahl Pereira
An LP-Based Approach for Goal Recognition as Planning
8 pages, 4 tables, 3 figures. Published in AAAI 2021. Updated final authorship and text
AAAI 2021: 11939-11946
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Goal recognition aims to recognize the set of candidate goals that are compatible with the observed behavior of an agent. In this paper, we develop a method based on the operator-counting framework that efficiently computes solutions that satisfy the observations and uses the information generated to solve goal recognition tasks. Our method reasons explicitly about both partial and noisy observations: estimating uncertainty for the former, and satisfying observations given the unreliability of the sensor for the latter. We evaluate our approach empirically over a large data set, analyzing its components on how each can impact the quality of the solutions. In general, our approach is superior to previous methods in terms of agreement ratio, accuracy, and spread. Finally, our approach paves the way for new research on combinatorial optimization to solve goal recognition tasks.
[ { "version": "v1", "created": "Fri, 10 May 2019 15:14:30 GMT" }, { "version": "v2", "created": "Fri, 14 Feb 2020 04:24:21 GMT" }, { "version": "v3", "created": "Tue, 15 Jun 2021 08:58:21 GMT" } ]
1,623,801,600,000
[ [ "Santos", "Luísa R. de A.", "" ], [ "Meneguzzi", "Felipe", "" ], [ "Pereira", "Ramon Fraga", "" ], [ "Pereira", "André Grahl", "" ] ]
1905.04640
Jianyi Wang
Yuhang Song, Jianyi Wang, Thomas Lukasiewicz, Zhenghua Xu, Shangtong Zhang, Andrzej Wojcicki, Mai Xu
Mega-Reward: Achieving Human-Level Play without Extrinsic Rewards
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Intrinsic rewards were introduced to simulate how human intelligence works; they are usually evaluated by intrinsically-motivated play, i.e., playing games without extrinsic rewards but evaluated with extrinsic rewards. However, none of the existing intrinsic reward approaches can achieve human-level performance under this very challenging setting of intrinsically-motivated play. In this work, we propose a novel megalomania-driven intrinsic reward (called mega-reward), which, to our knowledge, is the first approach that achieves human-level performance in intrinsically-motivated play. Intuitively, mega-reward comes from the observation that infants' intelligence develops when they try to gain more control on entities in an environment; therefore, mega-reward aims to maximize the control capabilities of agents on given entities in a given environment. To formalize mega-reward, a relational transition model is proposed to bridge the gaps between direct and latent control. Experimental studies show that mega-reward (i) can greatly outperform all state-of-the-art intrinsic reward approaches, (ii) generally achieves the same level of performance as Ex-PPO and professional human-level scores, and (iii) has also a superior performance when it is incorporated with extrinsic rewards.
[ { "version": "v1", "created": "Sun, 12 May 2019 03:48:06 GMT" }, { "version": "v2", "created": "Sat, 25 May 2019 09:01:03 GMT" }, { "version": "v3", "created": "Thu, 30 May 2019 03:24:05 GMT" }, { "version": "v4", "created": "Wed, 27 Nov 2019 04:05:44 GMT" } ]
1,574,899,200,000
[ [ "Song", "Yuhang", "" ], [ "Wang", "Jianyi", "" ], [ "Lukasiewicz", "Thomas", "" ], [ "Xu", "Zhenghua", "" ], [ "Zhang", "Shangtong", "" ], [ "Wojcicki", "Andrzej", "" ], [ "Xu", "Mai", "" ] ]
1905.05013
Dennis Soemers
\'Eric Piette, Dennis J.N.J. Soemers, Matthew Stephenson, Chiara F. Sironi, Mark H.M. Winands, Cameron Browne
Ludii -- The Ludemic General Game System
Accepted at ECAI 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and computationally inefficient. In this paper, we describe the "ludemic" general game system Ludii, which has the potential to provide an efficient tool for AI researchers as well as game designers, historians, educators and practitioners in related fields. Ludii defines games as structures of ludemes -- high-level, easily understandable game concepts -- which allows for concise and human-understandable game descriptions. We formally describe Ludii and outline its main benefits: generality, extensibility, understandability and efficiency. Experimentally, Ludii outperforms one of the most efficient Game Description Language (GDL) reasoners, based on a propositional network, in all games available in the Tiltyard GGP repository. Moreover, Ludii is also competitive in terms of performance with the more recently proposed Regular Boardgames (RBG) system, and has various advantages in qualitative aspects such as generality.
[ { "version": "v1", "created": "Mon, 13 May 2019 12:39:39 GMT" }, { "version": "v2", "created": "Thu, 16 May 2019 08:01:27 GMT" }, { "version": "v3", "created": "Fri, 21 Feb 2020 15:35:38 GMT" } ]
1,582,502,400,000
[ [ "Piette", "Éric", "" ], [ "Soemers", "Dennis J. N. J.", "" ], [ "Stephenson", "Matthew", "" ], [ "Sironi", "Chiara F.", "" ], [ "Winands", "Mark H. M.", "" ], [ "Browne", "Cameron", "" ] ]
1905.05176
Catarina Moreira
Catarina Moreira, Lauren Fell, Shahram Dehdashti, Peter Bruza, Andreas Wichert
Towards a Quantum-Like Cognitive Architecture for Decision-Making
null
null
10.1017/S0140525X19001687
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose an alternative and unifying framework for decision-making that, by using quantum mechanics, provides more generalised cognitive and decision models with the ability to represent more information than classical models. This framework can accommodate and predict several cognitive biases reported in Lieder & Griffiths without heavy reliance on heuristics nor on assumptions of the computational resources of the mind.
[ { "version": "v1", "created": "Sat, 11 May 2019 11:12:23 GMT" }, { "version": "v2", "created": "Sun, 8 Nov 2020 15:49:55 GMT" } ]
1,604,966,400,000
[ [ "Moreira", "Catarina", "" ], [ "Fell", "Lauren", "" ], [ "Dehdashti", "Shahram", "" ], [ "Bruza", "Peter", "" ], [ "Wichert", "Andreas", "" ] ]
1905.05713
Alessandro Umbrico
Alessandro Umbrico
Timeline-based Planning and Execution with Uncertainty: Theory, Modeling Methodologies and Practice
PhD thesis, Information and Automation, Roma Tre University
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Automated Planning is one of the main research field of Artificial Intelligence since its beginnings. Research in Automated Planning aims at developing general reasoners (i.e., planners) capable of automatically solve complex problems. Broadly speaking, planners rely on a general model characterizing the possible states of the world and the actions that can be performed in order to change the status of the world. Given a model and an initial known state, the objective of a planner is to synthesize a set of actions needed to achieve a particular goal state. The classical approach to planning roughly corresponds to the description given above. The timeline-based approach is a particular planning paradigm capable of integrating causal and temporal reasoning within a unified solving process. This approach has been successfully applied in many real-world scenarios although a common interpretation of the related planning concepts is missing. Indeed, there are significant differences among the existing frameworks that apply this technique. Each framework relies on its own interpretation of timeline-based planning and therefore it is not easy to compare these systems. Thus, the objective of this work is to investigate the timeline-based approach to planning by addressing several aspects ranging from the semantics of the related planning concepts to the modeling and solving techniques. Specifically, the main contributions of this PhD work consist of: (i) the proposal of a formal characterization of the timeline-based approach capable of dealing with temporal uncertainty; (ii) the proposal of a hierarchical modeling and solving approach; (iii) the development of a general purpose framework for planning and execution with timelines; (iv) the validation{\dag}of this approach in real-world manufacturing scenarios.
