Europe
Monte Carlo Sampling Methods for Approximating Interactive POMDPs
Doshi, P., Gmytrasiewicz, P. J
Partially observable Markov decision processes (POMDPs) provide a principled framework for sequential planning in uncertain single agent settings. An extension of POMDPs to multiagent settings, called interactive POMDPs (I-POMDPs), replaces POMDP belief spaces with interactive hierarchical belief systems which represent an agent's belief about the physical world, about beliefs of other agents, and about their beliefs about others' beliefs. This modification makes the difficulties of obtaining solutions due to complexity of the belief and policy spaces even more acute. We describe a general method for obtaining approximate solutions of I-POMDPs based on particle filtering (PF). We introduce the interactive PF, which descends the levels of the interactive belief hierarchies and samples and propagates beliefs at each level. The interactive PF is able to mitigate the belief space complexity, but it does not address the policy space complexity. To mitigate the policy space complexity - sometimes also called the curse of history - we utilize a complementary method based on sampling likely observations while building the look ahead reachability tree. While this approach does not completely address the curse of history, it beats back the curse's impact substantially. We provide experimental results and chart future work.
Preference Handling - An Introductory Tutorial
Brafman, Ronen (Ben-Gurion University) | Domshlak, Carmel
Early work in AI focused on the notion of a goal--an explicit target that must be achieved--and this paradigm is still dominant in AI problem solving. But as application domains become more complex and realistic, it is apparent that the dichotomic notion of a goal, while adequate for certain puzzles, is too crude in general. The problem is that in many contemporary application domains, for example, information retrieval from large databases or the web, or planning in complex domains, the user has little knowledge about the set of possible solutions or feasible items, and what she or he typically seeks is the best that's out there. But since the user does not know what is the best achievable plan or the best available document or product, he or she typically cannot characterize it or its properties specifically. As a result, the user will end up either asking for an unachievable goal, getting no solution in response, or asking for too little, obtaining a solution that can be substantially improved. Of course, the user can gradually adjust the stated goals. This, however, is not a very appealing mode of interaction because the space of alternative solutions in such applications can be combinatorially huge, or even infinite. Moreover, such incremental goal refinement is simply infeasible when the goal must be supplied offline, as in the case of autonomous agents (whether on the web or on Mars).
The Fourth International Conference on Intelligent Environments (IE 08): A Report
Hagras, Hani (University of Essex) | Callaghan, Vic (Washington State University) | Cook, Diane J. (University of Florida) | Helal, Abselsalam (Sumi)
The International Environments conference has been held four times now. The first meeting was held in 2005 at the University of Essex, the second in 2006 at the National Technical University of Athens, and the third in 2007 at the University of Ulm. The conference is unique in its field, providing a leading edge forum for the international community to present the latest academic research and commercial developments. The realization of intelligent environments requires the convergence of different prominent disciplines. As a result, the conference has relevance to individuals working in the fields of information and computer science, material engineering, artificial intelligence, architecture, health care, sociology, design, networking, and intelligent agents.
The 2008 Scheduling and Planning Applications Workshop (SPARK'08)
Castillo, Luis (University of Granada) | Cortellessa, Gabriella (ISTC-CNR) | Yorke-Smith, Neil (SRI International)
SPARK'08 was the first edition of a workshop series designed to provide a stable, longterm forum where researchers could discuss Workshop (SPARK) was established to help address this issue. Building on precursory events, SPARK'08 was the first workshop designed Scheduling (ICAPS-08) held in Sydney, Australia, in September 2008. Like its immediate predecessor (the ICAPS'07 Workshop on Moving Planning and Scheduling Systems), the 2008 SPARK workshop was collocated with the International Conference on Automated Planning and Scheduling (ICAPS), a premier forum for research in AI planning and scheduling, and the International Conference on Principles and Practice of Constraint Programming (CP). A handful of outstanding application-oriented papers are presented each year at the ICAPS conference. Time and again, in invited talks and in open microphone discussion sessions such as ICAPS's Festivus (where conference participants air their grievances in an open and entertaining way), researchers have lamented the small number of applications papers accepted at conferences such as ICAPS, CP, and the AAAI Conference on Artificial Intelligence.
