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2003.10024
Tristan Cazenave
Tristan Cazenave
Generalized Nested Rollout Policy Adaptation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Nested Rollout Policy Adaptation (NRPA) is a Monte Carlo search algorithm for single player games. In this paper we propose to generalize NRPA with a temperature and a bias and to analyze theoretically the algorithms. The generalized algorithm is named GNRPA. Experiments show it improves on NRPA for different application domains: SameGame and the Traveling Salesman Problem with Time Windows.
[ { "version": "v1", "created": "Sun, 22 Mar 2020 23:12:18 GMT" } ]
1,585,008,000,000
[ [ "Cazenave", "Tristan", "" ] ]
2003.10378
James Goodman
James Goodman and Simon Lucas
Weighting NTBEA for Game AI Optimisation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The N-Tuple Bandit Evolutionary Algorithm (NTBEA) has proven very effective in optimising algorithm parameters in Game AI. A potential weakness is the use of a simple average of all component Tuples in the model. This study investigates a refinement to the N-Tuple model used in NTBEA by weighting these component Tuples by their level of information and specificity of match. We introduce weighting functions to the model to obtain Weighted- NTBEA and test this on four benchmark functions and two game environments. These tests show that vanilla NTBEA is the most reliable and performant of the algorithms tested. Furthermore we show that given an iteration budget it is better to execute several independent NTBEA runs, and use part of the budget to find the best recommendation from these runs.
[ { "version": "v1", "created": "Mon, 23 Mar 2020 16:44:28 GMT" }, { "version": "v2", "created": "Wed, 1 Apr 2020 14:52:11 GMT" } ]
1,585,785,600,000
[ [ "Goodman", "James", "" ], [ "Lucas", "Simon", "" ] ]
2003.10520
Christopher Bamford
Chris Bamford, Simon Lucas
Neural Game Engine: Accurate learning of generalizable forward models from pixels
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Access to a fast and easily copied forward model of a game is essential for model-based reinforcement learning and for algorithms such as Monte Carlo tree search, and is also beneficial as a source of unlimited experience data for model-free algorithms. Learning forward models is an interesting and important challenge in order to address problems where a model is not available. Building upon previous work on the Neural GPU, this paper introduces the Neural Game Engine, as a way to learn models directly from pixels. The learned models are able to generalise to different size game levels to the ones they were trained on without loss of accuracy. Results on 10 deterministic General Video Game AI games demonstrate competitive performance, with many of the games models being learned perfectly both in terms of pixel predictions and reward predictions. The pre-trained models are available through the OpenAI Gym interface and are available publicly for future research here: \url{https://github.com/Bam4d/Neural-Game-Engine}
[ { "version": "v1", "created": "Mon, 23 Mar 2020 20:04:55 GMT" }, { "version": "v2", "created": "Tue, 31 Mar 2020 20:50:35 GMT" } ]
1,585,785,600,000
[ [ "Bamford", "Chris", "" ], [ "Lucas", "Simon", "" ] ]
2003.11370
Martin Thomas Horsch
Martin Thomas Horsch and Silvia Chiacchiera and Bj\"orn Schembera and Michael A. Seaton and Ilian T. Todorov
Semantic interoperability based on the European Materials and Modelling Ontology and its ontological paradigm: Mereosemiotics
The co-authors M.T.H. and B.S. acknowledge funding from the German Research Foundation (DFG) through the National Research Data Infrastructure for Catalysis-Related Sciences (NFDI4Cat) within the National Research Data Infrastructure (NFDI) programme of the Joint Science Conference (GWK)
null
10.5281/zenodo.3902900
Inprodat e.V. technical report no. 2020-B
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The European Materials and Modelling Ontology (EMMO) has recently been advanced in the computational molecular engineering and multiscale modelling communities as a top-level ontology, aiming to support semantic interoperability and data integration solutions, e.g., for research data infrastructures. The present work explores how top-level ontologies that are based on the same paradigm - the same set of fundamental postulates - as the EMMO can be applied to models of physical systems and their use in computational engineering practice. This paradigm, which combines mereology (in its extension as mereotopology) and semiotics (following Peirce's approach), is here referred to as mereosemiotics. Multiple conceivable ways of implementing mereosemiotics are compared, and the design space consisting of the possible types of top-level ontologies following this paradigm is characterized.
[ { "version": "v1", "created": "Sun, 22 Mar 2020 13:19:55 GMT" }, { "version": "v2", "created": "Wed, 1 Apr 2020 11:19:52 GMT" }, { "version": "v3", "created": "Mon, 27 Jul 2020 16:00:45 GMT" }, { "version": "v4", "created": "Thu, 11 Feb 2021 10:08:42 GMT" } ]
1,613,088,000,000
[ [ "Horsch", "Martin Thomas", "" ], [ "Chiacchiera", "Silvia", "" ], [ "Schembera", "Björn", "" ], [ "Seaton", "Michael A.", "" ], [ "Todorov", "Ilian T.", "" ] ]
2003.11706
Mehrzad Saremi
Mehrzad Saremi
A Critique on the Interventional Detection of Causal Relationships
15 pages, 6 figures
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Interventions are of fundamental importance in Pearl's probabilistic causality regime. In this paper, we will inspect how interventions influence the interpretation of causation in causal models in specific situation. To this end, we will introduce a priori relationships as non-causal relationships in a causal system. Then, we will proceed to discuss the cases that interventions can lead to spurious causation interpretations. This includes the interventional detection of a priori relationships, and cases where the interventional detection of causality forms structural causal models that are not valid in natural situations. We will also discuss other properties of a priori relations and SCMs that have a priori information in their structural equations.
[ { "version": "v1", "created": "Thu, 26 Mar 2020 02:16:05 GMT" } ]
1,585,267,200,000
[ [ "Saremi", "Mehrzad", "" ] ]
2003.12828
Albert Buchard
Albert Buchard, Baptiste Bouvier, Giulia Prando, Rory Beard, Michail Livieratos, Dan Busbridge, Daniel Thompson, Jonathan Richens, Yuanzhao Zhang, Adam Baker, Yura Perov, Kostis Gourgoulias, Saurabh Johri
Learning medical triage from clinicians using Deep Q-Learning
17 pages, 4 figures, 3 tables, preprint, in press
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Medical Triage is of paramount importance to healthcare systems, allowing for the correct orientation of patients and allocation of the necessary resources to treat them adequately. While reliable decision-tree methods exist to triage patients based on their presentation, those trees implicitly require human inference and are not immediately applicable in a fully automated setting. On the other hand, learning triage policies directly from experts may correct for some of the limitations of hard-coded decision-trees. In this work, we present a Deep Reinforcement Learning approach (a variant of DeepQ-Learning) to triage patients using curated clinical vignettes. The dataset, consisting of 1374 clinical vignettes, was created by medical doctors to represent real-life cases. Each vignette is associated with an average of 3.8 expert triage decisions given by medical doctors relying solely on medical history. We show that this approach is on a par with human performance, yielding safe triage decisions in 94% of cases, and matching expert decisions in 85% of cases. The trained agent learns when to stop asking questions, acquires optimized decision policies requiring less evidence than supervised approaches, and adapts to the novelty of a situation by asking for more information. Overall, we demonstrate that a Deep Reinforcement Learning approach can learn effective medical triage policies directly from expert decisions, without requiring expert knowledge engineering. This approach is scalable and can be deployed in healthcare settings or geographical regions with distinct triage specifications, or where trained experts are scarce, to improve decision making in the early stage of care.
[ { "version": "v1", "created": "Sat, 28 Mar 2020 16:07:41 GMT" }, { "version": "v2", "created": "Wed, 24 Jun 2020 16:39:37 GMT" } ]
1,593,043,200,000
[ [ "Buchard", "Albert", "" ], [ "Bouvier", "Baptiste", "" ], [ "Prando", "Giulia", "" ], [ "Beard", "Rory", "" ], [ "Livieratos", "Michail", "" ], [ "Busbridge", "Dan", "" ], [ "Thompson", "Daniel", "" ], [ "Richens", "Jonathan", "" ], [ "Zhang", "Yuanzhao", "" ], [ "Baker", "Adam", "" ], [ "Perov", "Yura", "" ], [ "Gourgoulias", "Kostis", "" ], [ "Johri", "Saurabh", "" ] ]
2003.13159
Tanel Tammet
Tanel Tammet
Extending Automated Deduction for Commonsense Reasoning
19 pages, no figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Commonsense reasoning has long been considered as one of the holy grails of artificial intelligence. Most of the recent progress in the field has been achieved by novel machine learning algorithms for natural language processing. However, without incorporating logical reasoning, these algorithms remain arguably shallow. With some notable exceptions, developers of practical automated logic-based reasoners have mostly avoided focusing on the problem. The paper argues that the methods and algorithms used by existing automated reasoners for classical first-order logic can be extended towards commonsense reasoning. Instead of devising new specialized logics we propose a framework of extensions to the mainstream resolution-based search methods to make these capable of performing search tasks for practical commonsense reasoning with reasonable efficiency. The proposed extensions mostly rely on operating on ordinary proof trees and are devised to handle commonsense knowledge bases containing inconsistencies, default rules, taxonomies, topics, relevance, confidence and similarity measures. We claim that machine learning is best suited for the construction of commonsense knowledge bases while the extended logic-based methods would be well-suited for actually answering queries from these knowledge bases.
[ { "version": "v1", "created": "Sun, 29 Mar 2020 23:17:16 GMT" } ]
1,585,612,800,000
[ [ "Tammet", "Tanel", "" ] ]
2003.13450
Son-Il Kwak
I.M. Son, S.I. Kwak, U.J. Han, J.H. Pak, M. Han, J.R. Pyon, U.S. Ryu
A Novel Fuzzy Approximate Reasoning Method Based on Extended Distance Measure in SISO Fuzzy System
24 pages, 1 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents an original method of fuzzy approximate reasoning that can open a new direction of research in the uncertainty inference of Artificial Intelligence(AI) and Computational Intelligence(CI). Fuzzy modus ponens (FMP) and fuzzy modus tollens(FMT) are two fundamental and basic models of general fuzzy approximate reasoning in various fuzzy systems. And the reductive property is one of the essential and important properties in the approximate reasoning theory and it is a lot of applications. This paper suggests a kind of extended distance measure (EDM) based approximate reasoning method in the single input single output(SISO) fuzzy system with discrete fuzzy set vectors of different dimensions. The EDM based fuzzy approximate reasoning method is consists of two part, i.e., FMP-EDM and FMT-EDM. The distance measure based fuzzy reasoning method that the dimension of the antecedent discrete fuzzy set is equal to one of the consequent discrete fuzzy set has already solved in other paper. In this paper discrete fuzzy set vectors of different dimensions mean that the dimension of the antecedent discrete fuzzy set differs from one of the consequent discrete fuzzy set in the SISO fuzzy system. That is, this paper is based on EDM. The experimental results highlight that the proposed approximate reasoning method is comparatively clear and effective with respect to the reductive property, and in accordance with human thinking than existing fuzzy reasoning methods.
[ { "version": "v1", "created": "Fri, 27 Mar 2020 02:31:53 GMT" } ]
1,585,612,800,000
[ [ "Son", "I. M.", "" ], [ "Kwak", "S. I.", "" ], [ "Han", "U. J.", "" ], [ "Pak", "J. H.", "" ], [ "Han", "M.", "" ], [ "Pyon", "J. R.", "" ], [ "Ryu", "U. S.", "" ] ]
2003.13590
Tao Qin Dr.
Junjie Li, Sotetsu Koyamada, Qiwei Ye, Guoqing Liu, Chao Wang, Ruihan Yang, Li Zhao, Tao Qin, Tie-Yan Liu, Hsiao-Wuen Hon
Suphx: Mastering Mahjong with Deep Reinforcement Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Artificial Intelligence (AI) has achieved great success in many domains, and game AI is widely regarded as its beachhead since the dawn of AI. In recent years, studies on game AI have gradually evolved from relatively simple environments (e.g., perfect-information games such as Go, chess, shogi or two-player imperfect-information games such as heads-up Texas hold'em) to more complex ones (e.g., multi-player imperfect-information games such as multi-player Texas hold'em and StartCraft II). Mahjong is a popular multi-player imperfect-information game worldwide but very challenging for AI research due to its complex playing/scoring rules and rich hidden information. We design an AI for Mahjong, named Suphx, based on deep reinforcement learning with some newly introduced techniques including global reward prediction, oracle guiding, and run-time policy adaptation. Suphx has demonstrated stronger performance than most top human players in terms of stable rank and is rated above 99.99% of all the officially ranked human players in the Tenhou platform. This is the first time that a computer program outperforms most top human players in Mahjong.
[ { "version": "v1", "created": "Mon, 30 Mar 2020 16:18:16 GMT" }, { "version": "v2", "created": "Wed, 1 Apr 2020 03:46:55 GMT" } ]
1,585,785,600,000
[ [ "Li", "Junjie", "" ], [ "Koyamada", "Sotetsu", "" ], [ "Ye", "Qiwei", "" ], [ "Liu", "Guoqing", "" ], [ "Wang", "Chao", "" ], [ "Yang", "Ruihan", "" ], [ "Zhao", "Li", "" ], [ "Qin", "Tao", "" ], [ "Liu", "Tie-Yan", "" ], [ "Hon", "Hsiao-Wuen", "" ] ]
2003.13633
Francisco \'Alvarez
F. Mart\'inez-\'Alvarez, G. Asencio-Cort\'es, J. F. Torres, D. Guti\'errez-Avil\'es, L. Melgar-Garc\'ia, R. P\'erez-Chac\'on, C. Rubio-Escudero, J. C. Riquelme, A. Troncoso
Coronavirus Optimization Algorithm: A bioinspired metaheuristic based on the COVID-19 propagation model
30 pages, 4 figures
null
10.1089/big.2020.0051
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A novel bioinspired metaheuristic is proposed in this work, simulating how the coronavirus spreads and infects healthy people. From an initial individual (the patient zero), the coronavirus infects new patients at known rates, creating new populations of infected people. Every individual can either die or infect and, afterwards, be sent to the recovered population. Relevant terms such as re-infection probability, super-spreading rate or traveling rate are introduced in the model in order to simulate as accurately as possible the coronavirus activity. The Coronavirus Optimization Algorithm has two major advantages compared to other similar strategies. First, the input parameters are already set according to the disease statistics, preventing researchers from initializing them with arbitrary values. Second, the approach has the ability of ending after several iterations, without setting this value either. Infected population initially grows at an exponential rate but after some iterations, when considering social isolation measures and the high number recovered and dead people, the number of infected people starts decreasing in subsequent iterations. Furthermore, a parallel multi-virus version is proposed in which several coronavirus strains evolve over time and explore wider search space areas in less iterations. Finally, the metaheuristic has been combined with deep learning models, in order to find optimal hyperparameters during the training phase. As application case, the problem of electricity load time series forecasting has been addressed, showing quite remarkable performance.
[ { "version": "v1", "created": "Mon, 30 Mar 2020 17:10:02 GMT" }, { "version": "v2", "created": "Thu, 16 Apr 2020 11:28:04 GMT" } ]
1,596,412,800,000
[ [ "Martínez-Álvarez", "F.", "" ], [ "Asencio-Cortés", "G.", "" ], [ "Torres", "J. F.", "" ], [ "Gutiérrez-Avilés", "D.", "" ], [ "Melgar-García", "L.", "" ], [ "Pérez-Chacón", "R.", "" ], [ "Rubio-Escudero", "C.", "" ], [ "Riquelme", "J. C.", "" ], [ "Troncoso", "A.", "" ] ]
2003.13668
Sam Vente
Sam Vente (1), Angelika Kimmig (1), Alun Preece (1), Federico Cerutti (2) ((1) Cardiff University, (2) University of Brescia)
Increasing negotiation performance at the edge of the network
Accepted for presentation at The 7th International Conference on Agreement Technologies (AT 2020)
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
Automated negotiation has been used in a variety of distributed settings, such as privacy in the Internet of Things (IoT) devices and power distribution in Smart Grids. The most common protocol under which these agents negotiate is the Alternating Offers Protocol (AOP). Under this protocol, agents cannot express any additional information to each other besides a counter offer. This can lead to unnecessarily long negotiations when, for example, negotiations are impossible, risking to waste bandwidth that is a precious resource at the edge of the network. While alternative protocols exist which alleviate this problem, these solutions are too complex for low power devices, such as IoT sensors operating at the edge of the network. To improve this bottleneck, we introduce an extension to AOP called Alternating Constrained Offers Protocol (ACOP), in which agents can also express constraints to each other. This allows agents to both search the possibility space more efficiently and recognise impossible situations sooner. We empirically show that agents using ACOP can significantly reduce the number of messages a negotiation takes, independently of the strategy agents choose. In particular, we show our method significantly reduces the number of messages when an agreement is not possible. Furthermore, when an agreement is possible it reaches this agreement sooner with no negative effect on the utility.