[ { "version": "v1", "created": "Tue, 14 May 2019 16:42:33 GMT" } ]
1,557,878,400,000
[ [ "Umbrico", "Alessandro", "" ] ]
1905.06088
Son Tran
Artur d'Avila Garcez, Marco Gori, Luis C. Lamb, Luciano Serafini, Michael Spranger, Son N. Tran
Neural-Symbolic Computing: An Effective Methodology for Principled Integration of Machine Learning and Reasoning
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Current advances in Artificial Intelligence and machine learning in general, and deep learning in particular have reached unprecedented impact not only across research communities, but also over popular media channels. However, concerns about interpretability and accountability of AI have been raised by influential thinkers. In spite of the recent impact of AI, several works have identified the need for principled knowledge representation and reasoning mechanisms integrated with deep learning-based systems to provide sound and explainable models for such systems. Neural-symbolic computing aims at integrating, as foreseen by Valiant, two most fundamental cognitive abilities: the ability to learn from the environment, and the ability to reason from what has been learned. Neural-symbolic computing has been an active topic of research for many years, reconciling the advantages of robust learning in neural networks and reasoning and interpretability of symbolic representation. In this paper, we survey recent accomplishments of neural-symbolic computing as a principled methodology for integrated machine learning and reasoning. We illustrate the effectiveness of the approach by outlining the main characteristics of the methodology: principled integration of neural learning with symbolic knowledge representation and reasoning allowing for the construction of explainable AI systems. The insights provided by neural-symbolic computing shed new light on the increasingly prominent need for interpretable and accountable AI systems.
[ { "version": "v1", "created": "Wed, 15 May 2019 11:00:48 GMT" } ]
1,557,964,800,000
[ [ "Garcez", "Artur d'Avila", "" ], [ "Gori", "Marco", "" ], [ "Lamb", "Luis C.", "" ], [ "Serafini", "Luciano", "" ], [ "Spranger", "Michael", "" ], [ "Tran", "Son N.", "" ] ]
1905.06402
Bence Cserna
Bence Cserna, Kevin C. Gall, Wheeler Ruml
Improved Safe Real-time Heuristic Search
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A fundamental concern in real-time planning is the presence of dead-ends in the state space, from which no goal is reachable. Recently, the SafeRTS algorithm was proposed for searching in such spaces. SafeRTS exploits a user-provided predicate to identify safe states, from which a goal is likely reachable, and attempts to maintain a backup plan for reaching a safe state at all times. In this paper, we study the SafeRTS approach, identify certain properties of its behavior, and design an improved framework for safe real-time search. We prove that the new approach performs at least as well as SafeRTS and present experimental results showing that its promise is fulfilled in practice.
[ { "version": "v1", "created": "Wed, 15 May 2019 19:22:59 GMT" } ]
1,558,051,200,000
[ [ "Cserna", "Bence", "" ], [ "Gall", "Kevin C.", "" ], [ "Ruml", "Wheeler", "" ] ]
1905.06413
Mathieu Ritou
Mathieu Ritou (RoMas, IUT NANTES), Farouk Belkadi (IS3P, ECN), Zakaria Yahouni (LS2N, IUT NANTES), Catherine Da Cunha (IS3P, ECN), Florent Laroche (IS3P, ECN), Benoit Furet (RoMas, IUT NANTES)
Knowledge-based multi-level aggregation for decision aid in the machining industry
CIRP Annals - Manufacturing Technology, Elsevier, 2019
null
10.1016/j.cirp.2019.03.009
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In the context of Industry 4.0, data management is a key point for decision aid approaches. Large amounts of manufacturing digital data are collected on the shop floor. Their analysis can then require a large amount of computing power. The Big Data issue can be solved by aggregation, generating smart and meaningful data. This paper presents a new knowledge-based multi-level aggregation strategy to support decision making. Manufacturing knowledge is used at each level to design the monitoring criteria or aggregation operators. The proposed approach has been implemented as a demonstrator and successfully applied to a real machining database from the aeronautic industry. Decision Making; Machining; Knowledge based system
[ { "version": "v1", "created": "Tue, 14 May 2019 07:08:47 GMT" } ]
1,558,051,200,000
[ [ "Ritou", "Mathieu", "", "RoMas, IUT NANTES" ], [ "Belkadi", "Farouk", "", "IS3P, ECN" ], [ "Yahouni", "Zakaria", "", "LS2N, IUT NANTES" ], [ "Da Cunha", "Catherine", "", "IS3P, ECN" ], [ "Laroche", "Florent", "", "IS3P, ECN" ], [ "Furet", "Benoit", "", "RoMas, IUT NANTES" ] ]
1905.07186
Mark Keane
Mark T Keane and Eoin M Kenny
How Case Based Reasoning Explained Neural Networks: An XAI Survey of Post-Hoc Explanation-by-Example in ANN-CBR Twins
15 pages
Proceedings of the 27th International Conference on Case Based Reasoning (ICCBR-19), 2019
10.1007/978-3-030-29249-2_11
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper surveys an approach to the XAI problem, using post-hoc explanation by example, that hinges on twinning Artificial Neural Networks (ANNs) with Case-Based Reasoning (CBR) systems, so-called ANN-CBR twins. A systematic survey of 1100+ papers was carried out to identify the fragmented literature on this topic and to trace it influence through to more recent work involving Deep Neural Networks (DNNs). The paper argues that this twin-system approach, especially using ANN-CBR twins, presents one possible coherent, generic solution to the XAI problem (and, indeed, XCBR problem). The paper concludes by road-mapping some future directions for this XAI solution involving (i) further tests of feature-weighting techniques, (iii) explorations of how explanatory cases might best be deployed (e.g., in counterfactuals, near-miss cases, a fortori cases), and (iii) the raising of the unwelcome and, much ignored, issue of human user evaluation.
