id
stringlengths
9
10
submitter
stringlengths
5
47
authors
stringlengths
5
1.72k
title
stringlengths
11
234
comments
stringlengths
1
491
journal-ref
stringlengths
4
396
doi
stringlengths
13
97
report-no
stringlengths
4
138
categories
stringclasses
1 value
license
stringclasses
9 values
abstract
stringlengths
29
3.66k
versions
listlengths
1
21
update_date
int64
1,180B
1,718B
authors_parsed
sequencelengths
1
98
1906.02138
Wendelin B\"ohmer
Wendelin B\"ohmer, Tabish Rashid, Shimon Whiteson
Exploration with Unreliable Intrinsic Reward in Multi-Agent Reinforcement Learning
Accepted to the 2nd Exploration in Reinforcement Learning Workshop at the International Conference on Machine Learning 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper investigates the use of intrinsic reward to guide exploration in multi-agent reinforcement learning. We discuss the challenges in applying intrinsic reward to multiple collaborative agents and demonstrate how unreliable reward can prevent decentralized agents from learning the optimal policy. We address this problem with a novel framework, Independent Centrally-assisted Q-learning (ICQL), in which decentralized agents share control and an experience replay buffer with a centralized agent. Only the centralized agent is intrinsically rewarded, but the decentralized agents still benefit from improved exploration, without the distraction of unreliable incentives.
[ { "version": "v1", "created": "Wed, 5 Jun 2019 16:56:54 GMT" } ]
1,559,779,200,000
[ [ "Böhmer", "Wendelin", "" ], [ "Rashid", "Tabish", "" ], [ "Whiteson", "Shimon", "" ] ]
1906.02155
Alessandro Saffiotti
Oscar Th\"orn, Peter F\"ogel, Peter Knudsen, Luis de Miranda and Alessandro Saffiotti
Anticipation in collaborative music performance using fuzzy systems: a case study
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In order to collaborate and co-create with humans, an AI system must be capable of both reactive and anticipatory behavior. We present a case study of such a system in the domain of musical improvisation. We consider a duo consisting of a human pianist accompained by an off-the-shelf virtual drummer, and we design an AI system to control the perfomance parameters of the drummer (e.g., patterns, intensity, or complexity) as a function of what the human pianist is playing. The AI system utilizes a model elicited from the musicians and encoded through fuzzy logic. This paper outlines the methodology, design, and development process of this system. An evaluation in public concerts is upcoming. This case study is seen as a step in the broader investigation of anticipation and creative processes in mixed human-robot, or "anthrobotic" systems.
[ { "version": "v1", "created": "Wed, 5 Jun 2019 17:26:50 GMT" } ]
1,559,779,200,000
[ [ "Thörn", "Oscar", "" ], [ "Fögel", "Peter", "" ], [ "Knudsen", "Peter", "" ], [ "de Miranda", "Luis", "" ], [ "Saffiotti", "Alessandro", "" ] ]
1906.02578
Peilin Chen
Peilin Chen, Hai Wan, Shaowei Cai, Weilin Luo, Jia Li
Combining Reinforcement Learning and Configuration Checking for Maximum k-plex Problem
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Maximum k-plex Problem is an important combinatorial optimization problem with increasingly wide applications. Due to its exponential time complexity, many heuristic methods have been proposed which can return a good-quality solution in a reasonable time. However, most of the heuristic algorithms are memoryless and unable to utilize the experience during the search. Inspired by the multi-armed bandit (MAB) problem in reinforcement learning (RL), we propose a novel perturbation mechanism named BLP, which can learn online to select a good vertex for perturbation when getting stuck in local optima. To our best of knowledge, this is the first attempt to combine local search with RL for the maximum $ k $-plex problem. Besides, we also propose a novel strategy, named Dynamic-threshold Configuration Checking (DTCC), which extends the original Configuration Checking (CC) strategy from two aspects. Based on the BLP and DTCC, we develop a local search algorithm named BDCC and improve it by a hyperheuristic strategy. The experimental result shows that our algorithms dominate on the standard DIMACS and BHOSLIB benchmarks and achieve state-of-the-art performance on massive graphs.
[ { "version": "v1", "created": "Thu, 6 Jun 2019 13:35:49 GMT" } ]
1,559,865,600,000
[ [ "Chen", "Peilin", "" ], [ "Wan", "Hai", "" ], [ "Cai", "Shaowei", "" ], [ "Luo", "Weilin", "" ], [ "Li", "Jia", "" ] ]
1906.02912
Nathan Sturtevant
Nathan Sturtevant and Malte Helmert
Exponential-Binary State-Space Search
This paper and another independent IJCAI 2019 submission have been merged into a single paper that subsumes both of them (Helmert et. al., 2019). This paper is placed here only for historical context. Please only cite the subsuming paper
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Iterative deepening search is used in applications where the best cost bound for state-space search is unknown. The iterative deepening process is used to avoid overshooting the appropriate cost bound and doing too much work as a result. However, iterative deepening search also does too much work if the cost bound grows too slowly. This paper proposes a new framework for iterative deepening search called exponential-binary state-space search. The approach interleaves exponential and binary searches to find the desired cost bound, reducing the worst-case overhead from polynomial to logarithmic. Exponential-binary search can be used with bounded depth-first search to improve the worst-case performance of IDA* and with breadth-first heuristic search to improve the worst-case performance of search with inconsistent heuristics.
[ { "version": "v1", "created": "Fri, 7 Jun 2019 06:11:06 GMT" } ]
1,560,124,800,000
[ [ "Sturtevant", "Nathan", "" ], [ "Helmert", "Malte", "" ] ]
1906.03253
Victor Hansen
Victor E Hansen
Representing and Using Knowledge with the Contextual Evaluation Model
null
null
10.13140/RG.2.2.34892.05762
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper introduces the Contextual Evaluation Model (CEM), a novel method for knowledge representation and manipulation. The CEM differs from existing models in that it integrates facts, patterns and sequences into a single contextual framework. V5, an implementation of the model is presented and demonstrated with multiple annotated examples. The paper includes simulations demonstrating how the model reacts to pleasure/pain stimuli. The 'thought' is defined within the model and examples are given converting thoughts to language, converting language to thoughts and how 'meaning' arises from thoughts. A pattern learning algorithm is described. The algorithm is applied to multiple problems ranging from recognizing a voice to the autonomous learning of a simplified natural language.
[ { "version": "v1", "created": "Fri, 31 May 2019 19:26:54 GMT" } ]
1,560,124,800,000
[ [ "Hansen", "Victor E", "" ] ]
1906.03337
Min Shu
Min Shu, Wei Zhu
Extension of Rough Set Based on Positive Transitive Relation
9 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The application of rough set theory in incomplete information systems is a key problem in practice since missing values almost always occur in knowledge acquisition due to the error of data measuring, the limitation of data collection, or the limitation of data comprehension, etc. An incomplete information system is mainly processed by compressing the indiscernibility relation. The existing rough set extension models based on tolerance or symmetric similarity relations typically discard one relation among the reflexive, symmetric and transitive relations, especially the transitive relation. In order to overcome the limitations of the current rough set extension models, we define a new relation called the positive transitive relation and then propose a novel rough set extension model built upon which. The new model holds the merit of the existing rough set extension models while avoids their limitations of discarding transitivity or symmetry. In comparison to the existing extension models, the proposed model has a better performance in processing the incomplete information systems while substantially reducing the computational complexity, taking into account the relation of tolerance and similarity of positive transitivity, and supplementing the related theories in accordance to the intuitive classification of incomplete information. In summary, the positive transitive relation can improve current theoretical analysis of incomplete information systems and the newly proposed extension model is more suitable for processing incomplete information systems and has a broad application prospect.
[ { "version": "v1", "created": "Fri, 7 Jun 2019 21:28:53 GMT" }, { "version": "v2", "created": "Thu, 13 Jun 2019 05:23:29 GMT" } ]
1,560,470,400,000
[ [ "Shu", "Min", "" ], [ "Zhu", "Wei", "" ] ]
1906.03955
Nir Lipovetzky
Alfonso E. Gerevini, Nir Lipovetzky, Francesco Percassi, Alessandro Saetti, Ivan Serina
Best-First Width Search for Multi Agent Privacy-preserving Planning
Accepted in ICAPS-19
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In multi-agent planning, preserving the agents' privacy has become an increasingly popular research topic. For preserving the agents' privacy, agents jointly compute a plan that achieves mutual goals by keeping certain information private to the individual agents. Unfortunately, this can severely restrict the accuracy of the heuristic functions used while searching for solutions. It has been recently shown that, for centralized planning, the performance of goal oriented search can be improved by combining goal oriented search and width-based search. The combination of these techniques has been called best-first width search. In this paper, we investigate the usage of best-first width search in the context of (decentralised) multi-agent privacy-preserving planning, addressing the challenges related to the agents' privacy and performance. In particular, we show that best-first width search is a very effective approach over several benchmark domains, even when the search is driven by heuristics that roughly estimate the distance from goal states, computed without using the private information of other agents. An experimental study analyses the effectiveness of our techniques and compares them with the state-of-the-art.
[ { "version": "v1", "created": "Mon, 10 Jun 2019 13:01:07 GMT" } ]
1,560,211,200,000
[ [ "Gerevini", "Alfonso E.", "" ], [ "Lipovetzky", "Nir", "" ], [ "Percassi", "Francesco", "" ], [ "Saetti", "Alessandro", "" ], [ "Serina", "Ivan", "" ] ]
1906.03992
Devon Sigurdson
Devon Sigurdson, Vadim Bulitko, Sven Koenig, Carlos Hernandez, William Yeoh
Automatic Algorithm Selection In Multi-agent Pathfinding
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
In a multi-agent pathfinding (MAPF) problem, agents need to navigate from their start to their goal locations without colliding into each other. There are various MAPF algorithms, including Windowed Hierarchical Cooperative A*, Flow Annotated Replanning, and Bounded Multi-Agent A*. It is often the case that there is no a single algorithm that dominates all MAPF instances. Therefore, in this paper, we investigate the use of deep learning to automatically select the best MAPF algorithm from a portfolio of algorithms for a given MAPF problem instance. Empirical results show that our automatic algorithm selection approach, which uses an off-the-shelf convolutional neural network, is able to outperform any individual MAPF algorithm in our portfolio.
[ { "version": "v1", "created": "Mon, 10 Jun 2019 14:10:49 GMT" }, { "version": "v2", "created": "Sat, 15 Jun 2019 13:55:12 GMT" } ]
1,560,816,000,000
[ [ "Sigurdson", "Devon", "" ], [ "Bulitko", "Vadim", "" ], [ "Koenig", "Sven", "" ], [ "Hernandez", "Carlos", "" ], [ "Yeoh", "William", "" ] ]
1906.04238
Alexander Dockhorn
Alexander Dockhorn and Sanaz Mostaghim
Introducing the Hearthstone-AI Competition
Competition Webpage: http://www.ci.ovgu.de/Research/HearthstoneAI.html
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The Hearthstone AI framework and competition motivates the development of artificial intelligence agents that can play collectible card games. A special feature of those games is the high variety of cards, which can be chosen by the players to create their own decks. In contrast to simpler card games, the value of many cards is determined by their possible synergies. The vast amount of possible decks, the randomness of the game, as well as the restricted information during the player's turn offer quite a hard challenge for the development of game-playing agents. This short paper introduces the competition framework and goes into more detail on the problems and challenges that need to be faced during the development process.
[ { "version": "v1", "created": "Mon, 6 May 2019 12:53:36 GMT" } ]
1,560,297,600,000
[ [ "Dockhorn", "Alexander", "" ], [ "Mostaghim", "Sanaz", "" ] ]
1906.04439
Michele Alberti
Joel Niklaus, Michele Alberti, Vinaychandran Pondenkandath, Rolf Ingold, Marcus Liwicki
Survey of Artificial Intelligence for Card Games and Its Application to the Swiss Game Jass
null
6th Swiss Conference on Data Science (SDS), Bern, Switzerland, 2019
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In the last decades we have witnessed the success of applications of Artificial Intelligence to playing games. In this work we address the challenging field of games with hidden information and card games in particular. Jass is a very popular card game in Switzerland and is closely connected with Swiss culture. To the best of our knowledge, performances of Artificial Intelligence agents in the game of Jass do not outperform top players yet. Our contribution to the community is two-fold. First, we provide an overview of the current state-of-the-art of Artificial Intelligence methods for card games in general. Second, we discuss their application to the use-case of the Swiss card game Jass. This paper aims to be an entry point for both seasoned researchers and new practitioners who want to join in the Jass challenge.
[ { "version": "v1", "created": "Tue, 11 Jun 2019 08:31:21 GMT" } ]
1,560,297,600,000
[ [ "Niklaus", "Joel", "" ], [ "Alberti", "Michele", "" ], [ "Pondenkandath", "Vinaychandran", "" ], [ "Ingold", "Rolf", "" ], [ "Liwicki", "Marcus", "" ] ]
1906.04660
Michael Green
Michael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer, Divyesh Surana, Antonios Liapis and Julian Togelius
Two-step Constructive Approaches for Dungeon Generation
7 pages, 4 figures, published at PCG workshop at the Foundations of Digital Games Conference 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2. Generation is split into two steps, initially producing the architectural layout of the level as its walls and floor tiles, and then furnishing it with game objects representing the player's start and goal position, challenges and rewards. Three layout creators and three furnishers are introduced in this paper, which can be combined in different ways in the two-step generative process for producing diverse dungeons levels. Layout creators generate the floors and walls of a level, while furnishers populate it with monsters, traps, and treasures. We test the generated levels on several expressivity measures, and in simulations with procedural persona agents.
[ { "version": "v1", "created": "Tue, 11 Jun 2019 15:39:33 GMT" } ]
1,560,297,600,000
[ [ "Green", "Michael Cerny", "" ], [ "Khalifa", "Ahmed", "" ], [ "Alsoughayer", "Athoug", "" ], [ "Surana", "Divyesh", "" ], [ "Liapis", "Antonios", "" ], [ "Togelius", "Julian", "" ] ]
1906.05066
Nico Potyka
Nico Potyka and Sylwia Polberg and Anthony Hunter
Polynomial-time Updates of Epistemic States in a Fragment of Probabilistic Epistemic Argumentation (Technical Report)
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Probabilistic epistemic argumentation allows for reasoning about argumentation problems in a way that is well founded by probability theory. Epistemic states are represented by probability functions over possible worlds and can be adjusted to new beliefs using update operators. While the use of probability functions puts this approach on a solid foundational basis, it also causes computational challenges as the amount of data to process depends exponentially on the number of arguments. This leads to bottlenecks in applications such as modelling opponent's beliefs for persuasion dialogues. We show how update operators over probability functions can be related to update operators over much more compact representations that allow polynomial-time updates. We discuss the cognitive and probabilistic-logical plausibility of this approach and demonstrate its applicability in computational persuasion.
[ { "version": "v1", "created": "Wed, 12 Jun 2019 11:39:42 GMT" } ]
1,560,384,000,000
[ [ "Potyka", "Nico", "" ], [ "Polberg", "Sylwia", "" ], [ "Hunter", "Anthony", "" ] ]
1906.05130
Yunlong Liu
Yunlong Liu and Jianyang Zheng
Online Learning and Planning in Partially Observable Domains without Prior Knowledge
arXiv admin note: text overlap with arXiv:1904.03008
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
How an agent can act optimally in stochastic, partially observable domains is a challenge problem, the standard approach to address this issue is to learn the domain model firstly and then based on the learned model to find the (near) optimal policy. However, offline learning the model often needs to store the entire training data and cannot utilize the data generated in the planning phase. Furthermore, current research usually assumes the learned model is accurate or presupposes knowledge of the nature of the unobservable part of the world. In this paper, for systems with discrete settings, with the benefits of Predictive State Representations~(PSRs), a model-based planning approach is proposed where the learning and planning phases can both be executed online and no prior knowledge of the underlying system is required. Experimental results show compared to the state-of-the-art approaches, our algorithm achieved a high level of performance with no prior knowledge provided, along with theoretical advantages of PSRs. Source code is available at https://github.com/DMU-XMU/PSR-MCTS-Online.