[ { "version": "v1", "created": "Mon, 30 Mar 2020 17:52:59 GMT" } ]
1,585,612,800,000
[ [ "Vente", "Sam", "", "Cardiff University" ], [ "Kimmig", "Angelika", "", "Cardiff University" ], [ "Preece", "Alun", "", "Cardiff University" ], [ "Cerutti", "Federico", "", "University of Brescia" ] ]
2003.14415
Samuel Albanie
Samuel Albanie, Jaime Thewmore, Robert McCraith, Joao F. Henriques
State-of-Art-Reviewing: A Radical Proposal to Improve Scientific Publication
SIGBOVIK 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Peer review forms the backbone of modern scientific manuscript evaluation. But after two hundred and eighty-nine years of egalitarian service to the scientific community, does this protocol remain fit for purpose in 2020? In this work, we answer this question in the negative (strong reject, high confidence) and propose instead State-Of-the-Art Review (SOAR), a neoteric reviewing pipeline that serves as a 'plug-and-play' replacement for peer review. At the heart of our approach is an interpretation of the review process as a multi-objective, massively distributed and extremely-high-latency optimisation, which we scalarise and solve efficiently for PAC and CMT-optimal solutions. We make the following contributions: (1) We propose a highly scalable, fully automatic methodology for review, drawing inspiration from best-practices from premier computer vision and machine learning conferences; (2) We explore several instantiations of our approach and demonstrate that SOAR can be used to both review prints and pre-review pre-prints; (3) We wander listlessly in vain search of catharsis from our latest rounds of savage CVPR rejections.
[ { "version": "v1", "created": "Tue, 31 Mar 2020 17:58:36 GMT" } ]
1,585,699,200,000
[ [ "Albanie", "Samuel", "" ], [ "Thewmore", "Jaime", "" ], [ "McCraith", "Robert", "" ], [ "Henriques", "Joao F.", "" ] ]
2004.00048
Jo\~ao Abrantes
Jo\~ao P. Abrantes, Arnaldo J. Abrantes, Frans A. Oliehoek
Mimicking Evolution with Reinforcement Learning
18 pages, 7 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Evolution gave rise to human and animal intelligence here on Earth. We argue that the path to developing artificial human-like-intelligence will pass through mimicking the evolutionary process in a nature-like simulation. In Nature, there are two processes driving the development of the brain: evolution and learning. Evolution acts slowly, across generations, and amongst other things, it defines what agents learn by changing their internal reward function. Learning acts fast, across one's lifetime, and it quickly updates agents' policy to maximise pleasure and minimise pain. The reward function is slowly aligned with the fitness function by evolution, however, as agents evolve the environment and its fitness function also change, increasing the misalignment between reward and fitness. It is extremely computationally expensive to replicate these two processes in simulation. This work proposes Evolution via Evolutionary Reward (EvER) that allows learning to single-handedly drive the search for policies with increasingly evolutionary fitness by ensuring the alignment of the reward function with the fitness function. In this search, EvER makes use of the whole state-action trajectories that agents go through their lifetime. In contrast, current evolutionary algorithms discard this information and consequently limit their potential efficiency at tackling sequential decision problems. We test our algorithm in two simple bio-inspired environments and show its superiority at generating more capable agents at surviving and reproducing their genes when compared with a state-of-the-art evolutionary algorithm.
[ { "version": "v1", "created": "Tue, 31 Mar 2020 18:16:53 GMT" }, { "version": "v2", "created": "Wed, 6 May 2020 16:08:43 GMT" } ]
1,588,809,600,000
[ [ "Abrantes", "João P.", "" ], [ "Abrantes", "Arnaldo J.", "" ], [ "Oliehoek", "Frans A.", "" ] ]
2004.00377
Aske Plaat
Matthias Muller-Brockhausen, Mike Preuss, Aske Plaat
A New Challenge: Approaching Tetris Link with AI
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
Decades of research have been invested in making computer programs for playing games such as Chess and Go. This paper focuses on a new game, Tetris Link, a board game that is still lacking any scientific analysis. Tetris Link has a large branching factor, hampering a traditional heuristic planning approach. We explore heuristic planning and two other approaches: Reinforcement Learning, Monte Carlo tree search. We document our approach and report on their relative performance in a tournament. Curiously, the heuristic approach is stronger than the planning/learning approaches. However, experienced human players easily win the majority of the matches against the heuristic planning AIs. We, therefore, surmise that Tetris Link is more difficult than expected. We offer our findings to the community as a challenge to improve upon.
[ { "version": "v1", "created": "Wed, 1 Apr 2020 12:25:36 GMT" } ]
1,585,785,600,000
[ [ "Muller-Brockhausen", "Matthias", "" ], [ "Preuss", "Mike", "" ], [ "Plaat", "Aske", "" ] ]
2004.00425
H\'ector Cancela
Joaqu\'in Vel\'azquez, H\'ector Cancela, Pedro Pi\~neyro
A hybrid optimization procedure for solving a tire curing scheduling problem
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper addresses a lot-sizing and scheduling problem variant arising from the study of the curing process of a tire factory. The aim is to find the minimum makespan needed for producing enough tires to meet the demand requirements on time, considering the availability and compatibility of different resources involved. To solve this problem, we suggest a hybrid approach that consists in first applying a heuristic to obtain an estimated value of the makespan and then solving a mathematical model to determine the minimum value. We note that the size of the model (number of variables and constraints) depends significantly on the estimated makespan. Extensive numerical experiments over different instances based on real data are presented to evaluate the effectiveness of the hybrid procedure proposed. From the results obtained we can note that the hybrid approach is able to achieve the optimal makespan for many of the instances, even large ones, since the results provided by the heuristic allow to reduce significantly the size of the mathematical model.
[ { "version": "v1", "created": "Sun, 29 Mar 2020 18:37:02 GMT" } ]
1,585,785,600,000
[ [ "Velázquez", "Joaquín", "" ], [ "Cancela", "Héctor", "" ], [ "Piñeyro", "Pedro", "" ] ]
2004.00427
Movses Musaelian
Movses Musaelian, Anane Boateng, Md Zakirul Alam Bhuiyan
A Semi-Dynamic Bus Routing Infrastructure based on MBTA Bus Data
22 pages, 9 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Transportation is quickly evolving in the emerging smart city ecosystem with personalized ride sharing services quickly advancing. Yet, the public bus infrastructure has been slow to respond to these trends. With our research, we propose a semi-dynamic bus routing framework that is data-driven and responsive to relevant parameters in bus transport. We use newly published bus event data from a bus line in Boston and several algorithmic heuristics to create this framework and demonstrate the capabilities and results. We find that this approach yields a very promising routing infrastructure that is smarter and more dynamic than the existing system.
[ { "version": "v1", "created": "Sun, 29 Mar 2020 13:07:37 GMT" } ]
1,585,785,600,000
[ [ "Musaelian", "Movses", "" ], [ "Boateng", "Anane", "" ], [ "Bhuiyan", "Md Zakirul Alam", "" ] ]
2004.00963
Luc Libralesso
Luc Libralesso, Florian Fontan
An anytime tree search algorithm for the 2018 ROADEF/EURO challenge glass cutting problem
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this article, we present the anytime tree search algorithm we designed for the 2018 ROADEF/EURO challenge glass cutting problem proposed by the French company Saint-Gobain. The resulting program was ranked first among 64 participants. Its key components are: a new search algorithm called Memory Bounded A* (MBA*) with guide functions, a symmetry breaking strategy, and a pseudo-dominance rule. We perform a comprehensive study of these components showing that each of them contributes to the algorithm global performances. In addition, we designed a second tree search algorithm fully based on the pseudo-dominance rule and dedicated to some of the challenge instances with strong precedence constraints. On these instances, it finds the best-known solutions very quickly.
[ { "version": "v1", "created": "Thu, 2 Apr 2020 12:51:26 GMT" } ]
1,585,872,000,000
[ [ "Libralesso", "Luc", "" ], [ "Fontan", "Florian", "" ] ]
2004.00980
Anssi Kanervisto
Anssi Kanervisto, Christian Scheller, Ville Hautam\"aki
Action Space Shaping in Deep Reinforcement Learning
To appear in IEEE Conference on Games 2020. Experiment code is available at https://github.com/Miffyli/rl-action-space-shaping
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reinforcement learning (RL) has been successful in training agents in various learning environments, including video-games. However, such work modifies and shrinks the action space from the game's original. This is to avoid trying "pointless" actions and to ease the implementation. Currently, this is mostly done based on intuition, with little systematic research supporting the design decisions. In this work, we aim to gain insight on these action space modifications by conducting extensive experiments in video-game environments. Our results show how domain-specific removal of actions and discretization of continuous actions can be crucial for successful learning. With these insights, we hope to ease the use of RL in new environments, by clarifying what action-spaces are easy to learn.
[ { "version": "v1", "created": "Thu, 2 Apr 2020 13:25:55 GMT" }, { "version": "v2", "created": "Tue, 26 May 2020 09:25:59 GMT" } ]
1,590,537,600,000
[ [ "Kanervisto", "Anssi", "" ], [ "Scheller", "Christian", "" ], [ "Hautamäki", "Ville", "" ] ]
2004.00981
Anssi Kanervisto
Anssi Kanervisto, Joonas Pussinen, Ville Hautam\"aki
Benchmarking End-to-End Behavioural Cloning on Video Games
To appear in IEEE Conference on Games 2020. Experiment code available at https://github.com/joonaspu/video-game-behavioural-cloning and https://github.com/joonaspu/ViControl
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Behavioural cloning, where a computer is taught to perform a task based on demonstrations, has been successfully applied to various video games and robotics tasks, with and without reinforcement learning. This also includes end-to-end approaches, where a computer plays a video game like humans do: by looking at the image displayed on the screen, and sending keystrokes to the game. As a general approach to playing video games, this has many inviting properties: no need for specialized modifications to the game, no lengthy training sessions and the ability to re-use the same tools across different games. However, related work includes game-specific engineering to achieve the results. We take a step towards a general approach and study the general applicability of behavioural cloning on twelve video games, including six modern video games (published after 2010), by using human demonstrations as training data. Our results show that these agents cannot match humans in raw performance but do learn basic dynamics and rules. We also demonstrate how the quality of the data matters, and how recording data from humans is subject to a state-action mismatch, due to human reflexes.
[ { "version": "v1", "created": "Thu, 2 Apr 2020 13:31:51 GMT" }, { "version": "v2", "created": "Mon, 18 May 2020 13:50:11 GMT" } ]
1,589,846,400,000
[ [ "Kanervisto", "Anssi", "" ], [ "Pussinen", "Joonas", "" ], [ "Hautamäki", "Ville", "" ] ]
2004.01223
Ramtin Keramati
Ramtin Keramati, Emma Brunskill
Value Driven Representation for Human-in-the-Loop Reinforcement Learning
null
UMAP 2019, 27th ACM Conference on User Modeling, Adaptation and Personalization
10.1145/3320435.3320471
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Interactive adaptive systems powered by Reinforcement Learning (RL) have many potential applications, such as intelligent tutoring systems. In such systems there is typically an external human system designer that is creating, monitoring and modifying the interactive adaptive system, trying to improve its performance on the target outcomes. In this paper we focus on algorithmic foundation of how to help the system designer choose the set of sensors or features to define the observation space used by reinforcement learning agent. We present an algorithm, value driven representation (VDR), that can iteratively and adaptively augment the observation space of a reinforcement learning agent so that is sufficient to capture a (near) optimal policy. To do so we introduce a new method to optimistically estimate the value of a policy using offline simulated Monte Carlo rollouts. We evaluate the performance of our approach on standard RL benchmarks with simulated humans and demonstrate significant improvement over prior baselines.
[ { "version": "v1", "created": "Thu, 2 Apr 2020 18:45:45 GMT" } ]
1,586,131,200,000
[ [ "Keramati", "Ramtin", "" ], [ "Brunskill", "Emma", "" ] ]
2004.01431
Zina Ibrahim
Zina Ibrahim, Honghan Wu, Richard Dobson
Modeling Rare Interactions in Time Series Data Through Qualitative Change: Application to Outcome Prediction in Intensive Care Units
8 pages, 3 figures. Accepted for publication in the European Conference of Artificial Intelligence (ECAI 2020)
European Conference on Artificial Intelligence 325(2020) 1826-1833
10.3233/FAIA200298
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Many areas of research are characterised by the deluge of large-scale highly-dimensional time-series data. However, using the data available for prediction and decision making is hampered by the current lag in our ability to uncover and quantify true interactions that explain the outcomes.We are interested in areas such as intensive care medicine, which are characterised by i) continuous monitoring of multivariate variables and non-uniform sampling of data streams, ii) the outcomes are generally governed by interactions between a small set of rare events, iii) these interactions are not necessarily definable by specific values (or value ranges) of a given group of variables, but rather, by the deviations of these values from the normal state recorded over time, iv) the need to explain the predictions made by the model. Here, while numerous data mining models have been formulated for outcome prediction, they are unable to explain their predictions. We present a model for uncovering interactions with the highest likelihood of generating the outcomes seen from highly-dimensional time series data. Interactions among variables are represented by a relational graph structure, which relies on qualitative abstractions to overcome non-uniform sampling and to capture the semantics of the interactions corresponding to the changes and deviations from normality of variables of interest over time. Using the assumption that similar templates of small interactions are responsible for the outcomes (as prevalent in the medical domains), we reformulate the discovery task to retrieve the most-likely templates from the data.
[ { "version": "v1", "created": "Fri, 3 Apr 2020 08:49:40 GMT" } ]
1,606,176,000,000
[ [ "Ibrahim", "Zina", "" ], [ "Wu", "Honghan", "" ], [ "Dobson", "Richard", "" ] ]
2004.01768
Michael Cook
Michael Cook
Generative Forensics: Procedural Generation and Information Games
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games are a type of mystery game in which the player is tasked with gathering knowledge and developing an understanding of an event or system. Their reliance on player knowledge leaves them vulnerable to spoilers and hard to replay. In this paper we introduce the notion of generative forensics games, a subgenre of information games that challenge the player to understand the output of a generative system. We introduce information games, show how generative forensics develops the idea, report on two prototype games we created, and evaluate our work on generative forensics so far from a player and a designer perspective.
[ { "version": "v1", "created": "Fri, 3 Apr 2020 20:51:16 GMT" } ]
1,586,217,600,000
[ [ "Cook", "Michael", "" ] ]
2004.02275
Minh Ho\`ang H\`a
Minh Ho\`ang H\`a and Lam Vu and Duy Manh Vu
The two-echelon routing problem with truck and drones
29 pages, 4 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we study novel variants of the well-known two-echelon vehicle routing problem in which a truck works on the first echelon to transport parcels and a fleet of drones to intermediate depots while in the second echelon, the drones are used to deliver parcels from intermediate depots to customers. The objective is to minimize the completion time instead of the transportation cost as in classical 2-echelon vehicle routing problems. Depending on the context, a drone can be launched from the truck at an intermediate depot once (single trip drone) or several times (multiple trip drone). Mixed Integer Linear Programming (MILP) models are first proposed to formulate mathematically the problems and solve to optimality small-size instances. To handle larger instances, a metaheuristic based on the idea of Greedy Randomized Adaptive Search Procedure (GRASP) is introduced. Experimental results obtained on instances of different contexts are reported and analyzed.
[ { "version": "v1", "created": "Sun, 5 Apr 2020 18:33:16 GMT" } ]
1,586,217,600,000
[ [ "Hà", "Minh Hoàng", "" ], [ "Vu", "Lam", "" ], [ "Vu", "Duy Manh", "" ] ]
2004.02304
Gordana Dodig Crnkovic
Gordana Dodig-Crnkovic
Morphological Computation and Learning to Learn In Natural Intelligent Systems And AI
5 pages, no figures, AISB 2020 conference
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
At present, artificial intelligence in the form of machine learning is making impressive progress, especially the field of deep learning (DL) [1]. Deep learning algorithms have been inspired from the beginning by nature, specifically by the human brain, in spite of our incomplete knowledge about its brain function. Learning from nature is a two-way process as discussed in [2][3][4], computing is learning from neuroscience, while neuroscience is quickly adopting information processing models. The question is, what can the inspiration from computational nature at this stage of the development contribute to deep learning and how much models and experiments in machine learning can motivate, justify and lead research in neuroscience and cognitive science and to practical applications of artificial intelligence.
