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1911.01417
Alexander Trott
Alexander Trott, Stephan Zheng, Caiming Xiong, Richard Socher
Keeping Your Distance: Solving Sparse Reward Tasks Using Self-Balancing Shaped Rewards
NeurIPS 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
While using shaped rewards can be beneficial when solving sparse reward tasks, their successful application often requires careful engineering and is problem specific. For instance, in tasks where the agent must achieve some goal state, simple distance-to-goal reward shaping often fails, as it renders learning vulnerable to local optima. We introduce a simple and effective model-free method to learn from shaped distance-to-goal rewards on tasks where success depends on reaching a goal state. Our method introduces an auxiliary distance-based reward based on pairs of rollouts to encourage diverse exploration. This approach effectively prevents learning dynamics from stabilizing around local optima induced by the naive distance-to-goal reward shaping and enables policies to efficiently solve sparse reward tasks. Our augmented objective does not require any additional reward engineering or domain expertise to implement and converges to the original sparse objective as the agent learns to solve the task. We demonstrate that our method successfully solves a variety of hard-exploration tasks (including maze navigation and 3D construction in a Minecraft environment), where naive distance-based reward shaping otherwise fails, and intrinsic curiosity and reward relabeling strategies exhibit poor performance.
[ { "version": "v1", "created": "Mon, 4 Nov 2019 18:58:06 GMT" } ]
1,572,912,000,000
[ [ "Trott", "Alexander", "" ], [ "Zheng", "Stephan", "" ], [ "Xiong", "Caiming", "" ], [ "Socher", "Richard", "" ] ]
1911.01547
Francois Chollet
Fran\c{c}ois Chollet
On the Measure of Intelligence
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
To make deliberate progress towards more intelligent and more human-like artificial systems, we need to be following an appropriate feedback signal: we need to be able to define and evaluate intelligence in a way that enables comparisons between two systems, as well as comparisons with humans. Over the past hundred years, there has been an abundance of attempts to define and measure intelligence, across both the fields of psychology and AI. We summarize and critically assess these definitions and evaluation approaches, while making apparent the two historical conceptions of intelligence that have implicitly guided them. We note that in practice, the contemporary AI community still gravitates towards benchmarking intelligence by comparing the skill exhibited by AIs and humans at specific tasks such as board games and video games. We argue that solely measuring skill at any given task falls short of measuring intelligence, because skill is heavily modulated by prior knowledge and experience: unlimited priors or unlimited training data allow experimenters to "buy" arbitrary levels of skills for a system, in a way that masks the system's own generalization power. We then articulate a new formal definition of intelligence based on Algorithmic Information Theory, describing intelligence as skill-acquisition efficiency and highlighting the concepts of scope, generalization difficulty, priors, and experience. Using this definition, we propose a set of guidelines for what a general AI benchmark should look like. Finally, we present a benchmark closely following these guidelines, the Abstraction and Reasoning Corpus (ARC), built upon an explicit set of priors designed to be as close as possible to innate human priors. We argue that ARC can be used to measure a human-like form of general fluid intelligence and that it enables fair general intelligence comparisons between AI systems and humans.
[ { "version": "v1", "created": "Tue, 5 Nov 2019 00:31:38 GMT" }, { "version": "v2", "created": "Mon, 25 Nov 2019 13:02:04 GMT" } ]
1,574,726,400,000
[ [ "Chollet", "François", "" ] ]
1911.01875
Lora Aroyo
Chris Welty, Praveen Paritosh, Lora Aroyo
Metrology for AI: From Benchmarks to Instruments
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper we present the first steps towards hardening the science of measuring AI systems, by adopting metrology, the science of measurement and its application, and applying it to human (crowd) powered evaluations. We begin with the intuitive observation that evaluating the performance of an AI system is a form of measurement. In all other science and engineering disciplines, the devices used to measure are called instruments, and all measurements are recorded with respect to the characteristics of the instruments used. One does not report mass, speed, or length, for example, of a studied object without disclosing the precision (measurement variance) and resolution (smallest detectable change) of the instrument used. It is extremely common in the AI literature to compare the performance of two systems by using a crowd-sourced dataset as an instrument, but failing to report if the performance difference lies within the capability of that instrument to measure. To illustrate the adoption of metrology to benchmark datasets we use the word similarity benchmark WS353 and several previously published experiments that use it for evaluation.
[ { "version": "v1", "created": "Tue, 5 Nov 2019 15:30:08 GMT" } ]
1,572,998,400,000
[ [ "Welty", "Chris", "" ], [ "Paritosh", "Praveen", "" ], [ "Aroyo", "Lora", "" ] ]
1911.02224
Naibo Wang
Meng Xi, Zhiling Luo, Naibo Wang, Jianwei Yin
A Latent Feelings-aware RNN Model for User Churn Prediction with Behavioral Data
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Predicting user churn and taking personalized measures to retain users is a set of common and effective practices for online game operators. However, different from the traditional user churn relevant researches that can involve demographic, economic, and behavioral data, most online games can only obtain logs of user behavior and have no access to users' latent feelings. There are mainly two challenges in this work: 1. The latent feelings, which cannot be directly observed in this work, need to be estimated and verified; 2. User churn needs to be predicted with only behavioral data. In this work, a Recurrent Neural Network(RNN) called LaFee (Latent Feeling) is proposed, which can get the users' latent feelings while predicting user churn. Besides, we proposed a method named BMM-UCP (Behavior-based Modeling Method for User Churn Prediction) to help models predict user churn with only behavioral data. The latent feelings are names as satisfaction and aspiration in this work. We designed experiments on a real dataset and the results show that our methods outperform baselines and are more suitable for long-term sequential learning. The latent feelings learned are fully discussed and proven meaningful.
[ { "version": "v1", "created": "Wed, 6 Nov 2019 06:49:36 GMT" } ]
1,573,084,800,000
[ [ "Xi", "Meng", "" ], [ "Luo", "Zhiling", "" ], [ "Wang", "Naibo", "" ], [ "Yin", "Jianwei", "" ] ]
1911.02887
Javier Segovia Aguas
Javier Segovia-Aguas and Sergio Jim\'enez and Anders Jonsson
Hierarchical Finite State Controllers for Generalized Planning
IJCAI-16 Distinguished Paper Awards, 7 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Finite State Controllers (FSCs) are an effective way to represent sequential plans compactly. By imposing appropriate conditions on transitions, FSCs can also represent generalized plans that solve a range of planning problems from a given domain. In this paper we introduce the concept of {\it hierarchical FSCs} for planning by allowing controllers to call other controllers. We show that hierarchical FSCs can represent generalized plans more compactly than individual FSCs. Moreover, our call mechanism makes it possible to generate hierarchical FSCs in a modular fashion, or even to apply recursion. We also introduce a compilation that enables a classical planner to generate hierarchical FSCs that solve challenging generalized planning problems. The compilation takes as input a set of planning problems from a given domain and outputs a single classical planning problem, whose solution corresponds to a hierarchical FSC.
[ { "version": "v1", "created": "Thu, 7 Nov 2019 13:21:28 GMT" } ]
1,573,430,400,000
[ [ "Segovia-Aguas", "Javier", "" ], [ "Jiménez", "Sergio", "" ], [ "Jonsson", "Anders", "" ] ]
1911.03388
Ishan Srivastava
Ishan Srivastava
A different take on the best-first game tree pruning algorithms
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The alpha-beta pruning algorithms have been popular in game tree searching ever since they were discovered. Numerous enhancements are proposed in literature and it is often overwhelming as to which would be the best for implementation. A certain enhancement can take far too long to fine tune its hyper parameters or to decide whether it is going to not make much of a difference due to the memory limitations. On the other hand are the best first pruning techniques, mostly the counterparts of the infamous SSS* algorithm, the algorithm which proved out to be disruptive at the time of its discovery but gradually became outcast as being too memory intensive and having a higher time complexity. Later research doesn't see the best first approaches to be completely different from the depth first based enhancements but both seem to be transitionary in the sense that a best first approach could be looked as a depth first approach with a certain set of enhancements and with the growing power of the computers, SSS* didn't seem to be as taxing on the memory either. Even so, there seems to be quite difficulty in understanding the nature of the SSS* algorithm, why it does what it does and it being termed as being too complex to fathom, visualize and understand on an intellectual level. This article tries to bridge this gap and provide some experimental results comparing the two with the most promising advances.
[ { "version": "v1", "created": "Fri, 8 Nov 2019 17:13:09 GMT" } ]
1,573,430,400,000
[ [ "Srivastava", "Ishan", "" ] ]
1911.04766
Tobias Geibinger
Tobias Geibinger, Florian Mischek and Nysret Musliu
Investigating Constraint Programming and Hybrid Methods for Real World Industrial Test Laboratory Scheduling
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper we deal with a complex real world scheduling problem closely related to the well-known Resource-Constrained Project Scheduling Problem (RCPSP). The problem concerns industrial test laboratories in which a large number of tests has to be performed by qualified personnel using specialised equipment, while respecting deadlines and other constraints. We present different constraint programming models and search strategies for this problem. Furthermore, we propose a Very Large Neighborhood Search approach based on our CP methods. Our models are evaluated using CP solvers and a MIP solver both on real-world test laboratory data and on a set of generated instances of different sizes based on the real-world data. Further, we compare the exact approaches with VLNS and a Simulated Annealing heuristic. We could find feasible solutions for all instances and several optimal solutions and we show that using VLNS we can improve upon the results of the other approaches.
[ { "version": "v1", "created": "Tue, 12 Nov 2019 10:03:16 GMT" }, { "version": "v2", "created": "Thu, 23 Sep 2021 11:52:55 GMT" }, { "version": "v3", "created": "Wed, 7 Dec 2022 10:16:33 GMT" } ]
1,670,457,600,000
[ [ "Geibinger", "Tobias", "" ], [ "Mischek", "Florian", "" ], [ "Musliu", "Nysret", "" ] ]
1911.04868
Changmao Li
Changmao Li
Challenging On Car Racing Problem from OpenAI gym
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This project challenges the car racing problem from OpenAI gym environment. The problem is very challenging since it requires computer to finish the continuous control task by learning from pixels. To tackle this challenging problem, we explored two approaches including evolutionary algorithm based genetic multi-layer perceptron and double deep Q-learning network. The result shows that the genetic multi-layer perceptron can converge fast but when training many episodes, double deep Q-learning can get better score. We analyze the result and draw a conclusion that for limited hardware resources, using genetic multi-layer perceptron sometimes can be more efficient.
[ { "version": "v1", "created": "Sat, 2 Nov 2019 20:14:55 GMT" } ]
1,573,603,200,000
[ [ "Li", "Changmao", "" ] ]
1911.04869
EPTCS
Severin Kacianka (TU Munich), Amjad Ibrahim (TU Munich), Alexander Pretschner (TU Munich), Alexander Trende (Offis), Andreas L\"udtke (Offis)
Extending Causal Models from Machines into Humans
In Proceedings CREST 2019, arXiv:1910.13641
EPTCS 308, 2019, pp. 17-31
10.4204/EPTCS.308.2
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Causal Models are increasingly suggested as a means to reason about the behavior of cyber-physical systems in socio-technical contexts. They allow us to analyze courses of events and reason about possible alternatives. Until now, however, such reasoning is confined to the technical domain and limited to single systems or at most groups of systems. The humans that are an integral part of any such socio-technical system are usually ignored or dealt with by "expert judgment". We show how a technical causal model can be extended with models of human behavior to cover the complexity and interplay between humans and technical systems. This integrated socio-technical causal model can then be used to reason not only about actions and decisions taken by the machine, but also about those taken by humans interacting with the system. In this paper we demonstrate the feasibility of merging causal models about machines with causal models about humans and illustrate the usefulness of this approach with a highly automated vehicle example.
[ { "version": "v1", "created": "Thu, 31 Oct 2019 02:30:07 GMT" } ]
1,573,603,200,000
[ [ "Kacianka", "Severin", "", "TU Munich" ], [ "Ibrahim", "Amjad", "", "TU Munich" ], [ "Pretschner", "Alexander", "", "TU Munich" ], [ "Trende", "Alexander", "", "Offis" ], [ "Lüdtke", "Andreas", "", "Offis" ] ]
1911.04888
Vitaliy Tsyganok
Sergii Kadenko and Vitaliy Tsyganok
Comparing Efficiency of Expert Data Aggregation Methods
16 pages, 6 figures, 5 tables
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Expert estimation of objects takes place when there are no benchmark values of object weights, but these weights still have to be defined. That is why it is problematic to define the efficiency of expert estimation methods. We propose to define efficiency of such methods based on stability of their results under perturbations of input data. We compare two modifications of combinatorial method of expert data aggregation (spanning tree enumeration). Using the example of these two methods, we illustrate two approaches to efficiency evaluation. The first approach is based on usage of real data, obtained through estimation of a set of model objects by a group of experts. The second approach is based on simulation of the whole expert examination cycle (including expert estimates). During evaluation of efficiency of the two listed modifications of combinatorial expert data aggregation method the simulation-based approach proved more robust and credible. Our experimental study confirms that if weights of spanning trees are taken into consideration, the results of combinatorial data aggregation method become more stable. So, weighted spanning tree enumeration method has an advantage over non-weighted method (and, consequently, over logarithmic least squares and row geometric mean methods).
[ { "version": "v1", "created": "Sat, 9 Nov 2019 10:26:26 GMT" } ]
1,573,603,200,000
[ [ "Kadenko", "Sergii", "" ], [ "Tsyganok", "Vitaliy", "" ] ]
1911.05041
Maen Alzubi
Maen Alzubi, Szilveszter Kovacs
Some Considerations and a Benchmark Related to the CNF Property of the Koczy-Hirota Fuzzy Rule Interpolation
null
International Journal on Advanced Science, Engineering and Information Technology 2019. Vol.9. No 5
10.18517/ijaseit.9.5.8356
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The goal of this paper is twofold. Once to highlight some basic problematic properties of the KH Fuzzy Rule Interpolation through examples, secondly to set up a brief Benchmark set of Examples, which is suitable for testing other Fuzzy Rule Interpolation (FRI) methods against these ill conditions. Fuzzy Rule Interpolation methods were originally proposed to handle the situation of missing fuzzy rules (sparse rule-bases) and to reduce the decision complexity. Fuzzy Rule Interpolation is an important technique for implementing inference with sparse fuzzy rule-bases. Even if a given observation has no overlap with the antecedent of any rule from the rule-base, FRI may still conclude a conclusion. The first FRI method was the Koczy and Hirota proposed "Linear Interpolation", which was later renamed to "KH Fuzzy Interpolation" by the followers. There are several conditions and criteria have been suggested for unifying the common requirements an FRI methods have to satisfy. One of the most common one is the demand for a convex and normal fuzzy (CNF) conclusion, if all the rule antecedents and consequents are CNF sets. The KH FRI is the one, which cannot fulfill this condition. This paper is focusing on the conditions, where the KH FRI fails the demand for the CNF conclusion. By setting up some CNF rule examples, the paper also defines a Benchmark, in which other FRI methods can be tested if they can produce CNF conclusion where the KH FRI fails.
[ { "version": "v1", "created": "Tue, 12 Nov 2019 18:02:14 GMT" } ]
1,574,035,200,000
[ [ "Alzubi", "Maen", "" ], [ "Kovacs", "Szilveszter", "" ] ]
1911.05499
Damien Pellier
D. H\"oller, G. Behnke, P. Bercher, S. Biundo, H. Fiorino, D. Pellier and R. Alford
HDDL -- A Language to Describe Hierarchical Planning Problems
International Workshop on HTN Planning (ICAPS), 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The research in hierarchical planning has made considerable progress in the last few years. Many recent systems do not rely on hand-tailored advice anymore to find solutions, but are supposed to be domain-independent systems that come with sophisticated solving techniques. In principle, this development would make the comparison between systems easier (because the domains are not tailored to a single system anymore) and -- much more important -- also the integration into other systems, because the modeling process is less tedious (due to the lack of advice) and there is no (or less) commitment to a certain planning system the model is created for. However, these advantages are destroyed by the lack of a common input language and feature set supported by the different systems. In this paper, we propose an extension to PDDL, the description language used in non-hierarchical planning, to the needs of hierarchical planning systems. We restrict our language to a basic feature set shared by many recent systems, give an extension of PDDL's EBNF syntax definition, and discuss our extensions with respect to several planner-specific input languages from related work.
