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Learning Bayesian Network Equivalence Classes with Ant Colony Optimization
Bayesian networks are a useful tool in the representation of uncertain knowledge. This paper proposes a new algorithm called ACO-E, to learn the structure of a Bayesian network. It does this by conducting a search through the space of equivalence classes of Bayesian networks using Ant Colony Optimization (ACO). To this end, two novel extensions of traditional ACO techniques are proposed and implemented. Firstly, multiple types of moves are allowed. Secondly, moves can be given in terms of indices that are not based on construction graph nodes. The results of testing show that ACO-E performs better than a greedy search and other state-of-the-art and metaheuristic algorithms whilst searching in the space of equivalence classes.
Policy Iteration for Decentralized Control of Markov Decision Processes
Bernstein, Daniel S., Amato, Christopher, Hansen, Eric A., Zilberstein, Shlomo
Coordination of distributed agents is required for problems arising in many areas, including multi-robot systems, networking and e-commerce. As a formal framework for such problems, we use the decentralized partially observable Markov decision process (DEC-POMDP). Though much work has been done on optimal dynamic programming algorithms for the single-agent version of the problem, optimal algorithms for the multiagent case have been elusive. The main contribution of this paper is an optimal policy iteration algorithm for solving DEC-POMDPs. The algorithm uses stochastic finite-state controllers to represent policies. The solution can include a correlation device, which allows agents to correlate their actions without communicating. This approach alternates between expanding the controller and performing value-preserving transformations, which modify the controller without sacrificing value. We present two efficient value-preserving transformations: one can reduce the size of the controller and the other can improve its value while keeping the size fixed. Empirical results demonstrate the usefulness of value-preserving transformations in increasing value while keeping controller size to a minimum. To broaden the applicability of the approach, we also present a heuristic version of the policy iteration algorithm, which sacrifices convergence to optimality. This algorithm further reduces the size of the controllers at each step by assuming that probability distributions over the other agents actions are known. While this assumption may not hold in general, it helps produce higher quality solutions in our test problems.
Generic Preferences over Subsets of Structured Objects
Binshtok, Maxim, Brafman, Ronen I., Domshlak, Carmel, Shimony, Solomon Eyal
Various tasks in decision making and decision support systems require selecting a preferred subset of a given set of items. Here we focus on problems where the individual items are described using a set of characterizing attributes, and a generic preference specification is required, that is, a specification that can work with an arbitrary set of items. For example, preferences over the content of an online newspaper should have this form: At each viewing, the newspaper contains a subset of the set of articles currently available. Our preference specification over this subset should be provided offline, but we should be able to use it to select a subset of any currently available set of articles, e.g., based on their tags. We present a general approach for lifting formalisms for specifying preferences over objects with multiple attributes into ones that specify preferences over subsets of such objects. We also show how we can compute an optimal subset given such a specification in a relatively efficient manner. We provide an empirical evaluation of the approach as well as some worst-case complexity results.
A Boosting Approach to Learning Graph Representations
Caceres, Rajmonda, Carter, Kevin, Kun, Jeremy
Learning the right graph representation from noisy, multisource data has garnered significant interest in recent years. A central tenet of this problem is relational learning. Here the objective is to incorporate the partial information each data source gives us in a way that captures the true underlying relationships. To address this challenge, we present a general, boosting-inspired framework for combining weak evidence of entity associations into a robust similarity metric. We explore the extent to which different quality measurements yield graph representations that are suitable for community detection. We then present empirical results on both synthetic and real datasets demonstrating the utility of this framework. Our framework leads to suitable global graph representations from quality measurements local to each edge. Finally, we discuss future extensions and theoretical considerations of learning useful graph representations from weak feedback in general application settings.
Computational Logic Foundations of KGP Agents
Kakas, Antonis, Mancarella, Paolo, Sadri, Fariba, Stathis, Kostas, Toni, Francesca
This paper presents the computational logic foundations of a model of agency called the KGP (Knowledge, Goals and Plan model. This model allows the specification of heterogeneous agents that can interact with each other, and can exhibit both proactive and reactive behaviour allowing them to function in dynamic environments by adjusting their goals and plans when changes happen in such environments. KGP provides a highly modular agent architecture that integrates a collection of reasoning and physical capabilities, synthesised within transitions that update the agents state in response to reasoning, sensing and acting. Transitions are orchestrated by cycle theories that specify the order in which transitions are executed while taking into account the dynamic context and agent preferences, as well as selection operators for providing inputs to transitions.
