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2005.13997
Mark Keane
Mark T. Keane, Barry Smyth
Good Counterfactuals and Where to Find Them: A Case-Based Technique for Generating Counterfactuals for Explainable AI (XAI)
15 pages, 3 figures
28th International Conference on Case Based Reasoning (ICCBR2020), 2020
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recently, a groundswell of research has identified the use of counterfactual explanations as a potentially significant solution to the Explainable AI (XAI) problem. It is argued that (a) technically, these counterfactual cases can be generated by permuting problem-features until a class change is found, (b) psychologically, they are much more causally informative than factual explanations, (c) legally, they are GDPR-compliant. However, there are issues around the finding of good counterfactuals using current techniques (e.g. sparsity and plausibility). We show that many commonly-used datasets appear to have few good counterfactuals for explanation purposes. So, we propose a new case based approach for generating counterfactuals using novel ideas about the counterfactual potential and explanatory coverage of a case-base. The new technique reuses patterns of good counterfactuals, present in a case-base, to generate analogous counterfactuals that can explain new problems and their solutions. Several experiments show how this technique can improve the counterfactual potential and explanatory coverage of case-bases that were previously found wanting.
[ { "version": "v1", "created": "Tue, 26 May 2020 14:05:10 GMT" } ]
1,590,710,400,000
[ [ "Keane", "Mark T.", "" ], [ "Smyth", "Barry", "" ] ]
2005.14026
Tajul Rosli Razak Mr
Tajul Rosli Razak, Iman Hazwam Abd Halim, Muhammad Nabil Fikri Jamaludin, Mohammad Hafiz Ismail, Shukor Sanim Mohd Fauzi
An Exploratory Study of Hierarchical Fuzzy Systems Approach in Recommendation System
null
Jurnal Intelek Vol 14 No 2 December 2019
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recommendation system or also known as a recommender system is a tool to help the user in providing a suggestion of a specific dilemma. Thus, recently, the interest in developing a recommendation system in many fields has increased. Fuzzy Logic system (FLSs) is one of the approaches that can be used to model the recommendation systems as it can deal with uncertainty and imprecise information. However, one of the fundamental issues in FLS is the problem of the curse of dimensionality. That is, the number of rules in FLSs is increasing exponentially with the number of input variables. One effective way to overcome this problem is by using Hierarchical Fuzzy System (HFSs). This paper aims to explore the use of HFSs for Recommendation system. Specifically, we are interested in exploring and comparing the HFS and FLS for the Career path recommendation system (CPRS) based on four key criteria, namely topology, the number of rules, the rules structures and interpretability. The findings suggested that the HFS has advantages over FLS towards improving the interpretability models, in the context of a recommendation system example. This study contributes to providing an insight into the development of interpretable HFSs in the Recommendation systems.
[ { "version": "v1", "created": "Wed, 27 May 2020 09:01:44 GMT" } ]
1,590,710,400,000
[ [ "Razak", "Tajul Rosli", "" ], [ "Halim", "Iman Hazwam Abd", "" ], [ "Jamaludin", "Muhammad Nabil Fikri", "" ], [ "Ismail", "Mohammad Hafiz", "" ], [ "Fauzi", "Shukor Sanim Mohd", "" ] ]
2005.14037
Mohammad-Ali Javidian
Mohammad Ali Javidian, Marco Valtorta and Pooyan Jamshidi
Learning LWF Chain Graphs: an Order Independent Algorithm
arXiv admin note: substantial text overlap with arXiv:2002.10870, arXiv:1910.01067; substantial text overlap with arXiv:1211.3295 by other authors
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
LWF chain graphs combine directed acyclic graphs and undirected graphs. We present a PC-like algorithm that finds the structure of chain graphs under the faithfulness assumption to resolve the problem of scalability of the proposed algorithm by Studeny (1997). We prove that our PC-like algorithm is order dependent, in the sense that the output can depend on the order in which the variables are given. This order dependence can be very pronounced in high-dimensional settings. We propose two modifications of the PC-like algorithm that remove part or all of this order dependence. Simulation results under a variety of settings demonstrate the competitive performance of the PC-like algorithms in comparison with the decomposition-based method, called LCD algorithm, proposed by Ma et al. (2008) in low-dimensional settings and improved performance in high-dimensional settings.
[ { "version": "v1", "created": "Wed, 27 May 2020 01:05:49 GMT" } ]
1,590,710,400,000
[ [ "Javidian", "Mohammad Ali", "" ], [ "Valtorta", "Marco", "" ], [ "Jamshidi", "Pooyan", "" ] ]
2006.00715
Shengcai Liu
Kangfei Zhao, Shengcai Liu, Yu Rong, Jeffrey Xu Yu
Towards Feature-free TSP Solver Selection: A Deep Learning Approach
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Travelling Salesman Problem (TSP) is a classical NP-hard problem and has broad applications in many disciplines and industries. In a large scale location-based services system, users issue TSP queries concurrently, where a TSP query is a TSP instance with $n$ points. In the literature, many advanced TSP solvers are developed to find high-quality solutions. Such solvers can solve some TSP instances efficiently but may take an extremely long time for some other instances. Due to the diversity of TSP instances, it is well-known that there exists no universal best solver dominating all other solvers on all possible TSP instances. To solve TSP efficiently, in addition to developing new TSP solvers, it needs to find a per-instance solver for each TSP instance, which is known as the TSP solver selection problem. In this paper, for the first time, we propose a deep learning framework, \CTAS, for TSP solver selection in an end-to-end manner. Specifically, \CTAS exploits deep convolutional neural networks to extract informative features from TSP instances and involves data argumentation strategies to handle the scarcity of labeled TSP instances. Moreover, to support large scale TSP solver selection, we construct a challenging TSP benchmark dataset with 6,000 instances, which is known as the largest TSP benchmark. Our \CTAS achieves over 2$\times$ speedup of the average running time, comparing the single best solver, and outperforms the state-of-the-art statistical models.
[ { "version": "v1", "created": "Mon, 1 Jun 2020 04:48:36 GMT" }, { "version": "v2", "created": "Wed, 14 Apr 2021 10:28:04 GMT" } ]
1,618,444,800,000
[ [ "Zhao", "Kangfei", "" ], [ "Liu", "Shengcai", "" ], [ "Rong", "Yu", "" ], [ "Yu", "Jeffrey Xu", "" ] ]
2006.01011
Mohammad Abdulaziz
Mohammad Abdulaziz and Dominik Berger
Computing Plan-Length Bounds Using Lengths of Longest Paths
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We devise a method to exactly compute the length of the longest simple path in factored state spaces, like state spaces encountered in classical planning. Although the complexity of this problem is NEXP-Hard, we show that our method can be used to compute practically useful upper-bounds on lengths of plans. We show that the computed upper-bounds are significantly (in many cases, orders of magnitude) better than bounds produced by previous bounding techniques and that they can be used to improve the SAT-based planning.
[ { "version": "v1", "created": "Mon, 1 Jun 2020 15:16:50 GMT" }, { "version": "v2", "created": "Mon, 1 Mar 2021 11:17:15 GMT" } ]
1,614,643,200,000
[ [ "Abdulaziz", "Mohammad", "" ], [ "Berger", "Dominik", "" ] ]
2006.01195
Konstantin Yakovlev S
Konstantin Yakovlev, Anton Andreychuk, Roni Stern
Revisiting Bounded-Suboptimal Safe Interval Path Planning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Safe-interval path planning (SIPP) is a powerful algorithm for finding a path in the presence of dynamic obstacles. SIPP returns provably optimal solutions. However, in many practical applications of SIPP such as path planning for robots, one would like to trade-off optimality for shorter planning time. In this paper we explore different ways to build a bounded-suboptimal SIPP and discuss their pros and cons. We compare the different bounded-suboptimal versions of SIPP experimentally. While there is no universal winner, the results provide insights into when each method should be used.
[ { "version": "v1", "created": "Mon, 1 Jun 2020 18:42:52 GMT" } ]
1,591,142,400,000
[ [ "Yakovlev", "Konstantin", "" ], [ "Andreychuk", "Anton", "" ], [ "Stern", "Roni", "" ] ]
2006.01444
Kai Sauerwald
Kai Sauerwald, Jonas Haldimann, Martin von Berg, Christoph Beierle
Descriptor Revision for Conditionals: Literal Descriptors and Conditional Preservation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Descriptor revision by Hansson is a framework for addressing the problem of belief change. In descriptor revision, different kinds of change processes are dealt with in a joint framework. Individual change requirements are qualified by specific success conditions expressed by a belief descriptor, and belief descriptors can be combined by logical connectives. This is in contrast to the currently dominating AGM paradigm shaped by Alchourr\'on, G\"ardenfors, and Makinson, where different kinds of changes, like a revision or a contraction, are dealt with separately. In this article, we investigate the realisation of descriptor revision for a conditional logic while restricting descriptors to the conjunction of literal descriptors. We apply the principle of conditional preservation developed by Kern-Isberner to descriptor revision for conditionals, show how descriptor revision for conditionals under these restrictions can be characterised by a constraint satisfaction problem, and implement it using constraint logic programming. Since our conditional logic subsumes propositional logic, our approach also realises descriptor revision for propositional logic.
[ { "version": "v1", "created": "Tue, 2 Jun 2020 08:21:33 GMT" } ]
1,591,142,400,000
[ [ "Sauerwald", "Kai", "" ], [ "Haldimann", "Jonas", "" ], [ "von Berg", "Martin", "" ], [ "Beierle", "Christoph", "" ] ]
2006.01473
Emmanouil Rigas
Emmanouil Rigas, Panayiotis Kolios, Georgios Ellinas
Extending the Multiple Traveling Salesman Problem for Scheduling a Fleet of Drones Performing Monitoring Missions
To appear in the 23rd IEEE International Conference on Intelligent Transportation Systems
23rd IEEE International Conference on Intelligent Transportation Systems
10.1109/ITSC45102.2020.9294568
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper we schedule the travel path of a set of drones across a graph where the nodes need to be visited multiple times at pre-defined points in time. This is an extension of the well-known multiple traveling salesman problem. The proposed formulation can be applied in several domains such as the monitoring of traffic flows in a transportation network, or the monitoring of remote locations to assist search and rescue missions. Aiming to find the optimal schedule, the problem is formulated as an Integer Linear Program (ILP). Given that the problem is highly combinatorial, the optimal solution scales only for small sized problems. Thus, a greedy algorithm is also proposed that uses a one-step look ahead heuristic search mechanism. In a detailed evaluation, it is observed that the greedy algorithm has near-optimal performance as it is on average at 92.06% of the optimal, while it can potentially scale up to settings with hundreds of drones and locations.
[ { "version": "v1", "created": "Tue, 2 Jun 2020 09:17:18 GMT" } ]
1,609,891,200,000
[ [ "Rigas", "Emmanouil", "" ], [ "Kolios", "Panayiotis", "" ], [ "Ellinas", "Georgios", "" ] ]
2006.01503
Loic Pauleve
Gilles Audemard (CRIL), Lo\"ic Paulev\'e (LaBRI), Laurent Simon (LaBRI)
SAT Heritage: a community-driven effort for archiving, building and running more than thousand SAT solvers
null
SAT 2020, The 23rd International Conference on Theory and Applications of Satisfiability Testing, 2020, Alghero, Italy
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
SAT research has a long history of source code and binary releases, thanks to competitions organized every year. However, since every cycle of competitions has its own set of rules and an adhoc way of publishing source code and binaries, compiling or even running any solver may be harder than what it seems. Moreover, there has been more than a thousand solvers published so far, some of them released in the early 90's. If the SAT community wants to archive and be able to keep track of all the solvers that made its history, it urgently needs to deploy an important effort. We propose to initiate a community-driven effort to archive and to allow easy compilation and running of all SAT solvers that have been released so far. We rely on the best tools for archiving and building binaries (thanks to Docker, GitHub and Zenodo) and provide a consistent and easy way for this. Thanks to our tool, building (or running) a solver from its source (or from its binary) can be done in one line.
[ { "version": "v1", "created": "Tue, 2 Jun 2020 10:03:56 GMT" } ]
1,591,142,400,000
[ [ "Audemard", "Gilles", "", "CRIL" ], [ "Paulevé", "Loïc", "", "LaBRI" ], [ "Simon", "Laurent", "", "LaBRI" ] ]
2006.02256
Catarina Moreira
Catarina Moreira and Matheus Hammes and Rasim Serdar Kurdoglu and Peter Bruza
QuLBIT: Quantum-Like Bayesian Inference Technologies for Cognition and Decision
null
Proceedings of the 42nd Annual Meeting of the Cognitive Science Society, 2020
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper provides the foundations of a unified cognitive decision-making framework (QulBIT) which is derived from quantum theory. The main advantage of this framework is that it can cater for paradoxical and irrational human decision making. Although quantum approaches for cognition have demonstrated advantages over classical probabilistic approaches and bounded rationality models, they still lack explanatory power. To address this, we introduce a novel explanatory analysis of the decision-maker's belief space. This is achieved by exploiting quantum interference effects as a way of both quantifying and explaining the decision-maker's uncertainty. We detail the main modules of the unified framework, the explanatory analysis method, and illustrate their application in situations violating the Sure Thing Principle.
[ { "version": "v1", "created": "Sat, 30 May 2020 09:02:03 GMT" }, { "version": "v2", "created": "Mon, 28 Jun 2021 18:39:34 GMT" } ]
1,625,011,200,000
[ [ "Moreira", "Catarina", "" ], [ "Hammes", "Matheus", "" ], [ "Kurdoglu", "Rasim Serdar", "" ], [ "Bruza", "Peter", "" ] ]
2006.03626
Joseph Scott
Joseph Scott, Maysum Panju, and Vijay Ganesh
LGML: Logic Guided Machine Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce Logic Guided Machine Learning (LGML), a novel approach that symbiotically combines machine learning (ML) and logic solvers with the goal of learning mathematical functions from data. LGML consists of two phases, namely a learning-phase and a logic-phase with a corrective feedback loop, such that, the learning-phase learns symbolic expressions from input data, and the logic-phase cross verifies the consistency of the learned expression with known auxiliary truths. If inconsistent, the logic-phase feeds back "counterexamples" to the learning-phase. This process is repeated until the learned expression is consistent with auxiliary truth. Using LGML, we were able to learn expressions that correspond to the Pythagorean theorem and the sine function, with several orders of magnitude improvements in data efficiency compared to an approach based on an out-of-the-box multi-layered perceptron (MLP).
[ { "version": "v1", "created": "Fri, 5 Jun 2020 18:42:08 GMT" }, { "version": "v2", "created": "Mon, 29 Mar 2021 19:27:23 GMT" } ]
1,617,148,800,000
[ [ "Scott", "Joseph", "" ], [ "Panju", "Maysum", "" ], [ "Ganesh", "Vijay", "" ] ]
2006.04003
Grace McFassel
Grace McFassel, Dylan A. Shell
Every Action Based Sensor
16 pages, 7 figures, WAFR 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In studying robots and planning problems, a basic question is what is the minimal information a robot must obtain to guarantee task completion. Erdmann's theory of action-based sensors is a classical approach to characterizing fundamental information requirements. That approach uses a plan to derive a type of virtual sensor which prescribes actions that make progress toward a goal. We show that the established theory is incomplete: the previous method for obtaining such sensors, using backchained plans, overlooks some sensors. Furthermore, there are plans, that are guaranteed to achieve goals, where the existing methods are unable to provide any action-based sensor. We identify the underlying feature common to all such plans. Then, we show how to produce action-based sensors even for plans where the existing treatment is inadequate, although for these cases they have no single canonical sensor. Consequently, the approach is generalized to produce sets of sensors. Finally, we show also that this is a complete characterization of action-based sensors for planning problems and discuss how an action-based sensor translates into the traditional conception of a sensor.
[ { "version": "v1", "created": "Sun, 7 Jun 2020 00:30:54 GMT" } ]
1,591,660,800,000
[ [ "McFassel", "Grace", "" ], [ "Shell", "Dylan A.", "" ] ]
2006.04042
Sayyed Ali Hossayni
Sayyed-Ali Hossayni, Mohammad-R Akbarzadeh-T, Diego Reforgiato Recupero, Aldo Gangemi, Esteve Del Acebo, Josep Llu\'is de la Rosa i Esteva
An Algorithm for Fuzzification of WordNets, Supported by a Mathematical Proof
6 pages, without figures, theoretical
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
WordNet-like Lexical Databases (WLDs) group English words into sets of synonyms called "synsets." Although the standard WLDs are being used in many successful Text-Mining applications, they have the limitation that word-senses are considered to represent the meaning associated to their corresponding synsets, to the same degree, which is not generally true. In order to overcome this limitation, several fuzzy versions of synsets have been proposed. A common trait of these studies is that, to the best of our knowledge, they do not aim to produce fuzzified versions of the existing WLD's, but build new WLDs from scratch, which has limited the attention received from the Text-Mining community, many of whose resources and applications are based on the existing WLDs. In this study, we present an algorithm for constructing fuzzy versions of WLDs of any language, given a corpus of documents and a word-sense disambiguation (WSD) system for that language. Then, using the Open-American-National-Corpus and UKB WSD as algorithm inputs, we construct and publish online the fuzzified version of English WordNet (FWN). We also propose a theoretical (mathematical) proof of the validity of its results.