[ { "version": "v1", "created": "Wed, 13 Nov 2019 14:23:55 GMT" } ]
1,573,689,600,000
[ [ "Höller", "D.", "" ], [ "Behnke", "G.", "" ], [ "Bercher", "P.", "" ], [ "Biundo", "S.", "" ], [ "Fiorino", "H.", "" ], [ "Pellier", "D.", "" ], [ "Alford", "R.", "" ] ]
1911.05876
Jennifer Nelson
Jennifer M. Nelson and Rogelio E. Cardona-Rivera
Partial-Order, Partially-Seen Observations of Fluents or Actions for Plan Recognition as Planning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This work aims to make plan recognition as planning more ready for real-world scenarios by adapting previous compilations to work with partial-order, half-seen observations of both fluents and actions. We first redefine what observations can be and what it means to satisfy each kind. We then provide a compilation from plan recognition problem to classical planning problem, similar to original work by Ramirez and Geffner, but accommodating these more complex observation types. This compilation can be adapted towards other planning-based plan recognition techniques. Lastly we evaluate this method against an "ignore complexity" strategy that uses the original method by Ramirez and Geffner. Our experimental results suggest that, while slower, our method is equally or more accurate than baseline methods; our technique sometimes significantly reduces the size of the solution to the plan recognition problem, i.e, the size of the optimal goal set. We discuss these findings in the context of plan recognition problem difficulty and present an avenue for future work.
[ { "version": "v1", "created": "Thu, 14 Nov 2019 00:53:36 GMT" } ]
1,573,776,000,000
[ [ "Nelson", "Jennifer M.", "" ], [ "Cardona-Rivera", "Rogelio E.", "" ] ]
1911.06226
Olivier Spanjaard
Hugo Gilbert, Tom Portoleau, Olivier Spanjaard
Beyond Pairwise Comparisons in Social Choice: A Setwise Kemeny Aggregation Problem
36 pages, extends a work published at AAAI 2020. Compared to the previous version on arXiv, some notations have been changed, and section 5 has been added
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we advocate the use of setwise contests for aggregating a set of input rankings into an output ranking. We propose a generalization of the Kemeny rule where one minimizes the number of k-wise disagreements instead of pairwise disagreements (one counts 1 disagreement each time the top choice in a subset of alternatives of cardinality at most k differs between an input ranking and the output ranking). After an algorithmic study of this k-wise Kemeny aggregation problem, we introduce a k-wise counterpart of the majority graph. This graph reveals useful to divide the aggregation problem into several sub-problems, which enables to speed up the exact computation of a consensus ranking. By introducing a k-wise counterpart of the Spearman distance, we also provide a 2-approximation algorithm for the k-wise Kemeny aggregation problem. We conclude with numerical tests.
[ { "version": "v1", "created": "Thu, 14 Nov 2019 16:37:00 GMT" }, { "version": "v2", "created": "Wed, 9 Feb 2022 15:18:48 GMT" } ]
1,644,451,200,000
[ [ "Gilbert", "Hugo", "" ], [ "Portoleau", "Tom", "" ], [ "Spanjaard", "Olivier", "" ] ]
1911.06473
Himabindu Lakkaraju
Himabindu Lakkaraju, Osbert Bastani
"How do I fool you?": Manipulating User Trust via Misleading Black Box Explanations
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
As machine learning black boxes are increasingly being deployed in critical domains such as healthcare and criminal justice, there has been a growing emphasis on developing techniques for explaining these black boxes in a human interpretable manner. It has recently become apparent that a high-fidelity explanation of a black box ML model may not accurately reflect the biases in the black box. As a consequence, explanations have the potential to mislead human users into trusting a problematic black box. In this work, we rigorously explore the notion of misleading explanations and how they influence user trust in black-box models. More specifically, we propose a novel theoretical framework for understanding and generating misleading explanations, and carry out a user study with domain experts to demonstrate how these explanations can be used to mislead users. Our work is the first to empirically establish how user trust in black box models can be manipulated via misleading explanations.
[ { "version": "v1", "created": "Fri, 15 Nov 2019 04:20:11 GMT" } ]
1,574,035,200,000
[ [ "Lakkaraju", "Himabindu", "" ], [ "Bastani", "Osbert", "" ] ]
1911.06657
Paolo Pareti Dr.
Paolo Pareti and George Konstantinidis and Timothy J. Norman
A Policy Editor for Semantic Sensor Networks
Demo paper presented at the 18th International Semantic Web Conference (ISWC 2019)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
An important use of sensors and actuator networks is to comply with health and safety policies in hazardous environments. In order to deal with increasingly large and dynamic environments, and to quickly react to emergencies, tools are needed to simplify the process of translating high-level policies into executable queries and rules. We present a framework to produce such tools, which uses rules to aggregate low-level sensor data, described using the Semantic Sensor Network Ontology, into more useful and actionable abstractions. Using the schema of the underlying data sources as an input, we automatically generate abstractions which are relevant to the use case at hand. In this demonstration we present a policy editor tool and a simulation on which policies can be tested.
[ { "version": "v1", "created": "Fri, 15 Nov 2019 14:21:54 GMT" } ]
1,574,035,200,000
[ [ "Pareti", "Paolo", "" ], [ "Konstantinidis", "George", "" ], [ "Norman", "Timothy J.", "" ] ]
1911.07040
Marcel Gehrke
Marcel Gehrke, Ralf M\"oller, and Tanya Braun
Taming Reasoning in Temporal Probabilistic Relational Models
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Evidence often grounds temporal probabilistic relational models over time, which makes reasoning infeasible. To counteract groundings over time and to keep reasoning polynomial by restoring a lifted representation, we present temporal approximate merging (TAMe), which incorporates (i) clustering for grouping submodels as well as (ii) statistical significance checks to test the fitness of the clustering outcome. In exchange for faster runtimes, TAMe introduces a bounded error that becomes negligible over time. Empirical results show that TAMe significantly improves the runtime performance of inference, while keeping errors small.
[ { "version": "v1", "created": "Sat, 16 Nov 2019 14:51:55 GMT" } ]
1,574,121,600,000
[ [ "Gehrke", "Marcel", "" ], [ "Möller", "Ralf", "" ], [ "Braun", "Tanya", "" ] ]
1911.07229
Cosimo Persia
Ana Ozaki, Cosimo Persia, Andrea Mazzullo
Learning Query Inseparable ELH Ontologies
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We investigate the complexity of learning query inseparable ELH ontologies in a variant of Angluin's exact learning model. Given a fixed data instance A* and a query language Q, we are interested in computing an ontology H that entails the same queries as a target ontology T on A*, that is, H and T are inseparable w.r.t. A* and Q. The learner is allowed to pose two kinds of questions. The first is `Does (T,A)\models q?', with A an arbitrary data instance and q and query in Q. An oracle replies this question with `yes' or `no'. In the second, the learner asks `Are H and T inseparable w.r.t. A* and Q?'. If so, the learning process finishes, otherwise, the learner receives (A*,q) with q in Q, (T,A*)\models q and (H,A*)\not\models q (or vice-versa). Then, we analyse conditions in which query inseparability is preserved if A* changes. Finally, we consider the PAC learning model and a setting where the algorithms learn from a batch of classified data, limiting interactions with the oracles.
[ { "version": "v1", "created": "Sun, 17 Nov 2019 13:05:38 GMT" }, { "version": "v2", "created": "Thu, 21 Nov 2019 09:38:02 GMT" }, { "version": "v3", "created": "Sun, 17 May 2020 15:59:24 GMT" }, { "version": "v4", "created": "Wed, 17 Jun 2020 10:54:13 GMT" }, { "version": "v5", "created": "Thu, 18 Jun 2020 06:53:13 GMT" } ]
1,592,524,800,000
[ [ "Ozaki", "Ana", "" ], [ "Persia", "Cosimo", "" ], [ "Mazzullo", "Andrea", "" ] ]
1911.07318
Parisa Zehtabi
Michael Cashmore, Alessandro Cimatti, Daniele Magazzeni, Andrea Micheli, Parisa Zehtabi
Towards Efficient Anytime Computation and Execution of Decoupled Robustness Envelopes for Temporal Plans
8 pages, 5 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
One of the major limitations for the employment of model-based planning and scheduling in practical applications is the need of costly re-planning when an incongruence between the observed reality and the formal model is encountered during execution. Robustness Envelopes characterize the set of possible contingencies that a plan is able to address without re-planning, but their exact computation is extremely expensive; furthermore, general robustness envelopes are not amenable for efficient execution. In this paper, we present a novel, anytime algorithm to approximate Robustness Envelopes, making them scalable and executable. This is proven by an experimental analysis showing the efficiency of the algorithm, and by a concrete case study where the execution of robustness envelopes significantly reduces the number of re-plannings.
[ { "version": "v1", "created": "Sun, 17 Nov 2019 19:09:22 GMT" } ]
1,574,121,600,000
[ [ "Cashmore", "Michael", "" ], [ "Cimatti", "Alessandro", "" ], [ "Magazzeni", "Daniele", "" ], [ "Micheli", "Andrea", "" ], [ "Zehtabi", "Parisa", "" ] ]
1911.07712
Shi Zhenyu
Runsheng Yu, Zhenyu Shi, Xinrun Wang, Rundong Wang, Buhong Liu, Xinwen Hou, Hanjiang Lai, Bo An
Inducing Cooperation via Team Regret Minimization based Multi-Agent Deep Reinforcement Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Existing value-factorized based Multi-Agent deep Reinforce-ment Learning (MARL) approaches are well-performing invarious multi-agent cooperative environment under thecen-tralized training and decentralized execution(CTDE) scheme,where all agents are trained together by the centralized valuenetwork and each agent execute its policy independently. How-ever, an issue remains open: in the centralized training process,when the environment for the team is partially observable ornon-stationary, i.e., the observation and action informationof all the agents cannot represent the global states, existingmethods perform poorly and sample inefficiently. Regret Min-imization (RM) can be a promising approach as it performswell in partially observable and fully competitive settings.However, it tends to model others as opponents and thus can-not work well under the CTDE scheme. In this work, wepropose a novel team RM based Bayesian MARL with threekey contributions: (a) we design a novel RM method to traincooperative agents as a team and obtain a team regret-basedpolicy for that team; (b) we introduce a novel method to de-compose the team regret to generate the policy for each agentfor decentralized execution; (c) to further improve the perfor-mance, we leverage a differential particle filter (a SequentialMonte Carlo method) network to get an accurate estimation ofthe state for each agent. Experimental results on two-step ma-trix games (cooperative game) and battle games (large-scalemixed cooperative-competitive games) demonstrate that ouralgorithm significantly outperforms state-of-the-art methods.
[ { "version": "v1", "created": "Mon, 18 Nov 2019 15:41:15 GMT" } ]
1,574,121,600,000
[ [ "Yu", "Runsheng", "" ], [ "Shi", "Zhenyu", "" ], [ "Wang", "Xinrun", "" ], [ "Wang", "Rundong", "" ], [ "Liu", "Buhong", "" ], [ "Hou", "Xinwen", "" ], [ "Lai", "Hanjiang", "" ], [ "An", "Bo", "" ] ]
1911.07750
Angelika Kimmig
Efthymia Tsamoura, Victor Gutierrez-Basulto, Angelika Kimmig
Beyond the Grounding Bottleneck: Datalog Techniques for Inference in Probabilistic Logic Programs (Technical Report)
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
State-of-the-art inference approaches in probabilistic logic programming typically start by computing the relevant ground program with respect to the queries of interest, and then use this program for probabilistic inference using knowledge compilation and weighted model counting. We propose an alternative approach that uses efficient Datalog techniques to integrate knowledge compilation with forward reasoning with a non-ground program. This effectively eliminates the grounding bottleneck that so far has prohibited the application of probabilistic logic programming in query answering scenarios over knowledge graphs, while also providing fast approximations on classical benchmarks in the field.
[ { "version": "v1", "created": "Mon, 18 Nov 2019 16:29:52 GMT" } ]
1,574,121,600,000
[ [ "Tsamoura", "Efthymia", "" ], [ "Gutierrez-Basulto", "Victor", "" ], [ "Kimmig", "Angelika", "" ] ]
1911.07960
Tristan Cazenave
Tristan Cazenave and V\'eronique Ventos
The {\alpha}{\mu} Search Algorithm for the Game of Bridge
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
{\alpha}{\mu} is an anytime heuristic search algorithm for incomplete information games that assumes perfect information for the opponents. {\alpha}{\mu} addresses the strategy fusion and non-locality problems encountered by Perfect Information Monte Carlo sampling. In this paper {\alpha}{\mu} is applied to the game of Bridge.
[ { "version": "v1", "created": "Mon, 18 Nov 2019 21:18:50 GMT" } ]
1,574,208,000,000
[ [ "Cazenave", "Tristan", "" ], [ "Ventos", "Véronique", "" ] ]
1911.08439
Rui Zhao
Rui Zhao, Malcolm Atkinson
Towards a computer-interpretable actionable formal model to encode data governance rules
The non-draft version of this paper has been submitted and accepted to BC2DC 19 (at IEEE eScience 2019)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
With the needs of science and business, data sharing and re-use has become an intensive activity for various areas. In many cases, governance imposes rules concerning data use, but there is no existing computational technique to help data-users comply with such rules. We argue that intelligent systems can be used to improve the situation, by recording provenance records during processing, encoding the rules and performing reasoning. We present our initial work, designing formal models for data rules and flow rules and the reasoning system, as the first step towards helping data providers and data users sustain productive relationships.
[ { "version": "v1", "created": "Tue, 19 Nov 2019 18:02:52 GMT" } ]
1,574,208,000,000
[ [ "Zhao", "Rui", "" ], [ "Atkinson", "Malcolm", "" ] ]
1911.08833
Kai Sauerwald
Kai Sauerwald and Gabriele Kern-Isberner and Christoph Beierle
A Conditional Perspective for Iterated Belief Contraction
null
null
10.3233/FAIA200180
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
According to Boutillier, Darwiche, Pearl and others, principles for iterated revision can be characterised in terms of changing beliefs about conditionals. For iterated contraction a similar formulation is not known. This is especially because for iterated belief change the connection between revision and contraction via the Levi and Harper identity is not straightforward, and therefore, characterisation results do not transfer easily between iterated revision and contraction. In this article, we develop an axiomatisation of iterated contraction in terms of changing conditional beliefs. We prove that the new set of postulates conforms semantically to the class of operators like the ones given by Konieczny and Pino P\'erez for iterated contraction.
[ { "version": "v1", "created": "Wed, 20 Nov 2019 11:23:17 GMT" } ]
1,643,846,400,000
[ [ "Sauerwald", "Kai", "" ], [ "Kern-Isberner", "Gabriele", "" ], [ "Beierle", "Christoph", "" ] ]
1911.08872
Carl Corea
Carl Corea, Matthias Thimm
Towards Inconsistency Measurement in Business Rule Bases
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We investigate the application of inconsistency measures to the problem of analysing business rule bases. Due to some intricacies of the domain of business rule bases, a straightforward application is not feasible. We therefore develop some new rationality postulates for this setting as well as adapt and modify existing inconsistency measures. We further adapt the notion of inconsistency values (or culpability measures) for this setting and give a comprehensive feasibility study.
[ { "version": "v1", "created": "Tue, 19 Nov 2019 11:20:42 GMT" } ]
1,574,294,400,000
[ [ "Corea", "Carl", "" ], [ "Thimm", "Matthias", "" ] ]
1911.09365
Javier Segovia Aguas
Javier Segovia-Aguas and Sergio Jim\'enez and Anders Jonsson
Generalized Planning with Positive and Negative Examples
Accepted at AAAI-20 (oral presentation)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Generalized planning aims at computing an algorithm-like structure (generalized plan) that solves a set of multiple planning instances. In this paper we define negative examples for generalized planning as planning instances that must not be solved by a generalized plan. With this regard the paper extends the notion of validation of a generalized plan as the problem of verifying that a given generalized plan solves the set of input positives instances while it fails to solve a given input set of negative examples. This notion of plan validation allows us to define quantitative metrics to asses the generalization capacity of generalized plans. The paper also shows how to incorporate this new notion of plan validation into a compilation for plan synthesis that takes both positive and negative instances as input. Experiments show that incorporating negative examples can accelerate plan synthesis in several domains and leverage quantitative metrics to evaluate the generalization capacity of the synthesized plans.