[ { "version": "v1", "created": "Tue, 11 Jun 2019 07:06:06 GMT" } ]
1,560,384,000,000
[ [ "Liu", "Yunlong", "" ], [ "Zheng", "Jianyang", "" ] ]
1906.05160
Michael Green
Ahmed Khalifa, Michael Cerny Green, Diego Perez-Liebana and Julian Togelius
General Video Game Rule Generation
8 pages, 9 listings, 1 table, 2 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate the rules of a game that fits that level. This can be seen as the inverse of the General Video Game Level Generation problem. Conceptualizing these two problems as separate helps breaking the very hard problem of generating complete games into smaller, more manageable subproblems. The proposed framework builds on the GVGAI software and thus asks the rule generator for rules defined in the Video Game Description Language. We describe the API, and three different rule generators: a random, a constructive and a search-based generator. Early results indicate that the constructive generator generates playable and somewhat interesting game rules but has a limited expressive range, whereas the search-based generator generates remarkably diverse rulesets, but with an uneven quality.
[ { "version": "v1", "created": "Wed, 12 Jun 2019 14:17:50 GMT" } ]
1,560,384,000,000
[ [ "Khalifa", "Ahmed", "" ], [ "Green", "Michael Cerny", "" ], [ "Perez-Liebana", "Diego", "" ], [ "Togelius", "Julian", "" ] ]
1906.06436
Maayan Shvo
Maayan Shvo, Sheila A. McIlraith
Towards Empathetic Planning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Critical to successful human interaction is a capacity for empathy - the ability to understand and share the thoughts and feelings of another. As Artificial Intelligence (AI) systems are increasingly required to interact with humans in a myriad of settings, it is important to enable AI to wield empathy as a tool to benefit those it interacts with. In this paper, we work towards this goal by bringing together a number of important concepts: empathy, AI planning, and reasoning in the presence of knowledge and belief. We formalize the notion of Empathetic Planning which is informed by the beliefs and affective state of the empathizee. We appeal to an epistemic logic framework to represent the beliefs of the empathizee and propose AI planning-based computational approaches to compute empathetic solutions. We illustrate the potential benefits of our approach by conducting a study where we evaluate participants' perceptions of the agent's empathetic abilities and assistive capabilities.
[ { "version": "v1", "created": "Fri, 14 Jun 2019 23:36:53 GMT" } ]
1,560,816,000,000
[ [ "Shvo", "Maayan", "" ], [ "McIlraith", "Sheila A.", "" ] ]
1906.06455
Edjard De Souza Mota Mota
Edjard Mota, Jacob M. Howe, Ana Schramm and Artur d'Avila Garcez
Efficient predicate invention using shared "NeMuS"
7 pages, 5 figures, Proceedings of the 2019 International Workshop on Neural-Symbolic Learning and Reasoning
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Amao is a cognitive agent framework that tackles the invention of predicates with a different strategy as compared to recent advances in Inductive Logic Programming (ILP) approaches like Meta-Intepretive Learning (MIL) technique. It uses a Neural Multi-Space (NeMuS) graph structure to anti-unify atoms from the Herbrand base, which passes in the inductive momentum check. Inductive Clause Learning (ICL), as it is called, is extended here by using the weights of logical components, already present in NeMuS, to support inductive learning by expanding clause candidates with anti-unified atoms. An efficient invention mechanism is achieved, including the learning of recursive hypotheses, while restricting the shape of the hypothesis by adding bias definitions or idiosyncrasies of the language.
[ { "version": "v1", "created": "Sat, 15 Jun 2019 02:45:00 GMT" } ]
1,560,816,000,000
[ [ "Mota", "Edjard", "" ], [ "Howe", "Jacob M.", "" ], [ "Schramm", "Ana", "" ], [ "Garcez", "Artur d'Avila", "" ] ]
1906.06761
Edjard de Souza Mota
Leonardo Barreto and Edjard Mota
Self-organized inductive reasoning with NeMuS
6 pages, 5 figures,
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Neural Multi-Space (NeMuS) is a weighted multi-space representation for a portion of first-order logic designed for use with machine learning and neural network methods. It was demonstrated that it can be used to perform reasoning based on regions forming patterns of refutation and also in the process of inductive learning in ILP-like style. Initial experiments were carried out to investigate whether a self-organizing the approach is suitable to generate similar concept regions according to the attributes that form such concepts. We present the results and make an analysis of the suitability of the method in the process of inductive learning with NeMuS.
[ { "version": "v1", "created": "Sun, 16 Jun 2019 20:16:53 GMT" } ]
1,560,816,000,000
[ [ "Barreto", "Leonardo", "" ], [ "Mota", "Edjard", "" ] ]
1906.06836
Haibin Wang
Haibin Wang, Sujoy Sikdar, Xiaoxi Guo, Lirong Xia, Yongzhi Cao, Hanpin Wang
Multi-type Resource Allocation with Partial Preferences
null
null
null
null
cs.AI
http://creativecommons.org/publicdomain/zero/1.0/
We propose multi-type probabilistic serial (MPS) and multi-type random priority (MRP) as extensions of the well known PS and RP mechanisms to the multi-type resource allocation problem (MTRA) with partial preferences. In our setting, there are multiple types of divisible items, and a group of agents who have partial order preferences over bundles consisting of one item of each type. We show that for the unrestricted domain of partial order preferences, no mechanism satisfies both sd-efficiency and sd-envy-freeness. Notwithstanding this impossibility result, our main message is positive: When agents' preferences are represented by acyclic CP-nets, MPS satisfies sd-efficiency, sd-envy-freeness, ordinal fairness, and upper invariance, while MRP satisfies ex-post-efficiency, sd-strategy-proofness, and upper invariance, recovering the properties of PS and RP.
[ { "version": "v1", "created": "Thu, 13 Jun 2019 08:49:21 GMT" }, { "version": "v2", "created": "Tue, 19 Nov 2019 07:04:52 GMT" }, { "version": "v3", "created": "Thu, 29 Oct 2020 07:15:16 GMT" } ]
1,604,016,000,000
[ [ "Wang", "Haibin", "" ], [ "Sikdar", "Sujoy", "" ], [ "Guo", "Xiaoxi", "" ], [ "Xia", "Lirong", "" ], [ "Cao", "Yongzhi", "" ], [ "Wang", "Hanpin", "" ] ]
1906.07268
Daoming Lyu
Daoming Lyu, Fangkai Yang, Bo Liu, Steven Gustafson
A Joint Planning and Learning Framework for Human-Aided Decision-Making
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Conventional reinforcement learning (RL) allows an agent to learn policies via environmental rewards only, with a long and slow learning curve, especially at the beginning stage. On the contrary, human learning is usually much faster because prior and general knowledge and multiple information resources are utilized. In this paper, we propose a \textbf{P}lanner-\textbf{A}ctor-\textbf{C}ritic architecture for hu\textbf{MAN}-centered planning and learning (\textbf{PACMAN}), where an agent uses prior, high-level, deterministic symbolic knowledge to plan for goal-directed actions. PACMAN integrates Actor-Critic algorithm of RL to fine-tune its behavior towards both environmental rewards and human feedback. To the best our knowledge, This is the first unified framework where knowledge-based planning, RL, and human teaching jointly contribute to the policy learning of an agent. Our experiments demonstrate that PACMAN leads to a significant jump-start at the early stage of learning, converges rapidly and with small variance, and is robust to inconsistent, infrequent, and misleading feedback.
[ { "version": "v1", "created": "Mon, 17 Jun 2019 20:56:31 GMT" }, { "version": "v2", "created": "Thu, 1 Aug 2019 02:02:04 GMT" }, { "version": "v3", "created": "Tue, 24 Dec 2019 17:14:02 GMT" } ]
1,577,232,000,000
[ [ "Lyu", "Daoming", "" ], [ "Yang", "Fangkai", "" ], [ "Liu", "Bo", "" ], [ "Gustafson", "Steven", "" ] ]
1906.07809
Parisa Kordjamshidi
Parisa Kordjamshidi, Dan Roth, Kristian Kersting
Declarative Learning-Based Programming as an Interface to AI Systems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Data-driven approaches are becoming more common as problem-solving techniques in many areas of research and industry. In most cases, machine learning models are the key component of these solutions, but a solution involves multiple such models, along with significant levels of reasoning with the models' output and input. Current technologies do not make such techniques easy to use for application experts who are not fluent in machine learning nor for machine learning experts who aim at testing ideas and models on real-world data in the context of the overall AI system. We review key efforts made by various AI communities to provide languages for high-level abstractions over learning and reasoning techniques needed for designing complex AI systems. We classify the existing frameworks based on the type of techniques and the data and knowledge representations they use, provide a comparative study of the way they address the challenges of programming real-world applications, and highlight some shortcomings and future directions.
[ { "version": "v1", "created": "Tue, 18 Jun 2019 20:57:51 GMT" } ]
1,560,988,800,000
[ [ "Kordjamshidi", "Parisa", "" ], [ "Roth", "Dan", "" ], [ "Kersting", "Kristian", "" ] ]
1906.08061
Nir Lipovetzky
Alfonso E. Gerevini, Nir Lipovetzky, Nico Peli, Francesco Percassi, Alessandro Saetti, Ivan Serina
Novelty Messages Filtering for Multi Agent Privacy-preserving Planning
Accepted in SOCS-19. arXiv admin note: text overlap with arXiv:1706.06927 by other authors and arXiv:1906.03955
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In multi-agent planning, agents jointly compute a plan that achieves mutual goals, keeping certain information private to the individual agents. Agents' coordination is achieved through the transmission of messages. These messages can be a source of privacy leakage as they can permit a malicious agent to collect information about other agents' actions and search states. In this paper, we investigate the usage of novelty techniques in the context of (decentralised) multi-agent privacy-preserving planning, addressing the challenges related to the agents' privacy and performance. In particular, we show that the use of novelty based techniques can significantly reduce the number of messages transmitted among agents, better preserving their privacy and improving their performance. An experimental study analyses the effectiveness of our techniques and compares them with the state-of-the-art. Finally, we evaluate the robustness of our approach, considering different delays in the transmission of messages as they would occur in overloaded networks, due for example to massive attacks or critical situations.
[ { "version": "v1", "created": "Tue, 18 Jun 2019 06:49:13 GMT" } ]
1,560,988,800,000
[ [ "Gerevini", "Alfonso E.", "" ], [ "Lipovetzky", "Nir", "" ], [ "Peli", "Nico", "" ], [ "Percassi", "Francesco", "" ], [ "Saetti", "Alessandro", "" ], [ "Serina", "Ivan", "" ] ]
1906.08157
Daniel Furelos-Blanco
Daniel Furelos-Blanco and Anders Jonsson
Solving Multiagent Planning Problems with Concurrent Conditional Effects
Preprint accepted for publication to the 33rd AAAI Conference on Artificial Intelligence (AAAI-19)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this work we present a novel approach to solving concurrent multiagent planning problems in which several agents act in parallel. Our approach relies on a compilation from concurrent multiagent planning to classical planning, allowing us to use an off-the-shelf classical planner to solve the original multiagent problem. The solution can be directly interpreted as a concurrent plan that satisfies a given set of concurrency constraints, while avoiding the exponential blowup associated with concurrent actions. Our planner is the first to handle action effects that are conditional on what other agents are doing. Theoretically, we show that the compilation is sound and complete. Empirically, we show that our compilation can solve challenging multiagent planning problems that require concurrent actions.
[ { "version": "v1", "created": "Wed, 19 Jun 2019 15:34:37 GMT" } ]
1,560,988,800,000
[ [ "Furelos-Blanco", "Daniel", "" ], [ "Jonsson", "Anders", "" ] ]
1906.08362
Roberto Confalonieri
Roberto Confalonieri, Tillman Weyde, Tarek R. Besold, Ferm\'in Moscoso del Prado Mart\'in
Trepan Reloaded: A Knowledge-driven Approach to Explaining Artificial Neural Networks
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
Explainability in Artificial Intelligence has been revived as a topic of active research by the need of conveying safety and trust to users in the `how' and `why' of automated decision-making. Whilst a plethora of approaches have been developed for post-hoc explainability, only a few focus on how to use domain knowledge, and how this influences the understandability of global explanations from the users' perspective. In this paper, we show how ontologies help the understandability of global post-hoc explanations, presented in the form of symbolic models. In particular, we build on Trepan, an algorithm that explains artificial neural networks by means of decision trees, and we extend it to include ontologies modeling domain knowledge in the process of generating explanations. We present the results of a user study that measures the understandability of decision trees using a syntactic complexity measure, and through time and accuracy of responses as well as reported user confidence and understandability. The user study considers domains where explanations are critical, namely, in finance and medicine. The results show that decision trees generated with our algorithm, taking into account domain knowledge, are more understandable than those generated by standard Trepan without the use of ontologies.
[ { "version": "v1", "created": "Wed, 19 Jun 2019 21:22:34 GMT" }, { "version": "v2", "created": "Thu, 21 Nov 2019 11:59:21 GMT" } ]
1,574,380,800,000
[ [ "Confalonieri", "Roberto", "" ], [ "Weyde", "Tillman", "" ], [ "Besold", "Tarek R.", "" ], [ "Martín", "Fermín Moscoso del Prado", "" ] ]
1906.08549
Yutaka Nagashima
Yutaka Nagashima
Designing Game of Theorems
Presented at the third Conference on Artificial Intelligence and Theorem Proving (AITP 2018)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
"Theorem proving is similar to the game of Go. So, we can probably improve our provers using deep learning, like DeepMind built the super-human computer Go program, AlphaGo." Such optimism has been observed among participants of AITP2017. But is theorem proving really similar to Go? In this paper, we first identify the similarities and differences between them and then propose a system in which various provers keep competing against each other and changing themselves until they prove conjectures provided by users.
[ { "version": "v1", "created": "Thu, 20 Jun 2019 10:50:15 GMT" } ]
1,561,075,200,000
[ [ "Nagashima", "Yutaka", "" ] ]
1906.08663
Victoria Krakovna
Tom Everitt, Ramana Kumar, Victoria Krakovna, Shane Legg
Modeling AGI Safety Frameworks with Causal Influence Diagrams
IJCAI 2019 AI Safety Workshop
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Proposals for safe AGI systems are typically made at the level of frameworks, specifying how the components of the proposed system should be trained and interact with each other. In this paper, we model and compare the most promising AGI safety frameworks using causal influence diagrams. The diagrams show the optimization objective and causal assumptions of the framework. The unified representation permits easy comparison of frameworks and their assumptions. We hope that the diagrams will serve as an accessible and visual introduction to the main AGI safety frameworks.
[ { "version": "v1", "created": "Thu, 20 Jun 2019 14:35:03 GMT" } ]
1,561,075,200,000
[ [ "Everitt", "Tom", "" ], [ "Kumar", "Ramana", "" ], [ "Krakovna", "Victoria", "" ], [ "Legg", "Shane", "" ] ]
1906.09094
Shushman Choudhury
Shushman Choudhury and Mykel J. Kochenderfer
Hybrid Planning for Dynamic Multimodal Stochastic Shortest Paths
20 pages, 5 figures, 5 tables; Under Review
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Sequential decision problems in applications such as manipulation in warehouses, multi-step meal preparation, and routing in autonomous vehicle networks often involve reasoning about uncertainty, planning over discrete modes as well as continuous states, and reacting to dynamic updates. To formalize such problems generally, we introduce a class of Markov Decision Processes (MDPs) called Dynamic Multimodal Stochastic Shortest Paths (DMSSPs). Much of the work in these domains solves deterministic variants, which can yield poor results when the uncertainty has downstream effects. We develop a Hybrid Stochastic Planning (HSP) algorithm, which uses domain-agnostic abstractions to efficiently unify heuristic search for planning over discrete modes, approximate dynamic programming for stochastic planning over continuous states, and hierarchical interleaved planning and execution. In the domain of autonomous multimodal routing, HSP obtains significantly higher quality solutions than a state-of-the-art Upper Confidence Trees algorithm and a two-level Receding Horizon Control algorithm.