[ { "version": "v1", "created": "Sun, 7 Jun 2020 04:47:40 GMT" } ]
1,591,660,800,000
[ [ "Hossayni", "Sayyed-Ali", "" ], [ "Akbarzadeh-T", "Mohammad-R", "" ], [ "Recupero", "Diego Reforgiato", "" ], [ "Gangemi", "Aldo", "" ], [ "Del Acebo", "Esteve", "" ], [ "Esteva", "Josep Lluís de la Rosa i", "" ] ]
2006.04161
Maulik Kamdar
Maulik R. Kamdar and Mark A. Musen
An Empirical Meta-analysis of the Life Sciences (Linked?) Open Data on the Web
Under Review at Nature Scientific Data
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
While the biomedical community has published several "open data" sources in the last decade, most researchers still endure severe logistical and technical challenges to discover, query, and integrate heterogeneous data and knowledge from multiple sources. To tackle these challenges, the community has experimented with Semantic Web and linked data technologies to create the Life Sciences Linked Open Data (LSLOD) cloud. In this paper, we extract schemas from more than 80 publicly available biomedical linked data graphs into an LSLOD schema graph and conduct an empirical meta-analysis to evaluate the extent of semantic heterogeneity across the LSLOD cloud. We observe that several LSLOD sources exist as stand-alone data sources that are not inter-linked with other sources, use unpublished schemas with minimal reuse or mappings, and have elements that are not useful for data integration from a biomedical perspective. We envision that the LSLOD schema graph and the findings from this research will aid researchers who wish to query and integrate data and knowledge from multiple biomedical sources simultaneously on the Web.
[ { "version": "v1", "created": "Sun, 7 Jun 2020 14:26:32 GMT" } ]
1,591,660,800,000
[ [ "Kamdar", "Maulik R.", "" ], [ "Musen", "Mark A.", "" ] ]
2006.04167
Agi Kurucz
Olga Gerasimova, Stanislav Kikot, Agi Kurucz, Vladimir Podolskii, Michael Zakharyaschev
A tetrachotomy of ontology-mediated queries with a covering axiom
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Our concern is the problem of efficiently determining the data complexity of answering queries mediated by description logic ontologies and constructing their optimal rewritings to standard database queries. Originated in ontology-based data access and datalog optimisation, this problem is known to be computationally very complex in general, with no explicit syntactic characterisations available. In this article, aiming to understand the fundamental roots of this difficulty, we strip the problem to the bare bones and focus on Boolean conjunctive queries mediated by a simple covering axiom stating that one class is covered by the union of two other classes. We show that, on the one hand, these rudimentary ontology-mediated queries, called disjunctive sirups (or d-sirups), capture many features and difficulties of the general case. For example, answering d-sirups is Pi^p_2-complete for combined complexity and can be in AC0 or LogSpace-, NL-, P-, or coNP-complete for data complexity (with the problem of recognising FO-rewritability of d-sirups being 2ExpTime-hard); some d-sirups only have exponential-size resolution proofs, some only double-exponential-size positive existential FO-rewritings and single-exponential-size nonrecursive datalog rewritings. On the other hand, we prove a few partial sufficient and necessary conditions of FO- and (symmetric/linear-) datalog rewritability of d-sirups. Our main technical result is a complete and transparent syntactic AC0/NL/P/coNP tetrachotomy of d-sirups with disjoint covering classes and a path-shaped Boolean conjunctive query. To obtain this tetrachotomy, we develop new techniques for establishing P- and coNP-hardness of answering non-Horn ontology-mediated queries as well as showing that they can be answered in NL.
[ { "version": "v1", "created": "Sun, 7 Jun 2020 14:47:07 GMT" }, { "version": "v2", "created": "Sun, 19 Jul 2020 16:52:59 GMT" }, { "version": "v3", "created": "Sat, 31 Jul 2021 15:00:18 GMT" }, { "version": "v4", "created": "Thu, 5 May 2022 10:22:56 GMT" } ]
1,651,795,200,000
[ [ "Gerasimova", "Olga", "" ], [ "Kikot", "Stanislav", "" ], [ "Kurucz", "Agi", "" ], [ "Podolskii", "Vladimir", "" ], [ "Zakharyaschev", "Michael", "" ] ]
2006.04387
Laura Giordano
Laura Giordano and Daniele Theseider Dupr\'e
An ASP approach for reasoning in a concept-aware multipreferential lightweight DL
Paper presented at the 36th International Conference on Logic Programming (ICLP 2020), University Of Calabria, Rende (CS), Italy, September 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper we develop a concept aware multi-preferential semantics for dealing with typicality in description logics, where preferences are associated with concepts, starting from a collection of ranked TBoxes containing defeasible concept inclusions. Preferences are combined to define a preferential interpretation in which defeasible inclusions can be evaluated. The construction of the concept-aware multipreference semantics is related to Brewka's framework for qualitative preferences. We exploit Answer Set Programming (in particular, asprin) to achieve defeasible reasoning under the multipreference approach for the lightweight description logic EL+bot. The paper is under consideration for acceptance in TPLP.
[ { "version": "v1", "created": "Mon, 8 Jun 2020 07:15:38 GMT" }, { "version": "v2", "created": "Sat, 8 Aug 2020 07:53:44 GMT" } ]
1,597,104,000,000
[ [ "Giordano", "Laura", "" ], [ "Dupré", "Daniele Theseider", "" ] ]
2006.04689
Faisal Abu-Khzam
Faisal N. Abu-Khzam, Mohamed Mahmoud Abd El-Wahab and Noureldin Yosri
Graph Minors Meet Machine Learning: the Power of Obstructions
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Computational intractability has for decades motivated the development of a plethora of methodologies that mainly aimed at a quality-time trade-off. The use of Machine Learning techniques has finally emerged as one of the possible tools to obtain approximate solutions to ${\cal NP}$-hard combinatorial optimization problems. In a recent article, Dai et al. introduced a method for computing such approximate solutions for instances of the Vertex Cover problem. In this paper we consider the effectiveness of selecting a proper training strategy by considering special problem instances called "obstructions" that we believe carry some intrinsic properties of the problem itself. Capitalizing on the recent work of Dai et al. on the Vertex Cover problem, and using the same case study as well as 19 other problem instances, we show the utility of using obstructions for training neural networks. Experiments show that training with obstructions results in a huge reduction in number of iterations needed for convergence, thus gaining a substantial reduction in the time needed for training the model.
[ { "version": "v1", "created": "Mon, 8 Jun 2020 15:40:04 GMT" } ]
1,591,660,800,000
[ [ "Abu-Khzam", "Faisal N.", "" ], [ "El-Wahab", "Mohamed Mahmoud Abd", "" ], [ "Yosri", "Noureldin", "" ] ]
2006.04734
Adrien Ecoffet
Adrien Ecoffet and Joel Lehman
Reinforcement Learning Under Moral Uncertainty
28 pages, 18 figures; update adds discussion of a possible flaw of Nash voting, discussion of further possible research into MEC, as well as a few more references; updated to ICML version
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
An ambitious goal for machine learning is to create agents that behave ethically: The capacity to abide by human moral norms would greatly expand the context in which autonomous agents could be practically and safely deployed, e.g. fully autonomous vehicles will encounter charged moral decisions that complicate their deployment. While ethical agents could be trained by rewarding correct behavior under a specific moral theory (e.g. utilitarianism), there remains widespread disagreement about the nature of morality. Acknowledging such disagreement, recent work in moral philosophy proposes that ethical behavior requires acting under moral uncertainty, i.e. to take into account when acting that one's credence is split across several plausible ethical theories. This paper translates such insights to the field of reinforcement learning, proposes two training methods that realize different points among competing desiderata, and trains agents in simple environments to act under moral uncertainty. The results illustrate (1) how such uncertainty can help curb extreme behavior from commitment to single theories and (2) several technical complications arising from attempting to ground moral philosophy in RL (e.g. how can a principled trade-off between two competing but incomparable reward functions be reached). The aim is to catalyze progress towards morally-competent agents and highlight the potential of RL to contribute towards the computational grounding of moral philosophy.
[ { "version": "v1", "created": "Mon, 8 Jun 2020 16:40:12 GMT" }, { "version": "v2", "created": "Wed, 15 Jul 2020 00:15:50 GMT" }, { "version": "v3", "created": "Mon, 19 Jul 2021 18:52:16 GMT" } ]
1,626,825,600,000
[ [ "Ecoffet", "Adrien", "" ], [ "Lehman", "Joel", "" ] ]
2006.04856
Julian Yarkony
Naveed Haghani, Jiaoyang Li, Sven Koenig, Gautam Kunapuli, Claudio Contardo, Julian Yarkony
Integer Programming for Multi-Robot Planning: A Column Generation Approach
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We consider the problem of coordinating a fleet of robots in a warehouse so as to maximize the reward achieved within a time limit while respecting problem and robot specific constraints. We formulate the problem as a weighted set packing problem where elements are defined as being the space-time positions a robot can occupy and the items that can be picked up and delivered. We enforce that robots do not collide, that each item is delivered at most once, and that the number of robots active at any time does not exceed the total number available. Since the set of robot routes is not enumerable, we attack optimization using column generation where pricing is a resource-constrained shortest-path problem.
[ { "version": "v1", "created": "Mon, 8 Jun 2020 18:19:14 GMT" } ]
1,591,833,600,000
[ [ "Haghani", "Naveed", "" ], [ "Li", "Jiaoyang", "" ], [ "Koenig", "Sven", "" ], [ "Kunapuli", "Gautam", "" ], [ "Contardo", "Claudio", "" ], [ "Yarkony", "Julian", "" ] ]
2006.05219
Amir Ahooye Atashin
Majid Mohammadi, Amir Ahooye Atashin, Wout Hofman, Yao-Hua Tan
SANOM Results for OAEI 2019
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Simulated annealing-based ontology matching (SANOM) participates for the second time at the ontology alignment evaluation initiative (OAEI) 2019. This paper contains the configuration of SANOM and its results on the anatomy and conference tracks. In comparison to the OAEI 2017, SANOM has improved significantly, and its results are competitive with the state-of-the-art systems. In particular, SANOM has the highest recall rate among the participated systems in the conference track, and is competitive with AML, the best performing system, in terms of F-measure. SANOM is also competitive with LogMap on the anatomy track, which is the best performing system in this track with no usage of particular biomedical background knowledge. SANOM has been adapted to the HOBBIT platfrom and is now available for the registered users.
[ { "version": "v1", "created": "Tue, 9 Jun 2020 12:33:47 GMT" } ]
1,591,833,600,000
[ [ "Mohammadi", "Majid", "" ], [ "Atashin", "Amir Ahooye", "" ], [ "Hofman", "Wout", "" ], [ "Tan", "Yao-Hua", "" ] ]
2006.05894
Ivan Bravi
Ivan Bravi and Simon Lucas
Rinascimento: using event-value functions for playing Splendor
To appear in IEEE Conference on Games 2019 Proceedings
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In the realm of games research, Artificial General Intelligence algorithms often use score as main reward signal for learning or playing actions. However this has shown its severe limitations when the point rewards are very rare or absent until the end of the game. This paper proposes a new approach based on event logging: the game state triggers an event every time one of its features changes. These events are processed by an Event-value Function (EF) that assigns a value to a single action or a sequence. The experiments have shown that such approach can mitigate the problem of scarce point rewards and improve the AI performance. Furthermore this represents a step forward in controlling the strategy adopted by the artificial agent, by describing a much richer and controllable behavioural space through the EF. Tuned EF are able to neatly synthesise the relevance of the events in the game. Agents using an EF show more robust when playing games with several opponents.
[ { "version": "v1", "created": "Wed, 10 Jun 2020 15:28:11 GMT" } ]
1,591,833,600,000
[ [ "Bravi", "Ivan", "" ], [ "Lucas", "Simon", "" ] ]
2006.05962
Pavel Surynek
Pavel Surynek
At-Most-One Constraints in Efficient Representations of Mutex Networks
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The At-Most-One (AMO) constraint is a special case of cardinality constraint that requires at most one variable from a set of Boolean variables to be set to TRUE. AMO is important for modeling problems as Boolean satisfiability (SAT) from domains where decision variables represent spatial or temporal placements of some objects that cannot share the same spatial or temporal slot. The AMO constraint can be used for more efficient representation and problem solving in mutex networks consisting of pair-wise mutual exclusions forbidding pairs of Boolean variable to be simultaneously TRUE. An on-line method for automated detection of cliques for efficient representation of incremental mutex networks where new mutexes arrive using AMOs is presented. A comparison of SAT-based problem solving in mutex networks represented by AMO constraints using various encodings is shown.
[ { "version": "v1", "created": "Wed, 10 Jun 2020 17:21:06 GMT" } ]
1,591,833,600,000
[ [ "Surynek", "Pavel", "" ] ]
2006.06054
Zaheen Ahmad
Zaheen Farraz Ahmad, Levi H. S. Lelis, Michael Bowling
Marginal Utility for Planning in Continuous or Large Discrete Action Spaces
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Sample-based planning is a powerful family of algorithms for generating intelligent behavior from a model of the environment. Generating good candidate actions is critical to the success of sample-based planners, particularly in continuous or large action spaces. Typically, candidate action generation exhausts the action space, uses domain knowledge, or more recently, involves learning a stochastic policy to provide such search guidance. In this paper we explore explicitly learning a candidate action generator by optimizing a novel objective, marginal utility. The marginal utility of an action generator measures the increase in value of an action over previously generated actions. We validate our approach in both curling, a challenging stochastic domain with continuous state and action spaces, and a location game with a discrete but large action space. We show that a generator trained with the marginal utility objective outperforms hand-coded schemes built on substantial domain knowledge, trained stochastic policies, and other natural objectives for generating actions for sampled-based planners.
[ { "version": "v1", "created": "Wed, 10 Jun 2020 20:24:53 GMT" }, { "version": "v2", "created": "Wed, 17 Jun 2020 17:00:39 GMT" } ]
1,592,438,400,000
[ [ "Ahmad", "Zaheen Farraz", "" ], [ "Lelis", "Levi H. S.", "" ], [ "Bowling", "Michael", "" ] ]
2006.06412
Raunak Bhattacharyya
Raunak Bhattacharyya, Blake Wulfe, Derek Phillips, Alex Kuefler, Jeremy Morton, Ransalu Senanayake, Mykel Kochenderfer
Modeling Human Driving Behavior through Generative Adversarial Imitation Learning
14 pages, 8 figures. To be published in the IEEE Transactions on Intelligent Transportation Systems
null
10.1109/TITS.2022.3227738
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
An open problem in autonomous vehicle safety validation is building reliable models of human driving behavior in simulation. This work presents an approach to learn neural driving policies from real world driving demonstration data. We model human driving as a sequential decision making problem that is characterized by non-linearity and stochasticity, and unknown underlying cost functions. Imitation learning is an approach for generating intelligent behavior when the cost function is unknown or difficult to specify. Building upon work in inverse reinforcement learning (IRL), Generative Adversarial Imitation Learning (GAIL) aims to provide effective imitation even for problems with large or continuous state and action spaces, such as modeling human driving. This article describes the use of GAIL for learning-based driver modeling. Because driver modeling is inherently a multi-agent problem, where the interaction between agents needs to be modeled, this paper describes a parameter-sharing extension of GAIL called PS-GAIL to tackle multi-agent driver modeling. In addition, GAIL is domain agnostic, making it difficult to encode specific knowledge relevant to driving in the learning process. This paper describes Reward Augmented Imitation Learning (RAIL), which modifies the reward signal to provide domain-specific knowledge to the agent. Finally, human demonstrations are dependent upon latent factors that may not be captured by GAIL. This paper describes Burn-InfoGAIL, which allows for disentanglement of latent variability in demonstrations. Imitation learning experiments are performed using NGSIM, a real-world highway driving dataset. Experiments show that these modifications to GAIL can successfully model highway driving behavior, accurately replicating human demonstrations and generating realistic, emergent behavior in the traffic flow arising from the interaction between driving agents.
[ { "version": "v1", "created": "Wed, 10 Jun 2020 05:47:39 GMT" }, { "version": "v2", "created": "Tue, 7 Feb 2023 12:35:19 GMT" } ]
1,675,814,400,000
[ [ "Bhattacharyya", "Raunak", "" ], [ "Wulfe", "Blake", "" ], [ "Phillips", "Derek", "" ], [ "Kuefler", "Alex", "" ], [ "Morton", "Jeremy", "" ], [ "Senanayake", "Ransalu", "" ], [ "Kochenderfer", "Mykel", "" ] ]
2006.06547
Alexander Turner
Alexander Matt Turner, Neale Ratzlaff, Prasad Tadepalli
Avoiding Side Effects in Complex Environments
Accepted as spotlight paper at NeurIPS 2020. 10 pages main paper; 19 pages with appendices
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reward function specification can be difficult. Rewarding the agent for making a widget may be easy, but penalizing the multitude of possible negative side effects is hard. In toy environments, Attainable Utility Preservation (AUP) avoided side effects by penalizing shifts in the ability to achieve randomly generated goals. We scale this approach to large, randomly generated environments based on Conway's Game of Life. By preserving optimal value for a single randomly generated reward function, AUP incurs modest overhead while leading the agent to complete the specified task and avoid many side effects. Videos and code are available at https://avoiding-side-effects.github.io/.