[ { "version": "v1", "created": "Thu, 21 Nov 2019 09:41:56 GMT" } ]
1,574,380,800,000
[ [ "Segovia-Aguas", "Javier", "" ], [ "Jiménez", "Sergio", "" ], [ "Jonsson", "Anders", "" ] ]
1911.12200
Pawel Gomoluch
Pawel Gomoluch, Dalal Alrajeh, Alessandra Russo, Antonio Bucchiarone
Learning Neural Search Policies for Classical Planning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Heuristic forward search is currently the dominant paradigm in classical planning. Forward search algorithms typically rely on a single, relatively simple variation of best-first search and remain fixed throughout the process of solving a planning problem. Existing work combining multiple search techniques usually aims at supporting best-first search with an additional exploratory mechanism, triggered using a handcrafted criterion. A notable exception is very recent work which combines various search techniques using a trainable policy. It is, however, confined to a discrete action space comprising several fixed subroutines. In this paper, we introduce a parametrized search algorithm template which combines various search techniques within a single routine. The template's parameter space defines an infinite space of search algorithms, including, among others, BFS, local and random search. We further introduce a neural architecture for designating the values of the search parameters given the state of the search. This enables expressing neural search policies that change the values of the parameters as the search progresses. The policies can be learned automatically, with the objective of maximizing the planner's performance on a given distribution of planning problems. We consider a training setting based on a stochastic optimization algorithm known as the cross-entropy method (CEM). Experimental evaluation of our approach shows that it is capable of finding effective distribution-specific search policies, outperforming the relevant baselines.
[ { "version": "v1", "created": "Wed, 27 Nov 2019 14:58:41 GMT" } ]
1,574,899,200,000
[ [ "Gomoluch", "Pawel", "" ], [ "Alrajeh", "Dalal", "" ], [ "Russo", "Alessandra", "" ], [ "Bucchiarone", "Antonio", "" ] ]
1911.12399
Abdur Rakib
Abba Lawan and Abdur Rakib
FT-SWRL: A Fuzzy-Temporal Extension of Semantic Web Rule Language
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present, FT-SWRL, a fuzzy temporal extension to the Semantic Web Rule Language (SWRL), which combines fuzzy theories based on the valid-time temporal model to provide a standard approach for modeling imprecise temporal domain knowledge in OWL ontologies. The proposal introduces a fuzzy temporal model for the semantic web, which is syntactically defined as a fuzzy temporal SWRL ontology (SWRL-FTO) with a new set of fuzzy temporal SWRL built-ins for defining their semantics. The SWRL-FTO hierarchically defines the necessary linguistic terminologies and variables for the fuzzy temporal model. An example model demonstrating the usefulness of the fuzzy temporal SWRL built-ins to model imprecise temporal information is also represented. Fuzzification process of interval-based temporal logic is further discussed as a reasoning paradigm for our FT-SWRL rules, with the aim of achieving a complete OWL-based fuzzy temporal reasoning. Literature review on fuzzy temporal representation approaches, both within and without the use of ontologies, led to the conclusion that the FT-SWRL model can authoritatively serve as a formal specification for handling imprecise temporal expressions on the semantic web.
[ { "version": "v1", "created": "Wed, 27 Nov 2019 19:51:19 GMT" } ]
1,575,244,800,000
[ [ "Lawan", "Abba", "" ], [ "Rakib", "Abdur", "" ] ]
1911.12949
Zhanhao Xiao
Zhanhao Xiao, Hai Wan, Hankui Hankz Zhuo, Andreas Herzig, Laurent Perrussel, Peilin Chen
Refining HTN Methods via Task Insertion with Preferences
8 pages,7 figures, Accepted in AAAI-20
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Hierarchical Task Network (HTN) planning is showing its power in real-world planning. Although domain experts have partial hierarchical domain knowledge, it is time-consuming to specify all HTN methods, leaving them incomplete. On the other hand, traditional HTN learning approaches focus only on declarative goals, omitting the hierarchical domain knowledge. In this paper, we propose a novel learning framework to refine HTN methods via task insertion with completely preserving the original methods. As it is difficult to identify incomplete methods without designating declarative goals for compound tasks, we introduce the notion of prioritized preference to capture the incompleteness possibility of methods. Specifically, the framework first computes the preferred completion profile w.r.t. the prioritized preference to refine the incomplete methods. Then it finds the minimal set of refined methods via a method substitution operation. Experimental analysis demonstrates that our approach is effective, especially in solving new HTN planning instances.
[ { "version": "v1", "created": "Fri, 29 Nov 2019 04:38:22 GMT" } ]
1,575,244,800,000
[ [ "Xiao", "Zhanhao", "" ], [ "Wan", "Hai", "" ], [ "Zhuo", "Hankui Hankz", "" ], [ "Herzig", "Andreas", "" ], [ "Perrussel", "Laurent", "" ], [ "Chen", "Peilin", "" ] ]
1911.13071
Sebastian Risi
Sebastian Risi, Julian Togelius
Increasing Generality in Machine Learning through Procedural Content Generation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce authoring burden, limit storage space requirements, and enable particular aesthetics, a large number of PCG methods have been devised by game developers. Additionally, researchers have explored adapting methods from machine learning, optimization, and constraint solving to PCG problems. Games have been widely used in AI research since the inception of the field, and in recent years have been used to develop and benchmark new machine learning algorithms. Through this practice, it has become more apparent that these algorithms are susceptible to overfitting. Often, an algorithm will not learn a general policy, but instead a policy that will only work for a particular version of a particular task with particular initial parameters. In response, researchers have begun exploring randomization of problem parameters to counteract such overfitting and to allow trained policies to more easily transfer from one environment to another, such as from a simulated robot to a robot in the real world. Here we review the large amount of existing work on PCG, which we believe has an important role to play in increasing the generality of machine learning methods. The main goal here is to present RL/AI with new tools from the PCG toolbox, and its secondary goal is to explain to game developers and researchers a way in which their work is relevant to AI research.
[ { "version": "v1", "created": "Fri, 29 Nov 2019 11:55:10 GMT" }, { "version": "v2", "created": "Mon, 16 Mar 2020 22:00:52 GMT" } ]
1,584,489,600,000
[ [ "Risi", "Sebastian", "" ], [ "Togelius", "Julian", "" ] ]
1912.00109
Xinyang Deng
Xinyang Deng
Belief and plausibility measures for D numbers
9 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
As a generalization of Dempster-Shafer theory, D number theory provides a framework to deal with uncertain information with non-exclusiveness and incompleteness. However, some basic concepts in D number theory are not well defined. In this note, the belief and plausibility measures for D numbers have been proposed, and basic properties of these measures have been revealed as well.
[ { "version": "v1", "created": "Sat, 30 Nov 2019 01:28:18 GMT" } ]
1,575,331,200,000
[ [ "Deng", "Xinyang", "" ] ]
1912.00760
Christian Jilek
Tobias Tempel, Claudia Nieder\'ee, Christian Jilek, Andrea Ceroni, Heiko Maus, Yannick Runge, Christian Frings
Temporarily Unavailable: Memory Inhibition in Cognitive and Computer Science
46 pages, 5 figures, preprint, final version published in IWC
Interacting with Computers, Volume 31, Issue 3, May 2019, pp. 231-249
10.1093/iwc/iwz013
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Inhibition is one of the core concepts in Cognitive Psychology. The idea of inhibitory mechanisms actively weakening representations in the human mind has inspired a great number of studies in various research domains. In contrast, Computer Science only recently has begun to consider inhibition as a second basic processing quality beside activation. Here, we review psychological research on inhibition in memory and link the gained insights with the current efforts in Computer Science of incorporating inhibitory principles for optimizing information retrieval in Personal Information Management. Four common aspects guide this review in both domains: 1. The purpose of inhibition to increase processing efficiency. 2. Its relation to activation. 3. Its links to contexts. 4. Its temporariness. In summary, the concept of inhibition has been used by Computer Science for enhancing software in various ways already. Yet, we also identify areas for promising future developments of inhibitory mechanisms, particularly context inhibition.
[ { "version": "v1", "created": "Fri, 15 Nov 2019 07:21:45 GMT" } ]
1,575,331,200,000
[ [ "Tempel", "Tobias", "" ], [ "Niederée", "Claudia", "" ], [ "Jilek", "Christian", "" ], [ "Ceroni", "Andrea", "" ], [ "Maus", "Heiko", "" ], [ "Runge", "Yannick", "" ], [ "Frings", "Christian", "" ] ]
1912.00915
Ta-Chung Chi
Ta-Chung Chi, Mihail Eric, Seokhwan Kim, Minmin Shen, Dilek Hakkani-tur
Just Ask:An Interactive Learning Framework for Vision and Language Navigation
8 pages, accepted to AAAI 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In the vision and language navigation task, the agent may encounter ambiguous situations that are hard to interpret by just relying on visual information and natural language instructions. We propose an interactive learning framework to endow the agent with the ability to ask for users' help in such situations. As part of this framework, we investigate multiple learning approaches for the agent with different levels of complexity. The simplest model-confusion-based method lets the agent ask questions based on its confusion, relying on the predefined confidence threshold of a next action prediction model. To build on this confusion-based method, the agent is expected to demonstrate more sophisticated reasoning such that it discovers the timing and locations to interact with a human. We achieve this goal using reinforcement learning (RL) with a proposed reward shaping term, which enables the agent to ask questions only when necessary. The success rate can be boosted by at least 15% with only one question asked on average during the navigation. Furthermore, we show that the RL agent is capable of adjusting dynamically to noisy human responses. Finally, we design a continual learning strategy, which can be viewed as a data augmentation method, for the agent to improve further utilizing its interaction history with a human. We demonstrate the proposed strategy is substantially more realistic and data-efficient compared to previously proposed pre-exploration techniques.
[ { "version": "v1", "created": "Mon, 2 Dec 2019 16:45:39 GMT" } ]
1,575,331,200,000
[ [ "Chi", "Ta-Chung", "" ], [ "Eric", "Mihail", "" ], [ "Kim", "Seokhwan", "" ], [ "Shen", "Minmin", "" ], [ "Hakkani-tur", "Dilek", "" ] ]
1912.01160
Hangyu Mao
Hangyu Mao, Wulong Liu, Jianye Hao, Jun Luo, Dong Li, Zhengchao Zhang, Jun Wang, Zhen Xiao
Neighborhood Cognition Consistent Multi-Agent Reinforcement Learning
Accepted by AAAI2020 with oral presentation (https://aaai.org/Conferences/AAAI-20/wp-content/uploads/2020/01/AAAI-20-Accepted-Paper-List.pdf). Since AAAI2020 has started, I have the right to distribute this paper on arXiv
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Social psychology and real experiences show that cognitive consistency plays an important role to keep human society in order: if people have a more consistent cognition about their environments, they are more likely to achieve better cooperation. Meanwhile, only cognitive consistency within a neighborhood matters because humans only interact directly with their neighbors. Inspired by these observations, we take the first step to introduce \emph{neighborhood cognitive consistency} (NCC) into multi-agent reinforcement learning (MARL). Our NCC design is quite general and can be easily combined with existing MARL methods. As examples, we propose neighborhood cognition consistent deep Q-learning and Actor-Critic to facilitate large-scale multi-agent cooperations. Extensive experiments on several challenging tasks (i.e., packet routing, wifi configuration, and Google football player control) justify the superior performance of our methods compared with state-of-the-art MARL approaches.
[ { "version": "v1", "created": "Tue, 3 Dec 2019 02:34:11 GMT" }, { "version": "v2", "created": "Mon, 10 Feb 2020 02:38:59 GMT" } ]
1,581,379,200,000
[ [ "Mao", "Hangyu", "" ], [ "Liu", "Wulong", "" ], [ "Hao", "Jianye", "" ], [ "Luo", "Jun", "" ], [ "Li", "Dong", "" ], [ "Zhang", "Zhengchao", "" ], [ "Wang", "Jun", "" ], [ "Xiao", "Zhen", "" ] ]
1912.01217
Carroll Wainwright
Carroll L. Wainwright and Peter Eckersley
SafeLife 1.0: Exploring Side Effects in Complex Environments
Updated version was presented at the AAAI SafeAI 2020 Workshop, but now with updated contact info. Previously presented at the 2019 NeurIPS Safety and Robustness in Decision Making Workshop
CEUR Workshop Proceedings, 2560 (2020) 117-127
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
We present SafeLife, a publicly available reinforcement learning environment that tests the safety of reinforcement learning agents. It contains complex, dynamic, tunable, procedurally generated levels with many opportunities for unsafe behavior. Agents are graded both on their ability to maximize their explicit reward and on their ability to operate safely without unnecessary side effects. We train agents to maximize rewards using proximal policy optimization and score them on a suite of benchmark levels. The resulting agents are performant but not safe -- they tend to cause large side effects in their environments -- but they form a baseline against which future safety research can be measured.
[ { "version": "v1", "created": "Tue, 3 Dec 2019 06:44:48 GMT" }, { "version": "v2", "created": "Fri, 26 Feb 2021 05:49:51 GMT" } ]
1,614,556,800,000
[ [ "Wainwright", "Carroll L.", "" ], [ "Eckersley", "Peter", "" ] ]
1912.01683
Alexander Turner
Alexander Matt Turner, Logan Smith, Rohin Shah, Andrew Critch, Prasad Tadepalli
Optimal Policies Tend to Seek Power
Accepted to NeurIPS 2021 as spotlight paper. 12 pages, 44 pages with appendices. Since the 2021 acceptance, we updated the paper to point out that optimal policies can be qualitatively divorced from real-world learned policies
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Some researchers speculate that intelligent reinforcement learning (RL) agents would be incentivized to seek resources and power in pursuit of their objectives. Other researchers point out that RL agents need not have human-like power-seeking instincts. To clarify this discussion, we develop the first formal theory of the statistical tendencies of optimal policies. In the context of Markov decision processes, we prove that certain environmental symmetries are sufficient for optimal policies to tend to seek power over the environment. These symmetries exist in many environments in which the agent can be shut down or destroyed. We prove that in these environments, most reward functions make it optimal to seek power by keeping a range of options available and, when maximizing average reward, by navigating towards larger sets of potential terminal states.
[ { "version": "v1", "created": "Tue, 3 Dec 2019 20:45:49 GMT" }, { "version": "v10", "created": "Sat, 28 Jan 2023 19:15:05 GMT" }, { "version": "v2", "created": "Sun, 19 Jan 2020 19:25:51 GMT" }, { "version": "v3", "created": "Mon, 13 Apr 2020 14:56:27 GMT" }, { "version": "v4", "created": "Tue, 14 Apr 2020 22:13:56 GMT" }, { "version": "v5", "created": "Fri, 5 Jun 2020 22:41:45 GMT" }, { "version": "v6", "created": "Wed, 2 Dec 2020 21:40:39 GMT" }, { "version": "v7", "created": "Tue, 1 Jun 2021 16:59:04 GMT" }, { "version": "v8", "created": "Sat, 23 Oct 2021 20:12:14 GMT" }, { "version": "v9", "created": "Fri, 3 Dec 2021 17:27:16 GMT" } ]
1,675,123,200,000
[ [ "Turner", "Alexander Matt", "" ], [ "Smith", "Logan", "" ], [ "Shah", "Rohin", "" ], [ "Critch", "Andrew", "" ], [ "Tadepalli", "Prasad", "" ] ]
1912.01819
Yanou Ramon
Yanou Ramon, David Martens, Foster Provost, Theodoros Evgeniou
Counterfactual Explanation Algorithms for Behavioral and Textual Data
24 pages, 7 figures, currently under review
null
10.1007/s11634-020-00418-3
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We study the interpretability of predictive systems that use high-dimensonal behavioral and textual data. Examples include predicting product interest based on online browsing data and detecting spam emails or objectionable web content. Recently, counterfactual explanations have been proposed for generating insight into model predictions, which focus on what is relevant to a particular instance. Conducting a complete search to compute counterfactuals is very time-consuming because of the huge dimensionality. To our knowledge, for behavioral and text data, only one model-agnostic heuristic algorithm (SEDC) for finding counterfactual explanations has been proposed in the literature. However, there may be better algorithms for finding counterfactuals quickly. This study aligns the recently proposed Linear Interpretable Model-agnostic Explainer (LIME) and Shapley Additive Explanations (SHAP) with the notion of counterfactual explanations, and empirically benchmarks their effectiveness and efficiency against SEDC using a collection of 13 data sets. Results show that LIME-Counterfactual (LIME-C) and SHAP-Counterfactual (SHAP-C) have low and stable computation times, but mostly, they are less efficient than SEDC. However, for certain instances on certain data sets, SEDC's run time is comparably large. With regard to effectiveness, LIME-C and SHAP-C find reasonable, if not always optimal, counterfactual explanations. SHAP-C, however, seems to have difficulties with highly unbalanced data. Because of its good overall performance, LIME-C seems to be a favorable alternative to SEDC, which failed for some nonlinear models to find counterfactuals because of the particular heuristic search algorithm it uses. A main upshot of this paper is that there is a good deal of room for further research. For example, we propose algorithmic adjustments that are direct upshots of the paper's findings.