[ { "version": "v1", "created": "Sun, 5 Apr 2020 20:11:42 GMT" } ]
1,586,217,600,000
[ [ "Dodig-Crnkovic", "Gordana", "" ] ]
2004.02600
Ioannis Apostolopoulos
Ioannis Apostolopoulos, Peter Groumpos
Non-invasive modelling methodology for the diagnosis of Coronary Artery Disease using Fuzzy Cognitive Maps
13 pages, Manuscript Submitted for Peer-Review, Pre-Print
Journal Computer Methods in Biomechanics and Biomedical Engineering. 2020. p. 1-9
10.1080/10255842.2020.1768534
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Cardiovascular Diseases (CVD) and strokes produce immense health and economic burdens globally. Coronary Artery Disease (CAD) is the most common type of cardiovascular disease. Coronary Angiography, which is an invasive treatment, is also the standard procedure for diagnosing CAD. In this work, we illustrate a Medical Decision Support System for the prediction of Coronary Artery Disease (CAD) utilizing Fuzzy Cognitive Maps (FCMs). FCMs are a promising modeling methodology, based on human knowledge, capable of dealing with ambiguity and uncertainty, and learning how to adapt to the unknown or changing environment. The newly proposed MDSS is developed using the basic notions of Fuzzy Logic and Fuzzy Cognitive Maps, with some adjustments to improve the results. The proposed model, tested on a labelled CAD dataset of 303 patients, obtains an accuracy of 78.2% outmatching several state-of-the-art classification algorithms.
[ { "version": "v1", "created": "Thu, 2 Apr 2020 15:10:31 GMT" } ]
1,590,105,600,000
[ [ "Apostolopoulos", "Ioannis", "" ], [ "Groumpos", "Peter", "" ] ]
2004.02603
Florian Fontan
Florian Fontan, Luc Libralesso
An anytime tree search algorithm for two-dimensional two- and three-staged guillotine packing problems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
[libralesso_anytime_2020] proposed an anytime tree search algorithm for the 2018 ROADEF/EURO challenge glass cutting problem (https://www.roadef.org/challenge/2018/en/index.php). The resulting program was ranked first among 64 participants. In this article, we generalize it and show that it is not only effective for the specific problem it was originally designed for, but is also very competitive and even returns state-of-the-art solutions on a large variety of Cutting and Packing problems from the literature. We adapted the algorithm for two-dimensional Bin Packing, Multiple Knapsack, and Strip Packing Problems, with two- or three-staged exact or non-exact guillotine cuts, the orientation of the first cut being imposed or not, and with or without item rotation. The combination of efficiency, ability to provide good solutions fast, simplicity and versatility makes it particularly suited for industrial applications, which require quickly developing algorithms implementing several business-specific constraints. The algorithm is implemented in a new software package called PackingSolver.
[ { "version": "v1", "created": "Thu, 2 Apr 2020 13:41:07 GMT" }, { "version": "v2", "created": "Mon, 20 Apr 2020 15:49:14 GMT" } ]
1,587,427,200,000
[ [ "Fontan", "Florian", "" ], [ "Libralesso", "Luc", "" ] ]
2004.02614
Sam Vente
Sam Vente (1), Angelika Kimmig (1), Alun Preece (1), Federico Cerutti (2) ((1) Cardiff University, (2) University of Brescia)
The current state of automated negotiation theory: a literature review
pre-print. New version fixes mistake in title
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
Automated negotiation can be an efficient method for resolving conflict and redistributing resources in a coalition setting. Automated negotiation has already seen increased usage in fields such as e-commerce and power distribution in smart girds, and recent advancements in opponent modelling have proven to deliver better outcomes. However, significant barriers to more widespread adoption remain, such as lack of predictable outcome over time and user trust. Additionally, there have been many recent advancements in the field of reasoning about uncertainty, which could help alleviate both those problems. As there is no recent survey on these two fields, and specifically not on their possible intersection we aim to provide such a survey here.
[ { "version": "v1", "created": "Mon, 30 Mar 2020 20:27:20 GMT" }, { "version": "v2", "created": "Mon, 27 Apr 2020 10:17:46 GMT" } ]
1,588,032,000,000
[ [ "Vente", "Sam", "", "Cardiff University" ], [ "Kimmig", "Angelika", "", "Cardiff University" ], [ "Preece", "Alun", "", "Cardiff University" ], [ "Cerutti", "Federico", "", "University of Brescia" ] ]
2004.02746
Dongdong Wu
Dongdong Wu and Zijing Liu and Yongchuan Tang
A new approach for generation of generalized basic probability assignment in the evidence theory
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The process of information fusion needs to deal with a large number of uncertain information with multi-source, heterogeneity, inaccuracy, unreliability, and incompleteness. In practical engineering applications, Dempster-Shafer evidence theory is widely used in multi-source information fusion owing to its effectiveness in data fusion. Information sources have an important impact on multi-source information fusion in an environment of complex, unstable, uncertain, and incomplete characteristics. To address multi-source information fusion problem, this paper considers the situation of uncertain information modeling from the closed world to the open world assumption and studies the generation of basic probability assignment (BPA) with incomplete information. In this paper, a new method is proposed to generate generalized basic probability assignment (GBPA) based on the triangular fuzzy number model under the open world assumption. The proposed method can not only be used in different complex environments simply and flexibly, but also have less information loss in information processing. Finally, a series of comprehensive experiments basing on the UCI data sets are used to verify the rationality and superiority of the proposed method.
[ { "version": "v1", "created": "Mon, 6 Apr 2020 15:40:35 GMT" } ]
1,586,217,600,000
[ [ "Wu", "Dongdong", "" ], [ "Liu", "Zijing", "" ], [ "Tang", "Yongchuan", "" ] ]
2004.04000
Pablo Barros
Pablo Barros, Ana Tanevska, Alessandra Sciutti
Learning from Learners: Adapting Reinforcement Learning Agents to be Competitive in a Card Game
Submitted to ICPR2020
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
Learning how to adapt to complex and dynamic environments is one of the most important factors that contribute to our intelligence. Endowing artificial agents with this ability is not a simple task, particularly in competitive scenarios. In this paper, we present a broad study on how popular reinforcement learning algorithms can be adapted and implemented to learn and to play a real-world implementation of a competitive multiplayer card game. We propose specific training and validation routines for the learning agents, in order to evaluate how the agents learn to be competitive and explain how they adapt to each others' playing style. Finally, we pinpoint how the behavior of each agent derives from their learning style and create a baseline for future research on this scenario.
[ { "version": "v1", "created": "Wed, 8 Apr 2020 14:11:05 GMT" } ]
1,586,390,400,000
[ [ "Barros", "Pablo", "" ], [ "Tanevska", "Ana", "" ], [ "Sciutti", "Alessandra", "" ] ]
2004.04376
Hongzhi Wang
Hongzhi Wang, Bozhou Chen, Yueyang Xu, Kaixin Zhang and Shengwen Zheng
ConsciousControlFlow(CCF): A Demonstration for conscious Artificial Intelligence
10 pages, 5 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this demo, we present ConsciousControlFlow(CCF), a prototype system to demonstrate conscious Artificial Intelligence (AI). The system is based on the computational model for consciousness and the hierarchy of needs. CCF supports typical scenarios to show the behaviors and the mental activities of conscious AI. We demonstrate that CCF provides a useful tool for effective machine consciousness demonstration and human behavior study assistance.
[ { "version": "v1", "created": "Thu, 9 Apr 2020 06:28:26 GMT" }, { "version": "v2", "created": "Sat, 6 Feb 2021 02:43:24 GMT" } ]
1,612,828,800,000
[ [ "Wang", "Hongzhi", "" ], [ "Chen", "Bozhou", "" ], [ "Xu", "Yueyang", "" ], [ "Zhang", "Kaixin", "" ], [ "Zheng", "Shengwen", "" ] ]
2004.05268
Benjamin Goertzel
Ben Goertzel
Combinatorial Decision Dags: A Natural Computational Model for General Intelligence
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A novel computational model (CoDD) utilizing combinatory logic to create higher-order decision trees is presented. A theoretical analysis of general intelligence in terms of the formal theory of pattern recognition and pattern formation is outlined, and shown to take especially natural form in the case where patterns are expressed in CoDD language. Relationships between logical entropy and algorithmic information, and Shannon entropy and runtime complexity, are shown to be elucidated by this approach. Extension to the quantum computing case is also briefly discussed.
[ { "version": "v1", "created": "Sat, 11 Apr 2020 00:23:35 GMT" } ]
1,586,822,400,000
[ [ "Goertzel", "Ben", "" ] ]
2004.05269
Benjamin Goertzel
Ben Goertzel
Grounding Occam's Razor in a Formal Theory of Simplicity
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A formal theory of simplicity is introduced, in the context of a "combinational" computation model that views computation as comprising the iterated transformational and compositional activity of a population of agents upon each other. Conventional measures of simplicity in terms of algorithmic information etc. are shown to be special cases of a broader understanding of the core "symmetry" properties constituting what is defined here as a Compositional Simplicity Measure (CoSM). This theory of CoSMs is extended to a theory of CoSMOS (Combinational Simplicity Measure Operating Sets) which involve multiple simplicity measures utilized together. Given a vector of simplicity measures, an entity is associated not with an individual simplicity value but with a "simplicity bundles" of Pareto-optimal simplicity-value vectors. CoSMs and CoSMOS are then used as a foundation for a theory of pattern and multipattern, and a theory of hierarchy and heterarchy in systems of patterns. A formalization of the cognitive-systems notion of a "coherent dual network" interweaving hierarchy and heterarchy in a consistent way is presented. The high level end result of this investigation is to re-envision Occam's Razor as something like: When in doubt, prefer hypotheses whose simplicity bundles are Pareto optimal, partly because doing so both permits and benefits from the construction of coherent dual networks comprising coordinated and consistent multipattern hierarchies and heterarchies.
[ { "version": "v1", "created": "Sat, 11 Apr 2020 00:26:56 GMT" }, { "version": "v2", "created": "Thu, 3 Sep 2020 01:34:38 GMT" } ]
1,599,177,600,000
[ [ "Goertzel", "Ben", "" ] ]
2004.05499
Julian Yarkony
Naveed Haghani, Claudio Contardo, Julian Yarkony
Relaxed Dual Optimal Inequalities for Relaxed Columns: with Application to Vehicle Routing
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We address the problem of accelerating column generation for set cover problems in which we relax the state space of the columns to do efficient pricing. We achieve this by adapting the recently introduced smooth and flexible dual optimal inequalities (DOI) for use with relaxed columns. Smooth DOI exploit the observation that similar items are nearly fungible, and hence should be associated with similarly valued dual variables. Flexible DOI exploit the observation that the change in cost of a column induced by removing an item can be bounded. We adapt these DOI to the problem of capacitated vehicle routing in the context of ng-route relaxations. We demonstrate significant speed ups on a benchmark data set, while provably not weakening the relaxation.
[ { "version": "v1", "created": "Sat, 11 Apr 2020 22:28:32 GMT" } ]
1,586,822,400,000
[ [ "Haghani", "Naveed", "" ], [ "Contardo", "Claudio", "" ], [ "Yarkony", "Julian", "" ] ]
2004.05920
Tatiana Urazaeva
Tatiana Urazaeva
Game-theoretic applications of a relational risk model
14 pages, 5 figures, 18 bibliographic links
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The report suggests the concept of risk, outlining two mathematical structures necessary for risk genesis: the set of outcomes and, in a general case, partial order of preference on it. It is shown that this minimum partial order should constitute the structure of a semilattice. In some cases, there should be a system of semilattices nested in a certain way. On this basis, the classification of risk theory tasks is given in the context of specialization of mathematical knowledge. In other words, we are talking about the development of a new rela-tional risk theory. The problem of political decision making in game-theoretic formulation in terms of having partial order of preference on the set of outcomes for each par-ticipant of the game forming a certain system of nested semilattices is consid-ered as an example of a relational risk concept implementation. Solutions to the problem obtained through the use of various optimality principles are investi-gated.
[ { "version": "v1", "created": "Thu, 9 Apr 2020 18:54:58 GMT" } ]
1,586,822,400,000
[ [ "Urazaeva", "Tatiana", "" ] ]
2004.06213
Nibraas Khan
Nibraas Khan and Joshua Phillips
Combined Model for Partially-Observable and Non-Observable Task Switching: Solving Hierarchical Reinforcement Learning Problems Statically and Dynamically with Transfer Learning
substantial text overlap with arXiv:1911.10425 which is the same as this paper. It was meant to be a revision of that paper, but I mistakenly submitted it as a new paper
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
An integral function of fully autonomous robots and humans is the ability to focus attention on a few relevant percepts to reach a certain goal while disregarding irrelevant percepts. Humans and animals rely on the interactions between the Pre-Frontal Cortex (PFC) and the Basal Ganglia (BG) to achieve this focus called Working Memory (WM). The Working Memory Toolkit (WMtk) was developed based on a computational neuroscience model of this phenomenon with Temporal Difference (TD) Learning for autonomous systems. Recent adaptations of the toolkit either utilize Abstract Task Representations (ATRs) to solve Non-Observable (NO) tasks or storage of past input features to solve Partially-Observable (PO) tasks, but not both. We propose a new model, PONOWMtk, which combines both approaches, ATRs and input storage, with a static or dynamic number of ATRs. The results of our experiments show that PONOWMtk performs effectively for tasks that exhibit PO, NO, or both properties.
[ { "version": "v1", "created": "Mon, 13 Apr 2020 21:44:54 GMT" }, { "version": "v2", "created": "Wed, 22 Apr 2020 18:45:51 GMT" } ]
1,587,686,400,000
[ [ "Khan", "Nibraas", "" ], [ "Phillips", "Joshua", "" ] ]
2004.07017
Jonatas Chagas
Jonatas B. C. Chagas and Markus Wagner
Ants can orienteer a thief in their robbery
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Thief Orienteering Problem (ThOP) is a multi-component problem that combines features of two classic combinatorial optimization problems: Orienteering Problem and Knapsack Problem. The ThOP is challenging due to the given time constraint and the interaction between its components. We propose an Ant Colony Optimization algorithm together with a new packing heuristic to deal individually and interactively with problem components. Our approach outperforms existing work on more than 90% of the benchmarking instances, with an average improvement of over 300%.
[ { "version": "v1", "created": "Wed, 15 Apr 2020 11:30:37 GMT" }, { "version": "v2", "created": "Fri, 29 May 2020 14:14:58 GMT" }, { "version": "v3", "created": "Sat, 29 Aug 2020 11:43:24 GMT" } ]
1,598,918,400,000
[ [ "Chagas", "Jonatas B. C.", "" ], [ "Wagner", "Markus", "" ] ]
2004.07027
Francesco Fuggitti
Francesco Fuggitti
FOND Planning for LTLf and PLTLf Goals
Extract of MSc Thesis, 35 pages
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
In this report, we will define a new approach to the problem of non deterministic planning for extended temporal goals. In particular, we will give a solution to this problem reducing it to a fully observable non deterministic (FOND) planning problem and taking advantage of the LTLfToDFA tool. First of all, we will introduce the main idea and motivations supporting our approach. Then, we will give some preliminaries explaining the Planning Domain Definition Language (PDDL) language and the FOND planning problem formally. After that, we will illustrate our FOND4LTLfPLTLf (also available online) approach with the encoding of temporal goals into a PDDL domain and problem. Finally, we will present some of the results obtained through the application of the proposed solution.
[ { "version": "v1", "created": "Wed, 15 Apr 2020 12:04:02 GMT" } ]
1,586,995,200,000
[ [ "Fuggitti", "Francesco", "" ] ]
2004.07822
Mehrdad Zakershahrak
Mehrdad Zakershahrak, Shashank Rao Marpally, Akshay Sharma, Ze Gong and Yu Zhang
Order Matters: Generating Progressive Explanations for Planning Tasks in Human-Robot Teaming
arXiv admin note: text overlap with arXiv:1902.00604
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Prior work on generating explanations in a planning and decision-making context has focused on providing the rationale behind an AI agent's decision making. While these methods provide the right explanations from the explainer's perspective, they fail to heed the cognitive requirement of understanding an explanation from the explainee's (the human's) perspective. In this work, we set out to address this issue by first considering the influence of information order in an explanation, or the progressiveness of explanations. Intuitively, progression builds later concepts on previous ones and is known to contribute to better learning. In this work, we aim to investigate similar effects during explanation generation when an explanation is broken into multiple parts that are communicated sequentially. The challenge here lies in modeling the humans' preferences for information order in receiving such explanations to assist understanding. Given this sequential process, a formulation based on goal-based MDP for generating progressive explanations is presented. The reward function of this MDP is learned via inverse reinforcement learning based on explanations that are retrieved via human subject studies. We first evaluated our approach on a scavenger-hunt domain to demonstrate its effectively in capturing the humans' preferences. Upon analyzing the results, it revealed something more fundamental: the preferences arise strongly from both domain dependent and independence features. The correlation with domain independent features pushed us to verify this result further in an escape room domain. Results confirmed our hypothesis that the process of understanding an explanation was a dynamic process. The human preference that reflected this aspect corresponded exactly to the progression for knowledge assimilation hidden deeper in our cognitive process.