[ { "version": "v1", "created": "Thu, 11 Jun 2020 16:02:30 GMT" }, { "version": "v2", "created": "Thu, 22 Oct 2020 15:15:46 GMT" } ]
1,603,411,200,000
[ [ "Turner", "Alexander Matt", "" ], [ "Ratzlaff", "Neale", "" ], [ "Tadepalli", "Prasad", "" ] ]
2006.06630
Alessandro Gianola
Silvio Ghilardi, Alessandro Gianola, Marco Montali, Andrey Rivkin
Petri Nets with Parameterised Data: Modelling and Verification (Extended Version)
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
During the last decade, various approaches have been put forward to integrate business processes with different types of data. Each of such approaches reflects specific demands in the whole process-data integration spectrum. One particular important point is the capability of these approaches to flexibly accommodate processes with multiple cases that need to co-evolve. In this work, we introduce and study an extension of coloured Petri nets, called catalog-nets, providing two key features to capture this type of processes. On the one hand, net transitions are equipped with guards that simultaneously inspect the content of tokens and query facts stored in a read-only, persistent database. On the other hand, such transitions can inject data into tokens by extracting relevant values from the database or by generating genuinely fresh ones. We systematically encode catalog-nets into one of the reference frameworks for the (parameterised) verification of data and processes. We show that fresh-value injection is a particularly complex feature to handle, and discuss strategies to tame it. Finally, we discuss how catalog nets relate to well-known formalisms in this area.
[ { "version": "v1", "created": "Thu, 11 Jun 2020 17:26:08 GMT" } ]
1,591,920,000,000
[ [ "Ghilardi", "Silvio", "" ], [ "Gianola", "Alessandro", "" ], [ "Montali", "Marco", "" ], [ "Rivkin", "Andrey", "" ] ]
2006.06896
Yujia Shen
Yujia Shen, Arthur Choi, Adnan Darwiche
A New Perspective on Learning Context-Specific Independence
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Local structure such as context-specific independence (CSI) has received much attention in the probabilistic graphical model (PGM) literature, as it facilitates the modeling of large complex systems, as well as for reasoning with them. In this paper, we provide a new perspective on how to learn CSIs from data. We propose to first learn a functional and parameterized representation of a conditional probability table (CPT), such as a neural network. Next, we quantize this continuous function, into an arithmetic circuit representation that facilitates efficient inference. In the first step, we can leverage the many powerful tools that have been developed in the machine learning literature. In the second step, we exploit more recently-developed analytic tools from explainable AI, for the purposes of learning CSIs. Finally, we contrast our approach, empirically and conceptually, with more traditional variable-splitting approaches, that search for CSIs more explicitly.
[ { "version": "v1", "created": "Fri, 12 Jun 2020 01:11:02 GMT" } ]
1,592,179,200,000
[ [ "Shen", "Yujia", "" ], [ "Choi", "Arthur", "" ], [ "Darwiche", "Adnan", "" ] ]
2006.07532
Tan Zhi-Xuan
Tan Zhi-Xuan, Jordyn L. Mann, Tom Silver, Joshua B. Tenenbaum, Vikash K. Mansinghka
Online Bayesian Goal Inference for Boundedly-Rational Planning Agents
Accepted to NeurIPS 2020. 10 pages (excl. references), 6 figures/tables. (Supplement: 8 pages, 11 figures/tables). Code available at: https://github.com/ztangent/Plinf.jl
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
People routinely infer the goals of others by observing their actions over time. Remarkably, we can do so even when those actions lead to failure, enabling us to assist others when we detect that they might not achieve their goals. How might we endow machines with similar capabilities? Here we present an architecture capable of inferring an agent's goals online from both optimal and non-optimal sequences of actions. Our architecture models agents as boundedly-rational planners that interleave search with execution by replanning, thereby accounting for sub-optimal behavior. These models are specified as probabilistic programs, allowing us to represent and perform efficient Bayesian inference over an agent's goals and internal planning processes. To perform such inference, we develop Sequential Inverse Plan Search (SIPS), a sequential Monte Carlo algorithm that exploits the online replanning assumption of these models, limiting computation by incrementally extending inferred plans as new actions are observed. We present experiments showing that this modeling and inference architecture outperforms Bayesian inverse reinforcement learning baselines, accurately inferring goals from both optimal and non-optimal trajectories involving failure and back-tracking, while generalizing across domains with compositional structure and sparse rewards.
[ { "version": "v1", "created": "Sat, 13 Jun 2020 01:48:10 GMT" }, { "version": "v2", "created": "Sun, 25 Oct 2020 01:36:16 GMT" } ]
1,603,756,800,000
[ [ "Zhi-Xuan", "Tan", "" ], [ "Mann", "Jordyn L.", "" ], [ "Silver", "Tom", "" ], [ "Tenenbaum", "Joshua B.", "" ], [ "Mansinghka", "Vikash K.", "" ] ]
2006.07970
Hui Wang
Hui Wang, Mike Preuss, Michael Emmerich and Aske Plaat
Tackling Morpion Solitaire with AlphaZero-likeRanked Reward Reinforcement Learning
4 pages, 2 figures. the first/ongoing attempt to tackle Morpion Solitaire using ranked reward reinforcement learning. submitted to SYNASC2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Morpion Solitaire is a popular single player game, performed with paper and pencil. Due to its large state space (on the order of the game of Go) traditional search algorithms, such as MCTS, have not been able to find good solutions. A later algorithm, Nested Rollout Policy Adaptation, was able to find a new record of 82 steps, albeit with large computational resources. After achieving this record, to the best of our knowledge, there has been no further progress reported, for about a decade. In this paper we take the recent impressive performance of deep self-learning reinforcement learning approaches from AlphaGo/AlphaZero as inspiration to design a searcher for Morpion Solitaire. A challenge of Morpion Solitaire is that the state space is sparse, there are few win/loss signals. Instead, we use an approach known as ranked reward to create a reinforcement learning self-play framework for Morpion Solitaire. This enables us to find medium-quality solutions with reasonable computational effort. Our record is a 67 steps solution, which is very close to the human best (68) without any other adaptation to the problem than using ranked reward. We list many further avenues for potential improvement.
[ { "version": "v1", "created": "Sun, 14 Jun 2020 18:32:08 GMT" } ]
1,592,265,600,000
[ [ "Wang", "Hui", "" ], [ "Preuss", "Mike", "" ], [ "Emmerich", "Michael", "" ], [ "Plaat", "Aske", "" ] ]
2006.08150
Pascale Zarate
Sarfaraz Zolfani, Morteza Yazdani, Dragan Pamucar, Pascale Zarat\'e (IRIT-ADRIA, IRIT, UT1)
A VIKOR and TOPSIS focused reanalysis of the MADM methods based on logarithmic normalization
null
FACTA UNIVERSITATIS Series: Mechanical Engineering, University of NIS, 2020
10.22190/FUME191129016Z
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Decision and policy-makers in multi-criteria decision-making analysis take into account some strategies in order to analyze outcomes and to finally make an effective and more precise decision. Among those strategies, the modification of the normalization process in the multiple-criteria decision-making algorithm is still a question due to the confrontation of many normalization tools. Normalization is the basic action in defining and solving a MADM problem and a MADM model. Normalization is the first, also necessary, step in solving, i.e. the application of a MADM method. It is a fact that the selection of normalization methods has a direct effect on the results. One of the latest normalization methods introduced is the Logarithmic Normalization (LN) method. This new method has a distinguished advantage, reflecting in that a sum of the normalized values of criteria always equals 1. This normalization method had never been applied in any MADM methods before. This research study is focused on the analysis of the classical MADM methods based on logarithmic normalization. VIKOR and TOPSIS, as the two famous MADM methods, were selected for this reanalysis research study. Two numerical examples were checked in both methods, based on both the classical and the novel ways based on the LN. The results indicate that there are differences between the two approaches. Eventually, a sensitivity analysis is also designed to illustrate the reliability of the final results.
[ { "version": "v1", "created": "Mon, 15 Jun 2020 06:08:31 GMT" } ]
1,592,265,600,000
[ [ "Zolfani", "Sarfaraz", "", "IRIT-ADRIA, IRIT, UT1" ], [ "Yazdani", "Morteza", "", "IRIT-ADRIA, IRIT, UT1" ], [ "Pamucar", "Dragan", "", "IRIT-ADRIA, IRIT, UT1" ], [ "Zaraté", "Pascale", "", "IRIT-ADRIA, IRIT, UT1" ] ]
2006.08295
Jakub Kowalski
Jakub Kowalski, Rados{\l}aw Miernik, Maksymilian Mika, Wojciech Pawlik, Jakub Sutowicz, Marek Szyku{\l}a, Andrzej Tkaczyk
Efficient Reasoning in Regular Boardgames
IEEE Conference on Games 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present the technical side of reasoning in Regular Boardgames (RBG) language -- a universal General Game Playing (GGP) formalism for the class of finite deterministic games with perfect information, encoding rules in the form of regular expressions. RBG serves as a research tool that aims to aid in the development of generalized algorithms for knowledge inference, analysis, generation, learning, and playing games. In all these tasks, both generality and efficiency are important. In the first part, this paper describes optimizations used by the RBG compiler. The impact of these optimizations ranges from 1.7 to even 33-fold efficiency improvement when measuring the number of possible game playouts per second. Then, we perform an in-depth efficiency comparison with three other modern GGP systems (GDL, Ludii, Ai Ai). We also include our own highly optimized game-specific reasoners to provide a point of reference of the maximum speed. Our experiments show that RBG is currently the fastest among the abstract general game playing languages, and its efficiency can be competitive to common interface-based systems that rely on handcrafted game-specific implementations. Finally, we discuss some issues and methodology of computing benchmarks like this.
[ { "version": "v1", "created": "Mon, 15 Jun 2020 11:42:08 GMT" } ]
1,592,265,600,000
[ [ "Kowalski", "Jakub", "" ], [ "Miernik", "Radosław", "" ], [ "Mika", "Maksymilian", "" ], [ "Pawlik", "Wojciech", "" ], [ "Sutowicz", "Jakub", "" ], [ "Szykuła", "Marek", "" ], [ "Tkaczyk", "Andrzej", "" ] ]
2006.08343
William Schoenberg
William Schoenberg
Automated Diagram Generation to Build Understanding and Usability
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Causal loop and stock and flow diagrams are broadly used in System Dynamics because they help organize relationships and convey meaning. Using the analytical work of Schoenberg (2019) to select what to include in a compressed model, this paper demonstrates how that information can be clearly presented in an automatically generated causal loop diagram. The diagrams are generated using tools developed by people working in graph theory and the generated diagrams are clear and aesthetically pleasing. This approach can also be built upon to generate stock and flow diagrams. Automated stock and flow diagram generation opens the door to representing models developed using only equations, regardless or origin, in a clear and easy to understand way. Because models can be large, the application of grouping techniques, again developed for graph theory, can help structure the resulting diagrams in the most usable form. This paper describes the algorithms developed for automated diagram generation and shows a number of examples of their uses in large models. The application of these techniques to existing, but inaccessible, equation-based models can help broaden the knowledge base for System Dynamics modeling. The techniques can also be used to improve layout in all, or part, of existing models with diagrammatic informtion.
[ { "version": "v1", "created": "Wed, 27 May 2020 22:32:16 GMT" } ]
1,592,265,600,000
[ [ "Schoenberg", "William", "" ] ]
2006.08409
Katerina Morozova
Alexander Gavrilenko, Katerina Morozova
Machine Common Sense
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Machine common sense remains a broad, potentially unbounded problem in artificial intelligence (AI). There is a wide range of strategies that can be employed to make progress on this challenge. This article deals with the aspects of modeling commonsense reasoning focusing on such domain as interpersonal interactions. The basic idea is that there are several types of commonsense reasoning: one is manifested at the logical level of physical actions, the other deals with the understanding of the essence of human-human interactions. Existing approaches, based on formal logic and artificial neural networks, allow for modeling only the first type of common sense. To model the second type, it is vital to understand the motives and rules of human behavior. This model is based on real-life heuristics, i.e., the rules of thumb, developed through knowledge and experience of different generations. Such knowledge base allows for development of an expert system with inference and explanatory mechanisms (commonsense reasoning algorithms and personal models). Algorithms provide tools for a situation analysis, while personal models make it possible to identify personality traits. The system so designed should perform the function of amplified intelligence for interactions, including human-machine.
[ { "version": "v1", "created": "Mon, 15 Jun 2020 13:59:47 GMT" } ]
1,592,265,600,000
[ [ "Gavrilenko", "Alexander", "" ], [ "Morozova", "Katerina", "" ] ]
2006.08425
William Schoenberg
Robert Eberlein, William Schoenberg
Finding the Loops that Matter
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Loops that Matter method (Schoenberg et. al, 2019) for understanding model behavior provides metrics showing the contribution of the feedback loops in a model to behavior at each point in time. To provide these metrics, it is necessary find the set of loops on which to compute them. We show in this paper the necessity of including loops that are important at different points in the simulation. These important loops may not be independent of one another and cannot be determined from static analysis of the model structure. We then describe an algorithm that can be used to discover the most important loops in models that are too feedback rich for exhaustive loop discovery. We demonstrate the use of this algorithm in terms of its ability to find the most explanatory loops, and its computational performance for large models. By using this approach, the Loops that Matter method can be applied to models of any size or complexity.
[ { "version": "v1", "created": "Wed, 27 May 2020 22:27:58 GMT" } ]
1,592,265,600,000
[ [ "Eberlein", "Robert", "" ], [ "Schoenberg", "William", "" ] ]
2006.08659
James Goodman
James Goodman, Simon Lucas
Does it matter how well I know what you're thinking? Opponent Modelling in an RTS game
Preprint of paper accepted for IEEE World Congress on Computational Intelligence (IEEE WCCI) 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Opponent Modelling tries to predict the future actions of opponents, and is required to perform well in multi-player games. There is a deep literature on learning an opponent model, but much less on how accurate such models must be to be useful. We investigate the sensitivity of Monte Carlo Tree Search (MCTS) and a Rolling Horizon Evolutionary Algorithm (RHEA) to the accuracy of their modelling of the opponent in a simple Real-Time Strategy game. We find that in this domain RHEA is much more sensitive to the accuracy of an opponent model than MCTS. MCTS generally does better even with an inaccurate model, while this will degrade RHEA's performance. We show that faced with an unknown opponent and a low computational budget it is better not to use any explicit model with RHEA, and to model the opponent's actions within the tree as part of the MCTS algorithm.
[ { "version": "v1", "created": "Mon, 15 Jun 2020 18:10:22 GMT" } ]
1,592,352,000,000
[ [ "Goodman", "James", "" ], [ "Lucas", "Simon", "" ] ]
2006.09196
Mieczys{\l}aw K{\l}opotek
Mieczys{\l}aw A. K{\l}opotek
p-d-Separation -- A Concept for Expressing Dependence/Independence Relations in Causal Networks
arXiv admin note: substantial text overlap with arXiv:1806.02373
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Spirtes, Glymour and Scheines formulated a Conjecture that a direct dependence test and a head-to-head meeting test would suffice to construe directed acyclic graph decompositions of a joint probability distribution (Bayesian network) for which Pearl's d-separation applies. This Conjecture was later shown to be a direct consequence of a result of Pearl and Verma. This paper is intended to prove this Conjecture in a new way, by exploiting the concept of p-d-separation (partial dependency separation). While Pearl's d-separation works with Bayesian networks, p-d-separation is intended to apply to causal networks: that is partially oriented networks in which orientations are given to only to those edges, that express statistically confirmed causal influence, whereas undirected edges express existence of direct influence without possibility of determination of direction of causation. As a consequence of the particular way of proving the validity of this Conjecture, an algorithm for construction of all the directed acyclic graphs (dags) carrying the available independence information is also presented. The notion of a partially oriented graph (pog) is introduced and within this graph the notion of p-d-separation is defined. It is demonstrated that the p-d-separation within the pog is equivalent to d-separation in all derived dags.
[ { "version": "v1", "created": "Mon, 15 Jun 2020 09:30:12 GMT" } ]
1,592,352,000,000
[ [ "Kłopotek", "Mieczysław A.", "" ] ]
2006.11309
Tom Bewley
Tom Bewley, Jonathan Lawry, Arthur Richards
Modelling Agent Policies with Interpretable Imitation Learning
6 pages, 3 figures; under review for the 1st TAILOR Workshop, due to take place 29-30 August 2020 in Santiago de Compostela
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
As we deploy autonomous agents in safety-critical domains, it becomes important to develop an understanding of their internal mechanisms and representations. We outline an approach to imitation learning for reverse-engineering black box agent policies in MDP environments, yielding simplified, interpretable models in the form of decision trees. As part of this process, we explicitly model and learn agents' latent state representations by selecting from a large space of candidate features constructed from the Markov state. We present initial promising results from an implementation in a multi-agent traffic environment.
[ { "version": "v1", "created": "Fri, 19 Jun 2020 18:19:08 GMT" } ]
1,592,870,400,000
[ [ "Bewley", "Tom", "" ], [ "Lawry", "Jonathan", "" ], [ "Richards", "Arthur", "" ] ]
2006.11560
Helge Spieker
Helge Spieker, Arnaud Gotlieb
Learning Objective Boundaries for Constraint Optimization Problems
The 6th International Conference on machine Learning, Optimization and Data science - LOD 2020
In: Nicosia G. et al. (eds) Machine Learning, Optimization, and Data Science. LOD 2020. Lecture Notes in Computer Science, vol 12566. Springer, Cham
10.1007/978-3-030-64580-9_33
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Constraint Optimization Problems (COP) are often considered without sufficient knowledge on the boundaries of the objective variable to optimize. When available, tight boundaries are helpful to prune the search space or estimate problem characteristics. Finding close boundaries, that correctly under- and overestimate the optimum, is almost impossible without actually solving the COP. This paper introduces Bion, a novel approach for boundary estimation by learning from previously solved instances of the COP. Based on supervised machine learning, Bion is problem-specific and solver-independent and can be applied to any COP which is repeatedly solved with different data inputs. An experimental evaluation over seven realistic COPs shows that an estimation model can be trained to prune the objective variables' domains by over 80%. By evaluating the estimated boundaries with various COP solvers, we find that Bion improves the solving process for some problems, although the effect of closer bounds is generally problem-dependent.