[ { "version": "v1", "created": "Wed, 4 Dec 2019 06:48:34 GMT" } ]
1,625,097,600,000
[ [ "Ramon", "Yanou", "" ], [ "Martens", "David", "" ], [ "Provost", "Foster", "" ], [ "Evgeniou", "Theodoros", "" ] ]
1912.02288
Hengyuan Hu
Hengyuan Hu, Jakob N Foerster
Simplified Action Decoder for Deep Multi-Agent Reinforcement Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In recent years we have seen fast progress on a number of benchmark problems in AI, with modern methods achieving near or super human performance in Go, Poker and Dota. One common aspect of all of these challenges is that they are by design adversarial or, technically speaking, zero-sum. In contrast to these settings, success in the real world commonly requires humans to collaborate and communicate with others, in settings that are, at least partially, cooperative. In the last year, the card game Hanabi has been established as a new benchmark environment for AI to fill this gap. In particular, Hanabi is interesting to humans since it is entirely focused on theory of mind, i.e., the ability to effectively reason over the intentions, beliefs and point of view of other agents when observing their actions. Learning to be informative when observed by others is an interesting challenge for Reinforcement Learning (RL): Fundamentally, RL requires agents to explore in order to discover good policies. However, when done naively, this randomness will inherently make their actions less informative to others during training. We present a new deep multi-agent RL method, the Simplified Action Decoder (SAD), which resolves this contradiction exploiting the centralized training phase. During training SAD allows other agents to not only observe the (exploratory) action chosen, but agents instead also observe the greedy action of their team mates. By combining this simple intuition with best practices for multi-agent learning, SAD establishes a new SOTA for learning methods for 2-5 players on the self-play part of the Hanabi challenge. Our ablations show the contributions of SAD compared with the best practice components. All of our code and trained agents are available at https://github.com/facebookresearch/Hanabi_SAD.
[ { "version": "v1", "created": "Wed, 4 Dec 2019 22:34:54 GMT" }, { "version": "v2", "created": "Wed, 12 May 2021 05:32:45 GMT" } ]
1,620,864,000,000
[ [ "Hu", "Hengyuan", "" ], [ "Foerster", "Jakob N", "" ] ]
1912.02552
Maor Gaon
Maor Gaon and Ronen I. Brafman
Reinforcement Learning with Non-Markovian Rewards
To Appear in AAAI 2020
null
null
Report-no: AAAI20
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The standard RL world model is that of a Markov Decision Process (MDP). A basic premise of MDPs is that the rewards depend on the last state and action only. Yet, many real-world rewards are non-Markovian. For example, a reward for bringing coffee only if requested earlier and not yet served, is non-Markovian if the state only records current requests and deliveries. Past work considered the problem of modeling and solving MDPs with non-Markovian rewards (NMR), but we know of no principled approaches for RL with NMR. Here, we address the problem of policy learning from experience with such rewards. We describe and evaluate empirically four combinations of the classical RL algorithm Q-learning and R-max with automata learning algorithms to obtain new RL algorithms for domains with NMR. We also prove that some of these variants converge to an optimal policy in the limit.
[ { "version": "v1", "created": "Thu, 5 Dec 2019 13:09:16 GMT" } ]
1,575,590,400,000
[ [ "Gaon", "Maor", "" ], [ "Brafman", "Ronen I.", "" ] ]
1912.02734
Martin Diller
Gerhard Brewka, Martin Diller, Georg Heissenberger, Thomas Linsbichler, Stefan Woltran
Solving Advanced Argumentation Problems with Answer Set Programming
Under consideration in Theory and Practice of Logic Programming (TPLP)
Theory and Practice of Logic Programming 20 (2020) 391-431
10.1017/S1471068419000474
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Powerful formalisms for abstract argumentation have been proposed, among them abstract dialectical frameworks (ADFs) that allow for a succinct and flexible specification of the relationship between arguments, and the GRAPPA framework which allows argumentation scenarios to be represented as arbitrary edge-labelled graphs. The complexity of ADFs and GRAPPA is located beyond NP and ranges up to the third level of the polynomial hierarchy. The combined complexity of Answer Set Programming (ASP) exactly matches this complexity when programs are restricted to predicates of bounded arity. In this paper, we exploit this coincidence and present novel efficient translations from ADFs and GRAPPA to ASP. More specifically, we provide reductions for the five main ADF semantics of admissible, complete, preferred, grounded, and stable interpretations, and exemplify how these reductions need to be adapted for GRAPPA for the admissible, complete and preferred semantics. Under consideration in Theory and Practice of Logic Programming (TPLP).
[ { "version": "v1", "created": "Thu, 5 Dec 2019 17:20:34 GMT" } ]
1,587,513,600,000
[ [ "Brewka", "Gerhard", "" ], [ "Diller", "Martin", "" ], [ "Heissenberger", "Georg", "" ], [ "Linsbichler", "Thomas", "" ], [ "Woltran", "Stefan", "" ] ]
1912.03298
Siddhant Bhambri
Mudit Verma, Siddhant Bhambri, Saurabh Gupta, Arun Balaji Buduru
Making Smart Homes Smarter: Optimizing Energy Consumption with Human in the Loop
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Rapid advancements in the Internet of Things (IoT) have facilitated more efficient deployment of smart environment solutions for specific user requirement. With the increase in the number of IoT devices, it has become difficult for the user to control or operate every individual smart device into achieving some desired goal like optimized power consumption, scheduled appliance running time, etc. Furthermore, existing solutions to automatically adapt the IoT devices are not capable enough to incorporate the user behavior. This paper presents a novel approach to accurately configure IoT devices while achieving the twin objectives of energy optimization along with conforming to user preferences. Our work comprises of unsupervised clustering of devices' data to find the states of operation for each device, followed by probabilistically analyzing user behavior to determine their preferred states. Eventually, we deploy an online reinforcement learning (RL) agent to find the best device settings automatically. Results for three different smart homes' data-sets show the effectiveness of our methodology. To the best of our knowledge, this is the first time that a practical approach has been adopted to achieve the above mentioned objectives without any human interaction within the system.
[ { "version": "v1", "created": "Fri, 6 Dec 2019 18:58:44 GMT" }, { "version": "v2", "created": "Wed, 29 Apr 2020 07:47:20 GMT" }, { "version": "v3", "created": "Mon, 4 May 2020 15:22:16 GMT" } ]
1,588,636,800,000
[ [ "Verma", "Mudit", "" ], [ "Bhambri", "Siddhant", "" ], [ "Gupta", "Saurabh", "" ], [ "Buduru", "Arun Balaji", "" ] ]
1912.04816
Blai Bonet
Blai Bonet and Hector Geffner
Qualitative Numeric Planning: Reductions and Complexity
null
Journal of Artificial Intelligence Research 69 (2020) 923-961
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Qualitative numerical planning is classical planning extended with non-negative real variables that can be increased or decreased "qualitatively", i.e., by positive indeterminate amounts. While deterministic planning with numerical variables is undecidable in general, qualitative numerical planning is decidable and provides a convenient abstract model for generalized planning. The solutions to qualitative numerical problems (QNPs) were shown to correspond to the strong cyclic solutions of an associated fully observable non-deterministic (FOND) problem that terminate. This leads to a generate-and-test algorithm for solving QNPs where solutions to a FOND problem are generated one by one and tested for termination. The computational shortcomings of this approach for solving QNPs, however, are that it is not simple to amend FOND planners to generate all solutions, and that the number of solutions to check can be doubly exponential in the number of variables. In this work we address these limitations while providing additional insights on QNPs. More precisely, we introduce two polynomial-time reductions, one from QNPs to FOND problems and the other from FOND problems to QNPs both of which do not involve termination tests. A result of these reductions is that QNPs are shown to have the same expressive power and the same complexity as FOND problems.
[ { "version": "v1", "created": "Tue, 10 Dec 2019 16:50:41 GMT" }, { "version": "v2", "created": "Thu, 26 Nov 2020 14:48:27 GMT" } ]
1,606,694,400,000
[ [ "Bonet", "Blai", "" ], [ "Geffner", "Hector", "" ] ]
1912.04999
Maen Alzubi
Maen Alzubi, Mohammad Almseidin, Mohd Aaqib Lone and Szilveszter Kovacs
Fuzzy Rule Interpolation Toolbox for the GNU Open-Source OCTAVE
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In most fuzzy control applications (applying classical fuzzy reasoning), the reasoning method requires a complete fuzzy rule-base, i.e all the possible observations must be covered by the antecedents of the fuzzy rules, which is not always available. Fuzzy control systems based on the Fuzzy Rule Interpolation (FRI) concept play a major role in different platforms, in case if only a sparse fuzzy rule-base is available. This cases the fuzzy model contains only the most relevant rules, without covering all the antecedent universes. The first FRI toolbox being able to handle different FRI methods was developed by Johanyak et. al. in 2006 for the MATLAB environment. The goal of this paper is to introduce some details of the adaptation of the FRI toolbox to support the GNU/OCTAVE programming language. The OCTAVE Fuzzy Rule Interpolation (OCTFRI) Toolbox is an open-source toolbox for OCTAVE programming language, providing a large functionally compatible subset of the MATLAB FRI toolbox as well as many extensions. The OCTFRI Toolbox includes functions that enable the user to evaluate Fuzzy Inference Systems (FISs) from the command line and from OCTAVE scripts, read/write FISs and OBS to/from files, and produce a graphical visualisation of both the membership functions and the FIS outputs. Future work will focus on implementing advanced fuzzy inference techniques and GUI tools.
[ { "version": "v1", "created": "Tue, 10 Dec 2019 22:04:29 GMT" } ]
1,576,108,800,000
[ [ "Alzubi", "Maen", "" ], [ "Almseidin", "Mohammad", "" ], [ "Lone", "Mohd Aaqib", "" ], [ "Kovacs", "Szilveszter", "" ] ]
1912.05407
Yanghao Lin
Xu Cao, Yanghao Lin
UCT-ADP Progressive Bias Algorithm for Solving Gomoku
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We combine Adaptive Dynamic Programming (ADP), a reinforcement learning method and UCB applied to trees (UCT) algorithm with a more powerful heuristic function based on Progressive Bias method and two pruning strategies for a traditional board game Gomoku. For the Adaptive Dynamic Programming part, we train a shallow forward neural network to give a quick evaluation of Gomoku board situations. UCT is a general approach in MCTS as a tree policy. Our framework use UCT to balance the exploration and exploitation of Gomoku game trees while we also apply powerful pruning strategies and heuristic function to re-select the available 2-adjacent grids of the state and use ADP instead of simulation to give estimated values of expanded nodes. Experiment result shows that this method can eliminate the search depth defect of the simulation process and converge to the correct value faster than single UCT. This approach can be applied to design new Gomoku AI and solve other Gomoku-like board game.
[ { "version": "v1", "created": "Wed, 11 Dec 2019 16:05:39 GMT" } ]
1,576,108,800,000
[ [ "Cao", "Xu", "" ], [ "Lin", "Yanghao", "" ] ]
1912.05935
Eros Grigoryan
E. Grigoryan
Linear algorithm for solution n-Queens Completion problem
37 pages, 11 figures, 2 tables, Prepared for publication in "Discrete Mathematics & Theoretical Computer Science"
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
A linear algorithm is described for solving the n-Queens Completion problem for an arbitrary composition of k queens, consistently distributed on a chessboard of size n x n. Two important rules are used in the algorithm: a) the rule of sequential risk elimination for the entire system as a whole; b) the rule of formation of minimal damage in the given selection conditions. For any composition of k queens (1<= k<n), a solution is provided, or a decision is made that this composition can't be completed. The probability of an error in making such a decision does not exceed 0.0001, and its value decreases, with increasing n. It is established that the average time, required for the queen to be placed on one row, decreases with increasing value of n. A description is given of two random selection models and the results of their comparative analysis. A model for organizing the Back Tracking procedure is proposed based on the separation of the solution matrix into two basic levels. Regression formulas are given for the dependence of basic levels on the value of n. It was found that for n=(7-100000) the number of solutions in which the Back Tracking procedure has never been used exceeds 35%. Moreover, for n=(320-22500), the number of such cases exceeds 50 %. A quick algorithm for verifying the correctness of n-Queens problem solution or arbitrary composition of k queens is given.
[ { "version": "v1", "created": "Thu, 5 Dec 2019 14:21:16 GMT" }, { "version": "v2", "created": "Mon, 30 Dec 2019 10:05:41 GMT" } ]
1,577,836,800,000
[ [ "Grigoryan", "E.", "" ] ]
1912.06594
Thierry Denoeux
Thierry Denoeux and Prakash P. Shenoy
An Interval-Valued Utility Theory for Decision Making with Dempster-Shafer Belief Functions
null
International Journal of Approximate Reasoning, vol. 124, pages 194-216, 2020
10.1016/j.ijar.2020.06.008
Working Paper No. 336, August 2019, School of Business, University of Kansas
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The main goal of this paper is to describe an axiomatic utility theory for Dempster-Shafer belief function lotteries. The axiomatic framework used is analogous to von Neumann-Morgenstern's utility theory for probabilistic lotteries as described by Luce and Raiffa. Unlike the probabilistic case, our axiomatic framework leads to interval-valued utilities, and therefore, to a partial (incomplete) preference order on the set of all belief function lotteries. If the belief function reference lotteries we use are Bayesian belief functions, then our representation theorem coincides with Jaffray's representation theorem for his linear utility theory for belief functions. We illustrate our representation theorem using some examples discussed in the literature, and we propose a simple model for assessing utilities based on an interval-valued pessimism index representing a decision-maker's attitude to ambiguity and indeterminacy. Finally, we compare our decision theory with those proposed by Jaffray, Smets, Dubois et al., Giang and Shenoy, and Shafer.
[ { "version": "v1", "created": "Fri, 13 Dec 2019 16:37:32 GMT" }, { "version": "v2", "created": "Thu, 18 Jun 2020 02:27:35 GMT" } ]
1,594,857,600,000
[ [ "Denoeux", "Thierry", "" ], [ "Shenoy", "Prakash P.", "" ] ]
1912.06612
Henri Prade M
Zied Bouraoui and Antoine Cornu\'ejols and Thierry Den{\oe}ux and S\'ebastien Destercke and Didier Dubois and Romain Guillaume and Jo\~ao Marques-Silva and J\'er\^ome Mengin and Henri Prade and Steven Schockaert and Mathieu Serrurier and Christel Vrain
From Shallow to Deep Interactions Between Knowledge Representation, Reasoning and Machine Learning (Kay R. Amel group)
53 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper proposes a tentative and original survey of meeting points between Knowledge Representation and Reasoning (KRR) and Machine Learning (ML), two areas which have been developing quite separately in the last three decades. Some common concerns are identified and discussed such as the types of used representation, the roles of knowledge and data, the lack or the excess of information, or the need for explanations and causal understanding. Then some methodologies combining reasoning and learning are reviewed (such as inductive logic programming, neuro-symbolic reasoning, formal concept analysis, rule-based representations and ML, uncertainty in ML, or case-based reasoning and analogical reasoning), before discussing examples of synergies between KRR and ML (including topics such as belief functions on regression, EM algorithm versus revision, the semantic description of vector representations, the combination of deep learning with high level inference, knowledge graph completion, declarative frameworks for data mining, or preferences and recommendation). This paper is the first step of a work in progress aiming at a better mutual understanding of research in KRR and ML, and how they could cooperate.
[ { "version": "v1", "created": "Fri, 13 Dec 2019 17:20:52 GMT" } ]
1,576,454,400,000
[ [ "Bouraoui", "Zied", "" ], [ "Cornuéjols", "Antoine", "" ], [ "Denœux", "Thierry", "" ], [ "Destercke", "Sébastien", "" ], [ "Dubois", "Didier", "" ], [ "Guillaume", "Romain", "" ], [ "Marques-Silva", "João", "" ], [ "Mengin", "Jérôme", "" ], [ "Prade", "Henri", "" ], [ "Schockaert", "Steven", "" ], [ "Serrurier", "Mathieu", "" ], [ "Vrain", "Christel", "" ] ]
1912.07045
Janarthanan Rajendran
Janarthanan Rajendran, Richard Lewis, Vivek Veeriah, Honglak Lee and Satinder Singh
How Should an Agent Practice?
AAAI-2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a method for learning intrinsic reward functions to drive the learning of an agent during periods of practice in which extrinsic task rewards are not available. During practice, the environment may differ from the one available for training and evaluation with extrinsic rewards. We refer to this setup of alternating periods of practice and objective evaluation as practice-match, drawing an analogy to regimes of skill acquisition common for humans in sports and games. The agent must effectively use periods in the practice environment so that performance improves during matches. In the proposed method the intrinsic practice reward is learned through a meta-gradient approach that adapts the practice reward parameters to reduce the extrinsic match reward loss computed from matches. We illustrate the method on a simple grid world, and evaluate it in two games in which the practice environment differs from match: Pong with practice against a wall without an opponent, and PacMan with practice in a maze without ghosts. The results show gains from learning in practice in addition to match periods over learning in matches only.