[ { "version": "v1", "created": "Thu, 16 Apr 2020 00:17:02 GMT" }, { "version": "v2", "created": "Sat, 17 Oct 2020 01:15:40 GMT" } ]
1,603,152,000,000
[ [ "Zakershahrak", "Mehrdad", "" ], [ "Marpally", "Shashank Rao", "" ], [ "Sharma", "Akshay", "" ], [ "Gong", "Ze", "" ], [ "Zhang", "Yu", "" ] ]
2004.08128
Beren Millidge Mr
Beren Millidge, Alexander Tschantz, Christopher L Buckley
Whence the Expected Free Energy?
24 pages, 0 figures. Reuploaded to correct typos in the original. Update 05-07-20 -- minor corrections. Update 28-09-20 -- Final version accepted by Neural Computation
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Expected Free Energy (EFE) is a central quantity in the theory of active inference. It is the quantity that all active inference agents are mandated to minimize through action, and its decomposition into extrinsic and intrinsic value terms is key to the balance of exploration and exploitation that active inference agents evince. Despite its importance, the mathematical origins of this quantity and its relation to the Variational Free Energy (VFE) remain unclear. In this paper, we investigate the origins of the EFE in detail and show that it is not simply "the free energy in the future". We present a functional that we argue is the natural extension of the VFE, but which actively discourages exploratory behaviour, thus demonstrating that exploration does not directly follow from free energy minimization into the future. We then develop a novel objective, the Free-Energy of the Expected Future (FEEF), which possesses both the epistemic component of the EFE as well as an intuitive mathematical grounding as the divergence between predicted and desired futures.
[ { "version": "v1", "created": "Fri, 17 Apr 2020 09:06:56 GMT" }, { "version": "v2", "created": "Tue, 21 Apr 2020 10:19:53 GMT" }, { "version": "v3", "created": "Sun, 10 May 2020 15:38:57 GMT" }, { "version": "v4", "created": "Sun, 5 Jul 2020 18:41:09 GMT" }, { "version": "v5", "created": "Mon, 28 Sep 2020 21:04:16 GMT" } ]
1,601,424,000,000
[ [ "Millidge", "Beren", "" ], [ "Tschantz", "Alexander", "" ], [ "Buckley", "Christopher L", "" ] ]
2004.08672
Shiqi Zhang
Shiqi Zhang, Piyush Khandelwal, Peter Stone
iCORPP: Interleaved Commonsense Reasoning and Probabilistic Planning on Robots
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Robot sequential decision-making in the real world is a challenge because it requires the robots to simultaneously reason about the current world state and dynamics, while planning actions to accomplish complex tasks. On the one hand, declarative languages and reasoning algorithms well support representing and reasoning with commonsense knowledge. But these algorithms are not good at planning actions toward maximizing cumulative reward over a long, unspecified horizon. On the other hand, probabilistic planning frameworks, such as Markov decision processes (MDPs) and partially observable MDPs (POMDPs), well support planning to achieve long-term goals under uncertainty. But they are ill-equipped to represent or reason about knowledge that is not directly related to actions. In this article, we present a novel algorithm, called iCORPP, to simultaneously estimate the current world state, reason about world dynamics, and construct task-oriented controllers. In this process, robot decision-making problems are decomposed into two interdependent (smaller) subproblems that focus on reasoning to "understand the world" and planning to "achieve the goal" respectively. Contextual knowledge is represented in the reasoning component, which makes the planning component epistemic and enables active information gathering. The developed algorithm has been implemented and evaluated both in simulation and on real robots using everyday service tasks, such as indoor navigation, dialog management, and object delivery. Results show significant improvements in scalability, efficiency, and adaptiveness, compared to competitive baselines including handcrafted action policies.
[ { "version": "v1", "created": "Sat, 18 Apr 2020 17:46:59 GMT" }, { "version": "v2", "created": "Sun, 1 Oct 2023 00:56:27 GMT" } ]
1,696,291,200,000
[ [ "Zhang", "Shiqi", "" ], [ "Khandelwal", "Piyush", "" ], [ "Stone", "Peter", "" ] ]
2004.09507
Antonio Lieto
Laura Giordano, Valentina Gliozzi, Antonio Lieto, Nicola Olivetti, Gian Luca Pozzato
Reasoning about Typicality and Probabilities in Preferential Description Logics
17 pages. arXiv admin note: text overlap with arXiv:1811.02366
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this work we describe preferential Description Logics of typicality, a nonmonotonic extension of standard Description Logics by means of a typicality operator T allowing to extend a knowledge base with inclusions of the form T(C) v D, whose intuitive meaning is that normally/typically Cs are also Ds. This extension is based on a minimal model semantics corresponding to a notion of rational closure, built upon preferential models. We recall the basic concepts underlying preferential Description Logics. We also present two extensions of the preferential semantics: on the one hand, we consider probabilistic extensions, based on a distributed semantics that is suitable for tackling the problem of commonsense concept combination, on the other hand, we consider other strengthening of the rational closure semantics and construction to avoid the so-called blocking of property inheritance problem.
[ { "version": "v1", "created": "Mon, 20 Apr 2020 14:50:31 GMT" }, { "version": "v2", "created": "Thu, 23 Apr 2020 16:15:31 GMT" } ]
1,587,686,400,000
[ [ "Giordano", "Laura", "" ], [ "Gliozzi", "Valentina", "" ], [ "Lieto", "Antonio", "" ], [ "Olivetti", "Nicola", "" ], [ "Pozzato", "Gian Luca", "" ] ]
2004.10014
Weizi Li
Weizi Li and Jan M. Allbeck
Imperatives for Virtual Humans
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Seemingly since the inception of virtual humans, there has been an effort to make their behaviors more natural and human-like. In additions to improving movement's visual quality, there has been considerable research focused on creating more intelligent virtual characters. This paper presents a framework inspired by natural language constructs that aims to author more reasonable virtual human behaviors using structured English input. We focus mainly on object types and properties, quantifiers, determiners, and spatial relations. The framework provides a natural, flexible authoring system for simulating human behaviors.
[ { "version": "v1", "created": "Sun, 19 Apr 2020 12:47:15 GMT" } ]
1,587,513,600,000
[ [ "Li", "Weizi", "" ], [ "Allbeck", "Jan M.", "" ] ]
2004.11858
Amir Hosein Afshar Sedigh
Amir Hosein Afshar Sedigh, Martin K. Purvis, Bastin Tony Roy Savarimuthu, Christopher K Frantz, and Maryam A. Purvis
Impact of different belief facets on agents' decision -- a refined cognitive architecture to model the interaction between organisations' institutional characteristics and agents' behaviour
Submitted to COINE 2020 workshop
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents a conceptual refinement of agent cognitive architecture inspired from the beliefs-desires-intentions (BDI) and the theory of planned behaviour (TPB) models, with an emphasis on different belief facets. This enables us to investigate the impact of personality and the way that an agent weights its internal beliefs and social sanctions on an agent's actions. The study also uses the concept of cognitive dissonance associated with the fairness of institutions to investigate the agents' behaviour. To showcase our model, we simulate two historical long-distance trading societies, namely Armenian merchants of New-Julfa and the English East India Company. The results demonstrate the importance of internal beliefs of agents as a pivotal aspect for following institutional rules.
[ { "version": "v1", "created": "Fri, 24 Apr 2020 17:06:32 GMT" }, { "version": "v2", "created": "Fri, 7 Aug 2020 07:04:24 GMT" } ]
1,597,017,600,000
[ [ "Sedigh", "Amir Hosein Afshar", "" ], [ "Purvis", "Martin K.", "" ], [ "Savarimuthu", "Bastin Tony Roy", "" ], [ "Frantz", "Christopher K", "" ], [ "Purvis", "Maryam A.", "" ] ]
2004.12193
Chi Zhang
Wenhe Zhang, Chi Zhang, Yixin Zhu, Song-Chun Zhu
Machine Number Sense: A Dataset of Visual Arithmetic Problems for Abstract and Relational Reasoning
AAAI 2020 Oral. Project page: https://sites.google.com/view/number-sense/home Code: https://github.com/zwh1999anne/Machine-Number-Sense-Dataset Dataset: https://drive.google.com/file/d/17KuL8KOIDAeRL-lD418oiDEm8bE6TEFb/view
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
As a comprehensive indicator of mathematical thinking and intelligence, the number sense (Dehaene 2011) bridges the induction of symbolic concepts and the competence of problem-solving. To endow such a crucial cognitive ability to machine intelligence, we propose a dataset, Machine Number Sense (MNS), consisting of visual arithmetic problems automatically generated using a grammar model--And-Or Graph (AOG). These visual arithmetic problems are in the form of geometric figures: each problem has a set of geometric shapes as its context and embedded number symbols. Solving such problems is not trivial; the machine not only has to recognize the number, but also to interpret the number with its contexts, shapes, and relations (e.g., symmetry) together with proper operations. We benchmark the MNS dataset using four predominant neural network models as baselines in this visual reasoning task. Comprehensive experiments show that current neural-network-based models still struggle to understand number concepts and relational operations. We show that a simple brute-force search algorithm could work out some of the problems without context information. Crucially, taking geometric context into account by an additional perception module would provide a sharp performance gain with fewer search steps. Altogether, we call for attention in fusing the classic search-based algorithms with modern neural networks to discover the essential number concepts in future research.
[ { "version": "v1", "created": "Sat, 25 Apr 2020 17:14:58 GMT" } ]
1,588,032,000,000
[ [ "Zhang", "Wenhe", "" ], [ "Zhang", "Chi", "" ], [ "Zhu", "Yixin", "" ], [ "Zhu", "Song-Chun", "" ] ]
2004.12919
Jeff Clune
Adrien Ecoffet, Joost Huizinga, Joel Lehman, Kenneth O. Stanley and Jeff Clune
First return, then explore
47 pages, 14 figures, 4 tables; reorganized sections and modified SI text extensively; added reference to the published version, changed title to published title; added reference to published unformatted pdf
Nature 590, 580-586 (2021)
10.1038/s41586-020-03157-9
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The promise of reinforcement learning is to solve complex sequential decision problems autonomously by specifying a high-level reward function only. However, reinforcement learning algorithms struggle when, as is often the case, simple and intuitive rewards provide sparse and deceptive feedback. Avoiding these pitfalls requires thoroughly exploring the environment, but creating algorithms that can do so remains one of the central challenges of the field. We hypothesise that the main impediment to effective exploration originates from algorithms forgetting how to reach previously visited states ("detachment") and from failing to first return to a state before exploring from it ("derailment"). We introduce Go-Explore, a family of algorithms that addresses these two challenges directly through the simple principles of explicitly remembering promising states and first returning to such states before intentionally exploring. Go-Explore solves all heretofore unsolved Atari games and surpasses the state of the art on all hard-exploration games, with orders of magnitude improvements on the grand challenges Montezuma's Revenge and Pitfall. We also demonstrate the practical potential of Go-Explore on a sparse-reward pick-and-place robotics task. Additionally, we show that adding a goal-conditioned policy can further improve Go-Explore's exploration efficiency and enable it to handle stochasticity throughout training. The substantial performance gains from Go-Explore suggest that the simple principles of remembering states, returning to them, and exploring from them are a powerful and general approach to exploration, an insight that may prove critical to the creation of truly intelligent learning agents.
[ { "version": "v1", "created": "Mon, 27 Apr 2020 16:31:26 GMT" }, { "version": "v2", "created": "Thu, 14 May 2020 18:40:39 GMT" }, { "version": "v3", "created": "Fri, 26 Feb 2021 21:09:35 GMT" }, { "version": "v4", "created": "Sat, 28 Aug 2021 22:59:10 GMT" }, { "version": "v5", "created": "Tue, 31 Aug 2021 03:28:29 GMT" }, { "version": "v6", "created": "Thu, 16 Sep 2021 17:50:10 GMT" } ]
1,631,836,800,000
[ [ "Ecoffet", "Adrien", "" ], [ "Huizinga", "Joost", "" ], [ "Lehman", "Joel", "" ], [ "Stanley", "Kenneth O.", "" ], [ "Clune", "Jeff", "" ] ]
2004.13477
Pavel Surynek
Pavel Surynek
Pushing the Envelope: From Discrete to Continuous Movements in Multi-Agent Path Finding via Lazy Encodings
arXiv admin note: text overlap with arXiv:1903.09820
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Multi-agent path finding in continuous space and time with geometric agents MAPF$^\mathcal{R}$ is addressed in this paper. The task is to navigate agents that move smoothly between predefined positions to their individual goals so that they do not collide. We introduce a novel solving approach for obtaining makespan optimal solutions called SMT-CBS$^\mathcal{R}$ based on {\em satisfiability modulo theories} (SMT). The new algorithm combines collision resolution known from conflict-based search (CBS) with previous generation of incomplete SAT encodings on top of a novel scheme for selecting decision variables in a potentially uncountable search space. We experimentally compare SMT-CBS$^\mathcal{R}$ and previous CCBS algorithm for MAPF$^\mathcal{R}$.
[ { "version": "v1", "created": "Sat, 25 Apr 2020 13:21:32 GMT" } ]
1,588,118,400,000
[ [ "Surynek", "Pavel", "" ] ]
2004.13482
Roger Granada
Roger Granada and Ramon Fraga Pereira and Juarez Monteiro and Leonardo Amado and Rodrigo C. Barros and Duncan Ruiz and Felipe Meneguzzi
HAPRec: Hybrid Activity and Plan Recognizer
Demo paper of the AAAI 2020 Workshop on Plan, Activity, and Intent Recognition
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Computer-based assistants have recently attracted much interest due to its applicability to ambient assisted living. Such assistants have to detect and recognize the high-level activities and goals performed by the assisted human beings. In this work, we demonstrate activity recognition in an indoor environment in order to identify the goal towards which the subject of the video is pursuing. Our hybrid approach combines an action recognition module and a goal recognition algorithm to identify the ultimate goal of the subject in the video.
[ { "version": "v1", "created": "Tue, 28 Apr 2020 13:20:14 GMT" } ]
1,588,118,400,000
[ [ "Granada", "Roger", "" ], [ "Pereira", "Ramon Fraga", "" ], [ "Monteiro", "Juarez", "" ], [ "Amado", "Leonardo", "" ], [ "Barros", "Rodrigo C.", "" ], [ "Ruiz", "Duncan", "" ], [ "Meneguzzi", "Felipe", "" ] ]
2004.13529
Juarez Monteiro
Juarez Monteiro, Nathan Gavenski, Roger Granada, Felipe Meneguzzi and Rodrigo Barros
Augmented Behavioral Cloning from Observation
This paper has been accepted in the International Joint Conference on Neural Networks 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Imitation from observation is a computational technique that teaches an agent on how to mimic the behavior of an expert by observing only the sequence of states from the expert demonstrations. Recent approaches learn the inverse dynamics of the environment and an imitation policy by interleaving epochs of both models while changing the demonstration data. However, such approaches often get stuck into sub-optimal solutions that are distant from the expert, limiting their imitation effectiveness. We address this problem with a novel approach that overcomes the problem of reaching bad local minima by exploring: (I) a self-attention mechanism that better captures global features of the states; and (ii) a sampling strategy that regulates the observations that are used for learning. We show empirically that our approach outperforms the state-of-the-art approaches in four different environments by a large margin.
[ { "version": "v1", "created": "Tue, 28 Apr 2020 13:56:36 GMT" } ]
1,588,118,400,000
[ [ "Monteiro", "Juarez", "" ], [ "Gavenski", "Nathan", "" ], [ "Granada", "Roger", "" ], [ "Meneguzzi", "Felipe", "" ], [ "Barros", "Rodrigo", "" ] ]
2004.13654
Stuart Armstrong
Stuart Armstrong and Jan Leike and Laurent Orseau and Shane Legg
Pitfalls of learning a reward function online
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In some agent designs like inverse reinforcement learning an agent needs to learn its own reward function. Learning the reward function and optimising for it are typically two different processes, usually performed at different stages. We consider a continual (``one life'') learning approach where the agent both learns the reward function and optimises for it at the same time. We show that this comes with a number of pitfalls, such as deliberately manipulating the learning process in one direction, refusing to learn, ``learning'' facts already known to the agent, and making decisions that are strictly dominated (for all relevant reward functions). We formally introduce two desirable properties: the first is `unriggability', which prevents the agent from steering the learning process in the direction of a reward function that is easier to optimise. The second is `uninfluenceability', whereby the reward-function learning process operates by learning facts about the environment. We show that an uninfluenceable process is automatically unriggable, and if the set of possible environments is sufficiently rich, the converse is true too.