[ { "version": "v1", "created": "Sat, 20 Jun 2020 12:09:49 GMT" } ]
1,647,993,600,000
[ [ "Spieker", "Helge", "" ], [ "Gotlieb", "Arnaud", "" ] ]
2006.11704
Weihang Yuan
Weihang Yuan, H\'ector Mu\~noz-Avila
Hierarchical Reinforcement Learning for Deep Goal Reasoning: An Expressiveness Analysis
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Hierarchical DQN (h-DQN) is a two-level architecture of feedforward neural networks where the meta level selects goals and the lower level takes actions to achieve the goals. We show tasks that cannot be solved by h-DQN, exemplifying the limitation of this type of hierarchical framework (HF). We describe the recurrent hierarchical framework (RHF), generalizing architectures that use a recurrent neural network at the meta level. We analyze the expressiveness of HF and RHF using context-sensitive grammars. We show that RHF is more expressive than HF. We perform experiments comparing an implementation of RHF with two HF baselines; the results corroborate our theoretical findings.
[ { "version": "v1", "created": "Sun, 21 Jun 2020 03:29:05 GMT" } ]
1,592,870,400,000
[ [ "Yuan", "Weihang", "" ], [ "Muñoz-Avila", "Héctor", "" ] ]
2006.11814
Michele Loi Dr.
Michele Loi and Lonneke van der Plas
A blindspot of AI ethics: anti-fragility in statistical prediction
7th Swiss Conference on Data Science (accepted as Poster)
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
With this paper, we aim to put an issue on the agenda of AI ethics that in our view is overlooked in the current discourse. The current discussions are dominated by topics suchas trustworthiness and bias, whereas the issue we like to focuson is counter to the debate on trustworthiness. We fear that the overuse of currently dominant AI systems that are driven by short-term objectives and optimized for avoiding error leads to a society that loses its diversity and flexibility needed for true progress. We couch our concerns in the discourse around the term anti-fragility and show with some examples what threats current methods used for decision making pose for society.
[ { "version": "v1", "created": "Sun, 21 Jun 2020 14:46:55 GMT" } ]
1,593,043,200,000
[ [ "Loi", "Michele", "" ], [ "van der Plas", "Lonneke", "" ] ]
2006.12020
Stefan Sarkadi
OHAAI Collaboration: Federico Castagna, Timotheus Kampik, Atefeh Keshavarzi Zafarghandi, Micka\"el Lafages, Jack Mumford, Christos T. Rodosthenous, Samy S\'a, Stefan Sarkadi, Joseph Singleton, Kenneth Skiba, Andreas Xydis
Online Handbook of Argumentation for AI: Volume 1
editor: Federico Castagna and Francesca Mosca and Jack Mumford and Stefan Sarkadi and Andreas Xydis
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
This volume contains revised versions of the papers selected for the first volume of the Online Handbook of Argumentation for AI (OHAAI). Previously, formal theories of argument and argument interaction have been proposed and studied, and this has led to the more recent study of computational models of argument. Argumentation, as a field within artificial intelligence (AI), is highly relevant for researchers interested in symbolic representations of knowledge and defeasible reasoning. The purpose of this handbook is to provide an open access and curated anthology for the argumentation research community. OHAAI is designed to serve as a research hub to keep track of the latest and upcoming PhD-driven research on the theory and application of argumentation in all areas related to AI.
[ { "version": "v1", "created": "Mon, 22 Jun 2020 06:07:13 GMT" } ]
1,592,870,400,000
[ [ "OHAAI Collaboration", "", "" ], [ "Castagna", "Federico", "" ], [ "Kampik", "Timotheus", "" ], [ "Zafarghandi", "Atefeh Keshavarzi", "" ], [ "Lafages", "Mickaël", "" ], [ "Mumford", "Jack", "" ], [ "Rodosthenous", "Christos T.", "" ], [ "Sá", "Samy", "" ], [ "Sarkadi", "Stefan", "" ], [ "Singleton", "Joseph", "" ], [ "Skiba", "Kenneth", "" ], [ "Xydis", "Andreas", "" ] ]
2006.12344
William T. Lunardi
Willian T. Lunardi, Ernesto G. Birgin, D\'ebora P. Ronconi, Holger Voos
Metaheuristics for the Online Printing Shop Scheduling Problem
null
null
10.1016/j.ejor.2020.12.021
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this work, the online printing shop scheduling problem introduced in (Lunardi et al., Mixed Integer Linear Programming and Constraint Programming Models for the Online Printing Shop Scheduling Problem, Computers & Operations Research, to appear) is considered. This challenging real scheduling problem, that emerged in the nowadays printing industry, corresponds to a flexible job shop scheduling problem with sequencing flexibility; and it presents several complicating specificities such as resumable operations, periods of unavailability of the machines, sequence-dependent setup times, partial overlapping between operations with precedence constraints, and fixed operations, among others. A local search strategy and metaheuristic approaches for the problem are proposed and evaluated. Based on a common representation scheme, trajectory and populational metaheuristics are considered. Extensive numerical experiments with large-sized instances show that the proposed methods are suitable for solving practical instances of the problem; and that they outperform a half-heuristic-half-exact off-the-shelf solver by a large extent. Numerical experiments with classical instances of the flexible job shop scheduling problem show that the introduced methods are also competitive when applied to this particular case.
[ { "version": "v1", "created": "Mon, 22 Jun 2020 15:38:00 GMT" }, { "version": "v2", "created": "Sun, 20 Feb 2022 10:34:52 GMT" } ]
1,645,488,000,000
[ [ "Lunardi", "Willian T.", "" ], [ "Birgin", "Ernesto G.", "" ], [ "Ronconi", "Débora P.", "" ], [ "Voos", "Holger", "" ] ]
2006.12632
Benjamin Krarup
Benjamin Krarup, Senka Krivic, Felix Lindner, Derek Long
Towards Contrastive Explanations for Comparing the Ethics of Plans
Accepted to the ICRA-AGAINST-20 workshop
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The development of robotics and AI agents has enabled their wider usage in human surroundings. AI agents are more trusted to make increasingly important decisions with potentially critical outcomes. It is essential to consider the ethical consequences of the decisions made by these systems. In this paper, we present how contrastive explanations can be used for comparing the ethics of plans. We build upon an existing ethical framework to allow users to make suggestions to plans and receive contrastive explanations.
[ { "version": "v1", "created": "Mon, 22 Jun 2020 21:38:16 GMT" } ]
1,592,956,800,000
[ [ "Krarup", "Benjamin", "" ], [ "Krivic", "Senka", "" ], [ "Lindner", "Felix", "" ], [ "Long", "Derek", "" ] ]
2006.12692
Lingheng Meng
Lingheng Meng, Rob Gorbet, Dana Kuli\'c
The Effect of Multi-step Methods on Overestimation in Deep Reinforcement Learning
7 pages, 4 figures, the 25th International Conference on Pattern Recognition (ICPR)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Multi-step (also called n-step) methods in reinforcement learning (RL) have been shown to be more efficient than the 1-step method due to faster propagation of the reward signal, both theoretically and empirically, in tasks exploiting tabular representation of the value-function. Recently, research in Deep Reinforcement Learning (DRL) also shows that multi-step methods improve learning speed and final performance in applications where the value-function and policy are represented with deep neural networks. However, there is a lack of understanding about what is actually contributing to the boost of performance. In this work, we analyze the effect of multi-step methods on alleviating the overestimation problem in DRL, where multi-step experiences are sampled from a replay buffer. Specifically building on top of Deep Deterministic Policy Gradient (DDPG), we propose Multi-step DDPG (MDDPG), where different step sizes are manually set, and its variant called Mixed Multi-step DDPG (MMDDPG) where an average over different multi-step backups is used as update target of Q-value function. Empirically, we show that both MDDPG and MMDDPG are significantly less affected by the overestimation problem than DDPG with 1-step backup, which consequently results in better final performance and learning speed. We also discuss the advantages and disadvantages of different ways to do multi-step expansion in order to reduce approximation error, and expose the tradeoff between overestimation and underestimation that underlies offline multi-step methods. Finally, we compare the computational resource needs of Twin Delayed Deep Deterministic Policy Gradient (TD3), a state-of-art algorithm proposed to address overestimation in actor-critic methods, and our proposed methods, since they show comparable final performance and learning speed.
[ { "version": "v1", "created": "Tue, 23 Jun 2020 01:35:54 GMT" } ]
1,592,956,800,000
[ [ "Meng", "Lingheng", "" ], [ "Gorbet", "Rob", "" ], [ "Kulić", "Dana", "" ] ]
2006.13473
Chenwei Zhang
Xin Luna Dong, Xiang He, Andrey Kan, Xian Li, Yan Liang, Jun Ma, Yifan Ethan Xu, Chenwei Zhang, Tong Zhao, Gabriel Blanco Saldana, Saurabh Deshpande, Alexandre Michetti Manduca, Jay Ren, Surender Pal Singh, Fan Xiao, Haw-Shiuan Chang, Giannis Karamanolakis, Yuning Mao, Yaqing Wang, Christos Faloutsos, Andrew McCallum, Jiawei Han
AutoKnow: Self-Driving Knowledge Collection for Products of Thousands of Types
KDD 2020
null
10.1145/3394486.3403323
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
Can one build a knowledge graph (KG) for all products in the world? Knowledge graphs have firmly established themselves as valuable sources of information for search and question answering, and it is natural to wonder if a KG can contain information about products offered at online retail sites. There have been several successful examples of generic KGs, but organizing information about products poses many additional challenges, including sparsity and noise of structured data for products, complexity of the domain with millions of product types and thousands of attributes, heterogeneity across large number of categories, as well as large and constantly growing number of products. We describe AutoKnow, our automatic (self-driving) system that addresses these challenges. The system includes a suite of novel techniques for taxonomy construction, product property identification, knowledge extraction, anomaly detection, and synonym discovery. AutoKnow is (a) automatic, requiring little human intervention, (b) multi-scalable, scalable in multiple dimensions (many domains, many products, and many attributes), and (c) integrative, exploiting rich customer behavior logs. AutoKnow has been operational in collecting product knowledge for over 11K product types.
[ { "version": "v1", "created": "Wed, 24 Jun 2020 04:35:17 GMT" } ]
1,593,043,200,000
[ [ "Dong", "Xin Luna", "" ], [ "He", "Xiang", "" ], [ "Kan", "Andrey", "" ], [ "Li", "Xian", "" ], [ "Liang", "Yan", "" ], [ "Ma", "Jun", "" ], [ "Xu", "Yifan Ethan", "" ], [ "Zhang", "Chenwei", "" ], [ "Zhao", "Tong", "" ], [ "Saldana", "Gabriel Blanco", "" ], [ "Deshpande", "Saurabh", "" ], [ "Manduca", "Alexandre Michetti", "" ], [ "Ren", "Jay", "" ], [ "Singh", "Surender Pal", "" ], [ "Xiao", "Fan", "" ], [ "Chang", "Haw-Shiuan", "" ], [ "Karamanolakis", "Giannis", "" ], [ "Mao", "Yuning", "" ], [ "Wang", "Yaqing", "" ], [ "Faloutsos", "Christos", "" ], [ "McCallum", "Andrew", "" ], [ "Han", "Jiawei", "" ] ]
2006.13607
Forrest Bao
Youbiao He, Forrest Sheng Bao
Circuit Routing Using Monte Carlo Tree Search and Deep Neural Networks
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Circuit routing is a fundamental problem in designing electronic systems such as integrated circuits (ICs) and printed circuit boards (PCBs) which form the hardware of electronics and computers. Like finding paths between pairs of locations, circuit routing generates traces of wires to connect contacts or leads of circuit components. It is challenging because finding paths between dense and massive electronic components involves a very large search space. Existing solutions are either manually designed with domain knowledge or tailored to specific design rules, hence, difficult to adapt to new problems or design needs. Therefore, a general routing approach is highly desired. In this paper, we model the circuit routing as a sequential decision-making problem, and solve it by Monte Carlo tree search (MCTS) with deep neural network (DNN) guided rollout. It could be easily extended to routing cases with more routing constraints and optimization goals. Experiments on randomly generated single-layer circuits show the potential to route complex circuits. The proposed approach can solve the problems that benchmark methods such as sequential A* method and Lee's algorithm cannot solve, and can also outperform the vanilla MCTS approach.
[ { "version": "v1", "created": "Wed, 24 Jun 2020 10:34:57 GMT" } ]
1,593,043,200,000
[ [ "He", "Youbiao", "" ], [ "Bao", "Forrest Sheng", "" ] ]
2006.14437
V\'ictor Guti\'errez-Basulto
Yazm\'in Ib\'a\~nez-Garc\'ia, V\'ictor Guti\'errez-Basulto, Steven Schockaert
Plausible Reasoning about EL-Ontologies using Concept Interpolation
16 pages, 3 figures, accepted at KR 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Description logics (DLs) are standard knowledge representation languages for modelling ontologies, i.e. knowledge about concepts and the relations between them. Unfortunately, DL ontologies are difficult to learn from data and time-consuming to encode manually. As a result, ontologies for broad domains are almost inevitably incomplete. In recent years, several data-driven approaches have been proposed for automatically extending such ontologies. One family of methods rely on characterizations of concepts that are derived from text descriptions. While such characterizations do not capture ontological knowledge directly, they encode information about the similarity between different concepts, which can be exploited for filling in the gaps in existing ontologies. To this end, several inductive inference mechanisms have already been proposed, but these have been defined and used in a heuristic fashion. In this paper, we instead propose an inductive inference mechanism which is based on a clear model-theoretic semantics, and can thus be tightly integrated with standard deductive reasoning. We particularly focus on interpolation, a powerful commonsense reasoning mechanism which is closely related to cognitive models of category-based induction. Apart from the formalization of the underlying semantics, as our main technical contribution we provide computational complexity bounds for reasoning in EL with this interpolation mechanism.
[ { "version": "v1", "created": "Thu, 25 Jun 2020 14:19:41 GMT" } ]
1,593,129,600,000
[ [ "Ibáñez-García", "Yazmín", "" ], [ "Gutiérrez-Basulto", "Víctor", "" ], [ "Schockaert", "Steven", "" ] ]
2006.14804
Lin Guan
Lin Guan, Mudit Verma, Sihang Guo, Ruohan Zhang, Subbarao Kambhampati
Widening the Pipeline in Human-Guided Reinforcement Learning with Explanation and Context-Aware Data Augmentation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Human explanation (e.g., in terms of feature importance) has been recently used to extend the communication channel between human and agent in interactive machine learning. Under this setting, human trainers provide not only the ground truth but also some form of explanation. However, this kind of human guidance was only investigated in supervised learning tasks, and it remains unclear how to best incorporate this type of human knowledge into deep reinforcement learning. In this paper, we present the first study of using human visual explanations in human-in-the-loop reinforcement learning (HRL). We focus on the task of learning from feedback, in which the human trainer not only gives binary evaluative "good" or "bad" feedback for queried state-action pairs, but also provides a visual explanation by annotating relevant features in images. We propose EXPAND (EXPlanation AugmeNted feeDback) to encourage the model to encode task-relevant features through a context-aware data augmentation that only perturbs irrelevant features in human salient information. We choose five tasks, namely Pixel-Taxi and four Atari games, to evaluate the performance and sample efficiency of this approach. We show that our method significantly outperforms methods leveraging human explanation that are adapted from supervised learning, and Human-in-the-loop RL baselines that only utilize evaluative feedback.
[ { "version": "v1", "created": "Fri, 26 Jun 2020 05:40:05 GMT" }, { "version": "v2", "created": "Thu, 16 Jul 2020 23:08:58 GMT" }, { "version": "v3", "created": "Fri, 25 Sep 2020 23:59:18 GMT" }, { "version": "v4", "created": "Wed, 29 Sep 2021 18:32:45 GMT" }, { "version": "v5", "created": "Tue, 26 Oct 2021 19:16:10 GMT" } ]
1,635,379,200,000
[ [ "Guan", "Lin", "" ], [ "Verma", "Mudit", "" ], [ "Guo", "Sihang", "" ], [ "Zhang", "Ruohan", "" ], [ "Kambhampati", "Subbarao", "" ] ]
2006.14923
Manfred Jaeger
Manfred Jaeger, Giorgio Bacci, Giovanni Bacci, Kim Guldstrand Larsen, and Peter Gj{\o}l Jensen
Approximating Euclidean by Imprecise Markov Decision Processes
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Euclidean Markov decision processes are a powerful tool for modeling control problems under uncertainty over continuous domains. Finite state imprecise, Markov decision processes can be used to approximate the behavior of these infinite models. In this paper we address two questions: first, we investigate what kind of approximation guarantees are obtained when the Euclidean process is approximated by finite state approximations induced by increasingly fine partitions of the continuous state space. We show that for cost functions over finite time horizons the approximations become arbitrarily precise. Second, we use imprecise Markov decision process approximations as a tool to analyse and validate cost functions and strategies obtained by reinforcement learning. We find that, on the one hand, our new theoretical results validate basic design choices of a previously proposed reinforcement learning approach. On the other hand, the imprecise Markov decision process approximations reveal some inaccuracies in the learned cost functions.