[ { "version": "v1", "created": "Sun, 15 Dec 2019 14:14:51 GMT" } ]
1,576,540,800,000
[ [ "Rajendran", "Janarthanan", "" ], [ "Lewis", "Richard", "" ], [ "Veeriah", "Vivek", "" ], [ "Lee", "Honglak", "" ], [ "Singh", "Satinder", "" ] ]
1912.07060
Mayukh Das
Mayukh Das, Nandini Ramanan, Janardhan Rao Doppa and Sriraam Natarajan
One-Shot Induction of Generalized Logical Concepts via Human Guidance
STARAI '20, Workshop version
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We consider the problem of learning generalized first-order representations of concepts from a single example. To address this challenging problem, we augment an inductive logic programming learner with two novel algorithmic contributions. First, we define a distance measure between candidate concept representations that improves the efficiency of search for target concept and generalization. Second, we leverage richer human inputs in the form of advice to improve the sample-efficiency of learning. We prove that the proposed distance measure is semantically valid and use that to derive a PAC bound. Our experimental analysis on diverse concept learning tasks demonstrates both the effectiveness and efficiency of the proposed approach over a first-order concept learner using only examples.
[ { "version": "v1", "created": "Sun, 15 Dec 2019 15:31:45 GMT" } ]
1,576,540,800,000
[ [ "Das", "Mayukh", "" ], [ "Ramanan", "Nandini", "" ], [ "Doppa", "Janardhan Rao", "" ], [ "Natarajan", "Sriraam", "" ] ]
1912.08664
Aleksandr Panov
Alexey Skrynnik, Aleksey Staroverov, Ermek Aitygulov, Kirill Aksenov, Vasilii Davydov, Aleksandr I. Panov
Hierarchical Deep Q-Network from Imperfect Demonstrations in Minecraft
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
We present Hierarchical Deep Q-Network (HDQfD) that took first place in the MineRL competition. HDQfD works on imperfect demonstrations and utilizes the hierarchical structure of expert trajectories. We introduce the procedure of extracting an effective sequence of meta-actions and subgoals from demonstration data. We present a structured task-dependent replay buffer and adaptive prioritizing technique that allow the HDQfD agent to gradually erase poor-quality expert data from the buffer. In this paper, we present the details of the HDQfD algorithm and give the experimental results in the Minecraft domain.
[ { "version": "v1", "created": "Wed, 18 Dec 2019 15:30:49 GMT" }, { "version": "v2", "created": "Mon, 10 Feb 2020 07:49:09 GMT" }, { "version": "v3", "created": "Thu, 9 Jul 2020 16:37:44 GMT" }, { "version": "v4", "created": "Mon, 13 Jul 2020 09:24:50 GMT" } ]
1,594,684,800,000
[ [ "Skrynnik", "Alexey", "" ], [ "Staroverov", "Aleksey", "" ], [ "Aitygulov", "Ermek", "" ], [ "Aksenov", "Kirill", "" ], [ "Davydov", "Vasilii", "" ], [ "Panov", "Aleksandr I.", "" ] ]
1912.09024
Andreas Holzinger
Andreas Holzinger, Andr\'e Carrington, Heimo M\"uller
Measuring the Quality of Explanations: The System Causability Scale (SCS). Comparing Human and Machine Explanations
6 pages, 1 figure, 1 table, will appear in Springer/Nature KI - K\"unstliche Intelligenz (2020), Volume 34, Issue 2
Springer/Nature KI Kuenstliche Intelligenz 34, 193-198 (2020)
10.1007/s13218-020-00636-z
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent success in Artificial Intelligence (AI) and Machine Learning (ML) allow problem solving automatically without any human intervention. Autonomous approaches can be very convenient. However, in certain domains, e.g., in the medical domain, it is necessary to enable a domain expert to understand, why an algorithm came up with a certain result. Consequently, the field of Explainable AI (xAI) rapidly gained interest worldwide in various domains, particularly in medicine. Explainable AI studies transparency and traceability of opaque AI/ML and there are already a huge variety of methods. For example with layer-wise relevance propagation relevant parts of inputs to, and representations in, a neural network which caused a result, can be highlighted. This is a first important step to ensure that end users, e.g., medical professionals, assume responsibility for decision making with AI/ML and of interest to professionals and regulators. Interactive ML adds the component of human expertise to AI/ML processes by enabling them to re-enact and retrace AI/ML results, e.g. let them check it for plausibility. This requires new human-AI interfaces for explainable AI. In order to build effective and efficient interactive human-AI interfaces we have to deal with the question of how to evaluate the quality of explanations given by an explainable AI system. In this paper we introduce our System Causability Scale (SCS) to measure the quality of explanations. It is based on our notion of Causability (Holzinger et al., 2019) combined with concepts adapted from a widely accepted usability scale.
[ { "version": "v1", "created": "Thu, 19 Dec 2019 05:34:08 GMT" } ]
1,614,729,600,000
[ [ "Holzinger", "Andreas", "" ], [ "Carrington", "André", "" ], [ "Müller", "Heimo", "" ] ]
1912.09211
Jorge Fandinno
Jorge Fandinno and Johannes Fichte
Proceedings of the twelfth Workshop on Answer Set Programming and Other Computing Paradigms 2019
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This is the Proceedings of the twelfth Workshop on Answer Set Programming and Other Computing Paradigms (ASPOCP) 2019, which was held in Philadelphia, USA, June 3rd , 2019.
[ { "version": "v1", "created": "Thu, 21 Nov 2019 15:47:40 GMT" } ]
1,576,800,000,000
[ [ "Fandinno", "Jorge", "" ], [ "Fichte", "Johannes", "" ] ]
1912.09987
Daniel A Arag\~ao
Daniel Arag\~ao Abreu Filho
Busca de melhor caminho entre m\'ultiplas origens e m\'ultiplos destinos em redes complexas que representam cidades
40 pages, in Portuguese, 21 figures, 4 tables
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Was investigated in this paper the use of a search strategy in the problem of finding the best path among multiple origins and multiple destinations. In this kind of problem, it must be decided within a lot of combinations which is the best origin and the best destination, and also the best path between these two regions. One remarkable difficulty to answer this sort of problem is to perform the search in a reduced time. This monography is a extension of previous research in which the problem described here was studied only in a bus network in the city of Fortaleza. This extension consisted of an exploration of the search strategy in graphs that represent public ways in cities like Fortaleza, Mumbai and Tokyo. Using this strategy with a heuristic algorithm, Haversine distance, was noticed that is possible to reduce substantially the time of the search, but introducing an error because of the loss of the admissible characteristic of the heuristic function applied.
[ { "version": "v1", "created": "Wed, 18 Dec 2019 13:04:22 GMT" } ]
1,577,059,200,000
[ [ "Filho", "Daniel Aragão Abreu", "" ] ]
1912.10005
Holger Lyre
Holger Lyre
Does AlphaGo actually play Go? Concerning the State Space of Artificial Intelligence
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The overarching goal of this paper is to develop a general model of the state space of AI. Given the breathtaking progress in AI research and technologies in recent years, such conceptual work is of substantial theoretical interest. The present AI hype is mainly driven by the triumph of deep learning neural networks. As the distinguishing feature of such networks is the ability to self-learn, self-learning is identified as one important dimension of the AI state space. Another main dimension lies in the possibility to go over from specific to more general types of problems. The third main dimension is provided by semantic grounding. Since this is a philosophically complex and controversial dimension, a larger part of the paper is devoted to it. We take a fresh look at known foundational arguments in the philosophy of mind and cognition that are gaining new relevance in view of the recent AI developments including the blockhead objection, the Turing test, the symbol grounding problem, the Chinese room argument, and general use-theoretic considerations of meaning. Finally, the AI state space, spanned by the main dimensions generalization, grounding and "selfx-ness", possessing self-x properties such as self-learning, is outlined.
[ { "version": "v1", "created": "Fri, 13 Dec 2019 23:35:18 GMT" } ]
1,577,059,200,000
[ [ "Lyre", "Holger", "" ] ]
1912.10445
Fabricio Olivetti de Franca
Fabricio Olivetti de Franca, Denis Fantinato, Karine Miras, A.E. Eiben, Patricia A. Vargas
EvoMan: Game-playing Competition
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes a competition proposal for evolving Intelligent Agents for the game-playing framework called EvoMan. The framework is based on the boss fights of the game called Mega Man II developed by Capcom. For this particular competition, the main goal is to beat all of the eight bosses using a generalist strategy. In other words, the competitors should train the agent to beat a set of the bosses and then the agent will be evaluated by its performance against all eight bosses. At the end of this paper, the competitors are provided with baseline results so that they can have an intuition on how good their results are.
[ { "version": "v1", "created": "Sun, 22 Dec 2019 13:30:41 GMT" }, { "version": "v2", "created": "Sat, 28 Dec 2019 14:39:10 GMT" }, { "version": "v3", "created": "Sat, 4 Jan 2020 14:24:55 GMT" } ]
1,578,355,200,000
[ [ "de Franca", "Fabricio Olivetti", "" ], [ "Fantinato", "Denis", "" ], [ "Miras", "Karine", "" ], [ "Eiben", "A. E.", "" ], [ "Vargas", "Patricia A.", "" ] ]
1912.11038
Christophe Demko
Christophe Demko and Karell Bertet and Cyril Faucher and Jean-Fran\c{c}ois Viaud and Serge\"i Kuznetsov
Next Priority Concept: A new and generic algorithm computing concepts from complex and heterogeneous data
28 pages, 8 figures, 7 algorithms
null
10.1016/j.tcs.2020.08.026
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this article, we present a new data type agnostic algorithm calculating a concept lattice from heterogeneous and complex data. Our NextPriorityConcept algorithm is first introduced and proved in the binary case as an extension of Bordat's algorithm with the notion of strategies to select only some predecessors of each concept, avoiding the generation of unreasonably large lattices. The algorithm is then extended to any type of data in a generic way. It is inspired from pattern structure theory, where data are locally described by predicates independent of their types, allowing the management of heterogeneous data.
[ { "version": "v1", "created": "Fri, 20 Dec 2019 19:55:39 GMT" } ]
1,599,523,200,000
[ [ "Demko", "Christophe", "" ], [ "Bertet", "Karell", "" ], [ "Faucher", "Cyril", "" ], [ "Viaud", "Jean-François", "" ], [ "Kuznetsov", "Sergeï", "" ] ]
1912.11323
Gal Cohensius
Gal Cohensius, Reshef Meir, Nadav Oved and Roni Stern
Bidding in Spades
13 pages, 7 figures, to be published in ECAI 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a Spades bidding algorithm that is superior to recreational human players and to publicly available bots. Like in Bridge, the game of Spades is composed of two independent phases, \textit{bidding} and \textit{playing}. This paper focuses on the bidding algorithm, since this phase holds a precise challenge: based on the input, choose the bid that maximizes the agent's winning probability. Our \emph{Bidding-in-Spades} (BIS) algorithm heuristically determines the bidding strategy by comparing the expected utility of each possible bid. A major challenge is how to estimate these expected utilities. To this end, we propose a set of domain-specific heuristics, and then correct them via machine learning using data from real-world players. The \BIS algorithm we present can be attached to any playing algorithm. It beats rule-based bidding bots when all use the same playing component. When combined with a rule-based playing algorithm, it is superior to the average recreational human.
[ { "version": "v1", "created": "Tue, 24 Dec 2019 12:49:53 GMT" }, { "version": "v2", "created": "Mon, 10 Feb 2020 13:45:27 GMT" } ]
1,581,379,200,000
[ [ "Cohensius", "Gal", "" ], [ "Meir", "Reshef", "" ], [ "Oved", "Nadav", "" ], [ "Stern", "Roni", "" ] ]
1912.11462
Thibaut Vidal
Florian Arnold, \'Italo Santana, Kenneth S\"orensen, Thibaut Vidal
PILS: Exploring high-order neighborhoods by pattern mining and injection
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce pattern injection local search (PILS), an optimization strategy that uses pattern mining to explore high-order local-search neighborhoods, and illustrate its application on the vehicle routing problem. PILS operates by storing a limited number of frequent patterns from elite solutions. During the local search, each pattern is used to define one move in which 1) incompatible edges are disconnected, 2) the edges defined by the pattern are reconnected, and 3) the remaining solution fragments are optimally reconnected. Each such move is accepted only in case of solution improvement. As visible in our experiments, this strategy results in a new paradigm of local search, which complements and enhances classical search approaches in a controllable amount of computational time. We demonstrate that PILS identifies useful high-order moves (e.g., 9-opt and 10-opt) which would otherwise not be found by enumeration, and that it significantly improves the performance of state-of-the-art population-based and neighborhood-centered metaheuristics.
[ { "version": "v1", "created": "Tue, 24 Dec 2019 18:36:07 GMT" } ]
1,577,232,000,000
[ [ "Arnold", "Florian", "" ], [ "Santana", "Ítalo", "" ], [ "Sörensen", "Kenneth", "" ], [ "Vidal", "Thibaut", "" ] ]
1912.11599
Zhenzhen Gu
Zhenzhen Gu, Cungen Cao, Ya Wang and Yuefei Sui
A Logical Model for Supporting Social Commonsense Knowledge Acquisition
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
To make machine exhibit human-like abilities in the domains like robotics and conversation, social commonsense knowledge (SCK), i.e., common sense about social contexts and social roles, is absolutely necessarily. Therefor, our ultimate goal is to acquire large-scale SCK to support much more intelligent applications. Before that, we need to know clearly what is SCK and how to represent it, since automatic information processing requires data and knowledge are organized in structured and semantically related ways. For this reason, in this paper, we identify and formalize three basic types of SCK based on first-order theory. Firstly, we identify and formalize the interrelationships, such as having-role and having-social_relation, among social contexts, roles and players from the perspective of considering both contexts and roles as first-order citizens and not generating role instances. Secondly, we provide a four level structure to identify and formalize the intrinsic information, such as events and desires, of social contexts, roles and players, and illustrate the way of harvesting the intrinsic information of social contexts and roles from the exhibition of players in concrete contexts. And thirdly, enlightened by some observations of actual contexts, we further introduce and formalize the embedding of social contexts, and depict the way of excavating the intrinsic information of social contexts and roles from the embedded smaller and simpler contexts. The results of this paper lay the foundation not only for formalizing much more complex SCK but also for acquiring these three basic types of SCK.
[ { "version": "v1", "created": "Wed, 25 Dec 2019 05:50:20 GMT" } ]
1,577,664,000,000
[ [ "Gu", "Zhenzhen", "" ], [ "Cao", "Cungen", "" ], [ "Wang", "Ya", "" ], [ "Sui", "Yuefei", "" ] ]
1912.12613
Pulkit Verma
Pulkit Verma, Shashank Rao Marpally, Siddharth Srivastava
Asking the Right Questions: Learning Interpretable Action Models Through Query Answering
AAAI 2021
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper develops a new approach for estimating an interpretable, relational model of a black-box autonomous agent that can plan and act. Our main contributions are a new paradigm for estimating such models using a minimal query interface with the agent, and a hierarchical querying algorithm that generates an interrogation policy for estimating the agent's internal model in a vocabulary provided by the user. Empirical evaluation of our approach shows that despite the intractable search space of possible agent models, our approach allows correct and scalable estimation of interpretable agent models for a wide class of black-box autonomous agents. Our results also show that this approach can use predicate classifiers to learn interpretable models of planning agents that represent states as images.
[ { "version": "v1", "created": "Sun, 29 Dec 2019 09:05:06 GMT" }, { "version": "v2", "created": "Thu, 6 Feb 2020 02:45:09 GMT" }, { "version": "v3", "created": "Sat, 18 Jul 2020 02:28:51 GMT" }, { "version": "v4", "created": "Mon, 14 Sep 2020 17:17:24 GMT" }, { "version": "v5", "created": "Sat, 6 Mar 2021 04:44:49 GMT" }, { "version": "v6", "created": "Fri, 9 Apr 2021 16:17:14 GMT" } ]
1,618,185,600,000
[ [ "Verma", "Pulkit", "" ], [ "Marpally", "Shashank Rao", "" ], [ "Srivastava", "Siddharth", "" ] ]
1912.12633
Marti Sanchez-Fibla
Marco Jerome Gasparrini, Mart\'i S\'anchez-Fibla
Loss aversion fosters coordination among independent reinforcement learners
5 pages, 2 figures, appeared in CCIA 2018
null
10.3233/978-1-61499-918-8-307
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
We study what are the factors that can accelerate the emergence of collaborative behaviours among independent selfish learning agents. We depart from the "Battle of the Exes" (BoE), a spatial repeated game from which human behavioral data has been obtained (by Hawkings and Goldstone, 2016) that we find interesting because it considers two cases: a classic game theory version, called ballistic, in which agents can only make one action/decision (equivalent to the Battle of the Sexes) and a spatial version, called dynamic, in which agents can change decision (a spatial continuous version). We model both versions of the game with independent reinforcement learning agents and we manipulate the reward function transforming it into an utility introducing "loss aversion": the reward that an agent obtains can be perceived as less valuable when compared to what the other got. We prove experimentally the introduction of loss aversion fosters cooperation by accelerating its appearance, and by making it possible in some cases like in the dynamic condition. We suggest that this may be an important factor explaining the rapid converge of human behaviour towards collaboration reported in the experiment of Hawkings and Goldstone.