[ { "version": "v1", "created": "Fri, 21 Jun 2019 12:41:19 GMT" } ]
1,561,334,400,000
[ [ "Choudhury", "Shushman", "" ], [ "Kochenderfer", "Mykel J.", "" ] ]
1906.09136
Sayan Sarkar
Arushi Majha, Sayan Sarkar and Davide Zagami
Categorizing Wireheading in Partially Embedded Agents
Accepted at the AI Safety Workshop in IJCAI 2019
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
$\textit{Embedded agents}$ are not explicitly separated from their environment, lacking clear I/O channels. Such agents can reason about and modify their internal parts, which they are incentivized to shortcut or $\textit{wirehead}$ in order to achieve the maximal reward. In this paper, we provide a taxonomy of ways by which wireheading can occur, followed by a definition of wirehead-vulnerable agents. Starting from the fully dualistic universal agent AIXI, we introduce a spectrum of partially embedded agents and identify wireheading opportunities that such agents can exploit, experimentally demonstrating the results with the GRL simulation platform AIXIjs. We contextualize wireheading in the broader class of all misalignment problems - where the goals of the agent conflict with the goals of the human designer - and conjecture that the only other possible type of misalignment is specification gaming. Motivated by this taxonomy, we define wirehead-vulnerable agents as embedded agents that choose to behave differently from fully dualistic agents lacking access to their internal parts.
[ { "version": "v1", "created": "Fri, 21 Jun 2019 13:38:35 GMT" } ]
1,561,334,400,000
[ [ "Majha", "Arushi", "" ], [ "Sarkar", "Sayan", "" ], [ "Zagami", "Davide", "" ] ]
1906.09575
Jian-Ya Ding
Jian-Ya Ding, Chao Zhang, Lei Shen, Shengyin Li, Bing Wang, Yinghui Xu, Le Song
Accelerating Primal Solution Findings for Mixed Integer Programs Based on Solution Prediction
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Mixed Integer Programming (MIP) is one of the most widely used modeling techniques for combinatorial optimization problems. In many applications, a similar MIP model is solved on a regular basis, maintaining remarkable similarities in model structures and solution appearances but differing in formulation coefficients. This offers the opportunity for machine learning methods to explore the correlations between model structures and the resulting solution values. To address this issue, we propose to represent an MIP instance using a tripartite graph, based on which a Graph Convolutional Network (GCN) is constructed to predict solution values for binary variables. The predicted solutions are used to generate a local branching type cut which can be either treated as a global (invalid) inequality in the formulation resulting in a heuristic approach to solve the MIP, or as a root branching rule resulting in an exact approach. Computational evaluations on 8 distinct types of MIP problems show that the proposed framework improves the primal solution finding performance significantly on a state-of-the-art open-source MIP solver.
[ { "version": "v1", "created": "Sun, 23 Jun 2019 10:07:47 GMT" }, { "version": "v2", "created": "Mon, 9 Sep 2019 06:21:09 GMT" } ]
1,568,073,600,000
[ [ "Ding", "Jian-Ya", "" ], [ "Zhang", "Chao", "" ], [ "Shen", "Lei", "" ], [ "Li", "Shengyin", "" ], [ "Wang", "Bing", "" ], [ "Xu", "Yinghui", "" ], [ "Song", "Le", "" ] ]
1906.10106
Brendan Juba
Vaishak Belle and Brendan Juba
Implicitly Learning to Reason in First-Order Logic
In Fourth International Workshop on Declarative Learning Based Programming (DeLBP 2019)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We consider the problem of answering queries about formulas of first-order logic based on background knowledge partially represented explicitly as other formulas, and partially represented as examples independently drawn from a fixed probability distribution. PAC semantics, introduced by Valiant, is one rigorous, general proposal for learning to reason in formal languages: although weaker than classical entailment, it allows for a powerful model theoretic framework for answering queries while requiring minimal assumptions about the form of the distribution in question. To date, however, the most significant limitation of that approach, and more generally most machine learning approaches with robustness guarantees, is that the logical language is ultimately essentially propositional, with finitely many atoms. Indeed, the theoretical findings on the learning of relational theories in such generality have been resoundingly negative. This is despite the fact that first-order logic is widely argued to be most appropriate for representing human knowledge. In this work, we present a new theoretical approach to robustly learning to reason in first-order logic, and consider universally quantified clauses over a countably infinite domain. Our results exploit symmetries exhibited by constants in the language, and generalize the notion of implicit learnability to show how queries can be computed against (implicitly) learned first-order background knowledge.
[ { "version": "v1", "created": "Mon, 24 Jun 2019 17:48:27 GMT" } ]
1,561,420,800,000
[ [ "Belle", "Vaishak", "" ], [ "Juba", "Brendan", "" ] ]
1906.10118
Brendan Juba
Brendan Juba
Query-driven PAC-Learning for Reasoning
In Fourth International Workshop on Declarative Learning Based Programming (DeLBP 2019)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We consider the problem of learning rules from a data set that support a proof of a given query, under Valiant's PAC-Semantics. We show how any backward proof search algorithm that is sufficiently oblivious to the contents of its knowledge base can be modified to learn such rules while it searches for a proof using those rules. We note that this gives such algorithms for standard logics such as chaining and resolution.
[ { "version": "v1", "created": "Mon, 24 Jun 2019 17:59:19 GMT" } ]
1,561,420,800,000
[ [ "Juba", "Brendan", "" ] ]
1906.10120
Humberto Jos\'e Longo
Carlos Alexandre X. Silva and Les Foulds and Humberto J. Longo
Assembly line balancing with task division
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
In a commonly-used version of the Simple Assembly Line Balancing Problem (SALBP-1) tasks are assigned to stations along an assembly line with a fixed cycle time in order to minimize the required number of stations. It has traditionally been assumed that the total work needed for each product unit has been partitioned into economically indivisible tasks. However, in practice, it is sometimes possible to divide particular tasks in limited ways at additional time penalty cost. Despite the penalties, task division where possible, now and then leads to a reduction in the minimum number of stations. Deciding which allowable tasks to divide creates a new assembly line balancing problem, TDALBP (Task Division Assembly Line Balancing Problem). We propose a mathematical model of the TDALBP, an exact solution procedure for it and present promising computational results for the adaptation of some classical SALBP instances from the research literature. The results demonstrate that the TDALBP sometimes has the potential to significantly improve assembly line performance.
[ { "version": "v1", "created": "Sat, 22 Jun 2019 14:02:05 GMT" } ]
1,561,507,200,000
[ [ "Silva", "Carlos Alexandre X.", "" ], [ "Foulds", "Les", "" ], [ "Longo", "Humberto J.", "" ] ]
1906.10450
Anat Goldstein
Anat Goldstein, Lior Fink and Gilad Ravid
A Framework for Evaluating Agricultural Ontologies
18 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
An ontology is a formal representation of domain knowledge, which can be interpreted by machines. In recent years, ontologies have become a major tool for domain knowledge representation and a core component of many knowledge management systems, decision support systems and other intelligent systems, inter alia, in the context of agriculture. A review of the existing literature on agricultural ontologies, however, reveals that most of the studies, which propose agricultural ontologies, are lacking an explicit evaluation procedure. This is undesired because without well-structured evaluation processes, it is difficult to consider the value of ontologies to research and practice. Moreover, it is difficult to rely on such ontologies and share them on the Semantic Web or between semantic aware applications. With the growing number of ontology-based agricultural systems and the increasing popularity of the Semantic Web, it becomes essential that such development and evaluation methods are put forward to guide future efforts of ontology development. Our work contributes to the literature on agricultural ontologies, by presenting a method for evaluating agricultural ontologies, which seems to be missing from most existing studies on agricultural ontologies. The framework supports the matching of appropriate evaluation methods for a given ontology based on the ontology's purpose.
[ { "version": "v1", "created": "Tue, 25 Jun 2019 10:59:38 GMT" }, { "version": "v2", "created": "Wed, 26 Jun 2019 02:48:20 GMT" } ]
1,561,593,600,000
[ [ "Goldstein", "Anat", "" ], [ "Fink", "Lior", "" ], [ "Ravid", "Gilad", "" ] ]
1906.10536
Roman Yampolskiy
James D. Miller and Roman Yampolskiy
An AGI with Time-Inconsistent Preferences
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper reveals a trap for artificial general intelligence (AGI) theorists who use economists' standard method of discounting. This trap is implicitly and falsely assuming that a rational AGI would have time-consistent preferences. An agent with time-inconsistent preferences knows that its future self will disagree with its current self concerning intertemporal decision making. Such an agent cannot automatically trust its future self to carry out plans that its current self considers optimal.
[ { "version": "v1", "created": "Sun, 23 Jun 2019 21:22:19 GMT" } ]
1,561,507,200,000
[ [ "Miller", "James D.", "" ], [ "Yampolskiy", "Roman", "" ] ]
1906.10562
Wennan Zhu
Ben Abramowitz, Elliot Anshelevich, Wennan Zhu
Awareness of Voter Passion Greatly Improves the Distortion of Metric Social Choice
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We develop new voting mechanisms for the case when voters and candidates are located in an arbitrary unknown metric space, and the goal is to choose a candidate minimizing social cost: the total distance from the voters to this candidate. Previous work has often assumed that only ordinal preferences of the voters are known (instead of their true costs), and focused on minimizing distortion: the quality of the chosen candidate as compared with the best possible candidate. In this paper, we instead assume that a (very small) amount of information is known about the voter preference strengths, not just about their ordinal preferences. We provide mechanisms with much better distortion when this extra information is known as compared to mechanisms which use only ordinal information. We quantify tradeoffs between the amount of information known about preference strengths and the achievable distortion. We further provide advice about which type of information about preference strengths seems to be the most useful. Finally, we conclude by quantifying the ideal candidate distortion, which compares the quality of the chosen outcome with the best possible candidate that could ever exist, instead of only the best candidate that is actually in the running.
[ { "version": "v1", "created": "Tue, 25 Jun 2019 14:25:12 GMT" } ]
1,561,507,200,000
[ [ "Abramowitz", "Ben", "" ], [ "Anshelevich", "Elliot", "" ], [ "Zhu", "Wennan", "" ] ]
1906.10689
Jamal Toutouh
Jamal Toutouh, Diego Rossit, and Sergio Nesmachnow
Soft computing methods for multiobjective location of garbage accumulation points in smart cities
null
Annals of Mathematics and Artificial Intelligence, 2019
10.1007/s10472-019-09647-5
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This article describes the application of soft computing methods for solving the problem of locating garbage accumulation points in urban scenarios. This is a relevant problem in modern smart cities, in order to reduce negative environmental and social impacts in the waste management process, and also to optimize the available budget from the city administration to install waste bins. A specific problem model is presented, which accounts for reducing the investment costs, enhance the number of citizens served by the installed bins, and the accessibility to the system. A family of single- and multi-objective heuristics based on the PageRank method and two mutiobjective evolutionary algorithms are proposed. Experimental evaluation performed on real scenarios on the cities of Montevideo (Uruguay) and Bahia Blanca (Argentina) demonstrates the effectiveness of the proposed approaches. The methods allow computing plannings with different trade-off between the problem objectives. The computed results improve over the current planning in Montevideo and provide a reasonable budget cost and quality of service for Bahia Blanca.
[ { "version": "v1", "created": "Tue, 25 Jun 2019 16:21:16 GMT" } ]
1,561,593,600,000
[ [ "Toutouh", "Jamal", "" ], [ "Rossit", "Diego", "" ], [ "Nesmachnow", "Sergio", "" ] ]
1906.11068
Aladdin Ayesh
Aladdin Ayesh
Turing Test Revisited: A Framework for an Alternative
early complete draft
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper aims to question the suitability of the Turing Test, for testing machine intelligence, in the light of advances made in the last 60 years in science, medicine, and philosophy of mind. While the main concept of the test may seem sound and valid, a detailed analysis of what is required to pass the test highlights a significant flow. Once the analysis of the test is presented, a systematic approach is followed in analysing what is needed to devise a test or tests for intelligent machines. The paper presents a plausible generic framework based on categories of factors implied by subjective perception of intelligence. An evaluative discussion concludes the paper highlighting some of the unaddressed issues within this generic framework.
[ { "version": "v1", "created": "Wed, 26 Jun 2019 13:06:33 GMT" } ]
1,561,593,600,000
[ [ "Ayesh", "Aladdin", "" ] ]
1906.11409
Fuyuan Xiao
Fuyuan Xiao
Generalization of Dempster-Shafer theory: A complex belief function
9 pages, 5 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Dempster-Shafer evidence theory has been widely used in various fields of applications, because of the flexibility and effectiveness in modeling uncertainties without prior information. However, the existing evidence theory is insufficient to consider the situations where it has no capability to express the fluctuations of data at a given phase of time during their execution, and the uncertainty and imprecision which are inevitably involved in the data occur concurrently with changes to the phase or periodicity of the data. In this paper, therefore, a generalized Dempster-Shafer evidence theory is proposed. To be specific, a mass function in the generalized Dempster-Shafer evidence theory is modeled by a complex number, called as a complex basic belief assignment, which has more powerful ability to express uncertain information. Based on that, a generalized Dempster's combination rule is exploited. In contrast to the classical Dempster's combination rule, the condition in terms of the conflict coefficient between the evidences K<1 is released in the generalized Dempster's combination rule. Hence, it is more general and applicable than the classical Dempster's combination rule. When the complex mass function is degenerated from complex numbers to real numbers, the generalized Dempster's combination rule degenerates to the classical evidence theory under the condition that the conflict coefficient between the evidences K is less than 1. In a word, this generalized Dempster-Shafer evidence theory provides a promising way to model and handle more uncertain information.
[ { "version": "v1", "created": "Thu, 27 Jun 2019 01:52:04 GMT" } ]
1,561,680,000,000
[ [ "Xiao", "Fuyuan", "" ] ]
1906.11583
Sander Beckers
Sander Beckers, Frederick Eberhardt, Joseph Y. Halpern
Approximate Causal Abstraction
Appears in UAI-2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Scientific models describe natural phenomena at different levels of abstraction. Abstract descriptions can provide the basis for interventions on the system and explanation of observed phenomena at a level of granularity that is coarser than the most fundamental account of the system. Beckers and Halpern (2019), building on work of Rubenstein et al. (2017), developed an account of abstraction for causal models that is exact. Here we extend this account to the more realistic case where an abstract causal model offers only an approximation of the underlying system. We show how the resulting account handles the discrepancy that can arise between low- and high-level causal models of the same system, and in the process provide an account of how one causal model approximates another, a topic of independent interest. Finally, we extend the account of approximate abstractions to probabilistic causal models, indicating how and where uncertainty can enter into an approximate abstraction.
[ { "version": "v1", "created": "Thu, 27 Jun 2019 12:14:57 GMT" }, { "version": "v2", "created": "Sat, 29 Jun 2019 13:28:50 GMT" } ]
1,562,025,600,000
[ [ "Beckers", "Sander", "" ], [ "Eberhardt", "Frederick", "" ], [ "Halpern", "Joseph Y.", "" ] ]
1906.12249
Adam Amos-Binks
Adam Amos-Binks and Dustin Dannenhauer
Anticipatory Thinking: A Metacognitive Capability
Submitted to 2019 Goal Reasoning Workshop at Advances in Cognitive Systems
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Anticipatory thinking is a complex cognitive process for assessing and managing risk in many contexts. Humans use anticipatory thinking to identify potential future issues and proactively take actions to manage their risks. In this paper we define a cognitive systems approach to anticipatory thinking as a metacognitive goal reasoning mechanism. The contributions of this paper include (1) defining anticipatory thinking in the MIDCA cognitive architecture, (2) operationalizing anticipatory thinking as a three step process for managing risk in plans, and (3) a numeric risk assessment calculating an expected cost-benefit ratio for modifying a plan with anticipatory actions.