Interactive Policy Learning through Confidence-Based Autonomy
Chernova, Sonia, Veloso, Manuela
The CBA algorithm consists of two components which take advantage of the complimentary abilities of humans and computer agents. The first component, Confident Execution, enables the agent to identify states in which demonstration is required, to request a demonstration from the human teacher and to learn a policy based on the acquired data. The algorithm selects demonstrations based on a measure of action selection confidence, and our results show that using Confident Execution the agent requires fewer demonstrations to learn the policy than when demonstrations are selected by a human teacher. The second algorithmic component, Corrective Demonstration, enables the teacher to correct any mistakes made by the agent through additional demonstrations in order to improve the policy and future task performance. CBA and its individual components are compared and evaluated in a complex simulated driving domain.
Learning Partially Observable Deterministic Action Models
We present exact algorithms for identifying deterministic-actions effects and preconditions in dynamic partially observable domains. They apply when one does not know the action model(the way actions affect the world) of a domain and must learn it from partial observations over time. Such scenarios are common in real world applications. They are challenging for AI tasks because traditional domain structures that underly tractability (e.g., conditional independence) fail there (e.g., world features become correlated). Our work departs from traditional assumptions about partial observations and action models. In particular, it focuses on problems in which actions are deterministic of simple logical structure and observation models have all features observed with some frequency. We yield tractable algorithms for the modified problem for such domains. Our algorithms take sequences of partial observations over time as input, and output deterministic action models that could have lead to those observations. The algorithms output all or one of those models (depending on our choice), and are exact in that no model is misclassified given the observations. Our algorithms take polynomial time in the number of time steps and state features for some traditional action classes examined in the AI-planning literature, e.g., STRIPS actions. In contrast, traditional approaches for HMMs and Reinforcement Learning are inexact and exponentially intractable for such domains. Our experiments verify the theoretical tractability guarantees, and show that we identify action models exactly. Several applications in planning, autonomous exploration, and adventure-game playing already use these results. They are also promising for probabilistic settings, partially observable reinforcement learning, and diagnosis.
A Heuristic Search Approach to Planning with Continuous Resources in Stochastic Domains
Meuleau, Nicolas, Benazera, Emmanuel, Brafman, Ronen I., Hansen, Eric A., Mausam, null
We consider the problem of optimal planning in stochastic domains with resource constraints, where the resources are continuous and the choice of action at each step depends on resource availability. We introduce the HAO* algorithm, a generalization of the AO* algorithm that performs search in a hybrid state space that is modeled using both discrete and continuous state variables, where the continuous variables represent monotonic resources. Like other heuristic search algorithms, HAO* leverages knowledge of the start state and an admissible heuristic to focus computational effort on those parts of the state space that could be reached from the start state by following an optimal policy. We show that this approach is especially effective when resource constraints limit how much of the state space is reachable. Experimental results demonstrate its effectiveness in the domain that motivates our research: automated planning for planetary exploration rovers.
Analogical Dissimilarity: Definition, Algorithms and Two Experiments in Machine Learning
Miclet, Laurent, Bayoudh, Sabri, Delhay, Arnaud
This paper defines the notion of analogical dissimilarity between four objects, with a special focus on objects structured as sequences. Firstly, it studies the case where the four objects have a null analogical dissimilarity, i.e. are in analogical proportion. Secondly, when one of these objects is unknown, it gives algorithms to compute it. Thirdly, it tackles the problem of defining analogical dissimilarity, which is a measure of how far four objects are from being in analogical proportion. In particular, when objects are sequences, it gives a definition and an algorithm based on an optimal alignment of the four sequences. It gives also learning algorithms, i.e. methods to find the triple of objects in a learning sample which has the least analogical dissimilarity with a given object. Two practical experiments are described: the first is a classification problem on benchmarks of binary and nominal data, the second shows how the generation of sequences by solving analogical equations enables a handwritten character recognition system to rapidly be adapted to a new writer.
Networks of Influence Diagrams: A Formalism for Representing Agents' Beliefs and Decision-Making Processes
This paper presents Networks of Influence Diagrams (NID), a compact, natural and highly expressive language for reasoning about agents' beliefs and decision-making processes. NIDs are graphical structures in which agents' mental models are represented as nodes in a network; a mental model for an agent may itself use descriptions of the mental models of other agents. NIDs are demonstrated by examples, showing how they can be used to describe conflicting and cyclic belief structures, and certain forms of bounded rationality. In an opponent modeling domain, NIDs were able to outperform other computational agents whose strategies were not known in advance. NIDs are equivalent in representation to Bayesian games but they are more compact and structured than this formalism. In particular, the equilibrium definition for NIDs makes an explicit distinction between agents' optimal strategies, and how they actually behave in reality.