[ { "version": "v1", "created": "Fri, 17 May 2019 10:14:29 GMT" } ]
1,618,963,200,000
[ [ "Keane", "Mark T", "" ], [ "Kenny", "Eoin M", "" ] ]
1905.08069
Mark Keane
Mark T. Keane and Eoin M. Kenny
The Twin-System Approach as One Generic Solution for XAI: An Overview of ANN-CBR Twins for Explaining Deep Learning
5 pages
IJCAI 2019 Workshop on Explainable Artificial Intelligence (XAI)
null
http://hdl.handle.net/10197/11071
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The notion of twin systems is proposed to address the eXplainable AI (XAI) problem, where an uninterpretable black-box system is mapped to a white-box 'twin' that is more interpretable. In this short paper, we overview very recent work that advances a generic solution to the XAI problem, the so called twin system approach. The most popular twinning in the literature is that between an Artificial Neural Networks (ANN ) as a black box and Case Based Reasoning (CBR) system as a white-box, where the latter acts as an interpretable proxy for the former. We outline how recent work reviving this idea has applied it to deep learning methods. Furthermore, we detail the many fruitful directions in which this work may be taken; such as, determining the most (i) accurate feature-weighting methods to be used, (ii) appropriate deployments for explanatory cases, (iii) useful cases of explanatory value to users.
[ { "version": "v1", "created": "Mon, 20 May 2019 12:57:34 GMT" } ]
1,618,963,200,000
[ [ "Keane", "Mark T.", "" ], [ "Kenny", "Eoin M.", "" ] ]
1905.08222
Xiou Ge
Xiou Ge, Richard T. Goodwin, Jeremy R. Gregory, Randolph E. Kirchain, Joana Maria, Lav R. Varshney
Accelerated Discovery of Sustainable Building Materials
Presented at AAAI 2019 Spring Symposium, Towards AI for Collaborative Open Science (TACOS)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Concrete is the most widely used engineered material in the world with more than 10 billion tons produced annually. Unfortunately, with that scale comes a significant burden in terms of energy, water, and release of greenhouse gases and other pollutants. As such, there is interest in creating concrete formulas that minimize this environmental burden, while satisfying engineering performance requirements. Recent advances in artificial intelligence have enabled machines to generate highly plausible artifacts, such as images of realistic looking faces. Semi-supervised generative models allow generation of artifacts with specific, desired characteristics. In this work, we use Conditional Variational Autoencoders (CVAE), a type of semi-supervised generative model, to discover concrete formulas with desired properties. Our model is trained using open data from the UCI Machine Learning Repository joined with environmental impact data computed using a web-based tool. We demonstrate CVAEs can design concrete formulas with lower emissions and natural resource usage while meeting design requirements. To ensure fair comparison between extant and generated formulas, we also train regression models to predict the environmental impacts and strength of discovered formulas. With these results, a construction engineer may create a formula that meets structural needs and best addresses local environmental concerns.
[ { "version": "v1", "created": "Mon, 20 May 2019 17:21:39 GMT" } ]
1,558,396,800,000
[ [ "Ge", "Xiou", "" ], [ "Goodwin", "Richard T.", "" ], [ "Gregory", "Jeremy R.", "" ], [ "Kirchain", "Randolph E.", "" ], [ "Maria", "Joana", "" ], [ "Varshney", "Lav R.", "" ] ]
1905.08347
Kai Sauerwald
Kai Sauerwald and Christoph Beierle
Decrement Operators in Belief Change
null
null
10.1007/978-3-030-29765-7_21
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
While research on iterated revision is predominant in the field of iterated belief change, the class of iterated contraction operators received more attention in recent years. In this article, we examine a non-prioritized generalisation of iterated contraction. In particular, the class of weak decrement operators is introduced, which are operators that by multiple steps achieve the same as a contraction. Inspired by Darwiche and Pearl's work on iterated revision the subclass of decrement operators is defined. For both, decrement and weak decrement operators, postulates are presented and for each of them a representation theorem in the framework of total preorders is given. Furthermore, we present two sub-types of decrement operators.
[ { "version": "v1", "created": "Mon, 20 May 2019 21:09:55 GMT" }, { "version": "v2", "created": "Thu, 18 Jul 2019 12:20:37 GMT" } ]
1,565,654,400,000
[ [ "Sauerwald", "Kai", "" ], [ "Beierle", "Christoph", "" ] ]
1905.08581
Deepika Verma
Deepika Verma, Kerstin Bach, Paul Jarle Mork
Similarity Measure Development for Case-Based Reasoning- A Data-driven Approach
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we demonstrate a data-driven methodology for modelling the local similarity measures of various attributes in a dataset. We analyse the spread in the numerical attributes and estimate their distribution using polynomial function to showcase an approach for deriving strong initial value ranges of numerical attributes and use a non-overlapping distribution for categorical attributes such that the entire similarity range [0,1] is utilized. We use an open source dataset for demonstrating modelling and development of the similarity measures and will present a case-based reasoning (CBR) system that can be used to search for the most relevant similar cases.
[ { "version": "v1", "created": "Tue, 21 May 2019 12:33:42 GMT" } ]
1,558,483,200,000
[ [ "Verma", "Deepika", "" ], [ "Bach", "Kerstin", "" ], [ "Mork", "Paul Jarle", "" ] ]
1905.09103
Andrea Galassi
Andrea Galassi, Kristian Kersting, Marco Lippi, Xiaoting Shao, Paolo Torroni
Neural-Symbolic Argumentation Mining: an Argument in Favor of Deep Learning and Reasoning
null
Frontiers in Big Data 2 (2020) 52
10.3389/fdata.2019.00052
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Deep learning is bringing remarkable contributions to the field of argumentation mining, but the existing approaches still need to fill the gap toward performing advanced reasoning tasks. In this position paper, we posit that neural-symbolic and statistical relational learning could play a crucial role in the integration of symbolic and sub-symbolic methods to achieve this goal.
[ { "version": "v1", "created": "Wed, 22 May 2019 12:31:08 GMT" }, { "version": "v2", "created": "Fri, 31 May 2019 08:55:00 GMT" }, { "version": "v3", "created": "Tue, 28 Jan 2020 16:59:48 GMT" } ]
1,580,256,000,000
[ [ "Galassi", "Andrea", "" ], [ "Kersting", "Kristian", "" ], [ "Lippi", "Marco", "" ], [ "Shao", "Xiaoting", "" ], [ "Torroni", "Paolo", "" ] ]
1905.09355
Sandhya Saisubramanian
Sandhya Saisubramanian and Shlomo Zilberstein
Minimizing the Negative Side Effects of Planning with Reduced Models
AAAI Workshop on Artificial Intelligence Safety (2019)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reduced models of large Markov decision processes accelerate planning by considering a subset of outcomes for each state-action pair. This reduction in reachable states leads to replanning when the agent encounters states without a precomputed action during plan execution. However, not all states are suitable for replanning. In the worst case, the agent may not be able to reach the goal from the newly encountered state. Agents should be better prepared to handle such risky situations and avoid replanning in risky states. Hence, we consider replanning in states that are unsafe for deliberation as a negative side effect of planning with reduced models. While the negative side effects can be minimized by always using the full model, this defeats the purpose of using reduced models. The challenge is to plan with reduced models, but somehow account for the possibility of encountering risky situations. An agent should thus only replan in states that the user has approved as safe for replanning. To that end, we propose planning using a portfolio of reduced models, a planning paradigm that minimizes the negative side effects of planning using reduced models by alternating between different outcome selection approaches. We empirically demonstrate the effectiveness of our approach on three domains: an electric vehicle charging domain using real-world data from a university campus and two benchmark planning problems.