[ { "version": "v1", "created": "Fri, 28 Jun 2019 14:45:41 GMT" } ]
1,561,939,200,000
[ [ "Amos-Binks", "Adam", "" ], [ "Dannenhauer", "Dustin", "" ] ]
1906.12314
Ian Gent
Charlie Blake and Ian P. Gent
The Winnability of Klondike Solitaire and Many Other Patience Games
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Our ignorance of the winnability percentage of the game in the Windows Solitaire program, more properly called 'Klondike', has been described as "one of the embarrassments of applied mathematics". Klondike is just one of many single-player card games, generically called 'patience' or 'solitaire' games, for which players have long wanted to know how likely a particular game is to be winnable. A number of different games have been studied empirically in the academic literature and by non-academic enthusiasts. Here we show that a single general purpose Artificial Intelligence program, called "Solvitaire", can be used to determine the winnability percentage of 45 different single-player card games with a 95% confidence interval of +/- 0.1% or better. For example, we report the winnability of Klondike as 81.956% +/- 0.096% (in the 'thoughtful' variant where the player knows the location of all cards), a 30-fold reduction in confidence interval over the best previous result. Almost all our results are either entirely new or represent significant improvements on previous knowledge.
[ { "version": "v1", "created": "Fri, 28 Jun 2019 17:19:36 GMT" }, { "version": "v2", "created": "Mon, 23 Sep 2019 15:42:30 GMT" }, { "version": "v3", "created": "Wed, 6 Nov 2019 15:21:49 GMT" }, { "version": "v4", "created": "Tue, 10 Jan 2023 17:03:35 GMT" } ]
1,673,395,200,000
[ [ "Blake", "Charlie", "" ], [ "Gent", "Ian P.", "" ] ]
1907.00240
Dennis Soemers
Matthew Stephenson, \'Eric Piette, Dennis J. N. J. Soemers, Cameron Browne
An Overview of the Ludii General Game System
Accepted at the IEEE Conference on Games (CoG) 2019 (Demo paper)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Digital Ludeme Project (DLP) aims to reconstruct and analyse over 1000 traditional strategy games using modern techniques. One of the key aspects of this project is the development of Ludii, a general game system that will be able to model and play the complete range of games required by this project. Such an undertaking will create a wide range of possibilities for new AI challenges. In this paper we describe many of the features of Ludii that can be used. This includes designing and modifying games using the Ludii game description language, creating agents capable of playing these games, and several advantages the system has over prior general game software.
[ { "version": "v1", "created": "Sat, 29 Jun 2019 17:16:27 GMT" } ]
1,562,025,600,000
[ [ "Stephenson", "Matthew", "" ], [ "Piette", "Éric", "" ], [ "Soemers", "Dennis J. N. J.", "" ], [ "Browne", "Cameron", "" ] ]
1907.00244
Dennis Soemers
\'Eric Piette, Matthew Stephenson, Dennis J. N. J. Soemers, Cameron Browne
An Empirical Evaluation of Two General Game Systems: Ludii and RBG
Accepted at the IEEE Conference on Games (CoG) 2019 (Short paper)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Although General Game Playing (GGP) systems can facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often computationally inefficient and somewhat specialised to a specific class of games. However, since the start of this year, two General Game Systems have emerged that provide efficient alternatives to the academic state of the art -- the Game Description Language (GDL). In order of publication, these are the Regular Boardgames language (RBG), and the Ludii system. This paper offers an experimental evaluation of Ludii. Here, we focus mainly on a comparison between the two new systems in terms of two key properties for any GGP system: simplicity/clarity (e.g. human-readability), and efficiency.
[ { "version": "v1", "created": "Sat, 29 Jun 2019 17:21:40 GMT" } ]
1,562,025,600,000
[ [ "Piette", "Éric", "" ], [ "Stephenson", "Matthew", "" ], [ "Soemers", "Dennis J. N. J.", "" ], [ "Browne", "Cameron", "" ] ]
1907.00245
Dennis Soemers
C\'edric Piette, \'Eric Piette, Matthew Stephenson, Dennis J. N. J. Soemers, Cameron Browne
Ludii and XCSP: Playing and Solving Logic Puzzles
Accepted at the IEEE Conference on Games (CoG) 2019 (Short paper)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Many of the famous single-player games, commonly called puzzles, can be shown to be NP-Complete. Indeed, this class of complexity contains hundreds of puzzles, since people particularly appreciate completing an intractable puzzle, such as Sudoku, but also enjoy the ability to check their solution easily once it's done. For this reason, using constraint programming is naturally suited to solve them. In this paper, we focus on logic puzzles described in the Ludii general game system and we propose using the XCSP formalism in order to solve them with any CSP solver.
[ { "version": "v1", "created": "Sat, 29 Jun 2019 17:28:27 GMT" } ]
1,562,025,600,000
[ [ "Piette", "Cédric", "" ], [ "Piette", "Éric", "" ], [ "Stephenson", "Matthew", "" ], [ "Soemers", "Dennis J. N. J.", "" ], [ "Browne", "Cameron", "" ] ]
1907.00246
Dennis Soemers
Matthew Stephenson, \'Eric Piette, Dennis J. N. J. Soemers, Cameron Browne
Ludii as a Competition Platform
Accepted at the IEEE Conference on Games (CoG) 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Ludii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP). While its primary aim is to model, play, and analyse the full range of traditional strategy games, Ludii also has the potential to support a wide range of AI research topics and competitions. This paper describes some of the future competitions and challenges that we intend to run using the Ludii system, highlighting some of its most important aspects that can potentially lead to many algorithm improvements and new avenues of research. We compare and contrast our proposed competition motivations, goals and frameworks against those of existing general game playing competitions, addressing the strengths and weaknesses of each platform.
[ { "version": "v1", "created": "Sat, 29 Jun 2019 17:33:12 GMT" } ]
1,562,025,600,000
[ [ "Stephenson", "Matthew", "" ], [ "Piette", "Éric", "" ], [ "Soemers", "Dennis J. N. J.", "" ], [ "Browne", "Cameron", "" ] ]
1907.00313
Stefanos Nikolaidis
Houston Claure, Yifang Chen, Jignesh Modi, Malte Jung, Stefanos Nikolaidis
Multi-Armed Bandits with Fairness Constraints for Distributing Resources to Human Teammates
null
Proceedings of the 2020 ACM/IEEE International Conference on Human-Robot Interaction
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
How should a robot that collaborates with multiple people decide upon the distribution of resources (e.g. social attention, or parts needed for an assembly)? People are uniquely attuned to how resources are distributed. A decision to distribute more resources to one team member than another might be perceived as unfair with potentially detrimental effects for trust. We introduce a multi-armed bandit algorithm with fairness constraints, where a robot distributes resources to human teammates of different skill levels. In this problem, the robot does not know the skill level of each human teammate, but learns it by observing their performance over time. We define fairness as a constraint on the minimum rate that each human teammate is selected throughout the task. We provide theoretical guarantees on performance and perform a large-scale user study, where we adjust the level of fairness in our algorithm. Results show that fairness in resource distribution has a significant effect on users' trust in the system.
[ { "version": "v1", "created": "Sun, 30 Jun 2019 03:41:05 GMT" }, { "version": "v2", "created": "Mon, 8 Jul 2019 02:06:54 GMT" }, { "version": "v3", "created": "Mon, 7 Dec 2020 05:32:38 GMT" } ]
1,607,385,600,000
[ [ "Claure", "Houston", "" ], [ "Chen", "Yifang", "" ], [ "Modi", "Jignesh", "" ], [ "Jung", "Malte", "" ], [ "Nikolaidis", "Stefanos", "" ] ]
1907.00430
Nadisha-Marie Aliman
Nadisha-Marie Aliman and Leon Kester
Requisite Variety in Ethical Utility Functions for AI Value Alignment
IJCAI 2019 AI Safety Workshop
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Being a complex subject of major importance in AI Safety research, value alignment has been studied from various perspectives in the last years. However, no final consensus on the design of ethical utility functions facilitating AI value alignment has been achieved yet. Given the urgency to identify systematic solutions, we postulate that it might be useful to start with the simple fact that for the utility function of an AI not to violate human ethical intuitions, it trivially has to be a model of these intuitions and reflect their variety $ - $ whereby the most accurate models pertaining to human entities being biological organisms equipped with a brain constructing concepts like moral judgements, are scientific models. Thus, in order to better assess the variety of human morality, we perform a transdisciplinary analysis applying a security mindset to the issue and summarizing variety-relevant background knowledge from neuroscience and psychology. We complement this information by linking it to augmented utilitarianism as a suitable ethical framework. Based on that, we propose first practical guidelines for the design of approximate ethical goal functions that might better capture the variety of human moral judgements. Finally, we conclude and address future possible challenges.
[ { "version": "v1", "created": "Sun, 30 Jun 2019 18:55:31 GMT" } ]
1,562,025,600,000
[ [ "Aliman", "Nadisha-Marie", "" ], [ "Kester", "Leon", "" ] ]
1907.00716
Fuyuan Xiao
Fuyuan Xiao
Evidential distance measure in complex belief function theory
4 pages, 2 figures. arXiv admin note: text overlap with arXiv:1906.11409
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, an evidential distance measure is proposed which can measure the difference or dissimilarity between complex basic belief assignments (CBBAs), in which the CBBAs are composed of complex numbers. When the CBBAs are degenerated from complex numbers to real numbers, i.e., BBAs, the proposed distance will degrade into the Jousselme et al.'s distance. Therefore, the proposed distance provides a promising way to measure the differences between evidences in a more general framework of complex plane space.
[ { "version": "v1", "created": "Thu, 27 Jun 2019 02:36:22 GMT" } ]
1,562,025,600,000
[ [ "Xiao", "Fuyuan", "" ] ]
1907.01047
Maen Alzubi
Maen Alzubi, Szilvester Kov\'acs
Investigating The Piece-Wise Linearity And Benchmark Related To Koczy-Hirota Fuzzy Linear Interpolation
null
Journal of Theoretical and Applied Information Technology 15th June 2019. Vol.97. No 11
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Fuzzy Rule Interpolation (FRI) reasoning methods have been introduced to address sparse fuzzy rule bases and reduce complexity. The first FRI method was the Koczy and Hirota (KH) proposed "Linear Interpolation". Besides, several conditions and criteria have been suggested for unifying the common requirements FRI methods have to satisfy. One of the most conditions is restricted the fuzzy set of the conclusion must preserve a Piece-Wise Linearity (PWL) if all antecedents and consequents of the fuzzy rules are preserving on PWL sets at {\alpha}-cut levels. The KH FRI is one of FRI methods which cannot satisfy this condition. Therefore, the goal of this paper is to investigate equations and notations related to PWL property, which is aimed to highlight the problematic properties of the KH FRI method to prove its efficiency with PWL condition. In addition, this paper is focusing on constructing benchmark examples to be a baseline for testing other FRI methods against situations that are not satisfied with the linearity condition for KH FRI.
[ { "version": "v1", "created": "Mon, 1 Jul 2019 20:08:48 GMT" }, { "version": "v2", "created": "Tue, 12 Nov 2019 16:41:36 GMT" } ]
1,573,603,200,000
[ [ "Alzubi", "Maen", "" ], [ "Kovács", "Szilvester", "" ] ]
1907.01224
Jake Chandler
Jake Chandler and Richard Booth
Elementary Iterated Revision and the Levi Identity
Extended version of a paper accepted to LORI 2019 (22 pages)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent work has considered the problem of extending to the case of iterated belief change the so-called `Harper Identity' (HI), which defines single-shot contraction in terms of single-shot revision. The present paper considers the prospects of providing a similar extension of the Levi Identity (LI), in which the direction of definition runs the other way. We restrict our attention here to the three classic iterated revision operators--natural, restrained and lexicographic, for which we provide here the first collective characterisation in the literature, under the appellation of `elementary' operators. We consider two prima facie plausible ways of extending (LI). The first proposal involves the use of the rational closure operator to offer a `reductive' account of iterated revision in terms of iterated contraction. The second, which doesn't commit to reductionism, was put forward some years ago by Nayak et al. We establish that, for elementary revision operators and under mild assumptions regarding contraction, Nayak's proposal is equivalent to a new set of postulates formalising the claim that contraction by $\neg A$ should be considered to be a kind of `mild' revision by $A$. We then show that these, in turn, under slightly weaker assumptions, jointly amount to the conjunction of a pair of constraints on the extension of (HI) that were recently proposed in the literature. Finally, we consider the consequences of endorsing both suggestions and show that this would yield an identification of rational revision with natural revision. We close the paper by discussing the general prospects for defining iterated revision in terms of iterated contraction.
[ { "version": "v1", "created": "Tue, 2 Jul 2019 08:14:38 GMT" } ]
1,562,112,000,000
[ [ "Chandler", "Jake", "" ], [ "Booth", "Richard", "" ] ]
1907.01682
Kinzang Chhogyal
Kinzang Chhogyal, Abhaya Nayak, Aditya Ghose, Mehmet Orgun and Hoa Dam
On Conforming and Conflicting Values
AI for Social Good Workshop, IJCAI 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Values are things that are important to us. Actions activate values - they either go against our values or they promote our values. Values themselves can either be conforming or conflicting depending on the action that is taken. In this short paper, we argue that values may be classified as one of two types - conflicting and inherently conflicting values. They are distinguished by the fact that the latter in some sense can be thought of as being independent of actions. This allows us to do two things: i) check whether a set of values is consistent and ii) check whether it is in conflict with other sets of values.
[ { "version": "v1", "created": "Tue, 2 Jul 2019 23:40:31 GMT" }, { "version": "v2", "created": "Mon, 8 Jul 2019 01:59:05 GMT" } ]
1,562,630,400,000
[ [ "Chhogyal", "Kinzang", "" ], [ "Nayak", "Abhaya", "" ], [ "Ghose", "Aditya", "" ], [ "Orgun", "Mehmet", "" ], [ "Dam", "Hoa", "" ] ]
1907.02548
Levi Lelis
D\^amaris S. Bento, Andr\'e G. Pereira and Levi H. S. Lelis
Procedural Generation of Initial States of Sokoban
Accepted for publication at IJCAI'19
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Procedural generation of initial states of state-space search problems have applications in human and machine learning as well as in the evaluation of planning systems. In this paper we deal with the task of generating hard and solvable initial states of Sokoban puzzles. We propose hardness metrics based on pattern database heuristics and the use of novelty to improve the exploration of search methods in the task of generating initial states. We then present a system called Beta that uses our hardness metrics and novelty to generate initial states. Experiments show that Beta is able to generate initial states that are harder to solve by a specialized solver than those designed by human experts.
[ { "version": "v1", "created": "Thu, 4 Jul 2019 18:06:25 GMT" } ]
1,562,544,000,000
[ [ "Bento", "Dâmaris S.", "" ], [ "Pereira", "André G.", "" ], [ "Lelis", "Levi H. S.", "" ] ]
1907.04269
Shuai Ma
Shuai Ma, Jia Yuan Yu, Ahmet Satir
A Scheme for Dynamic Risk-Sensitive Sequential Decision Making
20 pages, 3 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a scheme for sequential decision making with a risk-sensitive objective and constraints in a dynamic environment. A neural network is trained as an approximator of the mapping from parameter space to space of risk and policy with risk-sensitive constraints. For a given risk-sensitive problem, in which the objective and constraints are, or can be estimated by, functions of the mean and variance of return, we generate a synthetic dataset as training data. Parameters defining a targeted process might be dynamic, i.e., they might vary over time, so we sample them within specified intervals to deal with these dynamics. We show that: i). Most risk measures can be estimated using return variance; ii). By virtue of the state-augmentation transformation, practical problems modeled by Markov decision processes with stochastic rewards can be solved in a risk-sensitive scenario; and iii). The proposed scheme is validated by a numerical experiment.
[ { "version": "v1", "created": "Tue, 9 Jul 2019 16:12:21 GMT" } ]
1,562,716,800,000
[ [ "Ma", "Shuai", "" ], [ "Yu", "Jia Yuan", "" ], [ "Satir", "Ahmet", "" ] ]
1907.04659
Ravi Kashyap
Ravi Kashyap
Artificial Intelligence: A Child's Play
null
Technological Forecasting and Social Change, 166, May 2021, 120555
10.1016/j.techfore.2020.120555
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We discuss the objectives of any endeavor in creating artificial intelligence, AI, and provide a possible alternative. Intelligence might be an unintended consequence of curiosity left to roam free, best exemplified by a frolicking infant. This suggests that our attempts at AI could have been misguided. What we actually need to strive for can be termed artificial curiosity, AC, and intelligence happens as a consequence of those efforts. For this unintentional yet welcome aftereffect to set in a foundational list of guiding principles needs to be present. We start with the intuition for this line of reasoning and formalize it with a series of definitions, assumptions, ingredients, models and iterative improvements that will be necessary to make the incubation of intelligence a reality. Our discussion provides conceptual modifications to the Turing Test and to Searle's Chinese room argument. We discuss the future implications for society as AI becomes an integral part of life. We provide a road-map for creating intelligence with the technical parts relegated to the appendix so that the article is accessible to a wide audience. The central techniques in our formal approach to creating intelligence draw upon tools and concepts widely used in physics, cognitive science, psychology, evolutionary biology, statistics, linguistics, communication systems, pattern recognition, marketing, economics, finance, information science and computational theory highlighting that solutions for creating artificial intelligence have to transcend the artificial barriers between various fields and be highly multi-disciplinary.