Switcher-random-walks: a cognitive-inspired mechanism for network exploration
Goรฑi, Joaquรญn, Martincorena, Iรฑigo, Corominas-Murtra, Bernat, Arrondo, Gonzalo, Ardanza-Trevijano, Sergio, Villoslada, Pablo
Semantic memory is the subsystem of human memory that stores knowledge of concepts or meanings, as opposed to life specific experiences. The organization of concepts within semantic memory can be understood as a semantic network, where the concepts (nodes) are associated (linked) to others depending on perceptions, similarities, etc. Lexical access is the complementary part of this system and allows the retrieval of such organized knowledge. While conceptual information is stored under certain underlying organization (and thus gives rise to a specific topology), it is crucial to have an accurate access to any of the information units, e.g. the concepts, for efficiently retrieving semantic information for real-time needings. An example of an information retrieval process occurs in verbal fluency tasks, and it is known to involve two different mechanisms: -clustering-, or generating words within a subcategory, and, when a subcategory is exhausted, -switching- to a new subcategory. We extended this approach to random-walking on a network (clustering) in combination to jumping (switching) to any node with certain probability and derived its analytical expression based on Markov chains. Results show that this dual mechanism contributes to optimize the exploration of different network models in terms of the mean first passage time. Additionally, this cognitive inspired dual mechanism opens a new framework to better understand and evaluate exploration, propagation and transport phenomena in other complex systems where switching-like phenomena are feasible.
Designing a GUI for Proofs - Evaluation of an HCI Experiment
Often user interfaces of theorem proving systems focus on assisting particularly trained and skilled users, i.e., proof experts. As a result, the systems are difficult to use for non-expert users. This paper describes a paper and pencil HCI experiment, in which (non-expert) students were asked to make suggestions for a GUI for an interactive system for mathematical proofs. They had to explain the usage of the GUI by applying it to construct a proof sketch for a given theorem. The evaluation of the experiment provides insights for the interaction design for non-expert users and the needs and wants of this user group.
Decomposition, Reformulation, and Diving in University Course Timetabling
Burke, Edmund K., Marecek, Jakub, Parkes, Andrew J., Rudova, Hana
In many real-life optimisation problems, there are multiple interacting components in a solution. For example, different components might specify assignments to different kinds of resource. Often, each component is associated with different sets of soft constraints, and so with different measures of soft constraint violation. The goal is then to minimise a linear combination of such measures. This paper studies an approach to such problems, which can be thought of as multiphase exploitation of multiple objective-/value-restricted submodels. In this approach, only one computationally difficult component of a problem and the associated subset of objectives is considered at first. This produces partial solutions, which define interesting neighbourhoods in the search space of the complete problem. Often, it is possible to pick the initial component so that variable aggregation can be performed at the first stage, and the neighbourhoods to be explored next are guaranteed to contain feasible solutions. Using integer programming, it is then easy to implement heuristics producing solutions with bounds on their quality. Our study is performed on a university course timetabling problem used in the 2007 International Timetabling Competition, also known as the Udine Course Timetabling Problem. In the proposed heuristic, an objective-restricted neighbourhood generator produces assignments of periods to events, with decreasing numbers of violations of two period-related soft constraints. Those are relaxed into assignments of events to days, which define neighbourhoods that are easier to search with respect to all four soft constraints. Integer programming formulations for all subproblems are given and evaluated using ILOG CPLEX 11. The wider applicability of this approach is analysed and discussed.
Mechanisms for Making Crowds Truthful
We consider schemes for obtaining truthful reports on a common but hidden signal from large groups of rational, self-interested agents. One example are online feedback mechanisms, where users provide observations about the quality of a product or service so that other users can have an accurate idea of what quality they can expect. However, (i) providing such feedback is costly, and (ii) there are many motivations for providing incorrect feedback. Both problems can be addressed by reward schemes which (i) cover the cost of obtaining and reporting feedback, and (ii) maximize the expected reward of a rational agent who reports truthfully. We address the design of such incentive-compatible rewards for feedback generated in environments with pure adverse selection. Here, the correlation between the true knowledge of an agent and her beliefs regarding the likelihoods of reports of other agents can be exploited to make honest reporting a Nash equilibrium. In this paper we extend existing methods for designing incentive-compatible rewards by also considering collusion. We analyze different scenarios, where, for example, some or all of the agents collude. For each scenario we investigate whether a collusion-resistant, incentive-compatible reward scheme exists, and use automated mechanism design to specify an algorithm for deriving an efficient reward mechanism.
Behavior Bounding: An Efficient Method for High-Level Behavior Comparison
In this paper, we explore methods for comparing agent behavior with human behavior to assist with validation. Our exploration begins by considering a simple method of behavior comparison. Motivated by shortcomings in this initial approach, we introduce behavior bounding, an automated model-based approach for comparing behavior that is inspired, in part, by Mitchell's Version Spaces. We show that behavior bounding can be used to compactly represent both human and agent behavior. We argue that relatively low amounts of human effort are required to build, maintain, and use the data structures that underlie behavior bounding, and we provide a theoretical basis for these arguments using notions of PAC Learnability. Next, we show empirical results indicating that this approach is effective at identifying differences in certain types of behaviors and that it performs well when compared against our initial benchmark methods. Finally, we demonstrate that behavior bounding can produce information that allows developers to identify and fix problems in an agent's behavior much more efficiently than standard debugging techniques.