[ { "version": "v1", "created": "Fri, 26 Jun 2020 11:58:04 GMT" } ]
1,593,388,800,000
[ [ "Jaeger", "Manfred", "" ], [ "Bacci", "Giorgio", "" ], [ "Bacci", "Giovanni", "" ], [ "Larsen", "Kim Guldstrand", "" ], [ "Jensen", "Peter Gjøl", "" ] ]
2006.15811
Jake Chandler
Jake Chandler, Richard Booth
Revision by Conditionals: From Hook to Arrow
Extended version of a paper accepted to KR 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The belief revision literature has largely focussed on the issue of how to revise one's beliefs in the light of information regarding matters of fact. Here we turn to an important but comparatively neglected issue: How might one extend a revision operator to handle conditionals as input? Our approach to this question of 'conditional revision' is distinctive insofar as it abstracts from the controversial details of how to revise by factual sentences. We introduce a 'plug and play' method for uniquely extending any iterated belief revision operator to the conditional case. The flexibility of our approach is achieved by having the result of a conditional revision by a Ramsey Test conditional ('arrow') determined by that of a plain revision by its corresponding material conditional ('hook'). It is shown to satisfy a number of new constraints that are of independent interest.
[ { "version": "v1", "created": "Mon, 29 Jun 2020 05:12:30 GMT" } ]
1,593,475,200,000
[ [ "Chandler", "Jake", "" ], [ "Booth", "Richard", "" ] ]
2007.00364
Evangelia Kyrimi
Evangelia Kyrimi, Mariana Raniere Neves, Scott McLachlan, Martin Neil, William Marsh, Norman Fenton
Medical idioms for clinical Bayesian network development
null
null
10.1016/j.jbi.2020.103495
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Bayesian Networks (BNs) are graphical probabilistic models that have proven popular in medical applications. While numerous medical BNs have been published, most are presented fait accompli without explanation of how the network structure was developed or justification of why it represents the correct structure for the given medical application. This means that the process of building medical BNs from experts is typically ad hoc and offers little opportunity for methodological improvement. This paper proposes generally applicable and reusable medical reasoning patterns to aid those developing medical BNs. The proposed method complements and extends the idiom-based approach introduced by Neil, Fenton, and Nielsen in 2000. We propose instances of their generic idioms that are specific to medical BNs. We refer to the proposed medical reasoning patterns as medical idioms. In addition, we extend the use of idioms to represent interventional and counterfactual reasoning. We believe that the proposed medical idioms are logical reasoning patterns that can be combined, reused and applied generically to help develop medical BNs. All proposed medical idioms have been illustrated using medical examples on coronary artery disease. The method has also been applied to other ongoing BNs being developed with medical experts. Finally, we show that applying the proposed medical idioms to published BN models results in models with a clearer structure.
[ { "version": "v1", "created": "Wed, 1 Jul 2020 10:10:52 GMT" }, { "version": "v2", "created": "Thu, 2 Jul 2020 08:03:45 GMT" } ]
1,593,734,400,000
[ [ "Kyrimi", "Evangelia", "" ], [ "Neves", "Mariana Raniere", "" ], [ "McLachlan", "Scott", "" ], [ "Neil", "Martin", "" ], [ "Marsh", "William", "" ], [ "Fenton", "Norman", "" ] ]
2007.00463
Richa Verma
Richa Verma, Aniruddha Singhal, Harshad Khadilkar, Ansuma Basumatary, Siddharth Nayak, Harsh Vardhan Singh, Swagat Kumar, Rajesh Sinha
A Generalized Reinforcement Learning Algorithm for Online 3D Bin-Packing
9 pages, 9 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose a Deep Reinforcement Learning (Deep RL) algorithm for solving the online 3D bin packing problem for an arbitrary number of bins and any bin size. The focus is on producing decisions that can be physically implemented by a robotic loading arm, a laboratory prototype used for testing the concept. The problem considered in this paper is novel in two ways. First, unlike the traditional 3D bin packing problem, we assume that the entire set of objects to be packed is not known a priori. Instead, a fixed number of upcoming objects is visible to the loading system, and they must be loaded in the order of arrival. Second, the goal is not to move objects from one point to another via a feasible path, but to find a location and orientation for each object that maximises the overall packing efficiency of the bin(s). Finally, the learnt model is designed to work with problem instances of arbitrary size without retraining. Simulation results show that the RL-based method outperforms state-of-the-art online bin packing heuristics in terms of empirical competitive ratio and volume efficiency.
[ { "version": "v1", "created": "Wed, 1 Jul 2020 13:02:04 GMT" } ]
1,593,648,000,000
[ [ "Verma", "Richa", "" ], [ "Singhal", "Aniruddha", "" ], [ "Khadilkar", "Harshad", "" ], [ "Basumatary", "Ansuma", "" ], [ "Nayak", "Siddharth", "" ], [ "Singh", "Harsh Vardhan", "" ], [ "Kumar", "Swagat", "" ], [ "Sinha", "Rajesh", "" ] ]
2007.00820
Anagha Kulkarni
Anagha Kulkarni, Sarath Sreedharan, Sarah Keren, Tathagata Chakraborti, David Smith and Subbarao Kambhampati
Designing Environments Conducive to Interpretable Robot Behavior
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Designing robots capable of generating interpretable behavior is a prerequisite for achieving effective human-robot collaboration. This means that the robots need to be capable of generating behavior that aligns with human expectations and, when required, provide explanations to the humans in the loop. However, exhibiting such behavior in arbitrary environments could be quite expensive for robots, and in some cases, the robot may not even be able to exhibit the expected behavior. Given structured environments (like warehouses and restaurants), it may be possible to design the environment so as to boost the interpretability of the robot's behavior or to shape the human's expectations of the robot's behavior. In this paper, we investigate the opportunities and limitations of environment design as a tool to promote a type of interpretable behavior -- known in the literature as explicable behavior. We formulate a novel environment design framework that considers design over multiple tasks and over a time horizon. In addition, we explore the longitudinal aspect of explicable behavior and the trade-off that arises between the cost of design and the cost of generating explicable behavior over a time horizon.
[ { "version": "v1", "created": "Thu, 2 Jul 2020 00:50:10 GMT" }, { "version": "v2", "created": "Sun, 2 Aug 2020 16:34:05 GMT" } ]
1,596,499,200,000
[ [ "Kulkarni", "Anagha", "" ], [ "Sreedharan", "Sarath", "" ], [ "Keren", "Sarah", "" ], [ "Chakraborti", "Tathagata", "" ], [ "Smith", "David", "" ], [ "Kambhampati", "Subbarao", "" ] ]
2007.01187
Tom Bewley
Tom Bewley
Am I Building a White Box Agent or Interpreting a Black Box Agent?
6 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The rule extraction literature contains the notion of a fidelity-accuracy dilemma: when building an interpretable model of a black box function, optimising for fidelity is likely to reduce performance on the underlying task, and vice versa. I reassert the relevance of this dilemma for the modern field of explainable artificial intelligence, and highlight how it is compounded when the black box is an agent interacting with a dynamic environment. I then discuss two independent research directions - building white box agents and interpreting black box agents - which are both coherent and worthy of attention, but must not be conflated by researchers embarking on projects in the domain of agent interpretability.
[ { "version": "v1", "created": "Thu, 2 Jul 2020 15:20:43 GMT" }, { "version": "v2", "created": "Fri, 3 Jul 2020 12:35:41 GMT" }, { "version": "v3", "created": "Wed, 8 Jul 2020 15:06:14 GMT" } ]
1,594,252,800,000
[ [ "Bewley", "Tom", "" ] ]
2007.01542
Jeppe Theiss Kristensen
Jeppe Theiss Kristensen, Paolo Burelli
Strategies for Using Proximal Policy Optimization in Mobile Puzzle Games
10 pages, 8 figures, to be published in 2020 Foundations of Digital Games conference
null
10.1145/3402942.3402944
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
While traditionally a labour intensive task, the testing of game content is progressively becoming more automated. Among the many directions in which this automation is taking shape, automatic play-testing is one of the most promising thanks also to advancements of many supervised and reinforcement learning (RL) algorithms. However these type of algorithms, while extremely powerful, often suffer in production environments due to issues with reliability and transparency in their training and usage. In this research work we are investigating and evaluating strategies to apply the popular RL method Proximal Policy Optimization (PPO) in a casual mobile puzzle game with a specific focus on improving its reliability in training and generalization during game playing. We have implemented and tested a number of different strategies against a real-world mobile puzzle game (Lily's Garden from Tactile Games). We isolated the conditions that lead to a failure in either training or generalization during testing and we identified a few strategies to ensure a more stable behaviour of the algorithm in this game genre.
[ { "version": "v1", "created": "Fri, 3 Jul 2020 08:03:45 GMT" } ]
1,625,788,800,000
[ [ "Kristensen", "Jeppe Theiss", "" ], [ "Burelli", "Paolo", "" ] ]
2007.01647
Martin Stetter Ph.D.
Martin Stetter and Elmar W. Lang
Learning intuitive physics and one-shot imitation using state-action-prediction self-organizing maps
27 pages, 5 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Human learning and intelligence work differently from the supervised pattern recognition approach adopted in most deep learning architectures. Humans seem to learn rich representations by exploration and imitation, build causal models of the world, and use both to flexibly solve new tasks. We suggest a simple but effective unsupervised model which develops such characteristics. The agent learns to represent the dynamical physical properties of its environment by intrinsically motivated exploration, and performs inference on this representation to reach goals. For this, a set of self-organizing maps which represent state-action pairs is combined with a causal model for sequence prediction. The proposed system is evaluated in the cartpole environment. After an initial phase of playful exploration, the agent can execute kinematic simulations of the environment's future, and use those for action planning. We demonstrate its performance on a set of several related, but different one-shot imitation tasks, which the agent flexibly solves in an active inference style.
[ { "version": "v1", "created": "Fri, 3 Jul 2020 12:29:11 GMT" }, { "version": "v2", "created": "Fri, 8 Jan 2021 10:10:53 GMT" }, { "version": "v3", "created": "Wed, 27 Oct 2021 09:33:07 GMT" } ]
1,635,379,200,000
[ [ "Stetter", "Martin", "" ], [ "Lang", "Elmar W.", "" ] ]
2007.02352
Xinrui Liu
Xinrui Liu
Mission schedule of agile satellites based on Proximal Policy Optimization Algorithm
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Mission schedule of satellites is an important part of space operation nowadays, since the number and types of satellites in orbit are increasing tremendously and their corresponding tasks are also becoming more and more complicated. In this paper, a mission schedule model combined with Proximal Policy Optimization Algorithm(PPO) is proposed. Different from the traditional heuristic planning method, this paper incorporate reinforcement learning algorithms into it and find a new way to describe the problem. Several constraints including data download are considered in this paper.
[ { "version": "v1", "created": "Sun, 5 Jul 2020 14:28:44 GMT" } ]
1,594,080,000,000
[ [ "Liu", "Xinrui", "" ] ]
2007.02416
Han Van Der Aa
Han van der Aa, Henrik Leopold, Matthias Weidlich
Partial Order Resolution of Event Logs for Process Conformance Checking
Accepted for publication in Decision Support Systems
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
While supporting the execution of business processes, information systems record event logs. Conformance checking relies on these logs to analyze whether the recorded behavior of a process conforms to the behavior of a normative specification. A key assumption of existing conformance checking techniques, however, is that all events are associated with timestamps that allow to infer a total order of events per process instance. Unfortunately, this assumption is often violated in practice. Due to synchronization issues, manual event recordings, or data corruption, events are only partially ordered. In this paper, we put forward the problem of partial order resolution of event logs to close this gap. It refers to the construction of a probability distribution over all possible total orders of events of an instance. To cope with the order uncertainty in real-world data, we present several estimators for this task, incorporating different notions of behavioral abstraction. Moreover, to reduce the runtime of conformance checking based on partial order resolution, we introduce an approximation method that comes with a bounded error in terms of accuracy. Our experiments with real-world and synthetic data reveal that our approach improves accuracy over the state-of-the-art considerably.
[ { "version": "v1", "created": "Sun, 5 Jul 2020 18:43:57 GMT" } ]
1,594,080,000,000
[ [ "van der Aa", "Han", "" ], [ "Leopold", "Henrik", "" ], [ "Weidlich", "Matthias", "" ] ]
2007.02489
Florian Richter
Florian Richter
Space of Reasons and Mathematical Model
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Inferential relations govern our concept use. In order to understand a concept it has to be located in a space of implications. There are different kinds of conditions for statements, i.e. that the conditions represent different kinds of explanations, e.g. causal or conceptual explanations. The crucial questions is: How can the conditionality of language use be represented. The conceptual background of representation in models is discussed and in the end I propose how implications of propositional logic and conceptual determinations can be represented in a model of a neural network.
[ { "version": "v1", "created": "Mon, 6 Jul 2020 01:13:43 GMT" } ]
1,594,080,000,000
[ [ "Richter", "Florian", "" ] ]
2007.02527
Thomas Ringstrom
Thomas J. Ringstrom, Mohammadhosein Hasanbeig, Alessandro Abate
Jump Operator Planning: Goal-Conditioned Policy Ensembles and Zero-Shot Transfer
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In Hierarchical Control, compositionality, abstraction, and task-transfer are crucial for designing versatile algorithms which can solve a variety of problems with maximal representational reuse. We propose a novel hierarchical and compositional framework called Jump-Operator Dynamic Programming for quickly computing solutions within a super-exponential space of sequential sub-goal tasks with ordering constraints, while also providing a fast linearly-solvable algorithm as an implementation. This approach involves controlling over an ensemble of reusable goal-conditioned polices functioning as temporally extended actions, and utilizes transition operators called feasibility functions, which are used to summarize initial-to-final state dynamics of the polices. Consequently, the added complexity of grounding a high-level task space onto a larger ambient state-space can be mitigated by optimizing in a lower-dimensional subspace defined by the grounding, substantially improving the scalability of the algorithm while effecting transferable solutions. We then identify classes of objective functions on this subspace whose solutions are invariant to the grounding, resulting in optimal zero-shot transfer.
[ { "version": "v1", "created": "Mon, 6 Jul 2020 05:13:20 GMT" } ]
1,594,080,000,000
[ [ "Ringstrom", "Thomas J.", "" ], [ "Hasanbeig", "Mohammadhosein", "" ], [ "Abate", "Alessandro", "" ] ]
2007.02742
Vanessa Volz
Vanessa Volz and Boris Naujoks
Towards Game-Playing AI Benchmarks via Performance Reporting Standards
IEEE Conference on Games 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
While games have been used extensively as milestones to evaluate game-playing AI, there exists no standardised framework for reporting the obtained observations. As a result, it remains difficult to draw general conclusions about the strengths and weaknesses of different game-playing AI algorithms. In this paper, we propose reporting guidelines for AI game-playing performance that, if followed, provide information suitable for unbiased comparisons between different AI approaches. The vision we describe is to build benchmarks and competitions based on such guidelines in order to be able to draw more general conclusions about the behaviour of different AI algorithms, as well as the types of challenges different games pose.
[ { "version": "v1", "created": "Mon, 6 Jul 2020 13:27:00 GMT" } ]
1,594,080,000,000
[ [ "Volz", "Vanessa", "" ], [ "Naujoks", "Boris", "" ] ]
2007.02854
Noor Akhmad Setiawan PhD
Noor Akhmad Setiawan, Paruvachi Ammasai Venkatachalam, Ahmad Fadzil M Hani
Diagnosis of Coronary Artery Disease Using Artificial Intelligence Based Decision Support System
null
Proceedings of the International Conference on Man Machine Systems Batu Ferringhi Penang October 2009
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This research is about the development a fuzzy decision support system for the diagnosis of coronary artery disease based on evidence. The coronary artery disease data sets taken from University California Irvine (UCI) are used. The knowledge base of fuzzy decision support system is taken by using rules extraction method based on Rough Set Theory. The rules then are selected and fuzzified based on information from discretization of numerical attributes. Fuzzy rules weight is proposed using the information from support of extracted rules. UCI heart disease data sets collected from U.S., Switzerland and Hungary, data from Ipoh Specialist Hospital Malaysia are used to verify the proposed system. The results show that the system is able to give the percentage of coronary artery blocking better than cardiologists and angiography. The results of the proposed system were verified and validated by three expert cardiologists and are considered to be more efficient and useful.
[ { "version": "v1", "created": "Mon, 6 Jul 2020 16:10:13 GMT" } ]
1,594,080,000,000
[ [ "Setiawan", "Noor Akhmad", "" ], [ "Venkatachalam", "Paruvachi Ammasai", "" ], [ "Hani", "Ahmad Fadzil M", "" ] ]
2007.03102
Ankur Deka
Ankur Deka and Katia Sycara
Natural Emergence of Heterogeneous Strategies in Artificially Intelligent Competitive Teams
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Multi agent strategies in mixed cooperative-competitive environments can be hard to craft by hand because each agent needs to coordinate with its teammates while competing with its opponents. Learning based algorithms are appealing but many scenarios require heterogeneous agent behavior for the team's success and this increases the complexity of the learning algorithm. In this work, we develop a competitive multi agent environment called FortAttack in which two teams compete against each other. We corroborate that modeling agents with Graph Neural Networks and training them with Reinforcement Learning leads to the evolution of increasingly complex strategies for each team. We observe a natural emergence of heterogeneous behavior amongst homogeneous agents when such behavior can lead to the team's success. Such heterogeneous behavior from homogeneous agents is appealing because any agent can replace the role of another agent at test time. Finally, we propose ensemble training, in which we utilize the evolved opponent strategies to train a single policy for friendly agents.