[ { "version": "v1", "created": "Wed, 22 May 2019 20:36:28 GMT" } ]
1,558,656,000,000
[ [ "Saisubramanian", "Sandhya", "" ], [ "Zilberstein", "Shlomo", "" ] ]
1905.09519
C. Maria Keet
C Maria Keet
The African Wildlife Ontology tutorial ontologies: requirements, design, and content
8 pages, 2 figures; submitted to an international journal
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Background. Most tutorial ontologies focus on illustrating one aspect of ontology development, notably language features and automated reasoners, but ignore ontology development factors, such as emergent modelling guidelines and ontological principles. Yet, novices replicate examples from the exercises they carry out. Not providing good examples holistically causes the propagation of sub-optimal ontology development, which may negatively affect the quality of a real domain ontology. Results. We identified 22 requirements that a good tutorial ontology should satisfy regarding subject domain, logics and reasoning, and engineering aspects. We developed a set of ontologies about African Wildlife to serve as tutorial ontologies. A majority of the requirements have been met with the set of African Wildlife Ontology tutorial ontologies, which are introduced in this paper. The African Wildlife Ontology is mature and has been used yearly in an ontology engineering course or tutorial since 2010 and is included in a recent ontology engineering textbook with relevant examples and exercises. Conclusion. The African Wildlife Ontology provides a wide range of options concerning examples and exercises for ontology engineering well beyond illustrating only language features and automated reasoning. It assists in demonstrating tasks about ontology quality, such as alignment to a foundational ontology and satisfying competency questions, versioning, and multilingual ontologies.
[ { "version": "v1", "created": "Thu, 23 May 2019 07:59:30 GMT" } ]
1,558,656,000,000
[ [ "Keet", "C Maria", "" ] ]
1905.09565
Zarathustra Amadeus Goertzel
Zarathustra Goertzel, Jan Jakub\r{u}v, Josef Urban
ENIGMAWatch: ProofWatch Meets ENIGMA
12 pages, 5 tables, 3 figures, submitted to TABLEAUX 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this work we describe a new learning-based proof guidance -- ENIGMAWatch -- for saturation-style first-order theorem provers. ENIGMAWatch combines two guiding approaches for the given-clause selection implemented for the E ATP system: ProofWatch and ENIGMA. ProofWatch is motivated by the watchlist (hints) method and based on symbolic matching of multiple related proofs, while ENIGMA is based on statistical machine learning. The two methods are combined by using the evolving information about symbolic proof matching as an additional information that characterizes the saturation-style proof search for the statistical learning methods. The new system is experimentally evaluated on a large set of problems from the Mizar Library. We show that the added proof-matching information is considered important by the statistical machine learners, and that it leads to improvements in E's Performance over ProofWatch and ENIGMA.
[ { "version": "v1", "created": "Thu, 23 May 2019 10:05:55 GMT" }, { "version": "v2", "created": "Fri, 23 Aug 2019 13:07:32 GMT" } ]
1,566,777,600,000
[ [ "Goertzel", "Zarathustra", "" ], [ "Jakubův", "Jan", "" ], [ "Urban", "Josef", "" ] ]
1905.10621
Jorge Fandinno
Pedro Cabalar, Jorge Fandinno and Luis Fari\~nas del Cerro
Dynamic Epistemic Logic with ASP Updates: Application to Conditional Planning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Dynamic Epistemic Logic (DEL) is a family of multimodal logics that has proved to be very successful for epistemic reasoning in planning tasks. In this logic, the agent's knowledge is captured by modal epistemic operators whereas the system evolution is described in terms of (some subset of) dynamic logic modalities in which actions are usually represented as semantic objects called event models. In this paper, we study a variant of DEL, that wecall DEL[ASP], where actions are syntactically described by using an Answer Set Programming (ASP) representation instead of event models. This representation directly inherits high level expressive features like indirect effects, qualifications, state constraints, defaults, or recursive fluents that are common in ASP descriptions of action domains. Besides, we illustrate how this approach can be applied for obtaining conditional plans in single-agent, partially observable domains where knowledge acquisition may be represented as indirect effects of actions.
[ { "version": "v1", "created": "Sat, 25 May 2019 15:52:13 GMT" } ]
1,559,001,600,000
[ [ "Cabalar", "Pedro", "" ], [ "Fandinno", "Jorge", "" ], [ "del Cerro", "Luis Fariñas", "" ] ]
1905.10672
Anagha Kulkarni
Anagha Kulkarni, Siddharth Srivastava, Subbarao Kambhampati
Signaling Friends and Head-Faking Enemies Simultaneously: Balancing Goal Obfuscation and Goal Legibility
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In order to be useful in the real world, AI agents need to plan and act in the presence of others, who may include adversarial and cooperative entities. In this paper, we consider the problem where an autonomous agent needs to act in a manner that clarifies its objectives to cooperative entities while preventing adversarial entities from inferring those objectives. We show that this problem is solvable when cooperative entities and adversarial entities use different types of sensors and/or prior knowledge. We develop two new solution approaches for computing such plans. One approach provides an optimal solution to the problem by using an IP solver to provide maximum obfuscation for adversarial entities while providing maximum legibility for cooperative entities in the environment, whereas the other approach provides a satisficing solution using heuristic-guided forward search to achieve preset levels of obfuscation and legibility for adversarial and cooperative entities respectively. We show the feasibility and utility of our algorithms through extensive empirical evaluation on problems derived from planning benchmarks.
[ { "version": "v1", "created": "Sat, 25 May 2019 20:56:07 GMT" }, { "version": "v2", "created": "Fri, 24 Jan 2020 00:06:56 GMT" } ]
1,580,083,200,000
[ [ "Kulkarni", "Anagha", "" ], [ "Srivastava", "Siddharth", "" ], [ "Kambhampati", "Subbarao", "" ] ]
1905.10792
Damien Anderson Mr
Damien Anderson, Cristina Guerrero-Romero, Diego Perez-Liebana, Philip Rodgers and John Levine
Ensemble Decision Systems for General Video Game Playing
8 Pages, Accepted at COG2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Ensemble Decision Systems offer a unique form of decision making that allows a collection of algorithms to reason together about a problem. Each individual algorithm has its own inherent strengths and weaknesses, and often it is difficult to overcome the weaknesses while retaining the strengths. Instead of altering the properties of the algorithm, the Ensemble Decision System augments the performance with other algorithms that have complementing strengths. This work outlines different options for building an Ensemble Decision System as well as providing analysis on its performance compared to the individual components of the system with interesting results, showing an increase in the generality of the algorithms without significantly impeding performance.