[ { "version": "v1", "created": "Mon, 1 Jul 2019 04:46:07 GMT" }, { "version": "v2", "created": "Thu, 18 Jun 2020 11:50:24 GMT" }, { "version": "v3", "created": "Sat, 30 Jan 2021 15:05:12 GMT" } ]
1,612,224,000,000
[ [ "Kashyap", "Ravi", "" ] ]
1907.04679
Javier Navarro
Javier Navarro, Christian Wagner
Measuring Inter-group Agreement on zSlice Based General Type-2 Fuzzy Sets
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recently, there has been much research into modelling of uncertainty in human perception through Fuzzy Sets (FSs). Most of this research has focused on allowing respondents to express their (intra) uncertainty using intervals. Here, depending on the technique used and types of uncertainties being modelled different types of FSs can be obtained (e.g., Type-1, Interval Type-2, General Type-2). Arguably, one of the most flexible techniques is the Interval Agreement Approach (IAA) as it allows to model the perception of all respondents without making assumptions such as outlier removal or predefined membership function types (e.g. Gaussian). A key aspect in the analysis of interval-valued data and indeed, IAA based agreement models of said data, is to determine the position and strengths of agreement across all the sources/participants. While previously, the Agreement Ratio was proposed to measure the strength of agreement in fuzzy set based models of interval data, said measure has only been applicable to type-1 fuzzy sets. In this paper, we extend the Agreement Ratio to capture the degree of inter-group agreement modelled by a General Type-2 Fuzzy Set when using the IAA. This measure relies on using a similarity measure to quantitatively express the relation between the different levels of agreement in a given FS. Synthetic examples are provided in order to demonstrate both behaviour and calculation of the measure. Finally, an application to real-world data is provided in order to show the potential of this measure to assess the divergence of opinions for ambiguous concepts when heterogeneous groups of participants are involved.
[ { "version": "v1", "created": "Tue, 9 Jul 2019 16:36:36 GMT" } ]
1,562,803,200,000
[ [ "Navarro", "Javier", "" ], [ "Wagner", "Christian", "" ] ]
1907.04719
Fuyuan Xiao
Fuyuan Xiao
Generalized Belief Function: A new concept for uncertainty modelling and processing
10 pages. arXiv admin note: substantial text overlap with arXiv:1907.00716, arXiv:1906.11409
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we generalize the belief function on complex plane from another point of view. We first propose a new concept of complex mass function based on the complex number, called complex basic belief assignment, which is a generalization of the traditional mass function in Dempster-Shafer evidence theory. On the basis of the de nition of complex mass function, the belief function and plausibility function are generalized. In particular, when the complex mass function is degenerated from complex numbers to real numbers, the generalized belief and plausibility functions degenerate into the traditional belief and plausibility functions in DSE theory, respectively.
[ { "version": "v1", "created": "Wed, 3 Jul 2019 06:42:35 GMT" } ]
1,562,803,200,000
[ [ "Xiao", "Fuyuan", "" ] ]
1907.05390
Guojun Wu
Guojun Wu, Yanhua Li, Zhenming Liu, Jie Bao, Yu Zheng, Jieping Ye, Jun Luo
Reward Advancement: Transforming Policy under Maximum Causal Entropy Principle
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Many real-world human behaviors can be characterized as a sequential decision making processes, such as urban travelers choices of transport modes and routes (Wu et al. 2017). Differing from choices controlled by machines, which in general follows perfect rationality to adopt the policy with the highest reward, studies have revealed that human agents make sub-optimal decisions under bounded rationality (Tao, Rohde, and Corcoran 2014). Such behaviors can be modeled using maximum causal entropy (MCE) principle (Ziebart 2010). In this paper, we define and investigate a general reward trans-formation problem (namely, reward advancement): Recovering the range of additional reward functions that transform the agent's policy from original policy to a predefined target policy under MCE principle. We show that given an MDP and a target policy, there are infinite many additional reward functions that can achieve the desired policy transformation. Moreover, we propose an algorithm to further extract the additional rewards with minimum "cost" to implement the policy transformation.
[ { "version": "v1", "created": "Thu, 11 Jul 2019 17:11:57 GMT" } ]
1,562,889,600,000
[ [ "Wu", "Guojun", "" ], [ "Li", "Yanhua", "" ], [ "Liu", "Zhenming", "" ], [ "Bao", "Jie", "" ], [ "Zheng", "Yu", "" ], [ "Ye", "Jieping", "" ], [ "Luo", "Jun", "" ] ]
1907.05575
Sydney Katz
Sydney M. Katz, Anne-Claire Le Bihan, Mykel J. Kochenderfer
Learning an Urban Air Mobility Encounter Model from Expert Preferences
8 pages, 7 figures, submitted to 2019 Digital Avionics Systems Conference
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Airspace models have played an important role in the development and evaluation of aircraft collision avoidance systems for both manned and unmanned aircraft. As Urban Air Mobility (UAM) systems are being developed, we need new encounter models that are representative of their operational environment. Developing such models is challenging due to the lack of data on UAM behavior in the airspace. While previous encounter models for other aircraft types rely on large datasets to produce realistic trajectories, this paper presents an approach to encounter modeling that instead relies on expert knowledge. In particular, recent advances in preference-based learning are extended to tune an encounter model from expert preferences. The model takes the form of a stochastic policy for a Markov decision process (MDP) in which the reward function is learned from pairwise queries of a domain expert. We evaluate the performance of two querying methods that seek to maximize the information obtained from each query. Ultimately, we demonstrate a method for generating realistic encounter trajectories with only a few minutes of an expert's time.
[ { "version": "v1", "created": "Fri, 12 Jul 2019 04:44:10 GMT" } ]
1,563,148,800,000
[ [ "Katz", "Sydney M.", "" ], [ "Bihan", "Anne-Claire Le", "" ], [ "Kochenderfer", "Mykel J.", "" ] ]
1907.05688
Alexantrou Serb
A. Serb, I. Kobyzev, J. Wang, T. Prodromakis
A semi-holographic hyperdimensional representation system for hardware-friendly cognitive computing
9 pages, 2 figures, 3 tables Submitted version
null
10.1098/rsta.2019.0162
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
One of the main, long-term objectives of artificial intelligence is the creation of thinking machines. To that end, substantial effort has been placed into designing cognitive systems; i.e. systems that can manipulate semantic-level information. A substantial part of that effort is oriented towards designing the mathematical machinery underlying cognition in a way that is very efficiently implementable in hardware. In this work we propose a 'semi-holographic' representation system that can be implemented in hardware using only multiplexing and addition operations, thus avoiding the need for expensive multiplication. The resulting architecture can be readily constructed by recycling standard microprocessor elements and is capable of performing two key mathematical operations frequently used in cognition, superposition and binding, within a budget of below 6 pJ for 64- bit operands. Our proposed 'cognitive processing unit' (CoPU) is intended as just one (albeit crucial) part of much larger cognitive systems where artificial neural networks of all kinds and associative memories work in concord to give rise to intelligence.
[ { "version": "v1", "created": "Fri, 12 Jul 2019 11:56:29 GMT" }, { "version": "v2", "created": "Mon, 15 Jul 2019 15:51:27 GMT" } ]
1,615,939,200,000
[ [ "Serb", "A.", "" ], [ "Kobyzev", "I.", "" ], [ "Wang", "J.", "" ], [ "Prodromakis", "T.", "" ] ]
1907.05861
Thomy Phan
Thomy Phan, Thomas Gabor, Robert M\"uller, Christoph Roch, Claudia Linnhoff-Popien
Adaptive Thompson Sampling Stacks for Memory Bounded Open-Loop Planning
Accepted to IJCAI 2019. arXiv admin note: substantial text overlap with arXiv:1905.04020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose Stable Yet Memory Bounded Open-Loop (SYMBOL) planning, a general memory bounded approach to partially observable open-loop planning. SYMBOL maintains an adaptive stack of Thompson Sampling bandits, whose size is bounded by the planning horizon and can be automatically adapted according to the underlying domain without any prior domain knowledge beyond a generative model. We empirically test SYMBOL in four large POMDP benchmark problems to demonstrate its effectiveness and robustness w.r.t. the choice of hyperparameters and evaluate its adaptive memory consumption. We also compare its performance with other open-loop planning algorithms and POMCP.
[ { "version": "v1", "created": "Thu, 11 Jul 2019 09:42:47 GMT" }, { "version": "v2", "created": "Thu, 28 Dec 2023 01:18:03 GMT" } ]
1,703,808,000,000
[ [ "Phan", "Thomy", "" ], [ "Gabor", "Thomas", "" ], [ "Müller", "Robert", "" ], [ "Roch", "Christoph", "" ], [ "Linnhoff-Popien", "Claudia", "" ] ]
1907.06096
Navya Singh
Ms. Navya Singh, Mr. Anshul Dhull, Mr. Barath Mohan.S, Mr. Bhavish Pahwa, Ms. Komal Sharma
Automated Gaming Pommerman: FFA
5 pages , 5 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Our game Pommerman is based on the console game Bommerman. The game starts on an 11 by 11 platform. Pommerman is a multi-agent environment and is made up of a set of different situations and contains four agents.
[ { "version": "v1", "created": "Sat, 13 Jul 2019 15:20:19 GMT" } ]
1,563,235,200,000
[ [ "Singh", "Ms. Navya", "" ], [ "Dhull", "Mr. Anshul", "" ], [ "S", "Mr. Barath Mohan.", "" ], [ "Pahwa", "Mr. Bhavish", "" ], [ "Sharma", "Ms. Komal", "" ] ]
1907.06386
Claudio Di Ciccio
Anton Yeshchenko and Claudio Di Ciccio and Jan Mendling and Artem Polyvyanyy
Comprehensive Process Drift Detection with Visual Analytics
Accepted for publication at the 38th International Conference on Conceptual Modeling (ER 2019), http://www.inf.ufrgs.br/er2019/
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent research has introduced ideas from concept drift into process mining to enable the analysis of changes in business processes over time. This stream of research, however, has not yet addressed the challenges of drift categorization, drilling-down, and quantification. In this paper, we propose a novel technique for managing process drifts, called Visual Drift Detection (VDD), which fulfills these requirements. The technique starts by clustering declarative process constraints discovered from recorded logs of executed business processes based on their similarity and then applies change point detection on the identified clusters to detect drifts. VDD complements these features with detailed visualizations and explanations of drifts. Our evaluation, both on synthetic and real-world logs, demonstrates all the aforementioned capabilities of the technique.
[ { "version": "v1", "created": "Mon, 15 Jul 2019 09:24:45 GMT" } ]
1,563,235,200,000
[ [ "Yeshchenko", "Anton", "" ], [ "Di Ciccio", "Claudio", "" ], [ "Mendling", "Jan", "" ], [ "Polyvyanyy", "Artem", "" ] ]
1907.06562
Fernando de Mesentier Silva
Amy K. Hoover, Julian Togelius, Scott Lee and Fernando de Mesentier Silva
The Many AI Challenges of Hearthstone
12 pages. Journal paper
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Games have benchmarked AI methods since the inception of the field, with classic board games such as Chess and Go recently leaving room for video games with related yet different sets of challenges. The set of AI problems associated with video games has in recent decades expanded from simply playing games to win, to playing games in particular styles, generating game content, modeling players etc. Different games pose very different challenges for AI systems, and several different AI challenges can typically be posed by the same game. In this article we analyze the popular collectible card game Hearthstone (Blizzard 2014) and describe a varied set of interesting AI challenges posed by this game. Collectible card games are relatively understudied in the AI community, despite their popularity and the interesting challenges they pose. Analyzing a single game in-depth in the manner we do here allows us to see the entire field of AI and Games through the lens of a single game, discovering a few new variations on existing research topics.
[ { "version": "v1", "created": "Mon, 15 Jul 2019 16:06:41 GMT" } ]
1,563,235,200,000
[ [ "Hoover", "Amy K.", "" ], [ "Togelius", "Julian", "" ], [ "Lee", "Scott", "" ], [ "Silva", "Fernando de Mesentier", "" ] ]
1907.06570
Fernando de Mesentier Silva
Luvneesh Mugrai, Fernando de Mesentier Silva, Christoffer Holmg{\aa}rd and Julian Togelius
Automated Playtesting of Matching Tile Games
7 pages. IEEE Conference On Games (COG) 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Matching tile games are an extremely popular game genre. Arguably the most popular iteration, Match-3 games, are simple to understand puzzle games, making them great benchmarks for research. In this paper, we propose developing different procedural personas for Match-3 games in order to approximate different human playstyles to create an automated playtesting system. The procedural personas are realized through evolving the utility function for the Monte Carlo Tree Search agent. We compare the performance and results of the evolution agents with the standard Vanilla Monte Carlo Tree Search implementation as well as to a random move-selection agent. We then observe the impacts on both the game's design and the game design process. Lastly, a user study is performed to compare the agents to human play traces.
[ { "version": "v1", "created": "Mon, 15 Jul 2019 16:24:43 GMT" } ]
1,563,235,200,000
[ [ "Mugrai", "Luvneesh", "" ], [ "Silva", "Fernando de Mesentier", "" ], [ "Holmgård", "Christoffer", "" ], [ "Togelius", "Julian", "" ] ]
1907.08194
Robin Manhaeve
Robin Manhaeve, Sebastijan Duman\v{c}i\'c, Angelika Kimmig, Thomas Demeester, Luc De Raedt
Neural Probabilistic Logic Programming in DeepProbLog
Extended version of DeepProbLog: Neural Probabilistic Logic Programming (previously published at NeurIPS 2018). arXiv admin note: text overlap with arXiv:1805.10872
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce DeepProbLog, a neural probabilistic logic programming language that incorporates deep learning by means of neural predicates. We show how existing inference and learning techniques of the underlying probabilistic logic programming language ProbLog can be adapted for the new language. We theoretically and experimentally demonstrate that DeepProbLog supports (i) both symbolic and subsymbolic representations and inference, (ii) program induction, (iii) probabilistic (logic) programming, and (iv) (deep) learning from examples. To the best of our knowledge, this work is the first to propose a framework where general-purpose neural networks and expressive probabilistic-logical modeling and reasoning are integrated in a way that exploits the full expressiveness and strengths of both worlds and can be trained end-to-end based on examples.
[ { "version": "v1", "created": "Thu, 18 Jul 2019 11:14:01 GMT" }, { "version": "v2", "created": "Mon, 23 Sep 2019 18:34:22 GMT" } ]
1,569,456,000,000
[ [ "Manhaeve", "Robin", "" ], [ "Dumančić", "Sebastijan", "" ], [ "Kimmig", "Angelika", "" ], [ "Demeester", "Thomas", "" ], [ "De Raedt", "Luc", "" ] ]
1907.08352
Zhanhao Xiao
Zhanhao Xiao, Hai Wan, Hankui Hankz Zhuo, Jinxia Lin, Yanan Liu
Representation Learning for Classical Planning from Partially Observed Traces
11 pages, 6 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Specifying a complete domain model is time-consuming, which has been a bottleneck of AI planning technique application in many real-world scenarios. Most classical domain-model learning approaches output a domain model in the form of the declarative planning language, such as STRIPS or PDDL, and solve new planning instances by invoking an existing planner. However, planning in such a representation is sensitive to the accuracy of the learned domain model which probably cannot be used to solve real planning problems. In this paper, to represent domain models in a vectorization representation way, we propose a novel framework based on graph neural network (GNN) integrating model-free learning and model-based planning, called LP-GNN. By embedding propositions and actions in a graph, the latent relationship between them is explored to form a domain-specific heuristics. We evaluate our approach on five classical planning domains, comparing with the classical domain-model learner ARMS. The experimental results show that the domain models learned by our approach are much more effective on solving real planning problems.