[ { "version": "v1", "created": "Mon, 6 Jul 2020 22:35:56 GMT" } ]
1,594,166,400,000
[ [ "Deka", "Ankur", "" ], [ "Sycara", "Katia", "" ] ]
2007.03191
Ke Ren
Hoda Bidkhori, John P Dickerson, Duncan C McElfresh, Ke Ren
Kidney Exchange with Inhomogeneous Edge Existence Uncertainty
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Motivated by kidney exchange, we study a stochastic cycle and chain packing problem, where we aim to identify structures in a directed graph to maximize the expectation of matched edge weights. All edges are subject to failure, and the failures can have nonidentical probabilities. To the best of our knowledge, the state-of-the-art approaches are only tractable when failure probabilities are identical. We formulate a relevant non-convex optimization problem and propose a tractable mixed-integer linear programming reformulation to solve it. In addition, we propose a model that integrates both risks and the expected utilities of the matching by incorporating conditional value at risk (CVaR) into the objective function, providing a robust formulation for this problem. Subsequently, we propose a sample-average-approximation (SAA) based approach to solve this problem. We test our approaches on data from the United Network for Organ Sharing (UNOS) and compare against state-of-the-art approaches. Our model provides better performance with the same running time as a leading deterministic approach (PICEF). Our CVaR extensions with an SAA-based method improves the $\alpha \times 100\%$ ($0<\alpha\leqslant 1$) worst-case performance substantially compared to existing models.
[ { "version": "v1", "created": "Tue, 7 Jul 2020 04:08:39 GMT" } ]
1,594,166,400,000
[ [ "Bidkhori", "Hoda", "" ], [ "Dickerson", "John P", "" ], [ "McElfresh", "Duncan C", "" ], [ "Ren", "Ke", "" ] ]
2007.03328
Gianni De Fabritiis
Gabriele Libardi and Gianni De Fabritiis
Guided Exploration with Proximal Policy Optimization using a Single Demonstration
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Solving sparse reward tasks through exploration is one of the major challenges in deep reinforcement learning, especially in three-dimensional, partially-observable environments. Critically, the algorithm proposed in this article uses a single human demonstration to solve hard-exploration problems. We train an agent on a combination of demonstrations and own experience to solve problems with variable initial conditions. We adapt this idea and integrate it with the proximal policy optimization (PPO). The agent is able to increase its performance and to tackle harder problems by replaying its own past trajectories prioritizing them based on the obtained reward and the maximum value of the trajectory. We compare different variations of this algorithm to behavioral cloning on a set of hard-exploration tasks in the Animal-AI Olympics environment. To the best of our knowledge, learning a task in a three-dimensional environment with comparable difficulty has never been considered before using only one human demonstration.
[ { "version": "v1", "created": "Tue, 7 Jul 2020 10:30:32 GMT" }, { "version": "v2", "created": "Wed, 16 Jun 2021 21:38:35 GMT" } ]
1,623,974,400,000
[ [ "Libardi", "Gabriele", "" ], [ "De Fabritiis", "Gianni", "" ] ]
2007.03581
Wolfgang Dvo\v{r}\'ak
Wolfgang Dvo\v{r}\'ak and Atefeh Keshavarzi Zafarghandi and Stefan Woltran
Expressiveness of SETAFs and Support-Free ADFs under 3-valued Semantics
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Generalizing the attack structure in argumentation frameworks (AFs) has been studied in different ways. Most prominently, the binary attack relation of Dung frameworks has been extended to the notion of collective attacks. The resulting formalism is often termed SETAFs. Another approach is provided via abstract dialectical frameworks (ADFs), where acceptance conditions specify the relation between arguments; restricting these conditions naturally allows for so-called support-free ADFs. The aim of the paper is to shed light on the relation between these two different approaches. To this end, we investigate and compare the expressiveness of SETAFs and support-free ADFs under the lens of 3-valued semantics. Our results show that it is only the presence of unsatisfiable acceptance conditions in support-free ADFs that discriminate the two approaches.
[ { "version": "v1", "created": "Tue, 7 Jul 2020 16:03:23 GMT" } ]
1,594,166,400,000
[ [ "Dvořák", "Wolfgang", "" ], [ "Zafarghandi", "Atefeh Keshavarzi", "" ], [ "Woltran", "Stefan", "" ] ]
2007.03727
Maria In\^es Silva
Maria In\^es Silva, Roberto Henriques
TripMD: Driving patterns investigation via Motif Analysis
14 pages, 11 figures, to be published in Expert Systems with Applications
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Processing driving data and investigating driving behavior has been receiving an increasing interest in the last decades, with applications ranging from car insurance pricing to policy making. A common strategy to analyze driving behavior is to study the maneuvers being performance by the driver. In this paper, we propose TripMD, a system that extracts the most relevant driving patterns from sensor recordings (such as acceleration) and provides a visualization that allows for an easy investigation. Additionally, we test our system using the UAH-DriveSet dataset, a publicly available naturalistic driving dataset. We show that (1) our system can extract a rich number of driving patterns from a single driver that are meaningful to understand driving behaviors and (2) our system can be used to identify the driving behavior of an unknown driver from a set of drivers whose behavior we know.
[ { "version": "v1", "created": "Tue, 7 Jul 2020 18:34:31 GMT" }, { "version": "v2", "created": "Fri, 4 Dec 2020 10:32:54 GMT" }, { "version": "v3", "created": "Sun, 25 Apr 2021 12:03:59 GMT" }, { "version": "v4", "created": "Mon, 5 Jul 2021 16:49:18 GMT" } ]
1,625,529,600,000
[ [ "Silva", "Maria Inês", "" ], [ "Henriques", "Roberto", "" ] ]
2007.04221
Srdjan Vesic
Leila Amgoud, Srdjan Vesic
Dung's semantics satisfy attack removal monotonicity
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We show that preferred, stable, complete, and grounded semantics satisfy attack removal monotonicity. This means that if an attack from b to a is removed, the status of a cannot worsen, e.g. if a was skeptically accepted, it cannot become rejected.
[ { "version": "v1", "created": "Wed, 8 Jul 2020 15:59:14 GMT" } ]
1,594,252,800,000
[ [ "Amgoud", "Leila", "" ], [ "Vesic", "Srdjan", "" ] ]
2007.04477
Nicholas Kluge Corr\^ea
Nicholas Kluge Corr\^ea and Nythamar de Oliveira
Good AI for the Present of Humanity Democratizing AI Governance
null
The AI Ethics Journal (2021)
10.47289/AIEJ20210716-2
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
What do Cyberpunk and AI Ethics have to do with each other? Cyberpunk is a sub-genre of science fiction that explores the post-human relationships between human experience and technology. One similarity between AI Ethics and Cyberpunk literature is that both seek to explore future social and ethical problems that our technological advances may bring upon society. In recent years, an increasing number of ethical matters involving AI have been pointed and debated, and several ethical principles and guides have been suggested as governance policies for the tech industry. However, would this be the role of AI Ethics? To serve as a soft and ambiguous version of the law? We would like to advocate in this article for a more Cyberpunk way of doing AI Ethics, with a more democratic way of governance. In this study, we will seek to expose some of the deficits of the underlying power structures of the AI industry, and suggest that AI governance be subject to public opinion, so that good AI can become good AI for all.
[ { "version": "v1", "created": "Wed, 8 Jul 2020 23:50:28 GMT" }, { "version": "v10", "created": "Sat, 26 Dec 2020 21:26:07 GMT" }, { "version": "v11", "created": "Tue, 1 Jun 2021 18:31:11 GMT" }, { "version": "v12", "created": "Sat, 17 Jul 2021 17:21:15 GMT" }, { "version": "v13", "created": "Tue, 17 Aug 2021 01:27:49 GMT" }, { "version": "v2", "created": "Sun, 12 Jul 2020 22:52:10 GMT" }, { "version": "v3", "created": "Thu, 23 Jul 2020 22:40:36 GMT" }, { "version": "v4", "created": "Fri, 7 Aug 2020 23:48:38 GMT" }, { "version": "v5", "created": "Thu, 27 Aug 2020 17:26:32 GMT" }, { "version": "v6", "created": "Sat, 5 Sep 2020 18:55:27 GMT" }, { "version": "v7", "created": "Sun, 18 Oct 2020 04:11:19 GMT" }, { "version": "v8", "created": "Sun, 25 Oct 2020 03:53:29 GMT" }, { "version": "v9", "created": "Tue, 27 Oct 2020 02:42:33 GMT" } ]
1,629,244,800,000
[ [ "Corrêa", "Nicholas Kluge", "" ], [ "de Oliveira", "Nythamar", "" ] ]
2007.04614
Wei Li
Lei Zhang, Wei Bai, Shize Guo, Shiming Xia, Hongmei Li and Zhisong Pan
Weakness Analysis of Cyberspace Configuration Based on Reinforcement Learning
10 pages, 6 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this work, we present a learning-based approach to analysis cyberspace configuration. Unlike prior methods, our approach has the ability to learn from past experience and improve over time. In particular, as we train over a greater number of agents as attackers, our method becomes better at rapidly finding attack paths for previously hidden paths, especially in multiple domain cyberspace. To achieve these results, we pose finding attack paths as a Reinforcement Learning (RL) problem and train an agent to find multiple domain attack paths. To enable our RL policy to find more hidden attack paths, we ground representation introduction an multiple domain action select module in RL. By designing a simulated cyberspace experimental environment to verify our method. Our objective is to find more hidden attack paths, to analysis the weakness of cyberspace configuration. The experimental results show that our method can find more hidden multiple domain attack paths than existing baselines methods.
[ { "version": "v1", "created": "Thu, 9 Jul 2020 07:53:35 GMT" } ]
1,594,339,200,000
[ [ "Zhang", "Lei", "" ], [ "Bai", "Wei", "" ], [ "Guo", "Shize", "" ], [ "Xia", "Shiming", "" ], [ "Li", "Hongmei", "" ], [ "Pan", "Zhisong", "" ] ]
2007.04663
Rushikesh Joshi
Charu Agarwal, Rushikesh K. Joshi
Automation Strategies for Unconstrained Crossword Puzzle Generation
28 pages, 28 figures, category: cs, preprint
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
An unconstrained crossword puzzle is a generalization of the constrained crossword problem. In this problem, only the word vocabulary, and optionally the grid dimensions are known. Hence, it not only requires the algorithm to determine the word locations, but it also needs to come up with the grid geometry. This paper discusses algorithmic strategies for automatic crossword puzzle generation in such an unconstrained setting. The strategies proposed cover the tasks of selection of words from a given vocabulary, selection of grid sizes, grid resizing and adjustments, metrics for word fitting, back-tracking techniques, and also clue generation. The strategies have been formulated based on a study of the effect of word sequence permutation order on grid fitting. An end-to-end algorithm that combines these strategies is presented, and its performance is analyzed. The techniques have been found to be successful in quickly producing well-packed puzzles of even large sizes. Finally, a few example puzzles generated by our algorithm are also provided.
[ { "version": "v1", "created": "Thu, 9 Jul 2020 09:45:03 GMT" } ]
1,594,339,200,000
[ [ "Agarwal", "Charu", "" ], [ "Joshi", "Rushikesh K.", "" ] ]
2007.04862
Lennart Bramlage
Lennart Bramlage and Aurelio Cortese
Attention or memory? Neurointerpretable agents in space and time
8 pages, 6 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In neuroscience, attention has been shown to bidirectionally interact with reinforcement learning (RL) processes. This interaction is thought to support dimensionality reduction of task representations, restricting computations to relevant features. However, it remains unclear whether these properties can translate into real algorithmic advantages for artificial agents, especially in dynamic environments. We design a model incorporating a self-attention mechanism that implements task-state representations in semantic feature-space, and test it on a battery of Atari games. To evaluate the agent's selective properties, we add a large volume of task-irrelevant features to observations. In line with neuroscience predictions, self-attention leads to increased robustness to noise compared to benchmark models. Strikingly, this self-attention mechanism is general enough, such that it can be naturally extended to implement a transient working-memory, able to solve a partially observable maze task. Lastly, we highlight the predictive quality of attended stimuli. Because we use semantic observations, we can uncover not only which features the agent elects to base decisions on, but also how it chooses to compile more complex, relational features from simpler ones. These results formally illustrate the benefits of attention in deep RL and provide evidence for the interpretability of self-attention mechanisms.
[ { "version": "v1", "created": "Thu, 9 Jul 2020 15:04:26 GMT" }, { "version": "v2", "created": "Sun, 12 Jul 2020 15:32:16 GMT" } ]
1,594,684,800,000
[ [ "Bramlage", "Lennart", "" ], [ "Cortese", "Aurelio", "" ] ]
2007.04908
Rustam Rustam
Rustam and Koredianto Usman and Mudyawati Kamaruddin and Dina Chamidah and Nopendri and Khaerudin Saleh and Yulinda Eliskar and Ismail Marzuki
Modified Possibilistic Fuzzy C-Means Algorithm for Clustering Incomplete Data Sets
13 pages, 13 figures, submitted to Acta Polytechnica as scientific journal published by the Czech Technical University in Prague
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Possibilistic fuzzy c-means (PFCM) algorithm is a reliable algorithm has been proposed to deal the weakness of two popular algorithms for clustering, fuzzy c-means (FCM) and possibilistic c-means (PCM). PFCM algorithm deals with the weaknesses of FCM in handling noise sensitivity and the weaknesses of PCM in the case of coincidence clusters. However, the PFCM algorithm can be only applied to cluster complete data sets. Therefore, in this study, we propose a modification of the PFCM algorithm that can be applied to incomplete data sets clustering. We modified the PFCM algorithm to OCSPFCM and NPSPFCM algorithms and measured performance on three things: 1) accuracy percentage, 2) a number of iterations to termination, and 3) centroid errors. Based on the results that both algorithms have the potential for clustering incomplete data sets. However, the performance of the NPSPFCM algorithm is better than the OCSPFCM algorithm for clustering incomplete data sets.
[ { "version": "v1", "created": "Thu, 9 Jul 2020 16:12:11 GMT" }, { "version": "v2", "created": "Wed, 15 Jul 2020 23:37:09 GMT" } ]
1,594,944,000,000
[ [ "Rustam", "", "" ], [ "Usman", "Koredianto", "" ], [ "Kamaruddin", "Mudyawati", "" ], [ "Chamidah", "Dina", "" ], [ "Nopendri", "", "" ], [ "Saleh", "Khaerudin", "" ], [ "Eliskar", "Yulinda", "" ], [ "Marzuki", "Ismail", "" ] ]
2007.04949
Amal Nammouchi
Amal Nammouchi, Hakim Ghazzai, and Yehia Massoud
A Generative Graph Method to Solve the Travelling Salesman Problem
5 pages, 2 figures, 2 tables, conference
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Travelling Salesman Problem (TSP) is a challenging graph task in combinatorial optimization that requires reasoning about both local node neighborhoods and global graph structure. In this paper, we propose to use the novel Graph Learning Network (GLN), a generative approach, to approximately solve the TSP. GLN model learns directly the pattern of TSP instances as training dataset, encodes the graph properties, and merge the different node embeddings to output node-to-node an optimal tour directly or via graph search technique that validates the final tour. The preliminary results of the proposed novel approach proves its applicability to this challenging problem providing a low optimally gap with significant computation saving compared to the optimal solution.
[ { "version": "v1", "created": "Thu, 9 Jul 2020 17:23:55 GMT" } ]
1,594,339,200,000
[ [ "Nammouchi", "Amal", "" ], [ "Ghazzai", "Hakim", "" ], [ "Massoud", "Yehia", "" ] ]
2007.05254
Wu Qinghua
Yongliang Lu, Jin-Kao Hao, Qinghua Wu
Solving the Clustered Traveling Salesman Problem via TSP methods
26 pages, 6 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Clustered Traveling Salesman Problem (CTSP) is a variant of the popular Traveling Salesman Problem (TSP) arising from a number of real-life applications. In this work, we explore a transformation approach that solves the CTSP by converting it to the well-studied TSP. For this purpose, we first investigate a technique to convert a CTSP instance to a TSP and then apply powerful TSP solvers (including exact and heuristic solvers) to solve the resulting TSP instance. We want to answer the following questions: How do state-of-the-art TSP solvers perform on clustered instances converted from the CTSP? Do state-of-the-art TSP solvers compete well with the best performing methods specifically designed for the CTSP? For this purpose, we present intensive computational experiments on various benchmark instances to draw conclusions.
[ { "version": "v1", "created": "Fri, 10 Jul 2020 08:56:06 GMT" }, { "version": "v2", "created": "Tue, 15 Dec 2020 08:35:00 GMT" }, { "version": "v3", "created": "Thu, 14 Apr 2022 11:34:37 GMT" } ]
1,649,980,800,000
[ [ "Lu", "Yongliang", "" ], [ "Hao", "Jin-Kao", "" ], [ "Wu", "Qinghua", "" ] ]
2007.05284
Guilherme Paulino-Passos
Guilherme Paulino-Passos, Francesca Toni
Cautious Monotonicity in Case-Based Reasoning with Abstract Argumentation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recently, abstract argumentation-based models of case-based reasoning ($AA{\text -}CBR$ in short) have been proposed, originally inspired by the legal domain, but also applicable as classifiers in different scenarios, including image classification, sentiment analysis of text, and in predicting the passage of bills in the UK Parliament. However, the formal properties of $AA{\text -}CBR$ as a reasoning system remain largely unexplored. In this paper, we focus on analysing the non-monotonicity properties of a regular version of $AA{\text -}CBR$ (that we call $AA{\text -}CBR_{\succeq}$). Specifically, we prove that $AA{\text -}CBR_{\succeq}$ is not cautiously monotonic, a property frequently considered desirable in the literature of non-monotonic reasoning. We then define a variation of $AA{\text -}CBR_{\succeq}$ which is cautiously monotonic, and provide an algorithm for obtaining it. Further, we prove that such variation is equivalent to using $AA{\text -}CBR_{\succeq}$ with a restricted casebase consisting of all "surprising" cases in the original casebase.