[ { "version": "v1", "created": "Tue, 28 Apr 2020 16:58:58 GMT" } ]
1,588,118,400,000
[ [ "Armstrong", "Stuart", "" ], [ "Leike", "Jan", "" ], [ "Orseau", "Laurent", "" ], [ "Legg", "Shane", "" ] ]
2004.13836
Heerok Banerjee
Heerok Banerjee, V. Ganapathy and V. M. Shenbagaraman
Uncertainty Modelling in Risk-averse Supply Chain Systems Using Multi-objective Pareto Optimization
15 pages, 6 Figures, 2 Tables, research article
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
One of the arduous tasks in supply chain modelling is to build robust models against irregular variations. During the proliferation of time-series analyses and machine learning models, several modifications were proposed such as acceleration of the classical levenberg-marquardt algorithm, weight decaying and normalization, which introduced an algorithmic optimization approach to this problem. In this paper, we have introduced a novel methodology namely, Pareto Optimization to handle uncertainties and bound the entropy of such uncertainties by explicitly modelling them under some apriori assumptions. We have implemented Pareto Optimization using a genetic approach and compared the results with classical genetic algorithms and Mixed-Integer Linear Programming (MILP) models. Our results yields empirical evidence suggesting that Pareto Optimization can elude such non-deterministic errors and is a formal approach towards producing robust and reactive supply chain models.
[ { "version": "v1", "created": "Fri, 24 Apr 2020 21:04:25 GMT" } ]
1,588,204,800,000
[ [ "Banerjee", "Heerok", "" ], [ "Ganapathy", "V.", "" ], [ "Shenbagaraman", "V. M.", "" ] ]
2004.14892
Pranab K. Muhuri Dr.
Prashant K Gupta and Pranab K. Muhuri
An empirical study of computing with words approaches for multi-person and single-person systems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Computing with words (CWW) has emerged as a powerful tool for processing the linguistic information, especially the one generated by human beings. Various CWW approaches have emerged since the inception of CWW, such as perceptual computing, extension principle based CWW approach, symbolic method based CWW approach, and 2-tuple based CWW approach. Furthermore, perceptual computing can use interval approach (IA), enhanced interval approach (EIA), or Hao-Mendel approach (HMA), for data processing. There have been numerous works in which HMA was shown to be better at word modelling than EIA, and EIA better than IA. But, a deeper study of these works reveals that HMA captures lesser fuzziness than the EIA or IA. Thus, we feel that EIA is more suited for word modelling in multi-person systems and HMA for single-person systems (as EIA is an improvement over IA). Furthermore, another set of works, compared the performances perceptual computing to the other above said CWW approaches. In all these works, perceptual computing was shown to be better than other CWW approaches. However, none of the works tried to investigate the reason behind this observed better performance of perceptual computing. Also, no comparison has been performed for scenarios where the inputs are differentially weighted. Thus, the aim of this work is to empirically establish that EIA is suitable for multi-person systems and HMA for single-person systems. Another dimension of this work is also to empirically prove that perceptual computing gives better performance than other CWW approaches based on extension principle, symbolic method and 2-tuple especially in scenarios where inputs are differentially weighted.
[ { "version": "v1", "created": "Thu, 30 Apr 2020 15:45:38 GMT" } ]
1,588,291,200,000
[ [ "Gupta", "Prashant K", "" ], [ "Muhuri", "Pranab K.", "" ] ]
2004.14933
Pranab K. Muhuri Dr.
Prashant K Gupta and Pranab K. Muhuri
Perceptual reasoning based solution methodology for linguistic optimization problems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Decision making in real-life scenarios may often be modeled as an optimization problem. It requires the consideration of various attributes like human preferences and thinking, which constrain achieving the optimal value of the problem objectives. The value of the objectives may be maximized or minimized, depending on the situation. Numerous times, the values of these problem parameters are in linguistic form, as human beings naturally understand and express themselves using words. These problems are therefore termed as linguistic optimization problems (LOPs), and are of two types, namely single objective linguistic optimization problems (SOLOPs) and multi-objective linguistic optimization problems (MOLOPs). In these LOPs, the value of the objective function(s) may not be known at all points of the decision space, and therefore, the objective function(s) as well as problem constraints are linked by the if-then rules. Tsukamoto inference method has been used to solve these LOPs; however, it suffers from drawbacks. As, the use of linguistic information inevitably calls for the utilization of computing with words (CWW), and therefore, 2-tuple linguistic model based solution methodologies were proposed for LOPs. However, we found that 2-tuple linguistic model based solution methodologies represent the semantics of the linguistic information using a combination of type-1 fuzzy sets and ordinal term sets. As, the semantics of linguistic information are best modeled using the interval type-2 fuzzy sets, hence we propose solution methodologies for LOPs based on CWW approach of perceptual computing, in this paper. The perceptual computing based solution methodologies use a novel design of CWW engine, called the perceptual reasoning (PR). PR in the current form is suitable for solving SOLOPs and, hence, we have also extended it to the MOLOPs.
[ { "version": "v1", "created": "Thu, 30 Apr 2020 16:35:01 GMT" } ]
1,588,291,200,000
[ [ "Gupta", "Prashant K", "" ], [ "Muhuri", "Pranab K.", "" ] ]
2004.14955
Pranab K. Muhuri Dr.
Prashant K Gupta and Pranab K. Muhuri
Parallel processor scheduling: formulation as multi-objective linguistic optimization and solution using Perceptual Reasoning based methodology
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In the era of Industry 4.0, the focus is on the minimization of human element and maximizing the automation in almost all the industrial and manufacturing establishments. These establishments contain numerous processing systems, which can execute a number of tasks, in parallel with minimum number of human beings. This parallel execution of tasks is done in accordance to a scheduling policy. However, the minimization of human element beyond a certain point is difficult. In fact, the expertise and experience of a group of humans, called the experts, becomes imminent to design a fruitful scheduling policy. The aim of the scheduling policy is to achieve the optimal value of an objective, like production time, cost, etc. In real-life situations, there are more often than not, multiple objectives in any parallel processing scenario. Furthermore, the experts generally provide their opinions, about various scheduling criteria (pertaining to the scheduling policies) in linguistic terms or words. Word semantics are best modeled using fuzzy sets (FSs). Thus, all these factors have motivated us to model the parallel processing scenario as a multi-objective linguistic optimization problem (MOLOP) and use the novel perceptual reasoning (PR) based methodology for solving it. We have also compared the results of the PR based solution methodology with those obtained from the 2-tuple based solution methodology. PR based solution methodology offers three main advantages viz., it generates unique recommendations, here the linguistic recommendations match a codebook word, and also the word model comes before the word. 2-tuple based solution methodology fails to give all these advantages. Thus, we feel that our work is novel and will provide directions for the future research.
[ { "version": "v1", "created": "Thu, 30 Apr 2020 17:04:49 GMT" } ]
1,588,291,200,000
[ [ "Gupta", "Prashant K", "" ], [ "Muhuri", "Pranab K.", "" ] ]
2005.00868
Pranab K. Muhuri Dr.
Prashant K Gupta, and Pranab K. Muhuri
Computing With Words for Student Strategy Evaluation in an Examination
null
Granular Computing 4, no. 2 (2019): 167-184
10.1007/s41066-018-0109-2
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In the framework of Granular Computing (GC), Interval type 2 Fuzzy Sets (IT2 FSs) play a prominent role by facilitating a better representation of uncertain linguistic information. Perceptual Computing (Per C), a well known computing with words (CWW) approach, and its various applications have nicely exploited this advantage. This paper reports a novel Per C based approach for student strategy evaluation. Examinations are generally oriented to test the subject knowledge of students. The number of questions that they are able to solve accurately judges success rates of students in the examinations. However, we feel that not only the solutions of questions, but also the strategy adopted for finding those solutions are equally important. More marks should be awarded to a student, who solves a question with a better strategy compared to a student, whose strategy is relatively not that good. Furthermore, the students strategy can be taken as a measure of his or her learning outcome as perceived by a faculty member. This can help to identify students, whose learning outcomes are not good, and, thus, can be provided with any relevant help, for improvement. The main contribution of this paper is to illustrate the use of CWW for student strategy evaluation and present a comparison of the recommendations generated by different CWW approaches. CWW provides us with two major advantages. First, it generates a numeric score for the overall evaluation of strategy adopted by a student in the examination. This enables comparison and ranking of the students based on their performances. Second, a linguistic evaluation describing the student strategy is also obtained from the system. Both these numeric score and linguistic recommendation are together used to assess the quality of a students strategy. We found that Per-C generates unique recommendations in all cases and outperforms other CWW approaches.
[ { "version": "v1", "created": "Sat, 2 May 2020 15:57:54 GMT" } ]
1,593,302,400,000
[ [ "Gupta", "Prashant K", "" ], [ "Muhuri", "Pranab K.", "" ] ]
2005.01633
Veronique Ventos
V\'eronique Ventos, Daniel Braun, Colin Deheeger, Jean Pierre Desmoulins, Jean Baptiste Fantun, Swann Legras, Alexis Rimbaud, C\'eline Rouveirol, Henry Soldano and Sol\`ene Th\'epaut
Construction and Elicitation of a Black Box Model in the Game of Bridge
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We address the problem of building a decision model for a specific bidding situation in the game of Bridge. We propose the following multi-step methodology i) Build a set of examples for the decision problem and use simulations to associate a decision to each example ii) Use supervised relational learning to build an accurate and readable model iii) Perform a joint analysis between domain experts and data scientists to improve the learning language, including the production by experts of a handmade model iv) Build a better, more readable and accurate model.
[ { "version": "v1", "created": "Mon, 4 May 2020 16:44:45 GMT" }, { "version": "v2", "created": "Mon, 4 Apr 2022 06:34:54 GMT" } ]
1,649,116,800,000
[ [ "Ventos", "Véronique", "" ], [ "Braun", "Daniel", "" ], [ "Deheeger", "Colin", "" ], [ "Desmoulins", "Jean Pierre", "" ], [ "Fantun", "Jean Baptiste", "" ], [ "Legras", "Swann", "" ], [ "Rimbaud", "Alexis", "" ], [ "Rouveirol", "Céline", "" ], [ "Soldano", "Henry", "" ], [ "Thépaut", "Solène", "" ] ]
2005.02659
Samira Babalou
Samira Babalou, Birgitta K\"onig-Ries
Towards Building Knowledge by Merging Multiple Ontologies with CoMerger: A Partitioning-based Approach
A further improved version of this paper will be submitted to the International Semantic Web Conference (ISWC) 2020 conference. The paper has 23 pages including appendix and 7 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Ontologies are the prime way of organizing data in the Semantic Web. Often, it is necessary to combine several, independently developed ontologies to obtain a knowledge graph fully representing a domain of interest. The complementarity of existing ontologies can be leveraged by merging them. Existing approaches for ontology merging mostly implement a binary merge. However, with the growing number and size of relevant ontologies across domains, scalability becomes a central challenge. A multi-ontology merging technique offers a potential solution to this problem. We present CoMerger, a scalable multiple ontologies merging method. For efficient processing, rather than successively merging complete ontologies pairwise, we group related concepts across ontologies into partitions and merge first within and then across those partitions. The experimental results on well-known datasets confirm the feasibility of our approach and demonstrate its superiority over binary strategies. A prototypical implementation is freely accessible through a live web portal.
[ { "version": "v1", "created": "Wed, 6 May 2020 08:45:00 GMT" } ]
1,588,809,600,000
[ [ "Babalou", "Samira", "" ], [ "König-Ries", "Birgitta", "" ] ]
2005.02863
Loris Nanni
Lorenzo Mantovan and Loris Nanni
The computerization of archaeology: survey on AI techniques
null
SN Computer Science, 2020
10.1007/s42979-020-00286-w
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper analyses the application of artificial intelligence techniques to various areas of archaeology and more specifically: a) The use of software tools as a creative stimulus for the organization of exhibitions; the use of humanoid robots and holographic displays as guides that interact and involve museum visitors; b) The analysis of methods for the classification of fragments found in archaeological excavations and for the reconstruction of ceramics, with the recomposition of the parts of text missing from historical documents and epigraphs; c) The cataloguing and study of human remains to understand the social and historical context of belonging with the demonstration of the effectiveness of the AI techniques used; d) The detection of particularly difficult terrestrial archaeological sites with the analysis of the architectures of the Artificial Neural Networks most suitable for solving the problems presented by the site; the design of a study for the exploration of marine archaeological sites, located at depths that cannot be reached by man, through the construction of a freely explorable 3D version.
[ { "version": "v1", "created": "Tue, 5 May 2020 17:09:48 GMT" }, { "version": "v2", "created": "Tue, 30 Jun 2020 23:50:14 GMT" } ]
1,601,337,600,000
[ [ "Mantovan", "Lorenzo", "" ], [ "Nanni", "Loris", "" ] ]
2005.02880
Jessica Hamrick
Eliza Kosoy, Jasmine Collins, David M. Chan, Sandy Huang, Deepak Pathak, Pulkit Agrawal, John Canny, Alison Gopnik, Jessica B. Hamrick
Exploring Exploration: Comparing Children with RL Agents in Unified Environments
Published as a workshop paper at "Bridging AI and Cognitive Science" (ICLR 2020)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Research in developmental psychology consistently shows that children explore the world thoroughly and efficiently and that this exploration allows them to learn. In turn, this early learning supports more robust generalization and intelligent behavior later in life. While much work has gone into developing methods for exploration in machine learning, artificial agents have not yet reached the high standard set by their human counterparts. In this work we propose using DeepMind Lab (Beattie et al., 2016) as a platform to directly compare child and agent behaviors and to develop new exploration techniques. We outline two ongoing experiments to demonstrate the effectiveness of a direct comparison, and outline a number of open research questions that we believe can be tested using this methodology.
[ { "version": "v1", "created": "Wed, 6 May 2020 14:54:31 GMT" }, { "version": "v2", "created": "Wed, 1 Jul 2020 09:26:18 GMT" } ]
1,593,648,000,000
[ [ "Kosoy", "Eliza", "" ], [ "Collins", "Jasmine", "" ], [ "Chan", "David M.", "" ], [ "Huang", "Sandy", "" ], [ "Pathak", "Deepak", "" ], [ "Agrawal", "Pulkit", "" ], [ "Canny", "John", "" ], [ "Gopnik", "Alison", "" ], [ "Hamrick", "Jessica B.", "" ] ]
2005.02963
Maayan Shvo
Maayan Shvo, Toryn Q. Klassen, Sheila A. McIlraith
Towards the Role of Theory of Mind in Explanation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Theory of Mind is commonly defined as the ability to attribute mental states (e.g., beliefs, goals) to oneself, and to others. A large body of previous work - from the social sciences to artificial intelligence - has observed that Theory of Mind capabilities are central to providing an explanation to another agent or when explaining that agent's behaviour. In this paper, we build and expand upon previous work by providing an account of explanation in terms of the beliefs of agents and the mechanism by which agents revise their beliefs given possible explanations. We further identify a set of desiderata for explanations that utilize Theory of Mind. These desiderata inform our belief-based account of explanation.
[ { "version": "v1", "created": "Wed, 6 May 2020 17:13:46 GMT" } ]
1,588,809,600,000
[ [ "Shvo", "Maayan", "" ], [ "Klassen", "Toryn Q.", "" ], [ "McIlraith", "Sheila A.", "" ] ]
2005.02986
Ramon Fraga Pereira
Kin Max Piamolini Gusm\~ao, Ramon Fraga Pereira, Felipe Meneguzzi
The More the Merrier?! Evaluating the Effect of Landmark Extraction Algorithms on Landmark-Based Goal Recognition
This paper has been published at the AAAI 2020 workshop on Plan, Activity, and Intent Recognition (PAIR)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent approaches to goal and plan recognition using classical planning domains have achieved state of the art results in terms of both recognition time and accuracy by using heuristics based on planning landmarks. To achieve such fast recognition time these approaches use efficient, but incomplete, algorithms to extract only a subset of landmarks for planning domains and problems, at the cost of some accuracy. In this paper, we investigate the impact and effect of using various landmark extraction algorithms capable of extracting a larger proportion of the landmarks for each given planning problem, up to exhaustive landmark extraction. We perform an extensive empirical evaluation of various landmark-based heuristics when using different percentages of the full set of landmarks. Results show that having more landmarks does not necessarily mean achieving higher accuracy and lower spread, as the additional extracted landmarks may not necessarily increase be helpful towards the goal recognition task.