[ { "version": "v1", "created": "Fri, 19 Jul 2019 02:53:09 GMT" } ]
1,563,753,600,000
[ [ "Xiao", "Zhanhao", "" ], [ "Wan", "Hai", "" ], [ "Zhuo", "Hankui Hankz", "" ], [ "Lin", "Jinxia", "" ], [ "Liu", "Yanan", "" ] ]
1907.08424
Mario Alviano
Mario Alviano, Nicola Leone, Pierfrancesco Veltri, Jessica Zangari
Enhancing magic sets with an application to ontological reasoning
Paper presented at the 35th International Conference on Logic Programming (ICLP 2019), Las Cruces, New Mexico, USA, 20-25 September 2019, 16 pages
Theory and Practice of Logic Programming 19 (2019) 654-670
10.1017/S1471068419000115
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Magic sets are a Datalog to Datalog rewriting technique to optimize query answering. The rewritten program focuses on a portion of the stable model(s) of the input program which is sufficient to answer the given query. However, the rewriting may introduce new recursive definitions, which can involve even negation and aggregations, and may slow down program evaluation. This paper enhances the magic set technique by preventing the creation of (new) recursive definitions in the rewritten program. It turns out that the new version of magic sets is closed for Datalog programs with stratified negation and aggregations, which is very convenient to obtain efficient computation of the stable model of the rewritten program. Moreover, the rewritten program is further optimized by the elimination of subsumed rules and by the efficient handling of the cases where binding propagation is lost. The research was stimulated by a challenge on the exploitation of Datalog/\textsc{dlv} for efficient reasoning on large ontologies. All proposed techniques have been hence implemented in the \textsc{dlv} system, and tested for ontological reasoning, confirming their effectiveness. Under consideration for publication in Theory and Practice of Logic Programming.
[ { "version": "v1", "created": "Fri, 19 Jul 2019 09:31:26 GMT" } ]
1,582,070,400,000
[ [ "Alviano", "Mario", "" ], [ "Leone", "Nicola", "" ], [ "Veltri", "Pierfrancesco", "" ], [ "Zangari", "Jessica", "" ] ]
1907.08584
Arthur Szlam
Jonathan Gray, Kavya Srinet, Yacine Jernite, Haonan Yu, Zhuoyuan Chen, Demi Guo, Siddharth Goyal, C. Lawrence Zitnick, Arthur Szlam
CraftAssist: A Framework for Dialogue-enabled Interactive Agents
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes an implementation of a bot assistant in Minecraft, and the tools and platform allowing players to interact with the bot and to record those interactions. The purpose of building such an assistant is to facilitate the study of agents that can complete tasks specified by dialogue, and eventually, to learn from dialogue interactions.
[ { "version": "v1", "created": "Fri, 19 Jul 2019 17:25:07 GMT" } ]
1,563,753,600,000
[ [ "Gray", "Jonathan", "" ], [ "Srinet", "Kavya", "" ], [ "Jernite", "Yacine", "" ], [ "Yu", "Haonan", "" ], [ "Chen", "Zhuoyuan", "" ], [ "Guo", "Demi", "" ], [ "Goyal", "Siddharth", "" ], [ "Zitnick", "C. Lawrence", "" ], [ "Szlam", "Arthur", "" ] ]
1907.08647
Daniel Karapetyan Dr
Olegs Nalivajevs and Daniel Karapetyan
Conditional Markov Chain Search for the Generalised Travelling Salesman Problem for Warehouse Order Picking
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Generalised Travelling Salesman Problem (GTSP) is a well-known problem that, among other applications, arises in warehouse order picking, where each stock is distributed between several locations -- a typical approach in large modern warehouses. However, the instances commonly used in the literature have a completely different structure, and the methods are designed with those instances in mind. In this paper, we give a new pseudo-random instance generator that reflects the warehouse order picking and publish new benchmark testbeds. We also use the Conditional Markov Chain Search framework to automatically generate new GTSP metaheuristics trained specifically for warehouse order picking. Finally, we report the computational results of our metaheuristics to enable further competition between solvers.
[ { "version": "v1", "created": "Fri, 19 Jul 2019 18:53:26 GMT" }, { "version": "v2", "created": "Fri, 9 Aug 2019 17:15:19 GMT" } ]
1,565,568,000,000
[ [ "Nalivajevs", "Olegs", "" ], [ "Karapetyan", "Daniel", "" ] ]
1907.08739
Taoan Huang
Taoan Huang, Bohui Fang, Xiaohui Bei, Fei Fang
Dynamic Trip-Vehicle Dispatch with Scheduled and On-Demand Requests
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Transportation service providers that dispatch drivers and vehicles to riders start to support both on-demand ride requests posted in real time and rides scheduled in advance, leading to new challenges which, to the best of our knowledge, have not been addressed by existing works. To fill the gap, we design novel trip-vehicle dispatch algorithms to handle both types of requests while taking into account an estimated request distribution of on-demand requests. At the core of the algorithms is the newly proposed Constrained Spatio-Temporal value function (CST-function), which is polynomial-time computable and represents the expected value a vehicle could gain with the constraint that it needs to arrive at a specific location at a given time. Built upon CST-function, we design a randomized best-fit algorithm for scheduled requests and an online planning algorithm for on-demand requests given the scheduled requests as constraints. We evaluate the algorithms through extensive experiments on a real-world dataset of an online ride-hailing platform.
[ { "version": "v1", "created": "Sat, 20 Jul 2019 02:45:24 GMT" } ]
1,563,840,000,000
[ [ "Huang", "Taoan", "" ], [ "Fang", "Bohui", "" ], [ "Bei", "Xiaohui", "" ], [ "Fang", "Fei", "" ] ]
1907.10054
Benoit Vuillemin
Benoit Vuillemin (LIRIS), Lionel Delphin-Poulat (FTR&D), Rozenn Nicol, La\"etitia Matignon (SMA), Salima Hassas (MSI)
TSRuleGrowth : Extraction de r\`egles de pr\'ediction semi-ordonn\'ees \`a partir d'une s\'erie temporelle d'\'el\'ements discrets, application dans un contexte d'intelligence ambiante
in French. Conf\'erence Nationale sur les Applications Pratiques de l'Intelligence Artificielle (APIA), Jul 2019, Toulouse, France
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents a new algorithm: TSRuleGrowth, looking for partially-ordered rules over a time series. This algorithm takes principles from the state of the art of rule mining and applies them to time series via a new notion of support. We apply this algorithm to real data from a connected environment, which extract user habits through different connected objects.
[ { "version": "v1", "created": "Tue, 23 Jul 2019 09:17:47 GMT" } ]
1,564,012,800,000
[ [ "Vuillemin", "Benoit", "", "LIRIS" ], [ "Delphin-Poulat", "Lionel", "", "FTR&D" ], [ "Nicol", "Rozenn", "", "SMA" ], [ "Matignon", "Laëtitia", "", "SMA" ], [ "Hassas", "Salima", "", "MSI" ] ]
1907.11971
Per-Arne Andersen
Per-Arne Andersen, Morten Goodwin, Ole-Christoffer Granmo
Towards Model-based Reinforcement Learning for Industry-near Environments
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Deep reinforcement learning has over the past few years shown great potential in learning near-optimal control in complex simulated environments with little visible information. Rainbow (Q-Learning) and PPO (Policy Optimisation) have shown outstanding performance in a variety of tasks, including Atari 2600, MuJoCo, and Roboschool test suite. While these algorithms are fundamentally different, both suffer from high variance, low sample efficiency, and hyperparameter sensitivity that in practice, make these algorithms a no-go for critical operations in the industry. On the other hand, model-based reinforcement learning focuses on learning the transition dynamics between states in an environment. If these environment dynamics are adequately learned, a model-based approach is perhaps the most sample efficient method for learning agents to act in an environment optimally. The traits of model-based reinforcement are ideal for real-world environments where sampling is slow and for mission-critical operations. In the warehouse industry, there is an increasing motivation to minimise time and to maximise production. Currently, autonomous agents act suboptimally using handcrafted policies for significant portions of the state-space. In this paper, we present The Dreaming Variational Autoencoder v2 (DVAE-2), a model-based reinforcement learning algorithm that increases sample efficiency, hence enable algorithms with low sample efficiency function better in real-world environments. We introduce Deep Warehouse, a simulated environment for industry-near testing of autonomous agents in grid-based warehouses. Finally, we illustrate that DVAE-2 improves the sample efficiency for the Deep Warehouse compared to model-free methods.
[ { "version": "v1", "created": "Sat, 27 Jul 2019 20:05:52 GMT" } ]
1,564,444,800,000
[ [ "Andersen", "Per-Arne", "" ], [ "Goodwin", "Morten", "" ], [ "Granmo", "Ole-Christoffer", "" ] ]
1907.12047
Avi Segal
Avi Segal, Kobi Gal, Guy Shani, Bracha Shapira
A difficulty ranking approach to personalization in E-learning
null
International Journal of Human-Computer Studies, Volume 130, October 2019, Pages 261-272
10.1016/j.ijhcs.2019.07.002
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The prevalence of e-learning systems and on-line courses has made educational material widely accessible to students of varying abilities and backgrounds. There is thus a growing need to accommodate for individual differences in e-learning systems. This paper presents an algorithm called EduRank for personalizing educational content to students that combines a collaborative filtering algorithm with voting methods. EduRank constructs a difficulty ranking for each student by aggregating the rankings of similar students using different aspects of their performance on common questions. These aspects include grades, number of retries, and time spent solving questions. It infers a difficulty ranking directly over the questions for each student, rather than ordering them according to the student's predicted score. The EduRank algorithm was tested on two data sets containing thousands of students and a million records. It was able to outperform the state-of-the-art ranking approaches as well as a domain expert. EduRank was used by students in a classroom activity, where a prior model was incorporated to predict the difficulty rankings of students with no prior history in the system. It was shown to lead students to solve more difficult questions than an ordering by a domain expert, without reducing their performance.
[ { "version": "v1", "created": "Sun, 28 Jul 2019 08:54:06 GMT" } ]
1,564,444,800,000
[ [ "Segal", "Avi", "" ], [ "Gal", "Kobi", "" ], [ "Shani", "Guy", "" ], [ "Shapira", "Bracha", "" ] ]
1907.12344
Paul Ogris
Thomas Eiter, Paul Ogris, Konstantin Schekotihin
A Distributed Approach to LARS Stream Reasoning (System paper)
16 pages. Under consideration for acceptance in TPLP
Theory and Practice of Logic Programming 19 (2019) 974-989
10.1017/S1471068419000309
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Stream reasoning systems are designed for complex decision-making from possibly infinite, dynamic streams of data. Modern approaches to stream reasoning are usually performing their computations using stand-alone solvers, which incrementally update their internal state and return results as the new portions of data streams are pushed. However, the performance of such approaches degrades quickly as the rates of the input data and the complexity of decision problems are growing. This problem was already recognized in the area of stream processing, where systems became distributed in order to allocate vast computing resources provided by clouds. In this paper we propose a distributed approach to stream reasoning that can efficiently split computations among different solvers communicating their results over data streams. Moreover, in order to increase the throughput of the distributed system, we suggest an interval-based semantics for the LARS language, which enables significant reductions of network traffic. Performed evaluations indicate that the distributed stream reasoning significantly outperforms existing stand-alone LARS solvers when the complexity of decision problems and the rate of incoming data are increasing. Under consideration for acceptance in Theory and Practice of Logic Programming.
[ { "version": "v1", "created": "Mon, 29 Jul 2019 11:39:05 GMT" } ]
1,582,070,400,000
[ [ "Eiter", "Thomas", "" ], [ "Ogris", "Paul", "" ], [ "Schekotihin", "Konstantin", "" ] ]
1907.12501
Matthias Knorr
Matti Berthold, Ricardo Gon\c{c}alves, Matthias Knorr, Jo\~ao Leite
A Syntactic Operator for Forgetting that Satisfies Strong Persistence
Paper presented at the 35th International Conference on Logic Programming (ICLP 2019), Las Cruces, New Mexico, USA, 20-25 September 2019, 16 pages
Theory and Practice of Logic Programming 19 (2019) 1038-1055
10.1017/S1471068419000346
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Whereas the operation of forgetting has recently seen a considerable amount of attention in the context of Answer Set Programming (ASP), most of it has focused on theoretical aspects, leaving the practical issues largely untouched. Recent studies include results about what sets of properties operators should satisfy, as well as the abstract characterization of several operators and their theoretical limits. However, no concrete operators have been investigated. In this paper, we address this issue by presenting the first concrete operator that satisfies strong persistence - a property that seems to best capture the essence of forgetting in the context of ASP - whenever this is possible, and many other important properties. The operator is syntactic, limiting the computation of the forgetting result to manipulating the rules in which the atoms to be forgotten occur, naturally yielding a forgetting result that is close to the original program. This paper is under consideration for acceptance in TPLP.
[ { "version": "v1", "created": "Mon, 29 Jul 2019 16:03:48 GMT" }, { "version": "v2", "created": "Wed, 31 Jul 2019 11:32:06 GMT" } ]
1,582,070,400,000
[ [ "Berthold", "Matti", "" ], [ "Gonçalves", "Ricardo", "" ], [ "Knorr", "Matthias", "" ], [ "Leite", "João", "" ] ]
1907.13275
Mohan Sridharan
Rocio Gomez, Mohan Sridharan, Heather Riley
Towards a Theory of Intentions for Human-Robot Collaboration
25 pages, 4 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The architecture described in this paper encodes a theory of intentions based on the the key principles of non-procrastination, persistence, and automatically limiting reasoning to relevant knowledge and observations. The architecture reasons with transition diagrams of any given domain at two different resolutions, with the fine-resolution description defined as a refinement of, and hence tightly-coupled to, a coarse-resolution description. Non-monotonic logical reasoning with the coarse-resolution description computes an activity (i.e., plan) comprising abstract actions for any given goal. Each abstract action is implemented as a sequence of concrete actions by automatically zooming to and reasoning with the part of the fine-resolution transition diagram relevant to the current coarse-resolution transition and the goal. Each concrete action in this sequence is executed using probabilistic models of the uncertainty in sensing and actuation, and the corresponding fine-resolution outcomes are used to infer coarse-resolution observations that are added to the coarse-resolution history. The architecture's capabilities are evaluated in the context of a simulated robot assisting humans in an office domain, on a physical robot (Baxter) manipulating tabletop objects, and on a wheeled robot (Turtlebot) moving objects to particular places or people. The experimental results indicate improvements in reliability and computational efficiency compared with an architecture that does not include the theory of intentions, and an architecture that does not include zooming for fine-resolution reasoning.
[ { "version": "v1", "created": "Wed, 31 Jul 2019 01:31:04 GMT" } ]
1,564,617,600,000
[ [ "Gomez", "Rocio", "" ], [ "Sridharan", "Mohan", "" ], [ "Riley", "Heather", "" ] ]
1907.13305
EPTCS
Jos\'e Luis Vilchis Medina (LIS), Pierre Siegel (LIS), Vincent Risch (LIS), Andrei Doncescu (LAAS)
An Implementation of a Non-monotonic Logic in an Embedded Computer for a Motor-glider
In Proceedings ICLP 2019, arXiv:1909.07646
EPTCS 306, 2019, pp. 323-329
10.4204/EPTCS.306.37
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this article we present an implementation of non-monotonic reasoning in an embedded system. As a part of an autonomous motor-glider, it simulates piloting decisions of an airplane. A real pilot must take care not only about the information arising from the cockpit (airspeed, altitude, variometer, compass...) but also from outside the cabin. Throughout a flight, a pilot is constantly in communication with the control tower to follow orders, because there is an airspace regulation to respect. In addition, if the control tower sends orders while the pilot has an emergency, he may have to violate these orders and airspace regulations to solve his problem (e.g. emergency landing). On the other hand, climate changes constantly (wind, snow, hail..) and can affect the sensors. All these cases easily lead to contradictions. Switching to reasoning under uncertainty, a pilot must make decisions to carry out a flight. The objective of this implementation is to validate a non-monotonic model which allows to solve the question of incomplete and contradictory information. We formalize the problem using default logic, a non-monotonic logic which allows to find fixed-points in the face of contradictions. For the implementation, the Prolog language is used in an embedded computer running at 1 GHz single core with 512 Mb of RAM and 0.8 watts of energy consumption.