[ { "version": "v1", "created": "Sun, 26 May 2019 12:11:37 GMT" } ]
1,559,001,600,000
[ [ "Anderson", "Damien", "" ], [ "Guerrero-Romero", "Cristina", "" ], [ "Perez-Liebana", "Diego", "" ], [ "Rodgers", "Philip", "" ], [ "Levine", "John", "" ] ]
1905.10863
Maurizio Parton
Francesco Morandin, Gianluca Amato, Marco Fantozzi, Rosa Gini, Carlo Metta, Maurizio Parton
SAI: a Sensible Artificial Intelligence that plays with handicap and targets high scores in 9x9 Go (extended version)
Added Section 4.4 on minimization of suboptimal moves. Improved Section 5 on future developments. Minor corrections
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We develop a new model that can be applied to any perfect information two-player zero-sum game to target a high score, and thus a perfect play. We integrate this model into the Monte Carlo tree search-policy iteration learning pipeline introduced by Google DeepMind with AlphaGo. Training this model on 9x9 Go produces a superhuman Go player, thus proving that it is stable and robust. We show that this model can be used to effectively play with both positional and score handicap, and to minimize suboptimal moves. We develop a family of agents that can target high scores against any opponent, and recover from very severe disadvantage against weak opponents. To the best of our knowledge, these are the first effective achievements in this direction.
[ { "version": "v1", "created": "Sun, 26 May 2019 19:29:59 GMT" }, { "version": "v2", "created": "Sat, 22 Jun 2019 10:18:33 GMT" }, { "version": "v3", "created": "Tue, 26 Nov 2019 23:22:46 GMT" } ]
1,574,899,200,000
[ [ "Morandin", "Francesco", "" ], [ "Amato", "Gianluca", "" ], [ "Fantozzi", "Marco", "" ], [ "Gini", "Rosa", "" ], [ "Metta", "Carlo", "" ], [ "Parton", "Maurizio", "" ] ]
1905.10907
Douglas Rebstock
Douglas Rebstock, Christopher Solinas, Michael Buro
Learning Policies from Human Data for Skat
accepted by IEEE Conference on Games 2019 (CoG-2019)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Decision-making in large imperfect information games is difficult. Thanks to recent success in Poker, Counterfactual Regret Minimization (CFR) methods have been at the forefront of research in these games. However, most of the success in large games comes with the use of a forward model and powerful state abstractions. In trick-taking card games like Bridge or Skat, large information sets and an inability to advance the simulation without fully determinizing the state make forward search problematic. Furthermore, state abstractions can be especially difficult to construct because the precise holdings of each player directly impact move values. In this paper we explore learning model-free policies for Skat from human game data using deep neural networks (DNN). We produce a new state-of-the-art system for bidding and game declaration by introducing methods to a) directly vary the aggressiveness of the bidder and b) declare games based on expected value while mitigating issues with rarely observed state-action pairs. Although cardplay policies learned through imitation are slightly weaker than the current best search-based method, they run orders of magnitude faster. We also explore how these policies could be learned directly from experience in a reinforcement learning setting and discuss the value of incorporating human data for this task.
[ { "version": "v1", "created": "Mon, 27 May 2019 00:05:44 GMT" } ]
1,559,001,600,000
[ [ "Rebstock", "Douglas", "" ], [ "Solinas", "Christopher", "" ], [ "Buro", "Michael", "" ] ]
1905.10911
Douglas Rebstock
Douglas Rebstock, Christopher Solinas, Michael Buro, Nathan R. Sturtevant
Policy Based Inference in Trick-Taking Card Games
accepted to IEEE Conference on Games 2019 (CoG-2019)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Trick-taking card games feature a large amount of private information that slowly gets revealed through a long sequence of actions. This makes the number of histories exponentially large in the action sequence length, as well as creating extremely large information sets. As a result, these games become too large to solve. To deal with these issues many algorithms employ inference, the estimation of the probability of states within an information set. In this paper, we demonstrate a Policy Based Inference (PI) algorithm that uses player modelling to infer the probability we are in a given state. We perform experiments in the German trick-taking card game Skat, in which we show that this method vastly improves the inference as compared to previous work, and increases the performance of the state-of-the-art Skat AI system Kermit when it is employed into its determinized search algorithm.
[ { "version": "v1", "created": "Mon, 27 May 2019 00:25:22 GMT" } ]
1,559,001,600,000
[ [ "Rebstock", "Douglas", "" ], [ "Solinas", "Christopher", "" ], [ "Buro", "Michael", "" ], [ "Sturtevant", "Nathan R.", "" ] ]
1905.10985
Jeff Clune
Jeff Clune
AI-GAs: AI-generating algorithms, an alternate paradigm for producing general artificial intelligence
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Perhaps the most ambitious scientific quest in human history is the creation of general artificial intelligence, which roughly means AI that is as smart or smarter than humans. The dominant approach in the machine learning community is to attempt to discover each of the pieces required for intelligence, with the implicit assumption that some future group will complete the Herculean task of figuring out how to combine all of those pieces into a complex thinking machine. I call this the "manual AI approach". This paper describes another exciting path that ultimately may be more successful at producing general AI. It is based on the clear trend in machine learning that hand-designed solutions eventually are replaced by more effective, learned solutions. The idea is to create an AI-generating algorithm (AI-GA), which automatically learns how to produce general AI. Three Pillars are essential for the approach: (1) meta-learning architectures, (2) meta-learning the learning algorithms themselves, and (3) generating effective learning environments. I argue that either approach could produce general AI first, and both are scientifically worthwhile irrespective of which is the fastest path. Because both are promising, yet the ML community is currently committed to the manual approach, I argue that our community should increase its research investment in the AI-GA approach. To encourage such research, I describe promising work in each of the Three Pillars. I also discuss AI-GA-specific safety and ethical considerations. Because it it may be the fastest path to general AI and because it is inherently scientifically interesting to understand the conditions in which a simple algorithm can produce general AI (as happened on Earth where Darwinian evolution produced human intelligence), I argue that the pursuit of AI-GAs should be considered a new grand challenge of computer science research.
[ { "version": "v1", "created": "Mon, 27 May 2019 06:05:16 GMT" }, { "version": "v2", "created": "Sat, 1 Feb 2020 04:46:25 GMT" } ]
1,580,774,400,000
[ [ "Clune", "Jeff", "" ] ]
1905.11346
Alberto Pozanco
Robert C. Holte, Ruben Majadas, Alberto Pozanco, Daniel Borrajo
Error Analysis and Correction for Weighted A*'s Suboptimality (Extended Version)
Published as a short paper in the 12th Annual Symposium on Combinatorial Search, SoCS 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Weighted A* (wA*) is a widely used algorithm for rapidly, but suboptimally, solving planning and search problems. The cost of the solution it produces is guaranteed to be at most W times the optimal solution cost, where W is the weight wA* uses in prioritizing open nodes. W is therefore a suboptimality bound for the solution produced by wA*. There is broad consensus that this bound is not very accurate, that the actual suboptimality of wA*'s solution is often much less than W times optimal. However, there is very little published evidence supporting that view, and no existing explanation of why W is a poor bound. This paper fills in these gaps in the literature. We begin with a large-scale experiment demonstrating that, across a wide variety of domains and heuristics for those domains, W is indeed very often far from the true suboptimality of wA*'s solution. We then analytically identify the potential sources of error. Finally, we present a practical method for correcting for two of these sources of error and experimentally show that the correction frequently eliminates much of the error.