[ { "version": "v1", "created": "Fri, 10 Jul 2020 10:08:30 GMT" }, { "version": "v2", "created": "Mon, 13 Jul 2020 07:42:11 GMT" } ]
1,594,684,800,000
[ [ "Paulino-Passos", "Guilherme", "" ], [ "Toni", "Francesca", "" ] ]
2007.05367
Richard Evans
Richard Evans, Jose Hernandez-Orallo, Johannes Welbl, Pushmeet Kohli, Marek Sergot
Evaluating the Apperception Engine
arXiv admin note: substantial text overlap with arXiv:1910.02227
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Apperception Engine is an unsupervised learning system. Given a sequence of sensory inputs, it constructs a symbolic causal theory that both explains the sensory sequence and also satisfies a set of unity conditions. The unity conditions insist that the constituents of the theory - objects, properties, and laws - must be integrated into a coherent whole. Once a theory has been constructed, it can be applied to predict future sensor readings, retrodict earlier readings, or impute missing readings. In this paper, we evaluate the Apperception Engine in a diverse variety of domains, including cellular automata, rhythms and simple nursery tunes, multi-modal binding problems, occlusion tasks, and sequence induction intelligence tests. In each domain, we test our engine's ability to predict future sensor values, retrodict earlier sensor values, and impute missing sensory data. The engine performs well in all these domains, significantly outperforming neural net baselines and state of the art inductive logic programming systems. These results are significant because neural nets typically struggle to solve the binding problem (where information from different modalities must somehow be combined together into different aspects of one unified object) and fail to solve occlusion tasks (in which objects are sometimes visible and sometimes obscured from view). We note in particular that in the sequence induction intelligence tests, our system achieved human-level performance. This is notable because our system is not a bespoke system designed specifically to solve intelligence tests, but a general-purpose system that was designed to make sense of any sensory sequence.
[ { "version": "v1", "created": "Thu, 9 Jul 2020 11:54:05 GMT" } ]
1,594,598,400,000
[ [ "Evans", "Richard", "" ], [ "Hernandez-Orallo", "Jose", "" ], [ "Welbl", "Johannes", "" ], [ "Kohli", "Pushmeet", "" ], [ "Sergot", "Marek", "" ] ]
2007.05411
Koen Holtman
Koen Holtman
AGI Agent Safety by Iteratively Improving the Utility Function
Part 1 of this work is a preprint of a conference paper to appear in: Proceedings of the 13th International Conference on Artificial General Intelligence (AGI-20), Springer LNAI 12177 (2020). Part 2 has additional, new research results that go beyond those in the conference paper
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
While it is still unclear if agents with Artificial General Intelligence (AGI) could ever be built, we can already use mathematical models to investigate potential safety systems for these agents. We present an AGI safety layer that creates a special dedicated input terminal to support the iterative improvement of an AGI agent's utility function. The humans who switched on the agent can use this terminal to close any loopholes that are discovered in the utility function's encoding of agent goals and constraints, to direct the agent towards new goals, or to force the agent to switch itself off. An AGI agent may develop the emergent incentive to manipulate the above utility function improvement process, for example by deceiving, restraining, or even attacking the humans involved. The safety layer will partially, and sometimes fully, suppress this dangerous incentive. The first part of this paper generalizes earlier work on AGI emergency stop buttons. We aim to make the mathematical methods used to construct the layer more accessible, by applying them to an MDP model. We discuss two provable properties of the safety layer, and show ongoing work in mapping it to a Causal Influence Diagram (CID). In the second part, we develop full mathematical proofs, and show that the safety layer creates a type of bureaucratic blindness. We then present the design of a learning agent, a design that wraps the safety layer around either a known machine learning system, or a potential future AGI-level learning system. The resulting agent will satisfy the provable safety properties from the moment it is first switched on. Finally, we show how this agent can be mapped from its model to a real-life implementation. We review the methodological issues involved in this step, and discuss how these are typically resolved.
[ { "version": "v1", "created": "Fri, 10 Jul 2020 14:30:56 GMT" } ]
1,594,598,400,000
[ [ "Holtman", "Koen", "" ] ]
2007.05423
Mikael Zayenz Lagerkvist
Mikael Zayenz Lagerkvist and Magnus Rattfeldt
Half-checking propagators
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Propagators are central to the success of constraint programming, that is contracting functions removing values proven not to be in any solution of a given constraint. The literature contains numerous propagation algorithms, for many different constraints, and common to all these propagation algorithms is the notion of correctness: only values that appear in no solution to the respective constraint may be removed. In this paper half-checking propagators are introduced, for which the only requirements are that identified solutions (by the propagators) are actual solutions (to the corresponding constraints), and that the propagators are contracting. In particular, a half-checking propagator may remove solutions resulting in an incomplete solving process, but with the upside that (good) solutions may be found faster. Overall completeness can be obtained by running half-checking propagators as one component in a portfolio solving process. Half-checking propagators opens up a wider variety of techniques to be used when designing propagation algorithms, compared to what is currently available. A formal model for half-checking propagators is introduced, together with a detailed description of how to support such propagators in a constraint programming system. Three general directions for creating half-checking propagation algorithms are introduced, and used for designing new half-checking propagators for the cost-circuit constraint as examples. The new propagators are implemented in the Gecode system.
[ { "version": "v1", "created": "Fri, 10 Jul 2020 14:54:57 GMT" } ]
1,594,598,400,000
[ [ "Lagerkvist", "Mikael Zayenz", "" ], [ "Rattfeldt", "Magnus", "" ] ]
2007.05674
Matthew Fontaine
Matthew C. Fontaine, Ruilin Liu, Ahmed Khalifa, Jignesh Modi, Julian Togelius, Amy K. Hoover, Stefanos Nikolaidis
Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network
Accepted to AAAI 2021
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to explore the generative design space of GANs to extract interesting levels. However, human designers find latent vectors opaque and would rather explore along dimensions the designer specifies, such as number of enemies or obstacles. We propose using state-of-the-art quality diversity algorithms designed to optimize continuous spaces, i.e. MAP-Elites with a directional variation operator and Covariance Matrix Adaptation MAP-Elites, to efficiently explore the latent space of a GAN to extract levels that vary across a set of specified gameplay measures. In the benchmark domain of Super Mario Bros, we demonstrate how designers may specify gameplay measures to our system and extract high-quality (playable) levels with a diverse range of level mechanics, while still maintaining stylistic similarity to human authored examples. An online user study shows how the different mechanics of the automatically generated levels affect subjective ratings of their perceived difficulty and appearance.
[ { "version": "v1", "created": "Sat, 11 Jul 2020 03:38:06 GMT" }, { "version": "v2", "created": "Wed, 29 Jul 2020 16:56:38 GMT" }, { "version": "v3", "created": "Tue, 15 Dec 2020 23:55:41 GMT" }, { "version": "v4", "created": "Mon, 21 Jun 2021 04:14:08 GMT" } ]
1,624,320,000,000
[ [ "Fontaine", "Matthew C.", "" ], [ "Liu", "Ruilin", "" ], [ "Khalifa", "Ahmed", "" ], [ "Modi", "Jignesh", "" ], [ "Togelius", "Julian", "" ], [ "Hoover", "Amy K.", "" ], [ "Nikolaidis", "Stefanos", "" ] ]
2007.05961
Elif Surer
Faruk Kucuksubasi and Elif Surer
Relational-Grid-World: A Novel Relational Reasoning Environment and An Agent Model for Relational Information Extraction
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reinforcement learning (RL) agents are often designed specifically for a particular problem and they generally have uninterpretable working processes. Statistical methods-based agent algorithms can be improved in terms of generalizability and interpretability using symbolic Artificial Intelligence (AI) tools such as logic programming. In this study, we present a model-free RL architecture that is supported with explicit relational representations of the environmental objects. For the first time, we use the PrediNet network architecture in a dynamic decision-making problem rather than image-based tasks, and Multi-Head Dot-Product Attention Network (MHDPA) as a baseline for performance comparisons. We tested two networks in two environments ---i.e., the baseline Box-World environment and our novel environment, Relational-Grid-World (RGW). With the procedurally generated RGW environment, which is complex in terms of visual perceptions and combinatorial selections, it is easy to measure the relational representation performance of the RL agents. The experiments were carried out using different configurations of the environment so that the presented module and the environment were compared with the baselines. We reached similar policy optimization performance results with the PrediNet architecture and MHDPA; additionally, we achieved to extract the propositional representation explicitly ---which makes the agent's statistical policy logic more interpretable and tractable. This flexibility in the agent's policy provides convenience for designing non-task-specific agent architectures. The main contributions of this study are two-fold ---an RL agent that can explicitly perform relational reasoning, and a new environment that measures the relational reasoning capabilities of RL agents.
[ { "version": "v1", "created": "Sun, 12 Jul 2020 11:30:48 GMT" } ]
1,594,684,800,000
[ [ "Kucuksubasi", "Faruk", "" ], [ "Surer", "Elif", "" ] ]
2007.05971
Liwen Li
Liwen Li, Zequn Wei, Jin-Kao Hao and Kun He
Probability Learning based Tabu Search for the Budgeted Maximum Coverage Problem
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Knapsack problems are classic models that can formulate a wide range of applications. In this work, we deal with the Budgeted Maximum Coverage Problem (BMCP), which is a generalized 0-1 knapsack problem. Given a set of items with nonnegative weights and a set of elements with nonnegative profits, where each item is composed of a subset of elements, BMCP aims to pack a subset of items in a capacity-constrained knapsack such that the total weight of the selected items does not exceed the knapsack capacity, and the total profit of the associated elements is maximized. Note that each element is counted once even if it is covered multiple times. BMCP is closely related to the Set-Union Knapsack Problem (SUKP) that is well studied in recent years. As the counterpart problem of SUKP, however, BMCP was introduced early in 1999 but since then it has been rarely studied, especially there is no practical algorithm proposed. By combining the reinforcement learning technique to the local search procedure, we propose a probability learning based tabu search (PLTS) algorithm for addressing this NP-hard problem. The proposed algorithm iterates through two distinct phases, namely a tabu search phase and a probability learning based perturbation phase. As there is no benchmark instances proposed in the literature, we generate 30 benchmark instances with varied properties. Experimental results demonstrate that our PLTS algorithm significantly outperforms the general CPLEX solver for solving the challenging BMCP in terms of the solution quality.
[ { "version": "v1", "created": "Sun, 12 Jul 2020 12:11:59 GMT" } ]
1,594,684,800,000
[ [ "Li", "Liwen", "" ], [ "Wei", "Zequn", "" ], [ "Hao", "Jin-Kao", "" ], [ "He", "Kun", "" ] ]
2007.06108
Matthew Guzdial
Matthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook, Mirjam Eladhari, Antonios Liapis and Anne Sullivan
Tabletop Roleplaying Games as Procedural Content Generators
9 pages, 2 figures, FDG Workshop on Procedural Content Generation 2020
FDG Workshop on Procedural Content Generation 2020
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research -- including possibility spaces, expressive range analysis, and generative pipelines -- to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG.
[ { "version": "v1", "created": "Sun, 12 Jul 2020 22:05:17 GMT" }, { "version": "v2", "created": "Wed, 15 Jul 2020 17:37:55 GMT" } ]
1,594,857,600,000
[ [ "Guzdial", "Matthew", "" ], [ "Acharya", "Devi", "" ], [ "Kreminski", "Max", "" ], [ "Cook", "Michael", "" ], [ "Eladhari", "Mirjam", "" ], [ "Liapis", "Antonios", "" ], [ "Sullivan", "Anne", "" ] ]
2007.06282
Martin Cooper
Martin C. Cooper
Strengthening neighbourhood substitution
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Domain reduction is an essential tool for solving the constraint satisfaction problem (CSP). In the binary CSP, neighbourhood substitution consists in eliminating a value if there exists another value which can be substituted for it in each constraint. We show that the notion of neighbourhood substitution can be strengthened in two distinct ways without increasing time complexity. We also show the theoretical result that, unlike neighbourhood substitution, finding an optimal sequence of these new operations is NP-hard.
[ { "version": "v1", "created": "Mon, 13 Jul 2020 10:06:20 GMT" } ]
1,594,684,800,000
[ [ "Cooper", "Martin C.", "" ] ]
2007.06850
Natalia Criado
Jordi Ganzer, Natalia Criado, Maite Lopez-Sanchez, Simon Parsons, Juan A. Rodriguez-Aguilar
A model to support collective reasoning: Formalization, analysis and computational assessment
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Inspired by e-participation systems, in this paper we propose a new model to represent human debates and methods to obtain collective conclusions from them. This model overcomes drawbacks of existing approaches by allowing users to introduce new pieces of information into the discussion, to relate them to existing pieces, and also to express their opinion on the pieces proposed by other users. In addition, our model does not assume that users' opinions are rational in order to extract information from it, an assumption that significantly limits current approaches. Instead, we define a weaker notion of rationality that characterises coherent opinions, and we consider different scenarios based on the coherence of individual opinions and the level of consensus that users have on the debate structure. Considering these two factors, we analyse the outcomes of different opinion aggregation functions that compute a collective decision based on the individual opinions and the debate structure. In particular, we demonstrate that aggregated opinions can be coherent even if there is a lack of consensus and individual opinions are not coherent. We conclude our analysis with a computational evaluation demonstrating that collective opinions can be computed efficiently for real-sized debates.
[ { "version": "v1", "created": "Tue, 14 Jul 2020 06:55:32 GMT" } ]
1,594,771,200,000
[ [ "Ganzer", "Jordi", "" ], [ "Criado", "Natalia", "" ], [ "Lopez-Sanchez", "Maite", "" ], [ "Parsons", "Simon", "" ], [ "Rodriguez-Aguilar", "Juan A.", "" ] ]
2007.07220
Nicolas A. Barriga
Gabriel K. Sepulveda, Felipe Besoain, and Nicolas A. Barriga
Exploring Dynamic Difficulty Adjustment in Videogames
null
null
10.1109/CHILECON47746.2019.8988068
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Videogames are nowadays one of the biggest entertainment industries in the world. Being part of this industry means competing against lots of other companies and developers, thus, making fanbases of vital importance. They are a group of clients that constantly support your company because your video games are fun. Videogames are most entertaining when the difficulty level is a good match for the player's skill, increasing the player engagement. However, not all players are equally proficient, so some kind of difficulty selection is required. In this paper, we will present Dynamic Difficulty Adjustment (DDA), a recently arising research topic, which aims to develop an automated difficulty selection mechanism that keeps the player engaged and properly challenged, neither bored nor overwhelmed. We will present some recent research addressing this issue, as well as an overview of how to implement it. Satisfactorily solving the DDA problem directly affects the player's experience when playing the game, making it of high interest to any game developer, from independent ones, to 100 billion dollar businesses, because of the potential impacts in player retention and monetization.
[ { "version": "v1", "created": "Mon, 6 Jul 2020 15:05:20 GMT" } ]
1,594,771,200,000
[ [ "Sepulveda", "Gabriel K.", "" ], [ "Besoain", "Felipe", "" ], [ "Barriga", "Nicolas A.", "" ] ]
2007.07549
Jens Brunk
Jens Brunk, Matthias Stierle, Leon Papke, Kate Revoredo, Martin Matzner, J\"org Becker
Cause vs. Effect in Context-Sensitive Prediction of Business Process Instances
null
null
10.1016/j.is.2020.101635
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Predicting undesirable events during the execution of a business process instance provides the process participants with an opportunity to intervene and keep the process aligned with its goals. Few approaches for tackling this challenge consider a multi-perspective view, where the flow perspective of the process is combined with its surrounding context. Given the many sources of data in today's world, context can vary widely and have various meanings. This paper addresses the issue of context being cause or effect of the next event and its impact on next event prediction. We leverage previous work on probabilistic models to develop a Dynamic Bayesian Network technique. Probabilistic models are considered comprehensible and they allow the end-user and his or her understanding of the domain to be involved in the prediction. Our technique models context attributes that have either a cause or effect relationship towards the event. We evaluate our technique with two real-life data sets and benchmark it with other techniques from the field of predictive process monitoring. The results show that our solution achieves superior prediction results if context information is correctly introduced into the model.
[ { "version": "v1", "created": "Wed, 15 Jul 2020 08:58:15 GMT" }, { "version": "v2", "created": "Mon, 21 Sep 2020 10:17:28 GMT" } ]
1,600,732,800,000
[ [ "Brunk", "Jens", "" ], [ "Stierle", "Matthias", "" ], [ "Papke", "Leon", "" ], [ "Revoredo", "Kate", "" ], [ "Matzner", "Martin", "" ], [ "Becker", "Jörg", "" ] ]
2007.07711
Quentin Cohen-Solal
Quentin Cohen-Solal
Tractable Fragments of Temporal Sequences of Topological Information
null
null
10.1007/978-3-030-58475-7_7
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we focus on qualitative temporal sequences of topological information. We firstly consider the context of topological temporal sequences of length greater than 3 describing the evolution of regions at consecutive time points. We show that there is no Cartesian subclass containing all the basic relations and the universal relation for which the algebraic closure decides satisfiability. However, we identify some tractable subclasses, by giving up the relations containing the non-tangential proper part relation and not containing the tangential proper part relation. We then formalize an alternative semantics for temporal sequences. We place ourselves in the context of the topological temporal sequences describing the evolution of regions on a partition of time (i.e. an alternation of instants and intervals). In this context, we identify large tractable fragments.