[ { "version": "v1", "created": "Wed, 31 Jul 2019 04:48:56 GMT" }, { "version": "v2", "created": "Fri, 20 Sep 2019 11:08:16 GMT" } ]
1,569,196,800,000
[ [ "Medina", "José Luis Vilchis", "", "LIS" ], [ "Siegel", "Pierre", "", "LIS" ], [ "Risch", "Vincent", "", "LIS" ], [ "Doncescu", "Andrei", "", "LAAS" ] ]
1907.13482
Joohyung Lee
Yi Wang and Shiqi Zhang and Joohyung Lee
Bridging Commonsense Reasoning and Probabilistic Planning via a Probabilistic Action Language
Paper presented at the 35th International Conference on Logic Programming (ICLP 2019), Las Cruces, New Mexico, USA, 20-25 September 2019, 16 pages. arXiv admin note: text overlap with arXiv:1904.00512
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
To be responsive to dynamically changing real-world environments, an intelligent agent needs to perform complex sequential decision-making tasks that are often guided by commonsense knowledge. The previous work on this line of research led to the framework called "interleaved commonsense reasoning and probabilistic planning" (icorpp), which used P-log for representing commmonsense knowledge and Markov Decision Processes (MDPs) or Partially Observable MDPs (POMDPs) for planning under uncertainty. A main limitation of icorpp is that its implementation requires non-trivial engineering efforts to bridge the commonsense reasoning and probabilistic planning formalisms. In this paper, we present a unified framework to integrate icorpp's reasoning and planning components. In particular, we extend probabilistic action language pBC+ to express utility, belief states, and observation as in POMDP models. Inheriting the advantages of action languages, the new action language provides an elaboration tolerant representation of POMDP that reflects commonsense knowledge. The idea led to the design of the system pbcplus2pomdp, which compiles a pBC+ action description into a POMDP model that can be directly processed by off-the-shelf POMDP solvers to compute an optimal policy of the pBC+ action description. Our experiments show that it retains the advantages of icorpp while avoiding the manual efforts in bridging the commonsense reasoner and the probabilistic planner.
[ { "version": "v1", "created": "Wed, 31 Jul 2019 15:29:44 GMT" } ]
1,564,617,600,000
[ [ "Wang", "Yi", "" ], [ "Zhang", "Shiqi", "" ], [ "Lee", "Joohyung", "" ] ]
1908.00112
Jia-Huai You
David Spies, Jia-Huai You, Ryan Hayward
Domain-Independent Cost-Optimal Planning in ASP
Paper presented at the 35th International Conference on Logic Programming (ICLP 2019), Las Cruces, New Mexico, USA, 20-25 September 2019, 16 pages
Theory and Practice of Logic Programming 19 (2019) 1124-1142
10.1017/S1471068419000395
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We investigate the problem of cost-optimal planning in ASP. Current ASP planners can be trivially extended to a cost-optimal one by adding weak constraints, but only for a given makespan (number of steps). It is desirable to have a planner that guarantees global optimality. In this paper, we present two approaches to addressing this problem. First, we show how to engineer a cost-optimal planner composed of two ASP programs running in parallel. Using lessons learned from this, we then develop an entirely new approach to cost-optimal planning, stepless planning, which is completely free of makespan. Experiments to compare the two approaches with the only known cost-optimal planner in SAT reveal good potentials for stepless planning in ASP. The paper is under consideration for acceptance in TPLP.
[ { "version": "v1", "created": "Wed, 31 Jul 2019 21:42:24 GMT" } ]
1,582,070,400,000
[ [ "Spies", "David", "" ], [ "You", "Jia-Huai", "" ], [ "Hayward", "Ryan", "" ] ]
1908.00409
Holger Ingmar Meinhardt
Holger I. Meinhardt
Deduction Theorem: The Problematic Nature of Common Practice in Game Theory
14 pages, 4 figures, 2 tables
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We consider the Deduction Theorem used in the literature of game theory to run a purported proof by contradiction. In the context of game theory, it is stated that if we have a proof of $\phi \vdash \varphi$, then we also have a proof of $\phi \Rightarrow \varphi$. Hence, the proof of $\phi \Rightarrow \varphi$ is deduced from a previously known statement. However, we argue that one has to manage to establish that a proof exists for the clauses $\phi$ and $\varphi$, i.e., they are known true statements in order to show that $\phi \vdash \varphi$ is provable, and that therefore $\phi \Rightarrow \varphi$ is provable as well. Thus, we are not allowed to assume that the clause $\phi$ or $\varphi$ is a true statement. This leads immediately to a wrong conclusion. Apart from this, we stress to other facts why the Deduction Theorem is not applicable to run a proof by contradiction. Finally, we present an example from industrial cooperation where the Deduction Theorem is not correctly applied with the consequence that the obtained result contradicts the well-known aggregation issue.
[ { "version": "v1", "created": "Wed, 31 Jul 2019 11:49:44 GMT" }, { "version": "v2", "created": "Sun, 29 Aug 2021 14:28:03 GMT" } ]
1,630,368,000,000
[ [ "Meinhardt", "Holger I.", "" ] ]
1908.01362
Sam Toyer
Sam Toyer, Felipe Trevizan, Sylvie Thi\'ebaux, Lexing Xie
ASNets: Deep Learning for Generalised Planning
Journal extension of AAAI'18 paper (arXiv:1709.04271)
Journal of Artificial Intelligence Research 68 (2020) 1-68
10.1613/jair.1.11633
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
In this paper, we discuss the learning of generalised policies for probabilistic and classical planning problems using Action Schema Networks (ASNets). The ASNet is a neural network architecture that exploits the relational structure of (P)PDDL planning problems to learn a common set of weights that can be applied to any problem in a domain. By mimicking the actions chosen by a traditional, non-learning planner on a handful of small problems in a domain, ASNets are able to learn a generalised reactive policy that can quickly solve much larger instances from the domain. This work extends the ASNet architecture to make it more expressive, while still remaining invariant to a range of symmetries that exist in PPDDL problems. We also present a thorough experimental evaluation of ASNets, including a comparison with heuristic search planners on seven probabilistic and deterministic domains, an extended evaluation on over 18,000 Blocksworld instances, and an ablation study. Finally, we show that sparsity-inducing regularisation can produce ASNets that are compact enough for humans to understand, yielding insights into how the structure of ASNets allows them to generalise across a domain.
[ { "version": "v1", "created": "Sun, 4 Aug 2019 15:37:13 GMT" }, { "version": "v2", "created": "Tue, 5 May 2020 15:19:06 GMT" } ]
1,588,723,200,000
[ [ "Toyer", "Sam", "" ], [ "Trevizan", "Felipe", "" ], [ "Thiébaux", "Sylvie", "" ], [ "Xie", "Lexing", "" ] ]
1908.01417
Alexander Zook
Alexander Zook, Eric Fruchter, Mark O. Riedl
Automatic Playtesting for Game Parameter Tuning via Active Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Game designers use human playtesting to gather feedback about game design elements when iteratively improving a game. Playtesting, however, is expensive: human testers must be recruited, playtest results must be aggregated and interpreted, and changes to game designs must be extrapolated from these results. Can automated methods reduce this expense? We show how active learning techniques can formalize and automate a subset of playtesting goals. Specifically, we focus on the low-level parameter tuning required to balance a game once the mechanics have been chosen. Through a case study on a shoot-`em-up game we demonstrate the efficacy of active learning to reduce the amount of playtesting needed to choose the optimal set of game parameters for two classes of (formal) design objectives. This work opens the potential for additional methods to reduce the human burden of performing playtesting for a variety of relevant design concerns.
[ { "version": "v1", "created": "Sun, 4 Aug 2019 22:48:16 GMT" } ]
1,565,049,600,000
[ [ "Zook", "Alexander", "" ], [ "Fruchter", "Eric", "" ], [ "Riedl", "Mark O.", "" ] ]
1908.01420
Alexander Zook
Alexander Zook and Mark O. Riedl
Automatic Game Design via Mechanic Generation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and cross-domain representation for game mechanics that draws from AI planning action representations. We use a constraint solver to generate mechanics subject to design requirements on the form of those mechanics---what they do in the game. A planner takes a set of generated mechanics and tests whether those mechanics meet playability requirements---controlling how mechanics function in a game to affect player behavior. We demonstrate our system by modeling and generating mechanics in a role-playing game, platformer game, and combined role-playing-platformer game.
[ { "version": "v1", "created": "Sun, 4 Aug 2019 23:12:16 GMT" } ]
1,565,049,600,000
[ [ "Zook", "Alexander", "" ], [ "Riedl", "Mark O.", "" ] ]
1908.01423
Alexander Zook
Alexander Zook, Brent Harrison, Mark O. Riedl
Monte-Carlo Tree Search for Simulation-based Strategy Analysis
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be time-consuming and of limited effectiveness in exhausting the space of possible behaviors. In this paper, we propose the use of automated planning agents to simulate humans of varying skill levels to generate game playthroughs. Metrics can then be gathered from these playthroughs to evaluate the current game design and identify its potential flaws. We demonstrate this technique in two games: the popular word game Scrabble and a collectible card game of our own design named Cardonomicon. Using these case studies, we show how using simulated agents to model humans of varying skill levels allows us to extract metrics to describe game balance (in the case of Scrabble) and highlight potential design flaws (in the case of Cardonomicon).
[ { "version": "v1", "created": "Sun, 4 Aug 2019 23:21:00 GMT" } ]
1,565,049,600,000
[ [ "Zook", "Alexander", "" ], [ "Harrison", "Brent", "" ], [ "Riedl", "Mark O.", "" ] ]
1908.01766
Pavel Kraikivski
Pavel Kraikivski
Seeding the Singularity for A.I
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The singularity refers to an idea that once a machine having an artificial intelligence surpassing the human intelligence capacity is created, it will trigger explosive technological and intelligence growth. I propose to test the hypothesis that machine intelligence capacity can grow autonomously starting with an intelligence comparable to that of bacteria - microbial intelligence. The goal will be to demonstrate that rapid growth in intelligence capacity can be realized at all in artificial computing systems. I propose the following three properties that may allow an artificial intelligence to exhibit a steady growth in its intelligence capacity: (i) learning with the ability to modify itself when exposed to more data, (ii) acquiring new functionalities (skills), and (iii) expanding or replicating itself. The algorithms must demonstrate a rapid growth in skills of dataprocessing and analysis and gain qualitatively different functionalities, at least until the current computing technology supports their scalable development. The existing algorithms that already encompass some of these or similar properties, as well as missing abilities that must yet be implemented, will be reviewed in this work. Future computational tests could support or oppose the hypothesis that artificial intelligence can potentially grow to the level of superintelligence which overcomes the limitations in hardware by producing necessary processing resources or by changing the physical realization of computation from using chip circuits to using quantum computing principles.
[ { "version": "v1", "created": "Sun, 4 Aug 2019 16:47:56 GMT" } ]
1,565,136,000,000
[ [ "Kraikivski", "Pavel", "" ] ]
1908.02002
Elad Farhi
Elad I. Farhi and Vadim Indelman
Bayesian Incremental Inference Update by Re-using Calculations from Belief Space Planning: A New Paradigm
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Inference and decision making under uncertainty are key processes in every autonomous system and numerous robotic problems. In recent years, the similarities between inference and decision making triggered much work, from developing unified computational frameworks to pondering about the duality between the two. In spite of these efforts, inference and control, as well as inference and belief space planning (BSP) are still treated as two separate processes. In this paper we propose a paradigm shift, a novel approach which deviates from conventional Bayesian inference and utilizes the similarities between inference and BSP. We make the key observation that inference can be efficiently updated using predictions made during the decision making stage, even in light of inconsistent data association between the two. We developed a two staged process that implements our novel approach and updates inference using calculations from the precursory planning phase. Using autonomous navigation in an unknown environment along with iSAM2 efficient methodologies as a test case, we benchmarked our novel approach against standard Bayesian inference, both with synthetic and real-world data (KITTI dataset). Results indicate that not only our approach improves running time by at least a factor of two while providing the same estimation accuracy, but it also alleviates the computational burden of state dimensionality and loop closures.
[ { "version": "v1", "created": "Tue, 6 Aug 2019 08:06:06 GMT" }, { "version": "v2", "created": "Tue, 5 Jan 2021 12:53:21 GMT" } ]
1,609,891,200,000
[ [ "Farhi", "Elad I.", "" ], [ "Indelman", "Vadim", "" ] ]
1908.04683
Marin Toromanoff
Marin Toromanoff, Emilie Wirbel, Fabien Moutarde
Is Deep Reinforcement Learning Really Superhuman on Atari? Leveling the playing field
Paper currently in review
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Consistent and reproducible evaluation of Deep Reinforcement Learning (DRL) is not straightforward. In the Arcade Learning Environment (ALE), small changes in environment parameters such as stochasticity or the maximum allowed play time can lead to very different performance. In this work, we discuss the difficulties of comparing different agents trained on ALE. In order to take a step further towards reproducible and comparable DRL, we introduce SABER, a Standardized Atari BEnchmark for general Reinforcement learning algorithms. Our methodology extends previous recommendations and contains a complete set of environment parameters as well as train and test procedures. We then use SABER to evaluate the current state of the art, Rainbow. Furthermore, we introduce a human world records baseline, and argue that previous claims of expert or superhuman performance of DRL might not be accurate. Finally, we propose Rainbow-IQN by extending Rainbow with Implicit Quantile Networks (IQN) leading to new state-of-the-art performance. Source code is available for reproducibility.
[ { "version": "v1", "created": "Tue, 13 Aug 2019 14:55:09 GMT" }, { "version": "v2", "created": "Wed, 21 Aug 2019 09:17:13 GMT" }, { "version": "v3", "created": "Thu, 22 Aug 2019 10:04:58 GMT" }, { "version": "v4", "created": "Tue, 24 Sep 2019 15:13:32 GMT" }, { "version": "v5", "created": "Fri, 8 Nov 2019 10:37:59 GMT" } ]
1,573,430,400,000
[ [ "Toromanoff", "Marin", "" ], [ "Wirbel", "Emilie", "" ], [ "Moutarde", "Fabien", "" ] ]
1908.04698
Andreas Vogelsang
Mathias Blumreiter, Joel Greenyer, Francisco Javier Chiyah Garcia, Verena Kl\"os, Maike Schwammberger, Christoph Sommer, Andreas Vogelsang, Andreas Wortmann
Towards Self-Explainable Cyber-Physical Systems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
With the increasing complexity of CPSs, their behavior and decisions become increasingly difficult to understand and comprehend for users and other stakeholders. Our vision is to build self-explainable systems that can, at run-time, answer questions about the system's past, current, and future behavior. As hitherto no design methodology or reference framework exists for building such systems, we propose the MAB-EX framework for building self-explainable systems that leverage requirements- and explainability models at run-time. The basic idea of MAB-EX is to first Monitor and Analyze a certain behavior of a system, then Build an explanation from explanation models and convey this EXplanation in a suitable way to a stakeholder. We also take into account that new explanations can be learned, by updating the explanation models, should new and yet un-explainable behavior be detected by the system.
[ { "version": "v1", "created": "Tue, 13 Aug 2019 15:17:13 GMT" } ]
1,566,777,600,000
[ [ "Blumreiter", "Mathias", "" ], [ "Greenyer", "Joel", "" ], [ "Garcia", "Francisco Javier Chiyah", "" ], [ "Klös", "Verena", "" ], [ "Schwammberger", "Maike", "" ], [ "Sommer", "Christoph", "" ], [ "Vogelsang", "Andreas", "" ], [ "Wortmann", "Andreas", "" ] ]
1908.05059
Senka Krivic
Michael Cashmore, Anna Collins, Benjamin Krarup, Senka Krivic, Daniele Magazzeni, David Smith
Towards Explainable AI Planning as a Service
2nd ICAPS Workshop on Explainable Planning (XAIP-2019)
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Explainable AI is an important area of research within which Explainable Planning is an emerging topic. In this paper, we argue that Explainable Planning can be designed as a service -- that is, as a wrapper around an existing planning system that utilises the existing planner to assist in answering contrastive questions. We introduce a prototype framework to facilitate this, along with some examples of how a planner can be used to address certain types of contrastive questions. We discuss the main advantages and limitations of such an approach and we identify open questions for Explainable Planning as a service that identify several possible research directions.