[ { "version": "v1", "created": "Mon, 27 May 2019 17:08:08 GMT" }, { "version": "v2", "created": "Thu, 20 Jun 2019 15:04:48 GMT" }, { "version": "v3", "created": "Fri, 26 May 2023 08:56:36 GMT" } ]
1,685,318,400,000
[ [ "Holte", "Robert C.", "" ], [ "Majadas", "Ruben", "" ], [ "Pozanco", "Alberto", "" ], [ "Borrajo", "Daniel", "" ] ]
1905.11807
Andrew Powell
Andrew Powell
Artificial Consciousness and Security
7 pages, no figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes a possible way to improve computer security by implementing a program which implements the following three features related to a weak notion of artificial consciousness: (partial) self-monitoring, ability to compute the truth of quantifier-free propositions and the ability to communicate with the user. The integrity of the program could be enhanced by using a trusted computing approach, that is to say a hardware module that is at the root of a chain of trust. This paper outlines a possible approach but does not refer to an implementation (which would need further work), but the author believes that an implementation using current processors, a debugger, a monitoring program and a trusted processing module is currently possible.
[ { "version": "v1", "created": "Sat, 11 May 2019 11:21:05 GMT" } ]
1,559,088,000,000
[ [ "Powell", "Andrew", "" ] ]
1905.12186
Michael Cohen
Michael K Cohen, Badri Vellambi, Marcus Hutter
Asymptotically Unambitious Artificial General Intelligence
9 pages with 5 figures; 10 page Appendix with 2 figures
Proc.AAAI. 34 (2020) 2467-2476
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
General intelligence, the ability to solve arbitrary solvable problems, is supposed by many to be artificially constructible. Narrow intelligence, the ability to solve a given particularly difficult problem, has seen impressive recent development. Notable examples include self-driving cars, Go engines, image classifiers, and translators. Artificial General Intelligence (AGI) presents dangers that narrow intelligence does not: if something smarter than us across every domain were indifferent to our concerns, it would be an existential threat to humanity, just as we threaten many species despite no ill will. Even the theory of how to maintain the alignment of an AGI's goals with our own has proven highly elusive. We present the first algorithm we are aware of for asymptotically unambitious AGI, where "unambitiousness" includes not seeking arbitrary power. Thus, we identify an exception to the Instrumental Convergence Thesis, which is roughly that by default, an AGI would seek power, including over us.
[ { "version": "v1", "created": "Wed, 29 May 2019 02:48:15 GMT" }, { "version": "v2", "created": "Thu, 19 Sep 2019 03:17:31 GMT" }, { "version": "v3", "created": "Thu, 12 Dec 2019 12:17:45 GMT" }, { "version": "v4", "created": "Tue, 21 Jul 2020 13:27:38 GMT" } ]
1,595,376,000,000
[ [ "Cohen", "Michael K", "" ], [ "Vellambi", "Badri", "" ], [ "Hutter", "Marcus", "" ] ]
1905.12389
Frank Van Harmelen
Frank van Harmelen and Annette ten Teije
A Boxology of Design Patterns for Hybrid Learning and Reasoning Systems
12 pages,55 references
Journal of Web Engineering, Vol. 18 1-3, pgs. 97-124, 2019
10.13052/jwe1540-9589.18133
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose a set of compositional design patterns to describe a large variety of systems that combine statistical techniques from machine learning with symbolic techniques from knowledge representation. As in other areas of computer science (knowledge engineering, software engineering, ontology engineering, process mining and others), such design patterns help to systematize the literature, clarify which combinations of techniques serve which purposes, and encourage re-use of software components. We have validated our set of compositional design patterns against a large body of recent literature.
[ { "version": "v1", "created": "Wed, 29 May 2019 12:53:10 GMT" } ]
1,559,174,400,000
[ [ "van Harmelen", "Frank", "" ], [ "Teije", "Annette ten", "" ] ]
1905.12464
Luigi Portinale
Luigi Portinale
Approaching Adaptation Guided Retrieval in Case-Based Reasoning through Inference in Undirected Graphical Models
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In Case-Based Reasoning, when the similarity assumption does not hold, the retrieval of a set of cases structurally similar to the query does not guarantee to get a reusable or revisable solution. Knowledge about the adaptability of solutions has to be exploited, in order to define a method for adaptation-guided retrieval. We propose a novel approach to address this problem, where knowledge about the adaptability of the solutions is captured inside a metric Markov Random Field (MRF). Nodes of the MRF represent cases and edges connect nodes whose solutions are close in the solution space. States of the nodes represent different adaptation levels with respect to the potential query. Metric-based potentials enforce connected nodes to share the same state, since cases having similar solutions should have the same adaptability level with respect to the query. The main goal is to enlarge the set of potentially adaptable cases that are retrieved without significantly sacrificing the precision and accuracy of retrieval. We will report on some experiments concerning a retrieval architecture where a simple kNN retrieval (on the problem description) is followed by a further retrieval step based on MRF inference.
[ { "version": "v1", "created": "Wed, 29 May 2019 14:00:26 GMT" } ]
1,559,174,400,000
[ [ "Portinale", "Luigi", "" ] ]
1905.12877
Tommy Liu
Tommy Liu and Jochen Renz and Peng Zhang and Matthew Stephenson
Using Restart Heuristics to Improve Agent Performance in Angry Birds
To appear: IEEE Conference on Games 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Over the past few years the Angry Birds AI competition has been held in an attempt to develop intelligent agents that can successfully and efficiently solve levels for the video game Angry Birds. Many different agents and strategies have been developed to solve the complex and challenging physical reasoning problems associated with such a game. However none of these agents attempt one of the key strategies which humans employ to solve Angry Birds levels, which is restarting levels. Restarting is important in Angry Birds because sometimes the level is no longer solvable or some given shot made has little to no benefit towards the ultimate goal of the game. This paper proposes a framework and experimental evaluation for when to restart levels in Angry Birds. We demonstrate that restarting is a viable strategy to improve agent performance in many cases.