[ { "version": "v1", "created": "Wed, 6 May 2020 17:41:19 GMT" } ]
1,588,809,600,000
[ [ "Gusmão", "Kin Max Piamolini", "" ], [ "Pereira", "Ramon Fraga", "" ], [ "Meneguzzi", "Felipe", "" ] ]
2005.03098
Arne Decadt
Arne Decadt, Jasper De Bock, Gert de Cooman
Inference with Choice Functions Made Practical
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We study how to infer new choices from previous choices in a conservative manner. To make such inferences, we use the theory of choice functions: a unifying mathematical framework for conservative decision making that allows one to impose axioms directly on the represented decisions. We here adopt the coherence axioms of De Bock and De Cooman (2019). We show how to naturally extend any given choice assessment to such a coherent choice function, whenever possible, and use this natural extension to make new choices. We present a practical algorithm to compute this natural extension and provide several methods that can be used to improve its scalability.
[ { "version": "v1", "created": "Thu, 7 May 2020 12:58:05 GMT" }, { "version": "v2", "created": "Sun, 10 May 2020 14:34:25 GMT" }, { "version": "v3", "created": "Wed, 15 Jul 2020 14:08:00 GMT" } ]
1,594,857,600,000
[ [ "Decadt", "Arne", "" ], [ "De Bock", "Jasper", "" ], [ "de Cooman", "Gert", "" ] ]
2005.03182
Thomas Da Silva Paula
David Murphy and Thomas S. Paula and Wagston Staehler and Juliano Vacaro and Gabriel Paz and Guilherme Marques and Bruna Oliveira
A Proposal for Intelligent Agents with Episodic Memory
7 pages, 2 figures
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
In the future we can expect that artificial intelligent agents, once deployed, will be required to learn continually from their experience during their operational lifetime. Such agents will also need to communicate with humans and other agents regarding the content of their experience, in the context of passing along their learnings, for the purpose of explaining their actions in specific circumstances or simply to relate more naturally to humans concerning experiences the agent acquires that are not necessarily related to their assigned tasks. We argue that to support these goals, an agent would benefit from an episodic memory; that is, a memory that encodes the agent's experience in such a way that the agent can relive the experience, communicate about it and use its past experience, inclusive of the agents own past actions, to learn more effective models and policies. In this short paper, we propose one potential approach to provide an AI agent with such capabilities. We draw upon the ever-growing body of work examining the function and operation of the Medial Temporal Lobe (MTL) in mammals to guide us in adding an episodic memory capability to an AI agent composed of artificial neural networks (ANNs). Based on that, we highlight important aspects to be considered in the memory organization and we propose an architecture combining ANNs and standard Computer Science techniques for supporting storage and retrieval of episodic memories. Despite being initial work, we hope this short paper can spark discussions around the creation of intelligent agents with memory or, at least, provide a different point of view on the subject.
[ { "version": "v1", "created": "Thu, 7 May 2020 00:26:42 GMT" } ]
1,633,046,400,000
[ [ "Murphy", "David", "" ], [ "Paula", "Thomas S.", "" ], [ "Staehler", "Wagston", "" ], [ "Vacaro", "Juliano", "" ], [ "Paz", "Gabriel", "" ], [ "Marques", "Guilherme", "" ], [ "Oliveira", "Bruna", "" ] ]
2005.04016
Abderrahmane Maaradji
Abderrahmane Maaradji, Marlon Dumas, Marcello La Rosa, and Alireza Ostovar
Detecting sudden and gradual drifts in business processes from execution traces
null
IEEE Transactions on Knowledge and Data Engineering 29, no. 10 (2017)
10.1109/TKDE.2017.2720601
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Business processes are prone to unexpected changes, as process workers may suddenly or gradually start executing a process differently in order to adjust to changes in workload, season, or other external factors. Early detection of business process changes enables managers to identify and act upon changes that may otherwise affect process performance. Business process drift detection refers to a family of methods to detect changes in a business process by analyzing event logs extracted from the systems that support the execution of the process. Existing methods for business process drift detection are based on an explorative analysis of a potentially large feature space and in some cases they require users to manually identify specific features that characterize the drift. Depending on the explored feature space, these methods miss various types of changes. Moreover, they are either designed to detect sudden drifts or gradual drifts but not both. This paper proposes an automated and statistically grounded method for detecting sudden and gradual business process drifts under a unified framework. An empirical evaluation shows that the method detects typical change patterns with significantly higher accuracy and lower detection delay than existing methods, while accurately distinguishing between sudden and gradual drifts.
[ { "version": "v1", "created": "Thu, 7 May 2020 16:22:11 GMT" } ]
1,589,155,200,000
[ [ "Maaradji", "Abderrahmane", "" ], [ "Dumas", "Marlon", "" ], [ "La Rosa", "Marcello", "" ], [ "Ostovar", "Alireza", "" ] ]
2005.04306
Peter Clark
Peter Clark, John Thompson, Bruce Porter
Knowledge Patterns
Published in the Handbook of Ontologies, 2004, pp 191-207. (This is an updated and extended version of the paper by the same name in Proc. KR'2000)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes a new technique, called "knowledge patterns", for helping construct axiom-rich, formal ontologies, based on identifying and explicitly representing recurring patterns of knowledge (theory schemata) in the ontology, and then stating how those patterns map onto domain-specific concepts in the ontology. From a modeling perspective, knowledge patterns provide an important insight into the structure of a formal ontology: rather than viewing a formal ontology simply as a list of terms and axioms, knowledge patterns views it as a collection of abstract, modular theories (the "knowledge patterns") plus a collection of modeling decisions stating how different aspects of the world can be modeled using those theories. Knowledge patterns make both those abstract theories and their mappings to the domain of interest explicit, thus making modeling decisions clear, and avoiding some of the ontological confusion that can otherwise arise. In addition, from a computational perspective, knowledge patterns provide a simple and computationally efficient mechanism for facilitating knowledge reuse. We describe the technique and an application built using them, and then critique its strengths and weaknesses. We conclude that this technique enables us to better explicate both the structure and modeling decisions made when constructing a formal axiom-rich ontology.
[ { "version": "v1", "created": "Fri, 8 May 2020 22:33:30 GMT" } ]
1,589,241,600,000
[ [ "Clark", "Peter", "" ], [ "Thompson", "John", "" ], [ "Porter", "Bruce", "" ] ]
2005.04466
Romain Wallon
Daniel Le Berre, Pierre Marquis, Romain Wallon
On Weakening Strategies for PB Solvers
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Current pseudo-Boolean solvers implement different variants of the cutting planes proof system to infer new constraints during conflict analysis. One of these variants is generalized resolution, which allows to infer strong constraints, but suffers from the growth of coefficients it generates while combining pseudo-Boolean constraints. Another variant consists in using weakening and division, which is more efficient in practice but may infer weaker constraints. In both cases, weakening is mandatory to derive conflicting constraints. However, its impact on the performance of pseudo-Boolean solvers has not been assessed so far. In this paper, new application strategies for this rule are studied, aiming to infer strong constraints with small coefficients. We implemented them in Sat4j and observed that each of them improves the runtime of the solver. While none of them performs better than the others on all benchmarks, applying weakening on the conflict side has surprising good performance, whereas applying partial weakening and division on both the conflict and the reason sides provides the best results overall.
[ { "version": "v1", "created": "Sat, 9 May 2020 15:40:55 GMT" } ]
1,589,241,600,000
[ [ "Berre", "Daniel Le", "" ], [ "Marquis", "Pierre", "" ], [ "Wallon", "Romain", "" ] ]
2005.04589
Benjamin Goertzel
Ben Goertzel
Maximal Algorithmic Caliber and Algorithmic Causal Network Inference: General Principles of Real-World General Intelligence?
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Ideas and formalisms from far-from-equilibrium thermodynamics are ported to the context of stochastic computational processes, via following and extending Tadaki's algorithmic thermodynamics. A Principle of Maximum Algorithmic Caliber is proposed, providing guidance as to what computational processes one should hypothesize if one is provided constraints to work within. It is conjectured that, under suitable assumptions, computational processes obeying algorithmic Markov conditions will maximize algorithmic caliber. It is proposed that in accordance with this, real-world cognitive systems may operate in substantial part by modeling their environments and choosing their actions to be (approximate and compactly represented) algorithmic Markov networks. These ideas are suggested as potential early steps toward a general theory of the operation of pragmatic generally intelligent systems.
[ { "version": "v1", "created": "Sun, 10 May 2020 06:14:59 GMT" } ]
1,589,241,600,000
[ [ "Goertzel", "Ben", "" ] ]
2005.05131
Kuruge Darshana Abeyrathna
K. Darshana Abeyrathna, Ole-Christoffer Granmo, Morten Goodwin
Extending the Tsetlin Machine With Integer-Weighted Clauses for Increased Interpretability
20 pages, 10 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Despite significant effort, building models that are both interpretable and accurate is an unresolved challenge for many pattern recognition problems. In general, rule-based and linear models lack accuracy, while deep learning interpretability is based on rough approximations of the underlying inference. Using a linear combination of conjunctive clauses in propositional logic, Tsetlin Machines (TMs) have shown competitive performance on diverse benchmarks. However, to do so, many clauses are needed, which impacts interpretability. Here, we address the accuracy-interpretability challenge in machine learning by equipping the TM clauses with integer weights. The resulting Integer Weighted TM (IWTM) deals with the problem of learning which clauses are inaccurate and thus must team up to obtain high accuracy as a team (low weight clauses), and which clauses are sufficiently accurate to operate more independently (high weight clauses). Since each TM clause is formed adaptively by a team of Tsetlin Automata, identifying effective weights becomes a challenging online learning problem. We address this problem by extending each team of Tsetlin Automata with a stochastic searching on the line (SSL) automaton. In our novel scheme, the SSL automaton learns the weight of its clause in interaction with the corresponding Tsetlin Automata team, which, in turn, adapts the composition of the clause by the adjusting weight. We evaluate IWTM empirically using five datasets, including a study of interpetability. On average, IWTM uses 6.5 times fewer literals than the vanilla TM and 120 times fewer literals than a TM with real-valued weights. Furthermore, in terms of average F1-Score, IWTM outperforms simple Multi-Layered Artificial Neural Networks, Decision Trees, Support Vector Machines, K-Nearest Neighbor, Random Forest, XGBoost, Explainable Boosting Machines, and standard and real-value weighted TMs.
[ { "version": "v1", "created": "Mon, 11 May 2020 14:18:09 GMT" } ]
1,589,241,600,000
[ [ "Abeyrathna", "K. Darshana", "" ], [ "Granmo", "Ole-Christoffer", "" ], [ "Goodwin", "Morten", "" ] ]
2005.05137
Kieran Greer Dr
Kieran Greer
New Ideas for Brain Modelling 6
null
AIMS Biophysics, Vol. 7, Issue 4, pp. 308-322 (2020)
10.3934/biophy.2020022.
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes implementation details for a 3-level cognitive model, described in the paper series. The whole architecture is now modular, with different levels using different types of information. The ensemble-hierarchy relationship is maintained and placed in the bottom optimising and middle aggregating levels, to store memory objects and their relations. The top-level cognitive layer has been re-designed to model the Cognitive Process Language (CPL) of an earlier paper, by refactoring it into a network structure with a light scheduler. The cortex brain region is thought to be hierarchical - clustering from simple to more complex features. The refactored network might therefore challenge conventional thinking on that brain region. It is also argued that the function and structure in particular, of the new top level, is similar to the psychology theory of chunking. The model is still only a framework and does not have enough information for real intelligence. But a framework is now implemented over the whole design and so can give a more complete picture about the potential for results.
[ { "version": "v1", "created": "Mon, 11 May 2020 14:28:34 GMT" } ]
1,596,153,600,000
[ [ "Greer", "Kieran", "" ] ]
2005.05538
Nicholas Kluge Corr\^ea
Nythamar de Oliveira and Nicholas Kluge Corr\^ea
Dynamic Cognition Applied to Value Learning in Artificial Intelligence
null
Aoristo - International Journal of Phenomenology, Hermeneutics and Metaphysics (2021)
10.6394/aoristo.v2i4.27982
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
Experts in Artificial Intelligence (AI) development predict that advances in the development of intelligent systems and agents will reshape vital areas in our society. Nevertheless, if such an advance isn't done with prudence, it can result in negative outcomes for humanity. For this reason, several researchers in the area are trying to develop a robust, beneficial, and safe concept of artificial intelligence. Currently, several of the open problems in the field of AI research arise from the difficulty of avoiding unwanted behaviors of intelligent agents, and at the same time specifying what we want such systems to do. It is of utmost importance that artificial intelligent agents have their values aligned with human values, given the fact that we cannot expect an AI to develop our moral preferences simply because of its intelligence, as discussed in the Orthogonality Thesis. Perhaps this difficulty comes from the way we are addressing the problem of expressing objectives, values, and ends, using representational cognitive methods. A solution to this problem would be the dynamic cognitive approach proposed by Dreyfus, whose phenomenological philosophy defends that the human experience of being-in-the-world cannot be represented by the symbolic or connectionist cognitive methods. A possible approach to this problem would be to use theoretical models such as SED (situated embodied dynamics) to address the values learning problem in AI.
[ { "version": "v1", "created": "Tue, 12 May 2020 03:58:52 GMT" }, { "version": "v2", "created": "Fri, 14 Aug 2020 01:51:35 GMT" }, { "version": "v3", "created": "Thu, 27 Aug 2020 19:41:56 GMT" }, { "version": "v4", "created": "Sun, 25 Oct 2020 20:49:17 GMT" }, { "version": "v5", "created": "Sun, 22 Aug 2021 20:25:31 GMT" }, { "version": "v6", "created": "Tue, 24 Aug 2021 01:15:40 GMT" } ]
1,629,849,600,000
[ [ "de Oliveira", "Nythamar", "" ], [ "Corrêa", "Nicholas Kluge", "" ] ]
2005.05712
Ramon Fraga Pereira
Ramon Fraga Pereira
Goal Recognition over Imperfect Domain Models
Ph. D. Thesis defended in February of 2020, PUCRS, Porto Alegre, Brazil
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Goal recognition is the problem of recognizing the intended goal of autonomous agents or humans by observing their behavior in an environment. Over the past years, most existing approaches to goal and plan recognition have been ignoring the need to deal with imperfections regarding the domain model that formalizes the environment where autonomous agents behave. In this thesis, we introduce the problem of goal recognition over imperfect domain models, and develop solution approaches that explicitly deal with two distinct types of imperfect domains models: (1) incomplete discrete domain models that have possible, rather than known, preconditions and effects in action descriptions; and (2) approximate continuous domain models, where the transition function is approximated from past observations and not well-defined. We develop novel goal recognition approaches over imperfect domains models by leveraging and adapting existing recognition approaches from the literature. Experiments and evaluation over these two types of imperfect domains models show that our novel goal recognition approaches are accurate in comparison to baseline approaches from the literature, at several levels of observability and imperfections.
[ { "version": "v1", "created": "Tue, 12 May 2020 12:11:53 GMT" } ]
1,589,328,000,000
[ [ "Pereira", "Ramon Fraga", "" ] ]
2005.05721
Quratul-Ain Mahesar
Quratul-ain Mahesar, Nir Oren and Wamberto W. Vasconcelos
Preference Elicitation in Assumption-Based Argumentation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Various structured argumentation frameworks utilize preferences as part of their standard inference procedure to enable reasoning with preferences. In this paper, we consider an inverse of the standard reasoning problem, seeking to identify what preferences over assumptions could lead to a given set of conclusions being drawn. We ground our work in the Assumption-Based Argumentation (ABA) framework, and present an algorithm which computes and enumerates all possible sets of preferences over the assumptions in the system from which a desired conflict free set of conclusions can be obtained under a given semantic. After describing our algorithm, we establish its soundness, completeness and complexity.
[ { "version": "v1", "created": "Tue, 12 May 2020 12:31:27 GMT" } ]
1,589,328,000,000
[ [ "Mahesar", "Quratul-ain", "" ], [ "Oren", "Nir", "" ], [ "Vasconcelos", "Wamberto W.", "" ] ]
2005.05849
Quratul-Ain Mahesar
Quratul-ain Mahesar and Simon Parsons
Argument Schemes for Explainable Planning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Artificial Intelligence (AI) is being increasingly used to develop systems that produce intelligent solutions. However, there is a major concern that whether the systems built will be trusted by humans. In order to establish trust in AI systems, there is a need for the user to understand the reasoning behind their solutions and therefore, the system should be able to explain and justify its output. In this paper, we use argumentation to provide explanations in the domain of AI planning. We present argument schemes to create arguments that explain a plan and its components; and a set of critical questions that allow interaction between the arguments and enable the user to obtain further information regarding the key elements of the plan. Finally, we present some properties of the plan arguments.