[ { "version": "v1", "created": "Sun, 29 Dec 2019 11:22:30 GMT" } ]
1,577,836,800,000
[ [ "Gasparrini", "Marco Jerome", "" ], [ "Sánchez-Fibla", "Martí", "" ] ]
1912.12957
EPTCS
Claudia Schon, Sophie Siebert, Frieder Stolzenburg
Using ConceptNet to Teach Common Sense to an Automated Theorem Prover
In Proceedings ARCADE 2019, arXiv:1912.11786
EPTCS 311, 2019, pp. 19-24
10.4204/EPTCS.311.3
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The CoRg system is a system to solve commonsense reasoning problems. The core of the CoRg system is the automated theorem prover Hyper that is fed with large amounts of background knowledge. This background knowledge plays a crucial role in solving commonsense reasoning problems. In this paper we present different ways to use knowledge graphs as background knowledge and discuss challenges that arise.
[ { "version": "v1", "created": "Mon, 30 Dec 2019 15:13:53 GMT" } ]
1,577,836,800,000
[ [ "Schon", "Claudia", "" ], [ "Siebert", "Sophie", "" ], [ "Stolzenburg", "Frieder", "" ] ]
1912.13186
Robert B. Allen
Robert B. Allen
Definitions and Semantic Simulations Based on Object-Oriented Analysis and Modeling
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We have proposed going beyond traditional ontologies to use rich semantics implemented in programming languages for modeling. In this paper, we discuss the application of executable semantic models to two examples, first a structured definition of a waterfall and second the cardiopulmonary system. We examine the components of these models and the way those components interact. Ultimately, such models should provide the basis for direct representation.
[ { "version": "v1", "created": "Tue, 31 Dec 2019 05:59:02 GMT" } ]
1,577,836,800,000
[ [ "Allen", "Robert B.", "" ] ]
2001.01007
Volodymyr Leno
Volodymyr Leno, Marlon Dumas, Marcello La Rosa, Fabrizio Maria Maggi, Artem Polyvyanyy
Automated Discovery of Data Transformations for Robotic Process Automation
8 pages, 5 figures. To be published in proceedings of AAAI-20 workshop on Intelligent Process Automation
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Robotic Process Automation (RPA) is a technology for automating repetitive routines consisting of sequences of user interactions with one or more applications. In order to fully exploit the opportunities opened by RPA, companies need to discover which specific routines may be automated, and how. In this setting, this paper addresses the problem of analyzing User Interaction (UI) logs in order to discover routines where a user transfers data from one spreadsheet or (Web) form to another. The paper maps this problem to that of discovering data transformations by example - a problem for which several techniques are available. The paper shows that a naive application of a state-of-the-art technique for data transformation discovery is computationally inefficient. Accordingly, the paper proposes two optimizations that take advantage of the information in the UI log and the fact that data transfers across applications typically involve copying alphabetic and numeric tokens separately. The proposed approach and its optimizations are evaluated using UI logs that replicate a real-life repetitive data transfer routine.
[ { "version": "v1", "created": "Fri, 3 Jan 2020 23:15:45 GMT" } ]
1,578,355,200,000
[ [ "Leno", "Volodymyr", "" ], [ "Dumas", "Marlon", "" ], [ "La Rosa", "Marcello", "" ], [ "Maggi", "Fabrizio Maria", "" ], [ "Polyvyanyy", "Artem", "" ] ]
2001.01326
Jakub Kowalski
Jakub Kowalski, Rados{\l}aw Miernik
Evolutionary Approach to Collectible Card Game Arena Deckbuilding using Active Genes
Accepted to IEEE Congress on Evolutionary Computation 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we evolve a card-choice strategy for the arena mode of Legends of Code and Magic, a programming game inspired by popular collectible card games like Hearthstone or TES: Legends. In the arena game mode, before each match, a player has to construct his deck choosing cards one by one from the previously unknown options. Such a scenario is difficult from the optimization point of view, as not only the fitness function is non-deterministic, but its value, even for a given problem instance, is impossible to be calculated directly and can only be estimated with simulation-based approaches. We propose a variant of the evolutionary algorithm that uses a concept of an active gene to reduce the range of the operators only to generation-specific subsequences of the genotype. Thus, we batched learning process and constrained evolutionary updates only to the cards relevant for the particular draft, without forgetting the knowledge from the previous tests. We developed and tested various implementations of this idea, investigating their performance by taking into account the computational cost of each variant. Performed experiments show that some of the introduced active-genes algorithms tend to learn faster and produce statistically better draft policies than the compared methods.
[ { "version": "v1", "created": "Sun, 5 Jan 2020 22:46:08 GMT" }, { "version": "v2", "created": "Wed, 13 May 2020 12:27:51 GMT" } ]
1,589,414,400,000
[ [ "Kowalski", "Jakub", "" ], [ "Miernik", "Radosław", "" ] ]
2001.01577
Francisco Garcia
Francisco M. Garcia, Chris Nota, Philip S. Thomas
Learning Reusable Options for Multi-Task Reinforcement Learning
15 pages, 7 figures, pre-print
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reinforcement learning (RL) has become an increasingly active area of research in recent years. Although there are many algorithms that allow an agent to solve tasks efficiently, they often ignore the possibility that prior experience related to the task at hand might be available. For many practical applications, it might be unfeasible for an agent to learn how to solve a task from scratch, given that it is generally a computationally expensive process; however, prior experience could be leveraged to make these problems tractable in practice. In this paper, we propose a framework for exploiting existing experience by learning reusable options. We show that after an agent learns policies for solving a small number of problems, we are able to use the trajectories generated from those policies to learn reusable options that allow an agent to quickly learn how to solve novel and related problems.
[ { "version": "v1", "created": "Mon, 6 Jan 2020 13:49:31 GMT" } ]
1,578,355,200,000
[ [ "Garcia", "Francisco M.", "" ], [ "Nota", "Chris", "" ], [ "Thomas", "Philip S.", "" ] ]
2001.01772
Thomas Unger
Thomas A. Unger, Elia Bruni
Generalizing Emergent Communication
Summary of a master thesis by Thomas A. Unger, supervised by Elia Bruni at the University of Amsterdam from January to August 2019. 9 pages, 6 figures, 2 tables
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We converted the recently developed BabyAI grid world platform to a sender/receiver setup in order to test the hypothesis that established deep reinforcement learning techniques are sufficient to incentivize the emergence of a grounded discrete communication protocol between generalized agents. This is in contrast to previous experiments that employed straight-through estimation or specialized inductive biases. Our results show that these can indeed be avoided, by instead providing proper environmental incentives. Moreover, they show that a longer interval between communications incentivized more abstract semantics. In some cases, the communicating agents adapted to new environments more quickly than a monolithic agent, showcasing the potential of emergent communication for transfer learning and generalization in general.
[ { "version": "v1", "created": "Mon, 6 Jan 2020 20:48:42 GMT" }, { "version": "v2", "created": "Tue, 15 Sep 2020 18:49:57 GMT" }, { "version": "v3", "created": "Mon, 14 Dec 2020 23:40:39 GMT" } ]
1,608,076,800,000
[ [ "Unger", "Thomas A.", "" ], [ "Bruni", "Elia", "" ] ]
2001.01781
Kumar Sankar Ray
Sandip Paul, Kumar Sankar Ray and Diganta Saha
Modeling Uncertainty and Imprecision in Nonmonotonic Reasoning using Fuzzy Numbers
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
To deal with uncertainty in reasoning, interval-valued logic has been developed. But uniform intervals cannot capture the difference in degrees of belief for different values in the interval. To salvage the problem triangular and trapezoidal fuzzy numbers are used as the set of truth values along with traditional intervals. Preorder-based truth and knowledge ordering are defined over the set of fuzzy numbers defined over $[0,1]$. Based on this enhanced set of epistemic states, an answer set framework is developed, with properly defined logical connectives. This type of framework is efficient in knowledge representation and reasoning with vague and uncertain information under nonmonotonic environment where rules may posses exceptions.
[ { "version": "v1", "created": "Fri, 3 Jan 2020 07:58:33 GMT" } ]
1,578,441,600,000
[ [ "Paul", "Sandip", "" ], [ "Ray", "Kumar Sankar", "" ], [ "Saha", "Diganta", "" ] ]
2001.02021
Tanya Braun
Tanya Braun, Ralf M\"oller
Exploring Unknown Universes in Probabilistic Relational Models
Also accepted at the 9th StarAI Workshop at AAAI-20
Proceedings of AI 2019: Advances in Artificial Intelligence, 2019, 91-103
10.1007/978-3-030-35288-2_8
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Large probabilistic models are often shaped by a pool of known individuals (a universe) and relations between them. Lifted inference algorithms handle sets of known individuals for tractable inference. Universes may not always be known, though, or may only described by assumptions such as "small universes are more likely". Without a universe, inference is no longer possible for lifted algorithms, losing their advantage of tractable inference. The aim of this paper is to define a semantics for models with unknown universes decoupled from a specific constraint language to enable lifted and thereby, tractable inference.
[ { "version": "v1", "created": "Tue, 7 Jan 2020 13:26:55 GMT" } ]
1,578,441,600,000
[ [ "Braun", "Tanya", "" ], [ "Möller", "Ralf", "" ] ]
2001.02094
Emir Zunic Dr.
Emir Zunic, Dzenana Donko, Emir Buza
An adaptive data-driven approach to solve real-world vehicle routing problems in logistics
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Transportation occupies one-third of the amount in the logistics costs, and accordingly transportation systems largely influence the performance of the logistics system. This work presents an adaptive data-driven innovative modular approach for solving the real-world Vehicle Routing Problems (VRP) in the field of logistics. The work consists of two basic units: (i) an innovative multi-step algorithm for successful and entirely feasible solving of the VRP problems in logistics, (ii) an adaptive approach for adjusting and setting up parameters and constants of the proposed algorithm. The proposed algorithm combines several data transformation approaches, heuristics and Tabu search. Moreover, as the performance of the algorithm depends on the set of control parameters and constants, a predictive model that adaptively adjusts these parameters and constants according to historical data is proposed. A comparison of the acquired results has been made using the Decision Support System with predictive models: Generalized Linear Models (GLM) and Support Vector Machine (SVM). The algorithm, along with the control parameters, which using the prediction method were acquired, was incorporated into a web-based enterprise system, which is in use in several big distribution companies in Bosnia and Herzegovina. The results of the proposed algorithm were compared with a set of benchmark instances and validated over real benchmark instances as well. The successful feasibility of the given routes, in a real environment, is also presented.
[ { "version": "v1", "created": "Sun, 5 Jan 2020 17:47:41 GMT" } ]
1,578,441,600,000
[ [ "Zunic", "Emir", "" ], [ "Donko", "Dzenana", "" ], [ "Buza", "Emir", "" ] ]
2001.02095
Konstantinos Xylogiannopoulos
Konstantinos F. Xylogiannopoulos
Data Curves Clustering Using Common Patterns Detection
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
For the past decades we have experienced an enormous expansion of the accumulated data that humanity produces. Daily a numerous number of smart devices, usually interconnected over internet, produce vast, real-values datasets. Time series representing datasets from completely irrelevant domains such as finance, weather, medical applications, traffic control etc. become more and more crucial in human day life. Analyzing and clustering these time series, or in general any kind of curves, could be critical for several human activities. In the current paper, the new Curves Clustering Using Common Patterns (3CP) methodology is introduced, which applies a repeated pattern detection algorithm in order to cluster sequences according to their shape and the similarities of common patterns between time series, data curves and eventually any kind of discrete sequences. For this purpose, the Longest Expected Repeated Pattern Reduced Suffix Array (LERP-RSA) data structure has been used in combination with the All Repeated Patterns Detection (ARPaD) algorithm in order to perform highly accurate and efficient detection of similarities among data curves that can be used for clustering purposes and which also provides additional flexibility and features.
[ { "version": "v1", "created": "Sun, 5 Jan 2020 18:36:38 GMT" } ]
1,578,441,600,000
[ [ "Xylogiannopoulos", "Konstantinos F.", "" ] ]
2001.02122
Christoph Gebhardt
Christoph Gebhardt, Antti Oulasvirta, Otmar Hilliges
Hierarchical Reinforcement Learning as a Model of Human Task Interleaving
8 pages, 7 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
How do people decide how long to continue in a task, when to switch, and to which other task? Understanding the mechanisms that underpin task interleaving is a long-standing goal in the cognitive sciences. Prior work suggests greedy heuristics and a policy maximizing the marginal rate of return. However, it is unclear how such a strategy would allow for adaptation to everyday environments that offer multiple tasks with complex switch costs and delayed rewards. Here we develop a hierarchical model of supervisory control driven by reinforcement learning (RL). The supervisory level learns to switch using task-specific approximate utility estimates, which are computed on the lower level. A hierarchically optimal value function decomposition can be learned from experience, even in conditions with multiple tasks and arbitrary and uncertain reward and cost structures. The model reproduces known empirical effects of task interleaving. It yields better predictions of individual-level data than a myopic baseline in a six-task problem (N=211). The results support hierarchical RL as a plausible model of task interleaving.
[ { "version": "v1", "created": "Sat, 4 Jan 2020 17:53:28 GMT" } ]
1,578,441,600,000
[ [ "Gebhardt", "Christoph", "" ], [ "Oulasvirta", "Antti", "" ], [ "Hilliges", "Otmar", "" ] ]
2001.02619
Tathagata Chakraborti
Tathagata Chakraborti and Yasaman Khazaeni
D3BA: A Tool for Optimizing Business Processes Using Non-Deterministic Planning
Appears in the Proceedings of the AAAI 2020 Workshop on Intelligent Process Automation
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper builds upon recent work in the declarative design of dialogue agents and proposes an exciting new tool -- D3BA -- Declarative Design for Digital Business Automation, built to optimize business processes using the power of AI planning. The tool provides a powerful framework to build, optimize, and maintain complex business processes and optimize them by composing with services that automate one or more subtasks. We illustrate salient features of this composition technique, compare with other philosophies of composition, and highlight exciting opportunities for research in this emerging field of business process automation.
[ { "version": "v1", "created": "Wed, 8 Jan 2020 16:58:14 GMT" }, { "version": "v2", "created": "Tue, 4 Feb 2020 22:13:37 GMT" } ]
1,580,947,200,000
[ [ "Chakraborti", "Tathagata", "" ], [ "Khazaeni", "Yasaman", "" ] ]
2001.03210
Porter Jenkins
Porter Jenkins, Hua Wei, J. Stockton Jenkins, Zhenhui Li
A Probabilistic Simulator of Spatial Demand for Product Allocation
8 pages, The AAAI-20 Workshop on Intelligent Process Automation
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Connecting consumers with relevant products is a very important problem in both online and offline commerce. In physical retail, product placement is an effective way to connect consumers with products. However, selecting product locations within a store can be a tedious process. Moreover, learning important spatial patterns in offline retail is challenging due to the scarcity of data and the high cost of exploration and experimentation in the physical world. To address these challenges, we propose a stochastic model of spatial demand in physical retail. We show that the proposed model is more predictive of demand than existing baselines. We also perform a preliminary study into different automation techniques and show that an optimal product allocation policy can be learned through Deep Q-Learning.
[ { "version": "v1", "created": "Thu, 9 Jan 2020 20:18:37 GMT" } ]
1,578,873,600,000
[ [ "Jenkins", "Porter", "" ], [ "Wei", "Hua", "" ], [ "Jenkins", "J. Stockton", "" ], [ "Li", "Zhenhui", "" ] ]
2001.03543
Yara Rizk
Yara Rizk, Abhishek Bhandwalder, Scott Boag, Tathagata Chakraborti, Vatche Isahagian, Yasaman Khazaeni, Falk Pollock, Merve Unuvar
A Unified Conversational Assistant Framework for Business Process Automation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Business process automation is a booming multi-billion-dollar industry that promises to remove menial tasks from workers' plates -- through the introduction of autonomous agents -- and free up their time and brain power for more creative and engaging tasks. However, an essential component to the successful deployment of such autonomous agents is the ability of business users to monitor their performance and customize their execution. A simple and user-friendly interface with a low learning curve is necessary to increase the adoption of such agents in banking, insurance, retail and other domains. As a result, proactive chatbots will play a crucial role in the business automation space. Not only can they respond to users' queries and perform actions on their behalf but also initiate communication with the users to inform them of the system's behavior. This will provide business users a natural language interface to interact with, monitor and control autonomous agents. In this work, we present a multi-agent orchestration framework to develop such proactive chatbots by discussing the types of skills that can be composed into agents and how to orchestrate these agents. Two use cases on a travel preapproval business process and a loan application business process are adopted to qualitatively analyze the proposed framework based on four criteria: performance, coding overhead, scalability, and agent overlap.