[ { "version": "v1", "created": "Thu, 30 May 2019 06:54:46 GMT" } ]
1,559,260,800,000
[ [ "Liu", "Tommy", "" ], [ "Renz", "Jochen", "" ], [ "Zhang", "Peng", "" ], [ "Stephenson", "Matthew", "" ] ]
1905.12941
Nicolas Perrin-Gilbert
Thomas Pierrot, Guillaume Ligner, Scott Reed, Olivier Sigaud, Nicolas Perrin, Alexandre Laterre, David Kas, Karim Beguir, Nando de Freitas
Learning Compositional Neural Programs with Recursive Tree Search and Planning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose a novel reinforcement learning algorithm, AlphaNPI, that incorporates the strengths of Neural Programmer-Interpreters (NPI) and AlphaZero. NPI contributes structural biases in the form of modularity, hierarchy and recursion, which are helpful to reduce sample complexity, improve generalization and increase interpretability. AlphaZero contributes powerful neural network guided search algorithms, which we augment with recursion. AlphaNPI only assumes a hierarchical program specification with sparse rewards: 1 when the program execution satisfies the specification, and 0 otherwise. Using this specification, AlphaNPI is able to train NPI models effectively with RL for the first time, completely eliminating the need for strong supervision in the form of execution traces. The experiments show that AlphaNPI can sort as well as previous strongly supervised NPI variants. The AlphaNPI agent is also trained on a Tower of Hanoi puzzle with two disks and is shown to generalize to puzzles with an arbitrary number of disk
[ { "version": "v1", "created": "Thu, 30 May 2019 10:08:00 GMT" }, { "version": "v2", "created": "Tue, 13 Apr 2021 12:25:49 GMT" } ]
1,618,358,400,000
[ [ "Pierrot", "Thomas", "" ], [ "Ligner", "Guillaume", "" ], [ "Reed", "Scott", "" ], [ "Sigaud", "Olivier", "" ], [ "Perrin", "Nicolas", "" ], [ "Laterre", "Alexandre", "" ], [ "Kas", "David", "" ], [ "Beguir", "Karim", "" ], [ "de Freitas", "Nando", "" ] ]
1905.12966
Zhengui Xue
Zhengui Xue, Zhiwei Lin, Hui Wang and Sally McClean
Quantifying consensus of rankings based on q-support patterns
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Rankings, representing preferences over a set of candidates, are widely used in many information systems, e.g., group decision making and information retrieval. It is of great importance to evaluate the consensus of the obtained rankings from multiple agents. An overall measure of the consensus degree provides an insight into the ranking data. Moreover, it could provide a quantitative indicator for consensus comparison between groups and further improvement of a ranking system. Existing studies are insufficient in assessing the overall consensus of a ranking set. They did not provide an evaluation of the consensus degree of preference patterns in most rankings. In this paper, a novel consensus quantifying approach, without the need for any correlation or distance functions as in existing studies of consensus, is proposed based on a concept of q-support patterns of rankings. The q-support patterns represent the commonality embedded in a set of rankings. A method for detecting outliers in a set of rankings is naturally derived from the proposed consensus quantifying approach. Experimental studies are conducted to demonstrate the effectiveness of the proposed approach.
[ { "version": "v1", "created": "Thu, 30 May 2019 11:21:22 GMT" }, { "version": "v2", "created": "Fri, 26 Jul 2019 16:45:45 GMT" } ]
1,564,358,400,000
[ [ "Xue", "Zhengui", "" ], [ "Lin", "Zhiwei", "" ], [ "Wang", "Hui", "" ], [ "McClean", "Sally", "" ] ]
1905.13516
Dennis Soemers
Cameron Browne, Dennis J. N. J. Soemers, \'Eric Piette, Matthew Stephenson, Michael Conrad, Walter Crist, Thierry Depaulis, Eddie Duggan, Fred Horn, Steven Kelk, Simon M. Lucas, Jo\~ao Pedro Neto, David Parlett, Abdallah Saffidine, Ulrich Sch\"adler, Jorge Nuno Silva, Alex de Voogt, Mark H. M. Winands
Foundations of Digital Arch{\ae}oludology
Report on Dagstuhl Research Meeting. Authored/edited by all participants. Appendices by Thierry Depaulis
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Digital Archaeoludology (DAL) is a new field of study involving the analysis and reconstruction of ancient games from incomplete descriptions and archaeological evidence using modern computational techniques. The aim is to provide digital tools and methods to help game historians and other researchers better understand traditional games, their development throughout recorded human history, and their relationship to the development of human culture and mathematical knowledge. This work is being explored in the ERC-funded Digital Ludeme Project. The aim of this inaugural international research meeting on DAL is to gather together leading experts in relevant disciplines - computer science, artificial intelligence, machine learning, computational phylogenetics, mathematics, history, archaeology, anthropology, etc. - to discuss the key themes and establish the foundations for this new field of research, so that it may continue beyond the lifetime of its initiating project.
[ { "version": "v1", "created": "Fri, 31 May 2019 11:22:00 GMT" } ]
1,559,520,000,000
[ [ "Browne", "Cameron", "" ], [ "Soemers", "Dennis J. N. J.", "" ], [ "Piette", "Éric", "" ], [ "Stephenson", "Matthew", "" ], [ "Conrad", "Michael", "" ], [ "Crist", "Walter", "" ], [ "Depaulis", "Thierry", "" ], [ "Duggan", "Eddie", "" ], [ "Horn", "Fred", "" ], [ "Kelk", "Steven", "" ], [ "Lucas", "Simon M.", "" ], [ "Neto", "João Pedro", "" ], [ "Parlett", "David", "" ], [ "Saffidine", "Abdallah", "" ], [ "Schädler", "Ulrich", "" ], [ "Silva", "Jorge Nuno", "" ], [ "de Voogt", "Alex", "" ], [ "Winands", "Mark H. M.", "" ] ]
1905.13521
Li-Cheng Lan
Li-Cheng Lan, Wei Li, Ting-Han Wei, and I-Chen Wu
Multiple Policy Value Monte Carlo Tree Search
Proceedings of the 28th International Joint Conference on Artificial Intelligence (IJCAI-19)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Many of the strongest game playing programs use a combination of Monte Carlo tree search (MCTS) and deep neural networks (DNN), where the DNNs are used as policy or value evaluators. Given a limited budget, such as online playing or during the self-play phase of AlphaZero (AZ) training, a balance needs to be reached between accurate state estimation and more MCTS simulations, both of which are critical for a strong game playing agent. Typically, larger DNNs are better at generalization and accurate evaluation, while smaller DNNs are less costly, and therefore can lead to more MCTS simulations and bigger search trees with the same budget. This paper introduces a new method called the multiple policy value MCTS (MPV-MCTS), which combines multiple policy value neural networks (PV-NNs) of various sizes to retain advantages of each network, where two PV-NNs f_S and f_L are used in this paper. We show through experiments on the game NoGo that a combined f_S and f_L MPV-MCTS outperforms single PV-NN with policy value MCTS, called PV-MCTS. Additionally, MPV-MCTS also outperforms PV-MCTS for AZ training.