[ { "version": "v1", "created": "Tue, 12 May 2020 15:09:50 GMT" } ]
1,589,328,000,000
[ [ "Mahesar", "Quratul-ain", "" ], [ "Parsons", "Simon", "" ] ]
2005.05906
Brent Mittelstadt
Sandra Wachter, Brent Mittelstadt, Chris Russell
Why Fairness Cannot Be Automated: Bridging the Gap Between EU Non-Discrimination Law and AI
null
null
10.2139/ssrn.3547922
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This article identifies a critical incompatibility between European notions of discrimination and existing statistical measures of fairness. First, we review the evidential requirements to bring a claim under EU non-discrimination law. Due to the disparate nature of algorithmic and human discrimination, the EU's current requirements are too contextual, reliant on intuition, and open to judicial interpretation to be automated. Second, we show how the legal protection offered by non-discrimination law is challenged when AI, not humans, discriminate. Humans discriminate due to negative attitudes (e.g. stereotypes, prejudice) and unintentional biases (e.g. organisational practices or internalised stereotypes) which can act as a signal to victims that discrimination has occurred. Finally, we examine how existing work on fairness in machine learning lines up with procedures for assessing cases under EU non-discrimination law. We propose "conditional demographic disparity" (CDD) as a standard baseline statistical measurement that aligns with the European Court of Justice's "gold standard." Establishing a standard set of statistical evidence for automated discrimination cases can help ensure consistent procedures for assessment, but not judicial interpretation, of cases involving AI and automated systems. Through this proposal for procedural regularity in the identification and assessment of automated discrimination, we clarify how to build considerations of fairness into automated systems as far as possible while still respecting and enabling the contextual approach to judicial interpretation practiced under EU non-discrimination law. N.B. Abridged abstract
[ { "version": "v1", "created": "Tue, 12 May 2020 16:30:12 GMT" } ]
1,589,328,000,000
[ [ "Wachter", "Sandra", "" ], [ "Mittelstadt", "Brent", "" ], [ "Russell", "Chris", "" ] ]
2005.06885
Bing Huang
Bing Huang, Athman Bouguettaya, Hai Dong
Enabling Edge Cloud Intelligence for Activity Learning in Smart Home
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose a novel activity learning framework based on Edge Cloud architecture for the purpose of recognizing and predicting human activities. Although activity recognition has been vastly studied by many researchers, the temporal features that constitute an activity, which can provide useful insights for activity models, have not been exploited to their full potentials by mining algorithms. In this paper, we utilize temporal features for activity recognition and prediction in a single smart home setting. We discover activity patterns and temporal relations such as the order of activities from real data to develop a prompting system. Analysis of real data collected from smart homes was used to validate the proposed method.
[ { "version": "v1", "created": "Thu, 14 May 2020 11:43:20 GMT" } ]
1,589,500,800,000
[ [ "Huang", "Bing", "" ], [ "Bouguettaya", "Athman", "" ], [ "Dong", "Hai", "" ] ]
2005.06914
Bing Huang
Bing Huang, Athman Bouguettaya, Azadeh Ghari Neiat
Cognitive Amplifier for Internet of Things
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a Cognitive Amplifier framework to augment things part of an IoT, with cognitive capabilities for the purpose of improving life convenience. Specifically, the Cognitive Amplifier consists of knowledge discovery and prediction components. The knowledge discovery component focuses on finding natural activity patterns considering their regularity, variations, and transitions in real life setting. The prediction component takes the discovered knowledge as the base for inferring what, when, and where the next activity will happen. Experimental results on real-life data validate the feasibility and applicability of the proposed approach.
[ { "version": "v1", "created": "Thu, 14 May 2020 12:30:42 GMT" } ]
1,589,500,800,000
[ [ "Huang", "Bing", "" ], [ "Bouguettaya", "Athman", "" ], [ "Neiat", "Azadeh Ghari", "" ] ]
2005.07073
Edoardo Bacci
Edoardo Bacci and David Parker
Probabilistic Guarantees for Safe Deep Reinforcement Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Deep reinforcement learning has been successfully applied to many control tasks, but the application of such agents in safety-critical scenarios has been limited due to safety concerns. Rigorous testing of these controllers is challenging, particularly when they operate in probabilistic environments due to, for example, hardware faults or noisy sensors. We propose MOSAIC, an algorithm for measuring the safety of deep reinforcement learning agents in stochastic settings. Our approach is based on the iterative construction of a formal abstraction of a controller's execution in an environment, and leverages probabilistic model checking of Markov decision processes to produce probabilistic guarantees on safe behaviour over a finite time horizon. It produces bounds on the probability of safe operation of the controller for different initial configurations and identifies regions where correct behaviour can be guaranteed. We implement and evaluate our approach on agents trained for several benchmark control problems.
[ { "version": "v1", "created": "Thu, 14 May 2020 15:42:19 GMT" }, { "version": "v2", "created": "Wed, 8 Jul 2020 09:55:04 GMT" } ]
1,594,252,800,000
[ [ "Bacci", "Edoardo", "" ], [ "Parker", "David", "" ] ]
2005.07870
Diego Fernando Gomez Noriega
Diego Gomez, Nicanor Quijano, Luis Felipe Giraldo
Learning Transferable Concepts in Deep Reinforcement Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
While humans and animals learn incrementally during their lifetimes and exploit their experience to solve new tasks, standard deep reinforcement learning methods specialize to solve only one task at a time. As a result, the information they acquire is hardly reusable in new situations. Here, we introduce a new perspective on the problem of leveraging prior knowledge to solve future tasks. We show that learning discrete representations of sensory inputs can provide a high-level abstraction that is common across multiple tasks, thus facilitating the transference of information. In particular, we show that it is possible to learn such representations by self-supervision, following an information theoretic approach. Our method is able to learn concepts in locomotive and optimal control tasks that increase the sample efficiency in both known and unknown tasks, opening a new path to endow artificial agents with generalization abilities.
[ { "version": "v1", "created": "Sat, 16 May 2020 04:45:51 GMT" }, { "version": "v2", "created": "Tue, 19 May 2020 15:05:31 GMT" }, { "version": "v3", "created": "Thu, 25 Feb 2021 01:33:54 GMT" }, { "version": "v4", "created": "Tue, 22 Feb 2022 08:08:51 GMT" } ]
1,645,574,400,000
[ [ "Gomez", "Diego", "" ], [ "Quijano", "Nicanor", "" ], [ "Giraldo", "Luis Felipe", "" ] ]
2005.08078
David Limbaugh
David Limbaugh, Jobst Landgrebe, David Kasmier, Ronald Rudnicki, James Llinas, Barry Smith
Ontology and Cognitive Outcomes
19 pages, 6 figures
Journal of Knowledge Structures & Systems, 1(1), 3-22 (2020)
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Here we understand 'intelligence' as referring to items of knowledge collected for the sake of assessing and maintaining national security. The intelligence community (IC) of the United States (US) is a community of organizations that collaborate in collecting and processing intelligence for the US. The IC relies on human-machine-based analytic strategies that 1) access and integrate vast amounts of information from disparate sources, 2) continuously process this information, so that, 3) a maximally comprehensive understanding of world actors and their behaviors can be developed and updated. Herein we describe an approach to utilizing outcomes-based learning (OBL) to support these efforts that is based on an ontology of the cognitive processes performed by intelligence analysts. Of particular importance to the Cognitive Process Ontology is the class Representation that is Warranted. Such a representation is descriptive in nature and deserving of trust in its veridicality. The latter is because a Representation that is Warranted is always produced by a process that was vetted (or successfully designed) to reliably produce veridical representations. As such, Representations that are Warranted are what in other contexts we might refer to as 'items of knowledge'.
[ { "version": "v1", "created": "Sat, 16 May 2020 19:50:26 GMT" }, { "version": "v2", "created": "Thu, 13 Aug 2020 17:18:40 GMT" }, { "version": "v3", "created": "Fri, 8 Jan 2021 14:49:58 GMT" } ]
1,610,323,200,000
[ [ "Limbaugh", "David", "" ], [ "Landgrebe", "Jobst", "" ], [ "Kasmier", "David", "" ], [ "Rudnicki", "Ronald", "" ], [ "Llinas", "James", "" ], [ "Smith", "Barry", "" ] ]
2005.08517
Joel Colloc
Jo\"el Colloc (IDEES), Danielle Boulanger
Automatic Knowledge Acquisition for Object-Oriented Expert Systems
null
AVIGNON'93 Thirteenth International Conference Artificial Intelligence, Expert Systems, Natural Language, May 1993, Avignon, France
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We describe an Object Oriented Model for building Expert Systems. This model and the detection of similarities allow to implement reasoning modes as induction, deduction and simulation. We specially focus on similarity and its use in induction. We propose original algorithms which deal with total and partial structural similitude of objects to facilitate knowledge acquisition.
[ { "version": "v1", "created": "Mon, 18 May 2020 08:16:48 GMT" } ]
1,589,846,400,000
[ [ "Colloc", "Joël", "", "IDEES" ], [ "Boulanger", "Danielle", "" ] ]
2005.08954
Toby Walsh
Toby Walsh
On the Complexity of Breaking Symmetry
Appears in Proceedings of the 11th International Workshop on Symmetry in Constraint Satisfaction Problems (SymCon'11). Held alongside the International Conference on the Principles and Practice of Constraint Programming (CP 2011). arXiv admin note: text overlap with arXiv:1306.5053
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We can break symmetry by eliminating solutions within a symmetry class that are not least in the lexicographical ordering. This is often referred to as the lex-leader method. Unfortunately, as symmetry groups can be large, the lexleader method is not tractable in general. We prove that using other total orderings besides the usual lexicographical ordering will not reduce the computational complexity of breaking symmetry in general. It follows that breaking symmetry with other orderings like the Gray code ordering or the Snake-Lex ordering is intractable in general.
[ { "version": "v1", "created": "Sat, 16 May 2020 23:54:06 GMT" } ]
1,589,932,800,000
[ [ "Walsh", "Toby", "" ] ]
2005.09280
Anton Kolonin Dr.
Anton Kolonin
Controlled Language and Baby Turing Test for General Conversational Intelligence
10 pages, 4 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
General conversational intelligence appears to be an important part of artificial general intelligence. Respectively, it requires accessible measures of the intelligence quality and controllable ways of its achievement, ideally - having the linguistic and semantic models represented in a reasonable way. Our work is suggesting to use Baby Turing Test approach to extend the classic Turing Test for conversational intelligence and controlled language based on semantic graph representation extensible for arbitrary subject domain. We describe how the two can be used together to build a general-purpose conversational system such as an intelligent assistant for online media and social network data processing.
[ { "version": "v1", "created": "Tue, 19 May 2020 08:27:26 GMT" } ]
1,589,932,800,000
[ [ "Kolonin", "Anton", "" ] ]
2005.09331
Athina Georgara
Athina Georgara, Carles Sierra, Juan A. Rodr\'iguez-Aguilar
TAIP: an anytime algorithm for allocating student teams to internship programs
10 pages, 7 figures
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
In scenarios that require teamwork, we usually have at hand a variety of specific tasks, for which we need to form a team in order to carry out each one. Here we target the problem of matching teams with tasks within the context of education, and specifically in the context of forming teams of students and allocating them to internship programs. First we provide a formalization of the Team Allocation for Internship Programs Problem, and show the computational hardness of solving it optimally. Thereafter, we propose TAIP, a heuristic algorithm that generates an initial team allocation which later on attempts to improve in an iterative process. Moreover, we conduct a systematic evaluation to show that TAIP reaches optimality, and outperforms CPLEX in terms of time.
[ { "version": "v1", "created": "Tue, 19 May 2020 09:50:38 GMT" } ]
1,589,932,800,000
[ [ "Georgara", "Athina", "" ], [ "Sierra", "Carles", "" ], [ "Rodríguez-Aguilar", "Juan A.", "" ] ]
2005.09645
Thomas Moerland
Thomas M Moerland, Joost Broekens, Aske Plaat, Catholijn M Jonker
The Second Type of Uncertainty in Monte Carlo Tree Search
arXiv admin note: text overlap with arXiv:1805.09218
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Monte Carlo Tree Search (MCTS) efficiently balances exploration and exploitation in tree search based on count-derived uncertainty. However, these local visit counts ignore a second type of uncertainty induced by the size of the subtree below an action. We first show how, due to the lack of this second uncertainty type, MCTS may completely fail in well-known sparse exploration problems, known from the reinforcement learning community. We then introduce a new algorithm, which estimates the size of the subtree below an action, and leverages this information in the UCB formula to better direct exploration. Subsequently, we generalize these ideas by showing that loops, i.e., the repeated occurrence of (approximately) the same state in the same trace, are actually a special case of subtree depth variation. Testing on a variety of tasks shows that our algorithms increase sample efficiency, especially when the planning budget per timestep is small.
[ { "version": "v1", "created": "Tue, 19 May 2020 09:10:51 GMT" } ]
1,590,019,200,000
[ [ "Moerland", "Thomas M", "" ], [ "Broekens", "Joost", "" ], [ "Plaat", "Aske", "" ], [ "Jonker", "Catholijn M", "" ] ]
2005.09755
Rachel Freedman
Rachel Freedman, Jana Schaich Borg, Walter Sinnott-Armstrong, John P. Dickerson, Vincent Conitzer
Adapting a Kidney Exchange Algorithm to Align with Human Values
null
Artificial Intelligence 283 (2020) 103261
10.1016/j.artint.2020.103261 10.1145/3278721.3278727
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The efficient and fair allocation of limited resources is a classical problem in economics and computer science. In kidney exchanges, a central market maker allocates living kidney donors to patients in need of an organ. Patients and donors in kidney exchanges are prioritized using ad-hoc weights decided on by committee and then fed into an allocation algorithm that determines who gets what--and who does not. In this paper, we provide an end-to-end methodology for estimating weights of individual participant profiles in a kidney exchange. We first elicit from human subjects a list of patient attributes they consider acceptable for the purpose of prioritizing patients (e.g., medical characteristics, lifestyle choices, and so on). Then, we ask subjects comparison queries between patient profiles and estimate weights in a principled way from their responses. We show how to use these weights in kidney exchange market clearing algorithms. We then evaluate the impact of the weights in simulations and find that the precise numerical values of the weights we computed matter little, other than the ordering of profiles that they imply. However, compared to not prioritizing patients at all, there is a significant effect, with certain classes of patients being (de)prioritized based on the human-elicited value judgments.
[ { "version": "v1", "created": "Tue, 19 May 2020 21:00:29 GMT" } ]
1,590,019,200,000
[ [ "Freedman", "Rachel", "" ], [ "Borg", "Jana Schaich", "" ], [ "Sinnott-Armstrong", "Walter", "" ], [ "Dickerson", "John P.", "" ], [ "Conitzer", "Vincent", "" ] ]
2005.09833
Shiqi Zhang
Keting Lu, Shiqi Zhang, Peter Stone, Xiaoping Chen
Learning and Reasoning for Robot Dialog and Navigation Tasks
arXiv admin note: substantial text overlap with arXiv:1809.11074
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reinforcement learning and probabilistic reasoning algorithms aim at learning from interaction experiences and reasoning with probabilistic contextual knowledge respectively. In this research, we develop algorithms for robot task completions, while looking into the complementary strengths of reinforcement learning and probabilistic reasoning techniques. The robots learn from trial-and-error experiences to augment their declarative knowledge base, and the augmented knowledge can be used for speeding up the learning process in potentially different tasks. We have implemented and evaluated the developed algorithms using mobile robots conducting dialog and navigation tasks. From the results, we see that our robot's performance can be improved by both reasoning with human knowledge and learning from task-completion experience. More interestingly, the robot was able to learn from navigation tasks to improve its dialog strategies.
[ { "version": "v1", "created": "Wed, 20 May 2020 03:20:42 GMT" }, { "version": "v2", "created": "Mon, 31 Aug 2020 02:07:43 GMT" } ]
1,599,004,800,000
[ [ "Lu", "Keting", "" ], [ "Zhang", "Shiqi", "" ], [ "Stone", "Peter", "" ], [ "Chen", "Xiaoping", "" ] ]
2005.09961
Tristan Cazenave
Tristan Cazenave and Thomas Fournier
Monte Carlo Inverse Folding
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The RNA Inverse Folding problem comes from computational biology. The goal is to find a molecule that has a given folding. It is important for scientific fields such as bioengineering, pharmaceutical research, biochemistry, synthetic biology and RNA nanostructures. Nested Monte Carlo Search has given excellent results for this problem. We propose to adapt and evaluate different Monte Carlo Search algorithms for the RNA Inverse Folding problem.