[ { "version": "v1", "created": "Tue, 7 Jan 2020 22:30:05 GMT" } ]
1,578,873,600,000
[ [ "Rizk", "Yara", "" ], [ "Bhandwalder", "Abhishek", "" ], [ "Boag", "Scott", "" ], [ "Chakraborti", "Tathagata", "" ], [ "Isahagian", "Vatche", "" ], [ "Khazaeni", "Yasaman", "" ], [ "Pollock", "Falk", "" ], [ "Unuvar", "Merve", "" ] ]
2001.03809
Maxime Bouton
Maxime Bouton, Jana Tumova, and Mykel J. Kochenderfer
Point-Based Methods for Model Checking in Partially Observable Markov Decision Processes
8 pages, 3 figures, AAAI 2020
AAAI 2020
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Autonomous systems are often required to operate in partially observable environments. They must reliably execute a specified objective even with incomplete information about the state of the environment. We propose a methodology to synthesize policies that satisfy a linear temporal logic formula in a partially observable Markov decision process (POMDP). By formulating a planning problem, we show how to use point-based value iteration methods to efficiently approximate the maximum probability of satisfying a desired logical formula and compute the associated belief state policy. We demonstrate that our method scales to large POMDP domains and provides strong bounds on the performance of the resulting policy.
[ { "version": "v1", "created": "Sat, 11 Jan 2020 23:09:25 GMT" } ]
1,578,960,000,000
[ [ "Bouton", "Maxime", "" ], [ "Tumova", "Jana", "" ], [ "Kochenderfer", "Mykel J.", "" ] ]
2001.04186
Kristina Yordanova
Debajyoti Paul Chowdhury and Arghya Biswas and Tomasz Sosnowski and Kristina Yordanova
Towards Evaluating Plan Generation Approaches with Instructional Texts
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent research in behaviour understanding through language grounding has shown it is possible to automatically generate behaviour models from textual instructions. These models usually have goal-oriented structure and are modelled with different formalisms from the planning domain such as the Planning Domain Definition Language. One major problem that still remains is that there are no benchmark datasets for comparing the different model generation approaches, as each approach is usually evaluated on domain-specific application. To allow the objective comparison of different methods for model generation from textual instructions, in this report we introduce a dataset consisting of 83 textual instructions in English language, their refinement in a more structured form as well as manually developed plans for each of the instructions. The dataset is publicly available to the community.
[ { "version": "v1", "created": "Mon, 13 Jan 2020 12:35:16 GMT" } ]
1,578,960,000,000
[ [ "Chowdhury", "Debajyoti Paul", "" ], [ "Biswas", "Arghya", "" ], [ "Sosnowski", "Tomasz", "" ], [ "Yordanova", "Kristina", "" ] ]
2001.04233
Mikael Zayenz Lagerkvist
Mikael Zayenz Lagerkvist
State Representation and Polyomino Placement for the Game Patchwork
In ModRef 2019, The 18th workshop on Constraint Modelling and Reformulation
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
Modern board games are a rich source of entertainment for many people, but also contain interesting and challenging structures for game playing research and implementing game playing agents. This paper studies the game Patchwork, a two player strategy game using polyomino tile drafting and placement. The core polyomino placement mechanic is implemented in a constraint model using regular constraints, extending and improving the model in (Lagerkvist, Pesant, 2008) with: explicit rotation handling; optional placements; and new constraints for resource usage. Crucial for implementing good game playing agents is to have great heuristics for guiding the search when faced with large branching factors. This paper divides placing tiles into two parts: a policy used for placing parts and an evaluation used to select among different placements. Policies are designed based on classical packing literature as well as common standard constraint programming heuristics. For evaluation, global propagation guided regret is introduced, choosing placements based on not ruling out later placements. Extensive evaluations are performed, showing the importance of using a good evaluation and that the proposed global propagation guided regret is a very effective guide.
[ { "version": "v1", "created": "Mon, 13 Jan 2020 13:29:38 GMT" } ]
1,578,960,000,000
[ [ "Lagerkvist", "Mikael Zayenz", "" ] ]
2001.04238
Mikael Zayenz Lagerkvist
Mikael Zayenz Lagerkvist
Nmbr9 as a Constraint Programming Challenge
Abstract at the 25th International Conference on Principles and Practice of Constraint Programming
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
Modern board games are a rich source of interesting and new challenges for combinatorial problems. The game Nmbr9 is a solitaire style puzzle game using polyominoes. The rules of the game are simple to explain, but modelling the game effectively using constraint programming is hard. This abstract presents the game, contributes new generalized variants of the game suitable for benchmarking and testing, and describes a model for the presented variants. The question of the top possible score in the standard game is an open challenge.
[ { "version": "v1", "created": "Mon, 13 Jan 2020 13:40:49 GMT" } ]
1,578,960,000,000
[ [ "Lagerkvist", "Mikael Zayenz", "" ] ]
2001.04270
Joel Colloc
Jo\"el Colloc (IDEES)
Perspectives and Ethics of the Autonomous Artificial Thinking Systems
The 28th International Conference on Systems Research, Informatics and Cybernetics, Symposium on Spotlight Research in Modelling & Simulation of Physical & Biological Systems Depending on Space, Time, Retardation, Anticipation, Aug 2016, Baden-Baden, Germany
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The feasibility of autonomous artificial thinking systems needs to compare the way the human beings acquire their information and develops the thought with the current capacities of the autonomous information systems. Our model uses four hierarchies: the hierarchy of information systems, the cognitive hierarchy, the linguistic hierarchy and the digital informative hierarchy that combines artificial intelligence, the power of computers models, methods and tools to develop autonomous information systems. The question of the capability of autonomous system to provide a form of artificial thought arises with the ethical consequences on the social life and the perspective of transhumanism.
[ { "version": "v1", "created": "Mon, 13 Jan 2020 14:23:21 GMT" } ]
1,578,960,000,000
[ [ "Colloc", "Joël", "", "IDEES" ] ]
2001.04418
Michiel Van Der Meer
Michiel van der Meer, Matteo Pirotta, Elia Bruni
Exploiting Language Instructions for Interpretable and Compositional Reinforcement Learning
10 pages, 5 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this work, we present an alternative approach to making an agent compositional through the use of a diagnostic classifier. Because of the need for explainable agents in automated decision processes, we attempt to interpret the latent space from an RL agent to identify its current objective in a complex language instruction. Results show that the classification process causes changes in the hidden states which makes them more easily interpretable, but also causes a shift in zero-shot performance to novel instructions. Lastly, we limit the supervisory signal on the classification, and observe a similar but less notable effect.
[ { "version": "v1", "created": "Mon, 13 Jan 2020 17:35:56 GMT" } ]
1,578,960,000,000
[ [ "van der Meer", "Michiel", "" ], [ "Pirotta", "Matteo", "" ], [ "Bruni", "Elia", "" ] ]
2001.04432
Michael Skinner
Michael A. Skinner, Lakshmi Raman, Neel Shah, Abdelaziz Farhat, Sriraam Natarajan
A Preliminary Approach for Learning Relational Policies for the Management of Critically Ill Children
6 pages, 1 figure, presented at the 2020 AAAI StarAI workshop
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The increased use of electronic health records has made possible the automated extraction of medical policies from patient records to aid in the development of clinical decision support systems. We adapted a boosted Statistical Relational Learning (SRL) framework to learn probabilistic rules from clinical hospital records for the management of physiologic parameters of children with severe cardiac or respiratory failure who were managed with extracorporeal membrane oxygenation. In this preliminary study, the results were promising. In particular, the algorithm returned logic rules for medical actions that are consistent with medical reasoning.
[ { "version": "v1", "created": "Mon, 13 Jan 2020 18:02:34 GMT" } ]
1,578,960,000,000
[ [ "Skinner", "Michael A.", "" ], [ "Raman", "Lakshmi", "" ], [ "Shah", "Neel", "" ], [ "Farhat", "Abdelaziz", "" ], [ "Natarajan", "Sriraam", "" ] ]
2001.04566
Pedro Zuidberg Dos Martires
Pedro Zuidberg Dos Martires, Samuel Kolb
Monte Carlo Anti-Differentiation for Approximate Weighted Model Integration
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Probabilistic inference in the hybrid domain, i.e. inference over discrete-continuous domains, requires tackling two well known #P-hard problems 1)~weighted model counting (WMC) over discrete variables and 2)~integration over continuous variables. For both of these problems inference techniques have been developed separately in order to manage their #P-hardness, such as knowledge compilation for WMC and Monte Carlo (MC) methods for (approximate) integration in the continuous domain. Weighted model integration (WMI), the extension of WMC to the hybrid domain, has been proposed as a formalism to study probabilistic inference over discrete and continuous variables alike. Recently developed WMI solvers have focused on exploiting structure in WMI problems, for which they rely on symbolic integration to find the primitive of an integrand, i.e. to perform anti-differentiation. To combine these advances with state-of-the-art Monte Carlo integration techniques, we introduce \textit{Monte Carlo anti-differentiation} (MCAD), which computes MC approximations of anti-derivatives. In our empirical evaluation we substitute the exact symbolic integration backend in an existing WMI solver with an MCAD backend. Our experiments show that that equipping existing WMI solvers with MCAD yields a fast yet reliable approximate inference scheme.
[ { "version": "v1", "created": "Mon, 13 Jan 2020 23:45:10 GMT" } ]
1,579,046,400,000
[ [ "Martires", "Pedro Zuidberg Dos", "" ], [ "Kolb", "Samuel", "" ] ]
2001.04861
Xueru Zhang
Xueru Zhang, Mingyan Liu
Fairness in Learning-Based Sequential Decision Algorithms: A Survey
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Algorithmic fairness in decision-making has been studied extensively in static settings where one-shot decisions are made on tasks such as classification. However, in practice most decision-making processes are of a sequential nature, where decisions made in the past may have an impact on future data. This is particularly the case when decisions affect the individuals or users generating the data used for future decisions. In this survey, we review existing literature on the fairness of data-driven sequential decision-making. We will focus on two types of sequential decisions: (1) past decisions have no impact on the underlying user population and thus no impact on future data; (2) past decisions have an impact on the underlying user population and therefore the future data, which can then impact future decisions. In each case the impact of various fairness interventions on the underlying population is examined.
[ { "version": "v1", "created": "Tue, 14 Jan 2020 15:49:57 GMT" } ]
1,579,046,400,000
[ [ "Zhang", "Xueru", "" ], [ "Liu", "Mingyan", "" ] ]
2001.05087
Tristan Cazenave
Tristan Cazenave
Monte Carlo Game Solver
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a general algorithm to order moves so as to speedup exact game solvers. It uses online learning of playout policies and Monte Carlo Tree Search. The learned policy and the information in the Monte Carlo tree are used to order moves in game solvers. They improve greatly the solving time for multiple games.
[ { "version": "v1", "created": "Wed, 15 Jan 2020 00:20:13 GMT" } ]
1,579,132,800,000
[ [ "Cazenave", "Tristan", "" ] ]
2001.05214
Dell Zhang
Dell Zhang, Andre Freitas, Dacheng Tao, Dawn Song
Proceedings of the AAAI-20 Workshop on Intelligent Process Automation (IPA-20)
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This is the Proceedings of the AAAI-20 Workshop on Intelligent Process Automation (IPA-20) which took place in New York, NY, USA on February 7th 2020.
[ { "version": "v1", "created": "Wed, 15 Jan 2020 10:22:12 GMT" }, { "version": "v2", "created": "Tue, 25 Feb 2020 16:00:26 GMT" }, { "version": "v3", "created": "Wed, 26 Feb 2020 14:00:46 GMT" }, { "version": "v4", "created": "Mon, 19 Apr 2021 16:31:34 GMT" } ]
1,618,876,800,000
[ [ "Zhang", "Dell", "" ], [ "Freitas", "Andre", "" ], [ "Tao", "Dacheng", "" ], [ "Song", "Dawn", "" ] ]
2001.05288
Joseph Tassone
Joseph Tassone, Salimur Choudhury
A Comprehensive Survey on the Ambulance Routing and Location Problems
30 pages,7 figures,16 tables
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this research, an extensive literature review was performed on the recent developments of the ambulance routing problem (ARP) and ambulance location problem (ALP). Both are respective modifications of the vehicle routing problem (VRP) and maximum covering problem (MCP), with modifications to objective functions and constraints. Although alike, a key distinction is emergency service systems (EMS) are considered critical and the optimization of these has become all the more important as a result. Similar to their parent problems, these are NP-hard and must resort to approximations if the space size is too large. Much of the current work has simply been on modifying existing systems through simulation to achieve a more acceptable result. There has been attempts towards using meta-heuristics, though practical experimentation is lacking when compared to VRP or MCP. The contributions of this work are a comprehensive survey of current methodologies, summarized models, and suggested future improvements.
[ { "version": "v1", "created": "Fri, 10 Jan 2020 05:33:11 GMT" } ]
1,579,132,800,000
[ [ "Tassone", "Joseph", "" ], [ "Choudhury", "Salimur", "" ] ]
2001.05291
Joseph Tassone
Joseph Tassone, Geoffrey Pond, Salimur Choudhury
Algorithms for Optimizing Fleet Staging of Air Ambulances
15 pages,6 figures,2 tables
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In a disaster situation, air ambulance rapid response will often be the determining factor in patient survival. Obstacles intensify this circumstance, with geographical remoteness and limitations in vehicle placement making it an arduous task. Considering these elements, the arrangement of responders is a critical decision of the utmost importance. Utilizing real mission data, this research structured an optimal coverage problem with integer linear programming. For accurate comparison, the Gurobi optimizer was programmed with the developed model and timed for performance. A solution implementing base ranking followed by both local and Tabu search-based algorithms was created. The local search algorithm proved insufficient for maximizing coverage, while the Tabu search achieved near-optimal results. In the latter case, the total vehicle travel distance was minimized and the runtime significantly outperformed the one generated by Gurobi. Furthermore, variations utilizing parallel CUDA processing further decreased the algorithmic runtime. These proved superior as the number of test missions increased, while also maintaining the same minimized distance.
[ { "version": "v1", "created": "Fri, 10 Jan 2020 04:32:28 GMT" }, { "version": "v2", "created": "Tue, 25 Feb 2020 19:54:05 GMT" } ]
1,582,761,600,000
[ [ "Tassone", "Joseph", "" ], [ "Pond", "Geoffrey", "" ], [ "Choudhury", "Salimur", "" ] ]
2001.05390
Piero Bonatti
P.A. Bonatti, L. Ioffredo, I. Petrova, L. Sauro, I. R. Siahaan
Real Time Reasoning in OWL2 for GDPR Compliance
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
This paper shows how knowledge representation and reasoning techniques can be used to support organizations in complying with the GDPR, that is, the new European data protection regulation. This work is carried out in a European H2020 project called SPECIAL. Data usage policies, the consent of data subjects, and selected fragments of the GDPR are encoded in a fragment of OWL2 called PL (policy language); compliance checking and policy validation are reduced to subsumption checking and concept consistency checking. This work proposes a satisfactory tradeoff between the expressiveness requirements on PL posed by the GDPR, and the scalability requirements that arise from the use cases provided by SPECIAL's industrial partners. Real-time compliance checking is achieved by means of a specialized reasoner, called PLR, that leverages knowledge compilation and structural subsumption techniques. The performance of a prototype implementation of PLR is analyzed through systematic experiments, and compared with the performance of other important reasoners. Moreover, we show how PL and PLR can be extended to support richer ontologies, by means of import-by-query techniques. PL and its integration with OWL2's profiles constitute new tractable fragments of OWL2. We prove also some negative results, concerning the intractability of unrestricted reasoning in PL, and the limitations posed on ontology import.