[ { "version": "v1", "created": "Fri, 31 May 2019 11:33:06 GMT" } ]
1,559,520,000,000
[ [ "Lan", "Li-Cheng", "" ], [ "Li", "Wei", "" ], [ "Wei", "Ting-Han", "" ], [ "Wu", "I-Chen", "" ] ]
1906.00131
Arsh Javed Rehman
Arsh Javed Rehman, Pradeep Tomar
Decision-Making in Reinforcement Learning
4 pages, 1 figure
null
10.13140/RG.2.2.12367.33443
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this research work, probabilistic decision-making approaches are studied, e.g. Bayesian and Boltzmann strategies, along with various deterministic exploration strategies, e.g. greedy, epsilon-Greedy and random approaches. In this research work, a comparative study has been done between probabilistic and deterministic decision-making approaches, the experiments are performed in OpenAI gym environment, solving Cart Pole problem. This research work discusses about the Bayesian approach to decision-making in deep reinforcement learning, and about dropout, how it can reduce the computational cost. All the exploration approaches are compared. It also discusses about the importance of exploration in deep reinforcement learning, and how improving exploration strategies may help in science and technology. This research work shows how probabilistic decision-making approaches are better in the long run as compared to the deterministic approaches. When there is uncertainty, Bayesian dropout approach proved to be better than all other approaches in this research work.
[ { "version": "v1", "created": "Sat, 1 Jun 2019 02:36:42 GMT" } ]
1,559,606,400,000
[ [ "Rehman", "Arsh Javed", "" ], [ "Tomar", "Pradeep", "" ] ]
1906.00163
Mukund Raghothaman
Xujie Si, Mukund Raghothaman, Kihong Heo, Mayur Naik
Synthesizing Datalog Programs Using Numerical Relaxation
Per editor's instructions, this is only an early preprint of the paper which will be presented at IJCAI 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The problem of learning logical rules from examples arises in diverse fields, including program synthesis, logic programming, and machine learning. Existing approaches either involve solving computationally difficult combinatorial problems, or performing parameter estimation in complex statistical models. In this paper, we present Difflog, a technique to extend the logic programming language Datalog to the continuous setting. By attaching real-valued weights to individual rules of a Datalog program, we naturally associate numerical values with individual conclusions of the program. Analogous to the strategy of numerical relaxation in optimization problems, we can now first determine the rule weights which cause the best agreement between the training labels and the induced values of output tuples, and subsequently recover the classical discrete-valued target program from the continuous optimum. We evaluate Difflog on a suite of 34 benchmark problems from recent literature in knowledge discovery, formal verification, and database query-by-example, and demonstrate significant improvements in learning complex programs with recursive rules, invented predicates, and relations of arbitrary arity.
[ { "version": "v1", "created": "Sat, 1 Jun 2019 06:42:05 GMT" }, { "version": "v2", "created": "Tue, 25 Jun 2019 08:34:46 GMT" } ]
1,561,507,200,000
[ [ "Si", "Xujie", "" ], [ "Raghothaman", "Mukund", "" ], [ "Heo", "Kihong", "" ], [ "Naik", "Mayur", "" ] ]
1906.00317
Elif Surer
Sinan Ariyurek, Aysu Betin-Can, Elif Surer
Automated Video Game Testing Using Synthetic and Human-Like Agents
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we present a new methodology that employs tester agents to automate video game testing. We introduce two types of agents -synthetic and human-like- and two distinct approaches to create them. Our agents are derived from Reinforcement Learning (RL) and Monte Carlo Tree Search (MCTS) agents, but focus on finding defects. The synthetic agent uses test goals generated from game scenarios, and these goals are further modified to examine the effects of unintended game transitions. The human-like agent uses test goals extracted by our proposed multiple greedy-policy inverse reinforcement learning (MGP-IRL) algorithm from tester trajectories. MGPIRL captures multiple policies executed by human testers. These testers' aims are finding defects while interacting with the game to break it, which is considerably different from game playing. We present interaction states to model such interactions. We use our agents to produce test sequences, run the game with these sequences, and check the game for each run with an automated test oracle. We analyze the proposed method in two parts: we compare the success of human-like and synthetic agents in bug finding, and we evaluate the similarity between humanlike agents and human testers. We collected 427 trajectories from human testers using the General Video Game Artificial Intelligence (GVG-AI) framework and created three games with 12 levels that contain 45 bugs. Our experiments reveal that human-like and synthetic agents compete with human testers' bug finding performances. Moreover, we show that MGP-IRL increases the human-likeness of agents while improving the bug finding performance.
[ { "version": "v1", "created": "Sun, 2 Jun 2019 00:19:00 GMT" } ]
1,559,606,400,000
[ [ "Ariyurek", "Sinan", "" ], [ "Betin-Can", "Aysu", "" ], [ "Surer", "Elif", "" ] ]
1906.00657
Andreas Holzinger
Heimo Mueller and Andreas Holzinger
Kandinsky Patterns
13 pages, 13 Figures
Artificial Intelligence, 2021
10.1016/j.artint.2021.103546
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Kandinsky Figures and Kandinsky Patterns are mathematically describable, simple self-contained hence controllable test data sets for the development, validation and training of explainability in artificial intelligence. Whilst Kandinsky Patterns have these computationally manageable properties, they are at the same time easily distinguishable from human observers. Consequently, controlled patterns can be described by both humans and computers. We define a Kandinsky Pattern as a set of Kandinsky Figures, where for each figure an "infallible authority" defines that the figure belongs to the Kandinsky Pattern. With this simple principle we build training and validation data sets for automatic interpretability and context learning. In this paper we describe the basic idea and some underlying principles of Kandinsky Patterns and provide a Github repository to invite the international machine learning research community to a challenge to experiment with our Kandinsky Patterns to expand and thus make progress in the field of explainable AI and to contribute to the upcoming field of explainability and causability.
[ { "version": "v1", "created": "Mon, 3 Jun 2019 09:22:33 GMT" } ]
1,623,369,600,000
[ [ "Mueller", "Heimo", "" ], [ "Holzinger", "Andreas", "" ] ]
1906.01820
Chris Van Merwijk
Evan Hubinger, Chris van Merwijk, Vladimir Mikulik, Joar Skalse, Scott Garrabrant
Risks from Learned Optimization in Advanced Machine Learning Systems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We analyze the type of learned optimization that occurs when a learned model (such as a neural network) is itself an optimizer - a situation we refer to as mesa-optimization, a neologism we introduce in this paper. We believe that the possibility of mesa-optimization raises two important questions for the safety and transparency of advanced machine learning systems. First, under what circumstances will learned models be optimizers, including when they should not be? Second, when a learned model is an optimizer, what will its objective be - how will it differ from the loss function it was trained under - and how can it be aligned? In this paper, we provide an in-depth analysis of these two primary questions and provide an overview of topics for future research.
[ { "version": "v1", "created": "Wed, 5 Jun 2019 04:43:25 GMT" }, { "version": "v2", "created": "Tue, 11 Jun 2019 21:44:27 GMT" }, { "version": "v3", "created": "Wed, 1 Dec 2021 11:22:52 GMT" } ]
1,638,403,200,000
[ [ "Hubinger", "Evan", "" ], [ "van Merwijk", "Chris", "" ], [ "Mikulik", "Vladimir", "" ], [ "Skalse", "Joar", "" ], [ "Garrabrant", "Scott", "" ] ]