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Monitoring a Complez Physical System using a Hybrid Dynamic Bayes Net

arXiv.org Artificial Intelligence

The Reverse Water Gas Shift system (RWGS) is a complex physical system designed to produce oxygen from the carbon dioxide atmosphere on Mars. If sent to Mars, it would operate without human supervision, thus requiring a reliable automated system for monitoring and control. The RWGS presents many challenges typical of real-world systems, including: noisy and biased sensors, nonlinear behavior, effects that are manifested over different time granularities, and unobservability of many important quantities. In this paper we model the RWGS using a hybrid (discrete/continuous) Dynamic Bayesian Network (DBN), where the state at each time slice contains 33 discrete and 184 continuous variables. We show how the system state can be tracked using probabilistic inference over the model. We discuss how to deal with the various challenges presented by the RWGS, providing a suite of techniques that are likely to be useful in a wide range of applications. In particular, we describe a general framework for dealing with nonlinear behavior using numerical integration techniques, extending the successful Unscented Filter. We also show how to use a fixed-point computation to deal with effects that develop at different time scales, specifically rapid changes occurring during slowly changing processes. We test our model using real data collected from the RWGS, demonstrating the feasibility of hybrid DBNs for monitoring complex real-world physical systems.


Value Function Approximation in Zero-Sum Markov Games

arXiv.org Artificial Intelligence

This paper investigates value function approximation in the context of zero-sum Markov games, which can be viewed as a generalization of the Markov decision process (MDP) framework to the two-agent case. We generalize error bounds from MDPs to Markov games and describe generalizations of reinforcement learning algorithms to Markov games. We present a generalization of the optimal stopping problem to a two-player simultaneous move Markov game. For this special problem, we provide stronger bounds and can guarantee convergence for LSTD and temporal difference learning with linear value function approximation. We demonstrate the viability of value function approximation for Markov games by using the Least squares policy iteration (LSPI) algorithm to learn good policies for a soccer domain and a flow control problem. 1 Introduction Markov games can be viewed as generalizations of both classical game theory and the Markov decision process (MDP) framework1. In this paper, we consider the twoplayer zero-sum case, in which two players make simultaneous decisions in the same environment with shared state information. The reward function and the state transition probabilities depend on the current state and the current agents' joint actions. The reward function in each state is the payoff matrix of a zero-sum game.


Efficient Nash Computation in Large Population Games with Bounded Influence

arXiv.org Artificial Intelligence

We introduce a general representation of largepopulation games in which each player's influence on the others is centralized and limited, but may otherwise be arbitrary. This representation significantly generalizes the class known as congestion games in a natural way. Our main results are provably correct and efficient algorithms for computing and learning approximate Nash equilibria in this general framework.


A Bayesian Network Scoring Metric That Is Based On Globally Uniform Parameter Priors

arXiv.org Artificial Intelligence

We introduce a new Bayesian network (BN) scoring metric called the Global Uniform (GU) metric. This metric is based on a particular type of default parameter prior. Such priors may be useful when a BN developer is not willing or able to specify domain-specific parameter priors. The GU parameter prior specifies that every prior joint probability distribution P consistent with a BN structure S is considered to be equally likely. Distribution P is consistent with S if P includes just the set of independence relations defined by S. We show that the GU metric addresses some undesirable behavior of the BDeu and K2 Bayesian network scoring metrics, which also use particular forms of default parameter priors. A closed form formula for computing GU for special classes of BNs is derived. Efficiently computing GU for an arbitrary BN remains an open problem.


Unconstrained Influence Diagrams

arXiv.org Artificial Intelligence

We extend the language of influence diagrams to cope with decision scenarios where the order of decisions and observations is not determined. As the ordering of decisions is dependent on the evidence, a step-strategy of such a scenario is a sequence of dependent choices of the next action. A strategy is a step-strategy together with selection functions for decision actions. The structure of a step-strategy can be represented as a DAG with nodes labeled with action variables. We introduce the concept of GS-DAG: a DAG incorporating an optimal step-strategy for any instantiation. We give a method for constructing GS-DAGs, and we show how to use a GS-DAG for determining an optimal strategy. Finally we discuss how analysis of relevant past can be used to reduce the size of the GS-DAG.


Expectation Propogation for approximate inference in dynamic Bayesian networks

arXiv.org Artificial Intelligence

We describe expectation propagation for approximate inference in dynamic Bayesian networks as a natural extension of Pearl's exact belief propagation. Expectation propagation is a greedy algorithm, converges in many practical cases, but not always. We derive a double-loop algorithm, guaranteed to converge to a local minimum of a Bethe free energy. Furthermore, we show that stable fixed points of (damped) expectation propagation correspond to local minima of this free energy, but that the converse need not be the case. We illustrate the algorithms by applying them to switching linear dynamical systems and discuss implications for approximate inference in general Bayesian networks.


Distributed Planning in Hierarchical Factored MDPs

arXiv.org Artificial Intelligence

We present a principled and efficient planning algorithm for collaborative multiagent dynamical systems. All computation, during both the planning and the execution phases, is distributed among the agents; each agent only needs to model and plan for a small part of the system. Each of these local subsystems is small, but once they are combined they can represent an exponentially larger problem. The subsystems are connected through a subsystem hierarchy. Coordination and communication between the agents is not imposed, but derived directly from the structure of this hierarchy. A globally consistent plan is achieved by a message passing algorithm, where messages correspond to natural local reward functions and are computed by local linear programs; another message passing algorithm allows us to execute the resulting policy. When two portions of the hierarchy share the same structure, our algorithm can reuse plans and messages to speed up computation.


Factorization of Discrete Probability Distributions

arXiv.org Artificial Intelligence

We formulate necessary and sufficient conditions for an arbitrary discrete probability distribution to factor according to an undirected graphical model, or a log-linear model, or other more general exponential models. This result generalizes the well known Hammersley-Clifford Theorem.


The Thing That We Tried Didn't Work Very Well : Deictic Representation in Reinforcement Learning

arXiv.org Artificial Intelligence

Most reinforcement learning methods operate on propositional representations of the world state. Such representations are often intractably large and generalize poorly. Using a deictic representation is believed to be a viable alternative: they promise generalization while allowing the use of existing reinforcement-learning methods. Yet, there are few experiments on learning with deictic representations reported in the literature. In this paper we explore the effectiveness of two forms of deictic representation and a na\"{i}ve propositional representation in a simple blocks-world domain. We find, empirically, that the deictic representations actually worsen learning performance. We conclude with a discussion of possible causes of these results and strategies for more effective learning in domains with objects.


Causes and Explanations in the Structural-Model Approach: Tractable Cases

arXiv.org Artificial Intelligence

In this paper, we continue our research on the algorithmic aspects of Halpern and Pearl's causes and explanations in the structural-model approach. To this end, we present new characterizations of weak causes for certain classes of causal models, which show that under suitable restrictions deciding causes and explanations is tractable. To our knowledge, these are the first explicit tractability results for the structural-model approach.