[ { "version": "v1", "created": "Wed, 15 Jul 2020 14:33:17 GMT" }, { "version": "v2", "created": "Fri, 22 Jan 2021 14:42:01 GMT" } ]
1,611,532,800,000
[ [ "Cohen-Solal", "Quentin", "" ] ]
2007.09206
Daniel Garijo
Daniel Garijo and Maximiliano Osorio
OBA: An Ontology-Based Framework for Creating REST APIs for Knowledge Graphs
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
In recent years, Semantic Web technologies have been increasingly adopted by researchers, industry and public institutions to describe and link data on the Web, create web annotations and consume large knowledge graphs like Wikidata and DBPedia. However, there is still a knowledge gap between ontology engineers, who design, populate and create knowledge graphs; and web developers, who need to understand, access and query these knowledge graphs but are not familiar with ontologies, RDF or SPARQL. In this paper we describe the Ontology-Based APIs framework (OBA), our approach to automatically create REST APIs from ontologies while following RESTful API best practices. Given an ontology (or ontology network) OBA uses standard technologies familiar to web developers (OpenAPI Specification, JSON) and combines them with W3C standards (OWL, JSON-LD frames and SPARQL) to create maintainable APIs with documentation, units tests, automated validation of resources and clients (in Python, Javascript, etc.) for non Semantic Web experts to access the contents of a target knowledge graph. We showcase OBA with three examples that illustrate the capabilities of the framework for different ontologies.
[ { "version": "v1", "created": "Fri, 17 Jul 2020 19:46:18 GMT" } ]
1,595,289,600,000
[ [ "Garijo", "Daniel", "" ], [ "Osorio", "Maximiliano", "" ] ]
2007.09288
Han Lei
Zhiyong Yu, Lei Han, Chao Chen, Wenzhong Guo, Zhiwen Yu
Object Tracking by Least Spatiotemporal Searches
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Tracking a car or a person in a city is crucial for urban safety management. How can we complete the task with minimal number of spatiotemporal searches from massive camera records? This paper proposes a strategy named IHMs (Intermediate Searching at Heuristic Moments): each step we figure out which moment is the best to search according to a heuristic indicator, then at that moment search locations one by one in descending order of predicted appearing probabilities, until a search hits; iterate this step until we get the object's current location. Five searching strategies are compared in experiments, and IHMs is validated to be most efficient, which can save up to 1/3 total costs. This result provides an evidence that "searching at intermediate moments can save cost".
[ { "version": "v1", "created": "Sat, 18 Jul 2020 00:17:55 GMT" }, { "version": "v2", "created": "Fri, 12 Mar 2021 07:25:27 GMT" } ]
1,615,766,400,000
[ [ "Yu", "Zhiyong", "" ], [ "Han", "Lei", "" ], [ "Chen", "Chao", "" ], [ "Guo", "Wenzhong", "" ], [ "Yu", "Zhiwen", "" ] ]
2007.09300
Deokgun Park
SM Mazharul Islam, Md Ashaduzzaman Rubel Mondol, Aishwarya Pothula, Deokgun Park
An Open-World Simulated Environment for Developmental Robotics
Presented at Workshop on Learning in Artificial Open Worlds held with ICML 2020
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
As the current trend of artificial intelligence is shifting towards self-supervised learning, conventional norms such as highly curated domain-specific data, application-specific learning models, extrinsic reward based learning policies etc. might not provide with the suitable ground for such developments. In this paper, we introduce SEDRo, a Simulated Environment for Developmental Robotics which allows a learning agent to have similar experiences that a human infant goes through from the fetus stage up to 12 months. A series of simulated tests based on developmental psychology will be used to evaluate the progress of a learning model.
[ { "version": "v1", "created": "Sat, 18 Jul 2020 01:16:13 GMT" } ]
1,595,289,600,000
[ [ "Islam", "SM Mazharul", "" ], [ "Mondol", "Md Ashaduzzaman Rubel", "" ], [ "Pothula", "Aishwarya", "" ], [ "Park", "Deokgun", "" ] ]
2007.09448
Alberto Santamaria-Pang
Alberto Santamaria-Pang, James Kubricht, Aritra Chowdhury, Chitresh Bhushan, Peter Tu
Towards Emergent Language Symbolic Semantic Segmentation and Model Interpretability
Accepted to Medical Image Computing and Computer Assisted Intervention (MICCAI) 2020, 9 pages, 3 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent advances in methods focused on the grounding problem have resulted in techniques that can be used to construct a symbolic language associated with a specific domain. Inspired by how humans communicate complex ideas through language, we developed a generalized Symbolic Semantic ($\text{S}^2$) framework for interpretable segmentation. Unlike adversarial models (e.g., GANs), we explicitly model cooperation between two agents, a Sender and a Receiver, that must cooperate to achieve a common goal. The Sender receives information from a high layer of a segmentation network and generates a symbolic sentence derived from a categorical distribution. The Receiver obtains the symbolic sentences and co-generates the segmentation mask. In order for the model to converge, the Sender and Receiver must learn to communicate using a private language. We apply our architecture to segment tumors in the TCGA dataset. A UNet-like architecture is used to generate input to the Sender network which produces a symbolic sentence, and a Receiver network co-generates the segmentation mask based on the sentence. Our Segmentation framework achieved similar or better performance compared with state-of-the-art segmentation methods. In addition, our results suggest direct interpretation of the symbolic sentences to discriminate between normal and tumor tissue, tumor morphology, and other image characteristics.
[ { "version": "v1", "created": "Sat, 18 Jul 2020 15:06:12 GMT" }, { "version": "v2", "created": "Tue, 4 Aug 2020 19:12:20 GMT" } ]
1,596,672,000,000
[ [ "Santamaria-Pang", "Alberto", "" ], [ "Kubricht", "James", "" ], [ "Chowdhury", "Aritra", "" ], [ "Bhushan", "Chitresh", "" ], [ "Tu", "Peter", "" ] ]
2007.09540
Arnaud Fickinger
Arnaud Fickinger, Simon Zhuang, Dylan Hadfield-Menell, Stuart Russell
Multi-Principal Assistance Games
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Assistance games (also known as cooperative inverse reinforcement learning games) have been proposed as a model for beneficial AI, wherein a robotic agent must act on behalf of a human principal but is initially uncertain about the humans payoff function. This paper studies multi-principal assistance games, which cover the more general case in which the robot acts on behalf of N humans who may have widely differing payoffs. Impossibility theorems in social choice theory and voting theory can be applied to such games, suggesting that strategic behavior by the human principals may complicate the robots task in learning their payoffs. We analyze in particular a bandit apprentice game in which the humans act first to demonstrate their individual preferences for the arms and then the robot acts to maximize the sum of human payoffs. We explore the extent to which the cost of choosing suboptimal arms reduces the incentive to mislead, a form of natural mechanism design. In this context we propose a social choice method that uses shared control of a system to combine preference inference with social welfare optimization.
[ { "version": "v1", "created": "Sun, 19 Jul 2020 00:23:25 GMT" } ]
1,595,289,600,000
[ [ "Fickinger", "Arnaud", "" ], [ "Zhuang", "Simon", "" ], [ "Hadfield-Menell", "Dylan", "" ], [ "Russell", "Stuart", "" ] ]
2007.09563
Somaiyeh MahmoudZadeh
Somaiyeh MahmoudZadeh, David MW Powers, Reza Bairam Zadeh
Autonomy and Unmanned Vehicles Augmented Reactive Mission-Motion Planning Architecture for Autonomous Vehicles
null
Book: Springer Nature (2019), Cognitive Science and Technology, ISBN 978-981-13-2245-7, Series ISSN: 2195-3988. 2019
10.1007/978-981-13-2245-7
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Advances in hardware technology have facilitated more integration of sophisticated software toward augmenting the development of Unmanned Vehicles (UVs) and mitigating constraints for onboard intelligence. As a result, UVs can operate in complex missions where continuous trans-formation in environmental condition calls for a higher level of situational responsiveness and autonomous decision making. This book is a research monograph that aims to provide a comprehensive survey of UVs autonomy and its related properties in internal and external situation awareness to-ward robust mission planning in severe conditions. An advance level of intelligence is essential to minimize the reliance on the human supervisor, which is a main concept of autonomy. A self-controlled system needs a robust mission management strategy to push the boundaries towards autonomous structures, and the UV should be aware of its internal state and capabilities to assess whether current mission goal is achievable or find an alternative solution. In this book, the AUVs will become the major case study thread but other cases/types of vehicle will also be considered. In-deed the research monograph, the review chapters and the new approaches we have developed would be appropriate for use as a reference in upper years or postgraduate degrees for its coverage of literature and algorithms relating to Robot/Vehicle planning, tasking, routing, and trust.
[ { "version": "v1", "created": "Sun, 19 Jul 2020 02:34:48 GMT" } ]
1,595,289,600,000
[ [ "MahmoudZadeh", "Somaiyeh", "" ], [ "Powers", "David MW", "" ], [ "Zadeh", "Reza Bairam", "" ] ]
2007.10018
Mohit Kumar
Teodora Popordanoska, Mohit Kumar, and Stefano Teso
Toward Machine-Guided, Human-Initiated Explanatory Interactive Learning
Accepted at TAILOR workshop at ECAI 2020, the 24th European Conference on Artificial Intelligence
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent work has demonstrated the promise of combining local explanations with active learning for understanding and supervising black-box models. Here we show that, under specific conditions, these algorithms may misrepresent the quality of the model being learned. The reason is that the machine illustrates its beliefs by predicting and explaining the labels of the query instances: if the machine is unaware of its own mistakes, it may end up choosing queries on which it performs artificially well. This biases the "narrative" presented by the machine to the user.We address this narrative bias by introducing explanatory guided learning, a novel interactive learning strategy in which: i) the supervisor is in charge of choosing the query instances, while ii) the machine uses global explanations to illustrate its overall behavior and to guide the supervisor toward choosing challenging, informative instances. This strategy retains the key advantages of explanatory interaction while avoiding narrative bias and compares favorably to active learning in terms of sample complexity. An initial empirical evaluation with a clustering-based prototype highlights the promise of our approach.
[ { "version": "v1", "created": "Mon, 20 Jul 2020 11:51:31 GMT" } ]
1,595,289,600,000
[ [ "Popordanoska", "Teodora", "" ], [ "Kumar", "Mohit", "" ], [ "Teso", "Stefano", "" ] ]
2007.10087
Bingqing Yu
Jacopo Tagliabue and Bingqing Yu
Shopping in the Multiverse: A Counterfactual Approach to In-Session Attribution
accepted at 2020 SIGIR Workshop On eCommerce
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We tackle the challenge of in-session attribution for on-site search engines in eCommerce. We phrase the problem as a causal counterfactual inference, and contrast the approach with rule-based systems from industry settings and prediction models from the multi-touch attribution literature. We approach counterfactuals in analogy with treatments in formal semantics, explicitly modeling possible outcomes through alternative shopper timelines; in particular, we propose to learn a generative browsing model over a target shop, leveraging the latent space induced by prod2vec embeddings; we show how natural language queries can be effectively represented in the same space and how "search intervention" can be performed to assess causal contribution. Finally, we validate the methodology on a synthetic dataset, mimicking important patterns emerged in customer interviews and qualitative analysis, and we present preliminary findings on an industry dataset from a partnering shop.
[ { "version": "v1", "created": "Mon, 20 Jul 2020 13:32:02 GMT" } ]
1,595,289,600,000
[ [ "Tagliabue", "Jacopo", "" ], [ "Yu", "Bingqing", "" ] ]
2007.10151
Sabah Al-Fedaghi Dr.
Sabah Al-Fedaghi
Conceptual Modeling of Time for Computational Ontologies
14 pages, 27 figures
IJCSNS International Journal of Computer Science and Network Security, VOL.20 No.6, June 2020
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
To provide a foundation for conceptual modeling, ontologies have been introduced to specify the entities, the existences of which are acknowledged in the model. Ontologies are essential components as mechanisms to model a portion of reality in software engineering. In this context, a model refers to a description of objects and processes that populate a system. Developing such a description constrains and directs the design, development, and use of the corresponding system, thus avoiding such difficulties as conflicts and lack of a common understanding. In this cross-area research between modeling and ontology, there has been a growing interest in the development and use of domain ontologies (e.g., Resource Description Framework, Ontology Web Language). This paper contributes to the establishment of a broad ontological foundation for conceptual modeling in a specific domain through proposing a workable ontology (abbreviated as TM). A TM is a one-category ontology called a thimac (things/machines) that is used to elaborate the design and analysis of ontological presumptions. The focus of the study is on such notions as change, event, and time. Several current ontological difficulties are reviewed and remodeled in the TM. TM modeling is also contrasted with time representation in SysML. The results demonstrate that a TM is a useful tool for addressing these ontological problems.
[ { "version": "v1", "created": "Thu, 16 Jul 2020 20:11:18 GMT" } ]
1,595,289,600,000
[ [ "Al-Fedaghi", "Sabah", "" ] ]
2007.11038
Yosvany Medina Carb\'o
Ing. Yosvany Medina Carb\'o, MSc. Iracely Milagros Santana Ges, Lic. Saily Leo Gonz\'alez
Sistema experto para el diagn\'ostico de enfermedades y plagas en los cultivos del arroz, tabaco, tomate, pimiento, ma\'iz, pepino y frijol
in Spanish
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Agricultural production has become a complex business that requires the accumulation and integration of knowledge, in addition to information from many different sources. To remain competitive, the modern farmer often relies on agricultural specialists and advisors who provide them with information for decision making in their crops. But unfortunately, the help of the agricultural specialist is not always available when the farmer needs it. To alleviate this problem, expert systems have become a powerful instrument that has great potential within agriculture. This paper presents an Expert System for the diagnosis of diseases and pests in rice, tobacco, tomato, pepper, corn, cucumber and bean crops. For the development of this Expert System, SWI-Prolog was used to create the knowledge base, so it works with predicates and allows the system to be based on production rules. This system allows a fast and reliable diagnosis of pests and diseases that affect these crops.
[ { "version": "v1", "created": "Tue, 21 Jul 2020 18:39:37 GMT" } ]
1,595,462,400,000
[ [ "Carbó", "Ing. Yosvany Medina", "" ], [ "Ges", "MSc. Iracely Milagros Santana", "" ], [ "González", "Lic. Saily Leo", "" ] ]
2007.12586
Nicolas A. Barriga
Ignacio Gajardo, Felipe Besoain, and Nicolas A. Barriga
Introduction to Behavior Algorithms for Fighting Games
in Spanish
null
10.1109/CHILECON47746.2019.8988008
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce standard behavior algorithms in videogames, such as Finite-State Machines and Behavior Trees, as well as more recent developments, such as Monte-Carlo Tree Search. We will also discuss the existing and potential combinations of these algorithms, and how they might be used in fighting games. Since we are at the financial peak of fighting games, both for casual players and in tournaments, it is important to build and expand on fighting game AI, as it is one of the pillars of this growing market.
[ { "version": "v1", "created": "Mon, 6 Jul 2020 14:52:20 GMT" } ]
1,595,808,000,000
[ [ "Gajardo", "Ignacio", "" ], [ "Besoain", "Felipe", "" ], [ "Barriga", "Nicolas A.", "" ] ]
2007.12904
Zehong Cao Dr.
Zehong Cao, KaiChiu Wong, Chin-Teng Lin
Weak Human Preference Supervision For Deep Reinforcement Learning
Submitting to IEEE Transactions on Neural Networks and Learning Systems
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The current reward learning from human preferences could be used to resolve complex reinforcement learning (RL) tasks without access to a reward function by defining a single fixed preference between pairs of trajectory segments. However, the judgement of preferences between trajectories is not dynamic and still requires human input over thousands of iterations. In this study, we proposed a weak human preference supervision framework, for which we developed a human preference scaling model that naturally reflects the human perception of the degree of weak choices between trajectories and established a human-demonstration estimator via supervised learning to generate the predicted preferences for reducing the number of human inputs. The proposed weak human preference supervision framework can effectively solve complex RL tasks and achieve higher cumulative rewards in simulated robot locomotion -- MuJoCo games -- relative to the single fixed human preferences. Furthermore, our established human-demonstration estimator requires human feedback only for less than 0.01\% of the agent's interactions with the environment and significantly reduces the cost of human inputs by up to 30\% compared with the existing approaches. To present the flexibility of our approach, we released a video (https://youtu.be/jQPe1OILT0M) showing comparisons of the behaviours of agents trained on different types of human input. We believe that our naturally inspired human preferences with weakly supervised learning are beneficial for precise reward learning and can be applied to state-of-the-art RL systems, such as human-autonomy teaming systems.
[ { "version": "v1", "created": "Sat, 25 Jul 2020 10:37:15 GMT" }, { "version": "v2", "created": "Sat, 26 Dec 2020 02:02:31 GMT" } ]
1,609,200,000,000
[ [ "Cao", "Zehong", "" ], [ "Wong", "KaiChiu", "" ], [ "Lin", "Chin-Teng", "" ] ]