[ { "version": "v1", "created": "Wed, 15 Jan 2020 15:50:27 GMT" } ]
1,579,132,800,000
[ [ "Bonatti", "P. A.", "" ], [ "Ioffredo", "L.", "" ], [ "Petrova", "I.", "" ], [ "Sauro", "L.", "" ], [ "Siahaan", "I. R.", "" ] ]
2001.05490
Miriam Enzi
Miriam Enzi, Sophie N. Parragh, David Pisinger and Matthias Prandtstetter
Modeling and solving the multimodal car- and ride-sharing problem
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce the multimodal car- and ride-sharing problem (MMCRP), in which a pool of cars is used to cover a set of ride requests while uncovered requests are assigned to other modes of transport (MOT). A car's route consists of one or more trips. Each trip must have a specific but non-predetermined driver, start in a depot and finish in a (possibly different) depot. Ride-sharing between users is allowed, even when two rides do not have the same origin and/or destination. A user has always the option of using other modes of transport according to an individual list of preferences. The problem can be formulated as a vehicle scheduling problem. In order to solve the problem, an auxiliary graph is constructed in which each trip starting and ending in a depot, and covering possible ride-shares, is modeled as an arc in a time-space graph. We propose a two-layer decomposition algorithm based on column generation, where the master problem ensures that each request can only be covered at most once, and the pricing problem generates new promising routes by solving a kind of shortest-path problem in a time-space network. Computational experiments based on realistic instances are reported. The benchmark instances are based on demographic, spatial, and economic data of Vienna, Austria. We solve large instances with the column generation based approach to near optimality in reasonable time, and we further investigate various exact and heuristic pricing schemes.
[ { "version": "v1", "created": "Wed, 15 Jan 2020 09:43:55 GMT" }, { "version": "v2", "created": "Wed, 28 Sep 2022 12:58:19 GMT" } ]
1,664,409,600,000
[ [ "Enzi", "Miriam", "" ], [ "Parragh", "Sophie N.", "" ], [ "Pisinger", "David", "" ], [ "Prandtstetter", "Matthias", "" ] ]
2001.05730
Ryuta Arisaka
Ryuta Arisaka and Takayuki Ito
Broadening Label-based Argumentation Semantics with May-Must Scales (May-Must Argumentation)
Changes made to the previous version. 1. Definitions of satisfaction of may/must conditions have been simplified. 2. Corrected the definition of a maximally designating labelling which is now called a maximally proper labelling instead
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The semantics as to which set of arguments in a given argumentation graph may be acceptable (acceptability semantics) can be characterised in a few different ways. Among them, labelling-based approach allows for concise and flexible determination of acceptability statuses of arguments through assignment of a label indicating acceptance, rejection, or undecided to each argument. In this work, we contemplate a way of broadening it by accommodating may- and must- conditions for an argument to be accepted or rejected, as determined by the number(s) of rejected and accepted attacking arguments. We show that the broadened label-based semantics can be used to express more mild indeterminacy than inconsistency for acceptability judgement when, for example, it may be the case that an argument is accepted and when it may also be the case that it is rejected. We identify that finding which conditions a labelling satisfies for every argument can be an undecidable problem, which has an unfavourable implication to existence of a semantics. We propose to address this problem by enforcing a labelling to maximally respect the conditions, while keeping the rest that would necessarily cause non-termination labelled undecided. Several semantics will be presented and the relation among them will be noted. Towards the end, we will touch upon possible research directions that can be pursued further.
[ { "version": "v1", "created": "Thu, 16 Jan 2020 10:24:13 GMT" }, { "version": "v2", "created": "Tue, 4 Feb 2020 05:51:29 GMT" }, { "version": "v3", "created": "Mon, 13 Jul 2020 03:26:44 GMT" } ]
1,594,684,800,000
[ [ "Arisaka", "Ryuta", "" ], [ "Ito", "Takayuki", "" ] ]
2001.06190
Juan-Manuel Torres-Moreno
Ana Lilia Laureano-Cruces, Laura Hern\'andez-Dom\'inguez, Martha Mora-Torres, Juan-Manuel Torres-Moreno, Jaime Enrique Cabrera-L\'opez
Visual Simplified Characters' Emotion Emulator Implementing OCC Model
7 pages, 14 figures, 2 tables
CGST Conference on Computer Science and Engineering, Istanbul, Turkey, 19-21 December 2011
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we present a visual emulator of the emotions seen in characters in stories. This system is based on a simplified view of the cognitive structure of emotions proposed by Ortony, Clore and Collins (OCC Model). The goal of this paper is to provide a visual platform that allows us to observe changes in the characters' different emotions, and the intricate interrelationships between: 1) each character's emotions, 2) their affective relationships and actions, 3) The events that take place in the development of a plot, and 4) the objects of desire that make up the emotional map of any story. This tool was tested on stories with a contrasting variety of emotional and affective environments: Othello, Twilight, and Harry Potter, behaving sensibly and in keeping with the atmosphere in which the characters were immersed.
[ { "version": "v1", "created": "Fri, 17 Jan 2020 08:41:46 GMT" } ]
1,579,478,400,000
[ [ "Laureano-Cruces", "Ana Lilia", "" ], [ "Hernández-Domínguez", "Laura", "" ], [ "Mora-Torres", "Martha", "" ], [ "Torres-Moreno", "Juan-Manuel", "" ], [ "Cabrera-López", "Jaime Enrique", "" ] ]
2001.06322
Piero Bonatti
P. A. Bonatti, L. Ioffredo, I. M. Petrova, L. Sauro
Fast Compliance Checking with General Vocabularies
arXiv admin note: substantial text overlap with arXiv:2001.05390
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
We address the problem of complying with the GDPR while processing and transferring personal data on the web. For this purpose we introduce an extensible profile of OWL2 for representing data protection policies. With this language, a company's data usage policy can be checked for compliance with data subjects' consent and with a formalized fragment of the GDPR by means of subsumption queries. The outer structure of the policies is restricted in order to make compliance checking highly scalable, as required when processing high-frequency data streams or large data volumes. However, the vocabularies for specifying policy properties can be chosen rather freely from expressive Horn fragments of OWL2. We exploit IBQ reasoning to integrate specialized reasoners for the policy language and the vocabulary's language. Our experiments show that this approach significantly improves performance.
[ { "version": "v1", "created": "Thu, 16 Jan 2020 09:08:00 GMT" } ]
1,579,478,400,000
[ [ "Bonatti", "P. A.", "" ], [ "Ioffredo", "L.", "" ], [ "Petrova", "I. M.", "" ], [ "Sauro", "L.", "" ] ]
2001.06781
Bhaskar Ramasubramanian
Baicen Xiao, Qifan Lu, Bhaskar Ramasubramanian, Andrew Clark, Linda Bushnell, Radha Poovendran
FRESH: Interactive Reward Shaping in High-Dimensional State Spaces using Human Feedback
Accepted as Full Paper to International Conference on Autonomous Agents and Multi-Agent Systems (AAMAS) 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reinforcement learning has been successful in training autonomous agents to accomplish goals in complex environments. Although this has been adapted to multiple settings, including robotics and computer games, human players often find it easier to obtain higher rewards in some environments than reinforcement learning algorithms. This is especially true of high-dimensional state spaces where the reward obtained by the agent is sparse or extremely delayed. In this paper, we seek to effectively integrate feedback signals supplied by a human operator with deep reinforcement learning algorithms in high-dimensional state spaces. We call this FRESH (Feedback-based REward SHaping). During training, a human operator is presented with trajectories from a replay buffer and then provides feedback on states and actions in the trajectory. In order to generalize feedback signals provided by the human operator to previously unseen states and actions at test-time, we use a feedback neural network. We use an ensemble of neural networks with a shared network architecture to represent model uncertainty and the confidence of the neural network in its output. The output of the feedback neural network is converted to a shaping reward that is augmented to the reward provided by the environment. We evaluate our approach on the Bowling and Skiing Atari games in the arcade learning environment. Although human experts have been able to achieve high scores in these environments, state-of-the-art deep learning algorithms perform poorly. We observe that FRESH is able to achieve much higher scores than state-of-the-art deep learning algorithms in both environments. FRESH also achieves a 21.4% higher score than a human expert in Bowling and does as well as a human expert in Skiing.
[ { "version": "v1", "created": "Sun, 19 Jan 2020 06:07:20 GMT" } ]
1,579,651,200,000
[ [ "Xiao", "Baicen", "" ], [ "Lu", "Qifan", "" ], [ "Ramasubramanian", "Bhaskar", "" ], [ "Clark", "Andrew", "" ], [ "Bushnell", "Linda", "" ], [ "Poovendran", "Radha", "" ] ]
2001.06917
Jiaoyan Chen
Jiaoyan Chen, Xi Chen, Ian Horrocks, Ernesto Jimenez-Ruiz, and Erik B. Myklebus
Correcting Knowledge Base Assertions
Accepted by The Web Conference (WWW) 2020
null
10.1145/3366423.3380226
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The usefulness and usability of knowledge bases (KBs) is often limited by quality issues. One common issue is the presence of erroneous assertions, often caused by lexical or semantic confusion. We study the problem of correcting such assertions, and present a general correction framework which combines lexical matching, semantic embedding, soft constraint mining and semantic consistency checking. The framework is evaluated using DBpedia and an enterprise medical KB.
[ { "version": "v1", "created": "Sun, 19 Jan 2020 23:03:47 GMT" } ]
1,579,651,200,000
[ [ "Chen", "Jiaoyan", "" ], [ "Chen", "Xi", "" ], [ "Horrocks", "Ian", "" ], [ "Jimenez-Ruiz", "Ernesto", "" ], [ "Myklebus", "Erik B.", "" ] ]
2001.06921
arXiv Admin
Amit Kumar Mondal
A Survey of Reinforcement Learning Techniques: Strategies, Recent Development, and Future Directions
This submission has been withdrawn by arXiv administrators as the second author was added without their knowledge or consent
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reinforcement learning is one of the core components in designing an artificial intelligent system emphasizing real-time response. Reinforcement learning influences the system to take actions within an arbitrary environment either having previous knowledge about the environment model or not. In this paper, we present a comprehensive study on Reinforcement Learning focusing on various dimensions including challenges, the recent development of different state-of-the-art techniques, and future directions. The fundamental objective of this paper is to provide a framework for the presentation of available methods of reinforcement learning that is informative enough and simple to follow for the new researchers and academics in this domain considering the latest concerns. First, we illustrated the core techniques of reinforcement learning in an easily understandable and comparable way. Finally, we analyzed and depicted the recent developments in reinforcement learning approaches. My analysis pointed out that most of the models focused on tuning policy values rather than tuning other things in a particular state of reasoning.
[ { "version": "v1", "created": "Sun, 19 Jan 2020 23:51:14 GMT" }, { "version": "v2", "created": "Mon, 27 Jan 2020 14:54:38 GMT" } ]
1,580,688,000,000
[ [ "Mondal", "Amit Kumar", "" ] ]
2001.07362
Abhishek Dubey
Geoffrey Pettet, Ayan Mukhopadhyay, Mykel Kochenderfer, Yevgeniy Vorobeychik, Abhishek Dubey
On Algorithmic Decision Procedures in Emergency Response Systems in Smart and Connected Communities
Accepted at AAMAS 2020 (International Conference on Autonomous Agents and Multiagent Systems)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Emergency Response Management (ERM) is a critical problem faced by communities across the globe. Despite this, it is common for ERM systems to follow myopic decision policies in the real world. Principled approaches to aid ERM decision-making under uncertainty have been explored but have failed to be accepted into real systems. We identify a key issue impeding their adoption --- algorithmic approaches to emergency response focus on reactive, post-incident dispatching actions, i.e. optimally dispatching a responder \textit{after} incidents occur. However, the critical nature of emergency response dictates that when an incident occurs, first responders always dispatch the closest available responder to the incident. We argue that the crucial period of planning for ERM systems is not post-incident, but between incidents. This is not a trivial planning problem --- a major challenge with dynamically balancing the spatial distribution of responders is the complexity of the problem. An orthogonal problem in ERM systems is planning under limited communication, which is particularly important in disaster scenarios that affect communication networks. We address both problems by proposing two partially decentralized multi-agent planning algorithms that utilize heuristics and exploit the structure of the dispatch problem. We evaluate our proposed approach using real-world data, and find that in several contexts, dynamic re-balancing the spatial distribution of emergency responders reduces both the average response time as well as its variance.
[ { "version": "v1", "created": "Tue, 21 Jan 2020 07:04:38 GMT" }, { "version": "v2", "created": "Thu, 27 Feb 2020 01:03:37 GMT" }, { "version": "v3", "created": "Thu, 12 Mar 2020 00:12:20 GMT" } ]
1,584,057,600,000
[ [ "Pettet", "Geoffrey", "" ], [ "Mukhopadhyay", "Ayan", "" ], [ "Kochenderfer", "Mykel", "" ], [ "Vorobeychik", "Yevgeniy", "" ], [ "Dubey", "Abhishek", "" ] ]
2001.07374
Joel Colloc
Ying Shen (UPN), Jacquet-Andrieu Armelle, Jo\"el Colloc (IDEES)
A multi-agent ontologies-based clinical decision support system
in French
AMINA'2012, Jan 2012, Mahdia, Tunisie
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Clinical decision support systems combine knowledge and data from a variety of sources, represented by quantitative models based on stochastic methods, or qualitative based rather on expert heuristics and deductive reasoning. At the same time, case-based reasoning (CBR) memorizes and returns the experience of solving similar problems. The cooperation of heterogeneous clinical knowledge bases (knowledge objects, semantic distances, evaluation functions, logical rules, databases...) is based on medical ontologies. A multi-agent decision support system (MADSS) enables the integration and cooperation of agents specialized in different fields of knowledge (semiology, pharmacology, clinical cases, etc.). Each specialist agent operates a knowledge base defining the conduct to be maintained in conformity with the state of the art associated with an ontological basis that expresses the semantic relationships between the terms of the domain in question. Our approach is based on the specialization of agents adapted to the knowledge models used during the clinical steps and ontologies. This modular approach is suitable for the realization of MADSS in many areas.
[ { "version": "v1", "created": "Tue, 21 Jan 2020 08:04:13 GMT" } ]
1,579,651,200,000
[ [ "Shen", "Ying", "", "UPN" ], [ "Armelle", "Jacquet-Andrieu", "", "IDEES" ], [ "Colloc", "Joël", "", "IDEES" ] ]
2001.07537
Vinod Muthusamy
Steve T.K. Jan, Vatche Ishakian, Vinod Muthusamy
AI Trust in business processes: The need for process-aware explanations
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Business processes underpin a large number of enterprise operations including processing loan applications, managing invoices, and insurance claims. There is a large opportunity for infusing AI to reduce cost or provide better customer experience, and the business process management (BPM) literature is rich in machine learning solutions including unsupervised learning to gain insights on clusters of process traces, classification models to predict the outcomes, duration, or paths of partial process traces, extracting business process from documents, and models to recommend how to optimize a business process or navigate decision points. More recently, deep learning models including those from the NLP domain have been applied to process predictions. Unfortunately, very little of these innovations have been applied and adopted by enterprise companies. We assert that a large reason for the lack of adoption of AI models in BPM is that business users are risk-averse and do not implicitly trust AI models. There has, unfortunately, been little attention paid to explaining model predictions to business users with process context. We challenge the BPM community to build on the AI interpretability literature, and the AI Trust community to understand
[ { "version": "v1", "created": "Tue, 21 Jan 2020 13:51:36 GMT" } ]
1,579,651,200,000
[ [ "Jan", "Steve T. K.", "" ], [ "Ishakian", "Vatche", "" ], [ "Muthusamy", "Vinod", "" ] ]
2001.07573
Suzanne Tolmeijer
Suzanne Tolmeijer, Markus Kneer, Cristina Sarasua, Markus Christen, Abraham Bernstein
Implementations in Machine Ethics: A Survey
published version, journal paper, ACM Computing Surveys, 38 pages, 7 tables, 4 figures
ACM Comput. Surv. 53, 6, Article 132 (December 2020), 38 pages
10.1145/3419633
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Increasingly complex and autonomous systems require machine ethics to maximize the benefits and minimize the risks to society arising from the new technology. It is challenging to decide which type of ethical theory to employ and how to implement it effectively. This survey provides a threefold contribution. First, it introduces a trimorphic taxonomy to analyze machine ethics implementations with respect to their object (ethical theories), as well as their nontechnical and technical aspects. Second, an exhaustive selection and description of relevant works is presented. Third, applying the new taxonomy to the selected works, dominant research patterns, and lessons for the field are identified, and future directions for research are suggested.
[ { "version": "v1", "created": "Tue, 21 Jan 2020 14:32:23 GMT" }, { "version": "v2", "created": "Fri, 22 Jan 2021 16:27:08 GMT" } ]
1,611,532,800,000
[ [ "Tolmeijer", "Suzanne", "" ], [ "Kneer", "Markus", "" ], [ "Sarasua", "Cristina", "" ], [ "Christen", "Markus", "" ], [ "Bernstein", "Abraham", "" ] ]