[ { "version": "v1", "created": "Wed, 20 May 2020 11:07:20 GMT" } ]
1,590,019,200,000
[ [ "Cazenave", "Tristan", "" ], [ "Fournier", "Thomas", "" ] ]
2005.10131
Joseph Y. Halpern
Meir Friedenberg and Joseph Y. Halpern
Combining the Causal Judgments of Experts with Possibly Different Focus Areas
Appear in the Proceedings of the Sixteenth International Conference on Principles of Knowledge Representation and Reasoning (KR2018}, 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In many real-world settings, a decision-maker must combine information provided by different experts in order to decide on an effective policy. Alrajeh, Chockler, and Halpern [2018] showed how to combine causal models that are compatible in the sense that, for variables that appear in both models, the experts agree on the causal structure. In this work we show how causal models can be combined in cases where the experts might disagree on the causal structure for variables that appear in both models due to having different focus areas. We provide a new formal definition of compatibility of models in this setting and show how compatible models can be combined. We also consider the complexity of determining whether models are compatible. We believe that the notions defined in this work are of direct relevance to many practical decision making scenarios that come up in natural, social, and medical science settings.
[ { "version": "v1", "created": "Wed, 20 May 2020 15:28:08 GMT" } ]
1,590,019,200,000
[ [ "Friedenberg", "Meir", "" ], [ "Halpern", "Joseph Y.", "" ] ]
2005.10383
Joseph Y. Halpern
Matvey Soloviev, Joseph Y. Halpern
Information Acquisition Under Resource Limitations in a Noisy Environment
A preliminary version of the paper appeared in \emph{Proceedings of the Thirty-Second AAAI Conference on Artificial Intelligence (AAAI-18)}, 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce a theoretical model of information acquisition under resource limitations in a noisy environment. An agent must guess the truth value of a given Boolean formula $\varphi$ after performing a bounded number of noisy tests of the truth values of variables in the formula. We observe that, in general, the problem of finding an optimal testing strategy for $\phi$ is hard, but we suggest a useful heuristic. The techniques we use also give insight into two apparently unrelated, but well-studied problems: (1) \emph{rational inattention}, that is, when it is rational to ignore pertinent information (the optimal strategy may involve hardly ever testing variables that are clearly relevant to $\phi$), and (2) what makes a formula hard to learn/remember.
[ { "version": "v1", "created": "Wed, 20 May 2020 22:49:48 GMT" } ]
1,590,105,600,000
[ [ "Soloviev", "Matvey", "" ], [ "Halpern", "Joseph Y.", "" ] ]
2005.11016
Anis Najar
Anis Najar and Mohamed Chetouani
Reinforcement learning with human advice: a survey
Under review
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we provide an overview of the existing methods for integrating human advice into a Reinforcement Learning process. We first propose a taxonomy of the different forms of advice that can be provided to a learning agent. We then describe the methods that can be used for interpreting advice when its meaning is not determined beforehand. Finally, we review different approaches for integrating advice into the learning process.
[ { "version": "v1", "created": "Fri, 22 May 2020 06:00:13 GMT" }, { "version": "v2", "created": "Tue, 24 Nov 2020 09:02:59 GMT" } ]
1,606,262,400,000
[ [ "Najar", "Anis", "" ], [ "Chetouani", "Mohamed", "" ] ]
2005.11019
Florian Richoux
Florian Richoux
microPhantom: Playing microRTS under uncertainty and chaos
null
null
10.1109/CoG47356.2020.9231653
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This competition paper presents microPhantom, a bot playing microRTS and participating in the 2020 microRTS AI competition. microPhantom is based on our previous bot POAdaptive which won the partially observable track of the 2018 and 2019 microRTS AI competitions. In this paper, we focus on decision-making under uncertainty, by tackling the Unit Production Problem with a method based on a combination of Constraint Programming and decision theory. We show that using our method to decide which units to train improves significantly the win rate against the second-best microRTS bot from the partially observable track. We also show that our method is resilient in chaotic environments, with a very small loss of efficiency only. To allow replicability and to facilitate further research, the source code of microPhantom is available, as well as the Constraint Programming toolkit it uses.
[ { "version": "v1", "created": "Fri, 22 May 2020 06:05:46 GMT" }, { "version": "v2", "created": "Wed, 17 Jun 2020 03:05:00 GMT" } ]
1,653,350,400,000
[ [ "Richoux", "Florian", "" ] ]
2005.11247
Martin Balla
Martin Balla and Simon M. Lucas and Diego Perez-Liebana
Evaluating Generalisation in General Video Game Playing
accepted for publication in IEEE Conference on Games (CoG) 2020
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The General Video Game Artificial Intelligence (GVGAI) competition has been running for several years with various tracks. This paper focuses on the challenge of the GVGAI learning track in which 3 games are selected and 2 levels are given for training, while 3 hidden levels are left for evaluation. This setup poses a difficult challenge for current Reinforcement Learning (RL) algorithms, as they typically require much more data. This work investigates 3 versions of the Advantage Actor-Critic (A2C) algorithm trained on a maximum of 2 levels from the available 5 from the GVGAI framework and compares their performance on all levels. The selected sub-set of games have different characteristics, like stochasticity, reward distribution and objectives. We found that stochasticity improves the generalisation, but too much can cause the algorithms to fail to learn the training levels. The quality of the training levels also matters, different sets of training levels can boost generalisation over all levels. In the GVGAI competition agents are scored based on their win rates and then their scores achieved in the games. We found that solely using the rewards provided by the game might not encourage winning.
[ { "version": "v1", "created": "Fri, 22 May 2020 15:57:52 GMT" } ]
1,590,364,800,000
[ [ "Balla", "Martin", "" ], [ "Lucas", "Simon M.", "" ], [ "Perez-Liebana", "Diego", "" ] ]
2005.11963
Mieczys{\l}aw K{\l}opotek
Mieczys{\l}aw A. K{\l}opotek
Non-Destructive Sample Generation From Conditional Belief Functions
null
[in:]: Z. Bubnicki, A. Grzech eds: Proc. 13th International Conference on Systems Science. September 15-18, 1998, Wroc{\l}aw. Oficyna Wydawnicza Politechniki Wroc{\l}awskiej, Wroc{\l}aw 1998, Vol. I, pp. 115-120
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents a new approach to generate samples from conditional belief functions for a restricted but non trivial subset of conditional belief functions. It assumes the factorization (decomposition) of a belief function along a bayesian network structure. It applies general conditional belief functions.
[ { "version": "v1", "created": "Mon, 25 May 2020 08:18:45 GMT" } ]
1,590,451,200,000
[ [ "Kłopotek", "Mieczysław A.", "" ] ]
2005.11979
Mieczys{\l}aw K{\l}opotek
Mieczyslaw A. Klopotek and Andrzej Matuszewski
On Irrelevance of Attributes in Flexible Prediction
null
Proc. 2nd Int. Conf. on New Techniques and Technologies for Statistics (NTTS'95), Bonn, 19-22 Nov., 1995, Publisher: GMD Sankt Augustin, pp. 282-293
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper analyses properties of conceptual hierarchy obtained via incremental concept formation method called "flexible prediction" in order to determine what kind of "relevance" of participating attributes may be requested for meaningful conceptual hierarchy. The impact of selection of simple and combined attributes, of scaling and of distribution of individual attributes and of correlation strengths among them is investigated. Paradoxically, both: attributes weakly and strongly related with other attributes have deteriorating impact onto the overall classification. Proper construction of derived attributes as well as selection of scaling of individual attributes strongly influences the obtained concept hierarchy. Attribute density of distribution seems to influence the classification weakly It seems also, that concept hierarchies (taxonomies) reflect a compromise between the data and our interests in some objective truth about the data. To obtain classifications more suitable for one's purposes, breaking the symmetry among attributes (by dividing them into dependent and independent and applying differing evaluation formulas for their contribution) is suggested. Both continuous and discrete variables are considered. Some methodologies for the former are considered.
[ { "version": "v1", "created": "Mon, 25 May 2020 08:41:48 GMT" } ]
1,590,451,200,000
[ [ "Klopotek", "Mieczyslaw A.", "" ], [ "Matuszewski", "Andrzej", "" ] ]
2005.12360
Jalal Etesami
Jalal Etesami, Christoph-Nikolas Straehle
Non-cooperative Multi-agent Systems with Exploring Agents
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Multi-agent learning is a challenging problem in machine learning that has applications in different domains such as distributed control, robotics, and economics. We develop a prescriptive model of multi-agent behavior using Markov games. Since in many multi-agent systems, agents do not necessary select their optimum strategies against other agents (e.g., multi-pedestrian interaction), we focus on models in which the agents play "exploration but near optimum strategies". We model such policies using the Boltzmann-Gibbs distribution. This leads to a set of coupled Bellman equations that describes the behavior of the agents. We introduce a set of conditions under which the set of equations admit a unique solution and propose two algorithms that provably provide the solution in finite and infinite time horizon scenarios. We also study a practical setting in which the interactions can be described using the occupancy measures and propose a simplified Markov game with less complexity. Furthermore, we establish the connection between the Markov games with exploration strategies and the principle of maximum causal entropy for multi-agent systems. Finally, we evaluate the performance of our algorithms via several well-known games from the literature and some games that are designed based on real world applications.
[ { "version": "v1", "created": "Mon, 25 May 2020 19:34:29 GMT" } ]
1,590,537,600,000
[ [ "Etesami", "Jalal", "" ], [ "Straehle", "Christoph-Nikolas", "" ] ]
2005.12697
Colin Bellinger
Colin Bellinger, Rory Coles, Mark Crowley, Isaac Tamblyn
Active Measure Reinforcement Learning for Observation Cost Minimization
Under review at NeurIPS 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Standard reinforcement learning (RL) algorithms assume that the observation of the next state comes instantaneously and at no cost. In a wide variety of sequential decision making tasks ranging from medical treatment to scientific discovery, however, multiple classes of state observations are possible, each of which has an associated cost. We propose the active measure RL framework (Amrl) as an initial solution to this problem where the agent learns to maximize the costed return, which we define as the discounted sum of rewards minus the sum of observation costs. Our empirical evaluation demonstrates that Amrl-Q agents are able to learn a policy and state estimator in parallel during online training. During training the agent naturally shifts from its reliance on costly measurements of the environment to its state estimator in order to increase its reward. It does this without harm to the learned policy. Our results show that the Amrl-Q agent learns at a rate similar to standard Q-learning and Dyna-Q. Critically, by utilizing an active strategy, Amrl-Q achieves a higher costed return.
[ { "version": "v1", "created": "Tue, 26 May 2020 13:18:09 GMT" } ]
1,590,537,600,000
[ [ "Bellinger", "Colin", "" ], [ "Coles", "Rory", "" ], [ "Crowley", "Mark", "" ], [ "Tamblyn", "Isaac", "" ] ]
2005.12713
Christoph Beierle
Christian Komo and Christoph Beierle
Nonmonotonic Inferences with Qualitative Conditionals based on Preferred Structures on Worlds
14 pages, 3 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A conditional knowledge base R is a set of conditionals of the form "If A, the usually B". Using structural information derived from the conditionals in R, we introduce the preferred structure relation on worlds. The preferred structure relation is the core ingredient of a new inference relation called system W inference that inductively completes the knowledge given explicitly in R. We show that system W exhibits desirable inference properties like satisfying system P and avoiding, in contrast to e.g. system Z, the drowning problem. It fully captures and strictly extends both system Z and skeptical c-inference. In contrast to skeptical c-inference, it does not require to solve a complex constraint satisfaction problem, but is as tractable as system Z.
[ { "version": "v1", "created": "Tue, 26 May 2020 13:32:00 GMT" } ]
1,590,537,600,000
[ [ "Komo", "Christian", "" ], [ "Beierle", "Christoph", "" ] ]
2005.13129
Lizi Liao Ms
Lizi Liao, Yunshan Ma, Wenqiang Lei, Tat-Seng Chua
Rethinking Dialogue State Tracking with Reasoning
further modification needed
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Tracking dialogue states to better interpret user goals and feed downstream policy learning is a bottleneck in dialogue management. Common practice has been to treat it as a problem of classifying dialogue content into a set of pre-defined slot-value pairs, or generating values for different slots given the dialogue history. Both have limitations on considering dependencies that occur on dialogues, and are lacking of reasoning capabilities. This paper proposes to track dialogue states gradually with reasoning over dialogue turns with the help of the back-end data. Empirical results demonstrate that our method significantly outperforms the state-of-the-art methods by 38.6% in terms of joint belief accuracy for MultiWOZ 2.1, a large-scale human-human dialogue dataset across multiple domains.
[ { "version": "v1", "created": "Wed, 27 May 2020 02:05:33 GMT" }, { "version": "v2", "created": "Wed, 3 Jun 2020 15:12:56 GMT" } ]
1,591,228,800,000
[ [ "Liao", "Lizi", "" ], [ "Ma", "Yunshan", "" ], [ "Lei", "Wenqiang", "" ], [ "Chua", "Tat-Seng", "" ] ]
2005.13289
Pascal Kerschke
Jakob Bossek and Pascal Kerschke and Heike Trautmann
Anytime Behavior of Inexact TSP Solvers and Perspectives for Automated Algorithm Selection
This version has been accepted for publication at the IEEE Congress on Evolutionary Computation (IEEE CEC) 2020, which is part of the IEEE World Congress on Computational Intelligence (IEEE WCCI) 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Traveling-Salesperson-Problem (TSP) is arguably one of the best-known NP-hard combinatorial optimization problems. The two sophisticated heuristic solvers LKH and EAX and respective (restart) variants manage to calculate close-to optimal or even optimal solutions, also for large instances with several thousand nodes in reasonable time. In this work we extend existing benchmarking studies by addressing anytime behaviour of inexact TSP solvers based on empirical runtime distributions leading to an increased understanding of solver behaviour and the respective relation to problem hardness. It turns out that performance ranking of solvers is highly dependent on the focused approximation quality. Insights on intersection points of performances offer huge potential for the construction of hybridized solvers depending on instance features. Moreover, instance features tailored to anytime performance and corresponding performance indicators will highly improve automated algorithm selection models by including comprehensive information on solver quality.
[ { "version": "v1", "created": "Wed, 27 May 2020 11:36:53 GMT" } ]
1,590,624,000,000
[ [ "Bossek", "Jakob", "" ], [ "Kerschke", "Pascal", "" ], [ "Trautmann", "Heike", "" ] ]
2005.13406
Sebastian Jaszczur
Sebastian Jaszczur, Micha{\l} {\L}uszczyk, Henryk Michalewski
Neural heuristics for SAT solving
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We use neural graph networks with a message-passing architecture and an attention mechanism to enhance the branching heuristic in two SAT-solving algorithms. We report improvements of learned neural heuristics compared with two standard human-designed heuristics.
[ { "version": "v1", "created": "Wed, 27 May 2020 15:05:22 GMT" } ]
1,590,624,000,000
[ [ "Jaszczur", "Sebastian", "" ], [ "Łuszczyk", "Michał", "" ], [ "Michalewski", "Henryk", "" ] ]
2005.13601
Eric Veith
Eric MSP Veith, Nils Wenninghoff, and Emilie Frost
The Adversarial Resilience Learning Architecture for AI-based Modelling, Exploration, and Operation of Complex Cyber-Physical Systems
Submitted to NIPS 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Modern algorithms in the domain of Deep Reinforcement Learning (DRL) demonstrated remarkable successes; most widely known are those in game-based scenarios, from ATARI video games to Go and the StarCraft~\textsc{II} real-time strategy game. However, applications in the domain of modern Cyber-Physical Systems (CPS) that take advantage a vast variety of DRL algorithms are few. We assume that the benefits would be considerable: Modern CPS have become increasingly complex and evolved beyond traditional methods of modelling and analysis. At the same time, these CPS are confronted with an increasing amount of stochastic inputs, from volatile energy sources in power grids to broad user participation stemming from markets. Approaches of system modelling that use techniques from the domain of Artificial Intelligence (AI) do not focus on analysis and operation. In this paper, we describe the concept of Adversarial Resilience Learning (ARL) that formulates a new approach to complex environment checking and resilient operation: It defines two agent classes, attacker and defender agents. The quintessence of ARL lies in both agents exploring the system and training each other without any domain knowledge. Here, we introduce the ARL software architecture that allows to use a wide range of model-free as well as model-based DRL-based algorithms, and document results of concrete experiment runs on a complex power grid.
[ { "version": "v1", "created": "Wed, 27 May 2020 19:19:57 GMT" } ]
1,590,710,400,000
[ [ "Veith", "Eric MSP", "" ], [ "Wenninghoff", "Nils", "" ], [ "Frost", "Emilie", "" ] ]