[ { "version": "v1", "created": "Wed, 14 Aug 2019 10:25:42 GMT" } ]
1,565,827,200,000
[ [ "Cashmore", "Michael", "" ], [ "Collins", "Anna", "" ], [ "Krarup", "Benjamin", "" ], [ "Krivic", "Senka", "" ], [ "Magazzeni", "Daniele", "" ], [ "Smith", "David", "" ] ]
1908.05472
Liudmyla Nechepurenko
Viktor Voss, Liudmyla Nechepurenko, Dr. Rudi Schaefer and Steffen Bauer
Playing a Strategy Game with Knowledge-Based Reinforcement Learning
preprint
null
10.1007/s42979-020-0087-8
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents Knowledge-Based Reinforcement Learning (KB-RL) as a method that combines a knowledge-based approach and a reinforcement learning (RL) technique into one method for intelligent problem solving. The proposed approach focuses on multi-expert knowledge acquisition, with the reinforcement learning being applied as a conflict resolution strategy aimed at integrating the knowledge of multiple exerts into one knowledge base. The article describes the KB-RL approach in detail and applies the reported method to one of the most challenging problems of current Artificial Intelligence (AI) research, namely playing a strategy game. The results show that the KB-RL system is able to play and complete the full FreeCiv game, and to win against the computer players in various game settings. Moreover, with more games played, the system improves the gameplay by shortening the number of rounds that it takes to win the game. Overall, the reported experiment supports the idea that, based on human knowledge and empowered by reinforcement learning, the KB-RL system can deliver a strong solution to the complex, multi-strategic problems, and, mainly, to improve the solution with increased experience.
[ { "version": "v1", "created": "Thu, 15 Aug 2019 09:52:51 GMT" } ]
1,583,193,600,000
[ [ "Voss", "Viktor", "" ], [ "Nechepurenko", "Liudmyla", "" ], [ "Schaefer", "Dr. Rudi", "" ], [ "Bauer", "Steffen", "" ] ]
1908.05632
Santiago Ontanon
Pavan Kantharaju, Katelyn Alderfer, Jichen Zhu, Bruce Char, Brian Smith and Santiago Onta\~n\'on
Tracing Player Knowledge in a Parallel Programming Educational Game
7 pages, 2 figures, published at AIIDE 2018 conference
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of those concepts or skills. The main contribution of the paper is an approach that integrates machine learning and domain knowledge rules to find when the player applied a certain skill and either succeeded or failed. This is then given as input to a standard knowledge tracing module (such as those from Intelligent Tutoring Systems) to perform knowledge tracing. We evaluate our approach in the context of an educational game called "Parallel" to teach parallel and concurrent programming with data collected from real users, showing our approach can predict students skills with a low mean-squared error.
[ { "version": "v1", "created": "Thu, 15 Aug 2019 16:46:03 GMT" } ]
1,565,913,600,000
[ [ "Kantharaju", "Pavan", "" ], [ "Alderfer", "Katelyn", "" ], [ "Zhu", "Jichen", "" ], [ "Char", "Bruce", "" ], [ "Smith", "Brian", "" ], [ "Ontañón", "Santiago", "" ] ]
1908.05907
Sven L\"offler
Sven L\"offler, Ke Liu, and Petra Hofstedt
The Regularization of Small Sub-Constraint Satisfaction Problems
Part of DECLARE 19 proceedings (arXiv:hep-lat/2795508)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes a new approach on optimization of constraint satisfaction problems (CSPs) by means of substituting sub-CSPs with locally consistent regular membership constraints. The purpose of this approach is to reduce the number of fails in the resolution process, to improve the inferences made during search by the constraint solver by strengthening constraint propagation, and to maintain the level of propagation while reducing the cost of propagating the constraints. Our experimental results show improvements in terms of the resolution speed compared to the original CSPs and a competitiveness to the recent tabulation approach. Besides, our approach can be realized in a preprocessing step, and therefore wouldn't collide with redundancy constraints or parallel computing if implemented.
[ { "version": "v1", "created": "Fri, 16 Aug 2019 09:24:45 GMT" } ]
1,566,172,800,000
[ [ "Löffler", "Sven", "" ], [ "Liu", "Ke", "" ], [ "Hofstedt", "Petra", "" ] ]
1908.06003
Ke Liu
Ke Liu, Sven L\"offler, and Petra Hofstedt
Exploring Properties of Icosoku by Constraint Satisfaction Approach
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Icosoku is a challenging and interesting puzzle that exhibits highly symmetrical and combinatorial nature. In this paper, we pose the questions derived from the puzzle, but with more difficulty and generality. In addition, we also present a constraint programming model for the proposed questions, which can provide the answers to our first two questions. The purpose of this paper is to share our preliminary result and problems to encourage researchers in both group theory and constraint communities to consider this topic further.
[ { "version": "v1", "created": "Fri, 16 Aug 2019 15:08:37 GMT" } ]
1,566,172,800,000
[ [ "Liu", "Ke", "" ], [ "Löffler", "Sven", "" ], [ "Hofstedt", "Petra", "" ] ]
1908.06183
Anthony Rhodes
Anthony D. Rhodes
Search Algorithms for Mastermind
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
his paper presents two novel approaches to solving the classic board game mastermind, including a variant of simulated annealing (SA) and a technique we term maximum expected reduction in consistency (MERC). In addition, we compare search results for these algorithms to two baseline search methods: a random, uninformed search and the method of minimizing maximum query partition sets as originally developed by both Donald Knuth and Peter Norvig.
[ { "version": "v1", "created": "Fri, 16 Aug 2019 21:26:14 GMT" } ]
1,566,259,200,000
[ [ "Rhodes", "Anthony D.", "" ] ]
1908.07784
Carlo Taticchi
Stafano Bistarelli, Francesco Faloci and Carlo Taticchi
Implementing Ranking-Based Semantics in ConArg: a Preliminary Report
10 pages, 10 figures, 4 tables
Proceedings of ICTAI 2019
10.1109/ICTAI.2019.00163
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
ConArg is a suite of tools that offers a wide series of applications for dealing with argumentation problems. In this work, we present the advances we made in implementing a ranking-based semantics, based on computational choice power indexes, within ConArg. Such kind of semantics represents a method for sorting the arguments of an abstract argumentation framework, according to some preference relation. The ranking-based semantics we implement relies on Shapley, Banzhaf, Deegan-Packel and Johnston power index, transferring well know properties from computational social choice to argumentation framework ranking-based semantics.
[ { "version": "v1", "created": "Wed, 21 Aug 2019 10:42:19 GMT" }, { "version": "v2", "created": "Tue, 27 Aug 2019 17:23:11 GMT" } ]
1,686,873,600,000
[ [ "Bistarelli", "Stafano", "" ], [ "Faloci", "Francesco", "" ], [ "Taticchi", "Carlo", "" ] ]
1908.07827
Suttinee Sawadsitang
Suttinee Sawadsitang, Dusit Niyato, Kongrath Suankaewmanee, Puay Siew Tan
Re-route Package Pickup and Delivery Planning with Random Demands
6 pages, 4 figures, 2 tables
2019 IEEE 90th Vehicular Technology Conference: VTC2019-Fall
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recently, a higher competition in logistics business introduces new challenges to the vehicle routing problem (VRP). Re-route planning, also known as dynamic VRP, is one of the important challenges. The re-route planning has to be performed when new customers request for deliveries while the delivery vehicles, i.e., trucks, are serving other customers. While the re-route planning has been studied in the literature, most of the existing works do not consider different uncertainties. Therefore, in this paper, we propose two systems, i.e., (i) an offline package pickup and delivery planning with stochastic demands (PDPSD) and (ii) a re-route package pickup and delivery planning with stochastic demands (Re-route PDPSD). Accordingly, we formulate the PDPSD system as a two-stage stochastic optimization. We then extend the PDPSD system to the Re-route PDPSD system with a re-route algorithm. Furthermore, we evaluate performance of the proposed systems by using the dataset from Solomon Benchmark suite and a real data from a Singapore logistics 1company. The results show that the PDPSD system can achieve the lower cost than that of the baseline model. In addition, the Re-route PDPSD system can help the supplier efficiently and successfully to serve more customers while the trucks are already on the road.
[ { "version": "v1", "created": "Wed, 24 Jul 2019 05:40:00 GMT" } ]
1,566,432,000,000
[ [ "Sawadsitang", "Suttinee", "" ], [ "Niyato", "Dusit", "" ], [ "Suankaewmanee", "Kongrath", "" ], [ "Tan", "Puay Siew", "" ] ]
1908.08494
Jonatas Chagas
Jonatas B. C. Chagas, T\'ulio A. M. Toffolo, Marcone J. F. Souza, Manuel Iori
The double traveling salesman problem with partial last-in-first-out loading constraints
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we introduce the Double Traveling Salesman Problem with Partial Last-In-First-Out Loading Constraints (DTSPPL). It is a pickup-and-delivery single-vehicle routing problem, where all pickup operations must be performed before any delivery one because the pickup and delivery areas are geographically separated. The vehicle collects items in the pickup area and loads them into its container, a horizontal stack. After performing all pickup operations, the vehicle begins delivering the items in the delivery area. Loading and unloading operations must obey a partial Last-In-First-Out (LIFO) policy, i.e., a version of the LIFO policy that may be violated within a given reloading depth. The objective of the DTSPPL is to minimize the total cost, which involves the total distance traveled by the vehicle and the number of items that are unloaded and then reloaded due to violations of the standard LIFO policy. We formally describe the DTSPPL through two Integer Linear Programming (ILP) formulations and propose a heuristic algorithm based on the Biased Random-Key Genetic Algorithm (BRKGA) to find high-quality solutions. The performance of the proposed solution approaches is assessed over a broad set of instances. Computational results have shown that both ILP formulations have been able to solve only the smaller instances, whereas the BRKGA obtained good quality solutions for almost all instances, requiring short computational times.
[ { "version": "v1", "created": "Thu, 22 Aug 2019 17:02:13 GMT" }, { "version": "v2", "created": "Sat, 5 Sep 2020 15:10:39 GMT" } ]
1,599,523,200,000
[ [ "Chagas", "Jonatas B. C.", "" ], [ "Toffolo", "Túlio A. M.", "" ], [ "Souza", "Marcone J. F.", "" ], [ "Iori", "Manuel", "" ] ]
1908.09800
Hankz Hankui Zhuo
Hankz Hankui Zhuo, Jing Peng, Subbarao Kambhampati
Learning Action Models from Disordered and Noisy Plan Traces
8 pages
null
null
null
cs.AI
http://creativecommons.org/publicdomain/zero/1.0/
There is increasing awareness in the planning community that the burden of specifying complete domain models is too high, which impedes the applicability of planning technology in many real-world domains. Although there have many learning systems that help automatically learning domain models, most existing work assumes that the input traces are completely correct. A more realistic situation is that the plan traces are disordered and noisy, such as plan traces described by natural language. In this paper we propose and evaluate an approach for doing this. Our approach takes as input a set of plan traces with disordered actions and noise and outputs action models that can best explain the plan traces. We use a MAX-SAT framework for learning, where the constraints are derived from the given plan traces. Unlike traditional action models learners, the states in plan traces can be partially observable and noisy as well as the actions in plan traces can be disordered and parallel. We demonstrate the effectiveness of our approach through a systematic empirical evaluation with both IPC domains and the real-world dataset extracted from natural language documents.
[ { "version": "v1", "created": "Mon, 26 Aug 2019 17:00:32 GMT" }, { "version": "v2", "created": "Mon, 9 Sep 2019 08:09:00 GMT" } ]
1,568,073,600,000
[ [ "Zhuo", "Hankz Hankui", "" ], [ "Peng", "Jing", "" ], [ "Kambhampati", "Subbarao", "" ] ]
1908.10255
Andreas Gerken
Andreas Gerken, Michael Spranger
Continuous Value Iteration (CVI) Reinforcement Learning and Imaginary Experience Replay (IER) for learning multi-goal, continuous action and state space controllers
Published in 2019 International Conference on Robotics and Automation (ICRA) 20-24 May 2019
null
10.1109/ICRA.2019.8794347
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents a novel model-free Reinforcement Learning algorithm for learning behavior in continuous action, state, and goal spaces. The algorithm approximates optimal value functions using non-parametric estimators. It is able to efficiently learn to reach multiple arbitrary goals in deterministic and nondeterministic environments. To improve generalization in the goal space, we propose a novel sample augmentation technique. Using these methods, robots learn faster and overall better controllers. We benchmark the proposed algorithms using simulation and a real-world voltage controlled robot that learns to maneuver in a non-observable Cartesian task space.
[ { "version": "v1", "created": "Tue, 27 Aug 2019 15:00:53 GMT" } ]
1,566,950,400,000
[ [ "Gerken", "Andreas", "" ], [ "Spranger", "Michael", "" ] ]
1908.10345
Yingjie Hu
Yingjie Hu, Wenwen Li, Dawn Wright, Orhun Aydin, Daniel Wilson, Omar Maher, Mansour Raad
Artificial Intelligence Approaches
12 pages, 5 figures
Artificial Intelligence Approaches. The Geographic Information Science & Technology Body of Knowledge (3rd Quarter 2019 Edition), John P. Wilson (ed.)
10.22224/gistbok/2019.3.4
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Artificial Intelligence (AI) has received tremendous attention from academia, industry, and the general public in recent years. The integration of geography and AI, or GeoAI, provides novel approaches for addressing a variety of problems in the natural environment and our human society. This entry briefly reviews the recent development of AI with a focus on machine learning and deep learning approaches. We discuss the integration of AI with geography and particularly geographic information science, and present a number of GeoAI applications and possible future directions.
[ { "version": "v1", "created": "Tue, 27 Aug 2019 17:36:27 GMT" } ]
1,566,950,400,000
[ [ "Hu", "Yingjie", "" ], [ "Li", "Wenwen", "" ], [ "Wright", "Dawn", "" ], [ "Aydin", "Orhun", "" ], [ "Wilson", "Daniel", "" ], [ "Maher", "Omar", "" ], [ "Raad", "Mansour", "" ] ]
1908.11494
Xinyang Gu
Jingbin Liu, Xinyang Gu, Shuai Liu
Reinforcement learning with world model
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Nowadays, model-free reinforcement learning algorithms have achieved remarkable performance on many decision making and control tasks, but high sample complexity and low sample efficiency still hinder the wide use of model-free reinforcement learning algorithms. In this paper, we argue that if we intend to design an intelligent agent that learns fast and transfers well, the agent must be able to reflect key elements of intelligence, like intuition, Memory, PredictionandCuriosity. We propose an agent framework that integrates off-policy reinforcement learning with world model learning, so as to embody the important features of intelligence in our algorithm design. We adopt the state-of-art model-free reinforcement learning algorithm, Soft Actor-Critic, as the agent intuition, and world model learning through RNN to endow the agent with memory, curiosity, and the ability to predict. We show that these ideas can work collaboratively with each other and our agent (RMC) can give new state-of-art results while maintaining sample efficiency and training stability. Moreover, our agent framework can be easily extended from MDP to POMDP problems without performance loss.
[ { "version": "v1", "created": "Fri, 30 Aug 2019 00:29:32 GMT" }, { "version": "v2", "created": "Tue, 3 Sep 2019 04:25:25 GMT" }, { "version": "v3", "created": "Wed, 11 Sep 2019 02:31:44 GMT" }, { "version": "v4", "created": "Mon, 26 Oct 2020 05:52:25 GMT" } ]
1,603,756,800,000
[ [ "Liu", "Jingbin", "" ], [ "Gu", "Xinyang", "" ], [ "Liu", "Shuai", "" ] ]