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 Markov Models


Viterbi training in PRISM

arXiv.org Artificial Intelligence

VT (Viterbi training), or hard EM, is an efficient way of parameter learning for probabilistic models with hidden variables. Given an observation $y$, it searches for a state of hidden variables $x$ that maximizes $p(x,y \mid \theta)$ by coordinate ascent on parameters $\theta$ and $x$. In this paper we introduce VT to PRISM, a logic-based probabilistic modeling system for generative models. VT improves PRISM in three ways. First VT in PRISM converges faster than EM in PRISM due to the VT's termination condition. Second, parameters learned by VT often show good prediction performance compared to those learned by EM. We conducted two parsing experiments with probabilistic grammars while learning parameters by a variety of inference methods, i.e.\ VT, EM, MAP and VB. The result is that VT achieved the best parsing accuracy among them in both experiments. Also we conducted a similar experiment for classification tasks where a hidden variable is not a prediction target unlike probabilistic grammars. We found that in such a case VT does not necessarily yield superior performance. Third since VT always deals with a single probability of a single explanation, Viterbi explanation, the exclusiveness condition that is imposed on PRISM programs is no more required if we learn parameters by VT. Last but not least we can say that as VT in PRISM is general and applicable to any PRISM program, it largely reduces the need for the user to develop a specific VT algorithm for a specific model. Furthermore since VT in PRISM can be used just by setting a PRISM flag appropriately, it makes VT easily accessible to (probabilistic) logic programmers. To appear in Theory and Practice of Logic Programming (TPLP).


A survey on independence-based Markov networks learning

arXiv.org Artificial Intelligence

This work reports the most relevant technical aspects in the problem of learning the \emph{Markov network structure} from data. Such problem has become increasingly important in machine learning, and many other application fields of machine learning. Markov networks, together with Bayesian networks, are probabilistic graphical models, a widely used formalism for handling probability distributions in intelligent systems. Learning graphical models from data have been extensively applied for the case of Bayesian networks, but for Markov networks learning it is not tractable in practice. However, this situation is changing with time, given the exponential growth of computers capacity, the plethora of available digital data, and the researching on new learning technologies. This work stresses on a technology called independence-based learning, which allows the learning of the independence structure of those networks from data in an efficient and sound manner, whenever the dataset is sufficiently large, and data is a representative sampling of the target distribution. In the analysis of such technology, this work surveys the current state-of-the-art algorithms for learning Markov networks structure, discussing its current limitations, and proposing a series of open problems where future works may produce some advances in the area in terms of quality and efficiency. The paper concludes by opening a discussion about how to develop a general formalism for improving the quality of the structures learned, when data is scarce.


AI Methods in Algorithmic Composition: A Comprehensive Survey

Journal of Artificial Intelligence Research

Algorithmic composition is the partial or total automation of the process of music composition by using computers. Since the 1950s, different computational techniques related to Artificial Intelligence have been used for algorithmic composition, including grammatical representations, probabilistic methods, neural networks, symbolic rule-based systems, constraint programming and evolutionary algorithms. This survey aims to be a comprehensive account of research on algorithmic composition, presenting a thorough view of the field for researchers in Artificial Intelligence.


Integrating Declarative Programming and Probabilistic Planning for Robots

AAAI Conferences

Mobile robots deployed in complex real-world domains typically find it difficult to process all sensor inputs or operate without substantial domain knowledge. At the same time, humans may not have the time and expertise to provide elaborateand accurate knowledge or feedback. The architecture described in this paper combines declarative programming and probabilistic sequential decision-making to address these challenges. Specifically, Answer Set Programming (ASP), a declarative programming paradigm, is combined with hierarchical partially observable Markov decision processes (POMDPs), enabling robots to: (a) represent and reason with incomplete domain knowledge, revising existing knowledge using information extracted from sensor inputs; (b) probabilistically model the uncertainty in sensor input processing and navigation; and (c) use domain knowledge to revise probabilistic beliefs, exploiting positive and negative observations to identify situations in which the assigned task can no longer be pursued. All algorithms are evaluated in simulation and on mobile robots locating target objects in indoor domains.


Combining a POMDP Abstraction with Replanning to Solve Complex, Position-Dependent Sensing Tasks

AAAI Conferences

The Partially-Observable Markov Decision Process (POMDP) is a general framework to determine reward-maximizing action policies under noisy action and sensing conditions. However, determining an optimal policy for POMDPs is often intractable for robotic tasks due to the PSPACE-complete nature of the computation required. Several recent solvers have been introduced that expand the size of problems that can be considered. Although these POMDP solvers can respect complex motion constraints in theory, we show that the computational cost does not provide a benefit in the eventual online execution, compared to our alternative approach that relies on a policy that ignores some of the motion constraints. We advocate using the POMDP framework where it is critical -- to find a policy that provides the optimal action given all past noisy sensor observations, while abstracting some of the motion constraints to reduce solution time. However, the actions of an abstract robot are generally not executable under its true motion constraints. The problem is addressed offline with a less-constrained POMDP, and navigation under the full system constraints is handled online with replanning. We empirically demonstrate that the policy generated using this abstracted motion model is faster to compute and achieves similar or higher reward than addressing the motion constraints for a car-like robot as used in our experiments directly in the POMDP.


A Modular Reinforcement Learning Framework for Interactive Narrative Planning

AAAI Conferences

A key functionality provided by interactive narrative systems is narrative adaptation: tailoring story experiences in response to usersโ€™ actions and needs. We present a data-driven framework for dynamically tailoring events in interactive narratives using modular reinforcement learning. The framework involves decomposing an interactive narrative into multiple concurrent sub-problems, formalized as adaptable event sequences (AESs). Each AES is modeled as an independent Markov decision process (MDP). Policies for each MDP are induced using a corpus of user interaction data from an interactive narrative system with exploratory narrative adaptation policies. Rewards are computed based on usersโ€™ experiential outcomes. Conflicts between multiple policies are handled using arbitration procedures. In addition to introducing the framework, we describe a corpus of user interaction data from a testbed interactive narrative, CRYSTAL ISLAND, for inducing narrative adaptation policies. Empirical findings suggest that the framework can effectively shape usersโ€™ interactive narrative experiences.


Improving Goal Recognition in Interactive Narratives with Models of Narrative Discovery Events

AAAI Conferences

Computational models of goal recognition hold considerable promise for enhancing the capabilities of drama managers and director agents for interactive narratives. The problem of goal recognition, and its more general form plan recognition, has been the subject of extensive investigation in the AI community. However, there have been relatively few empirical investigations of goal recognition models in the intelligent narrative technologies community to date, and little is known about how computational models of interactive narrative can inform goal recognition. In this paper, we investigate a novel goal recognition model based on Markov Logic Networks (MLNs) that leverages narrative discovery events to enrich its representation of narrative state. An empirical evaluation shows that the enriched model outperforms a prior state-of-the-art MLN model in terms of accuracy, convergence rate, and the point of convergence.


Automatic Harmonization Using a Hidden Semi-Markov Model

AAAI Conferences

Hidden Markov Models have been used frequently in the audio domain to identify underlying musical structure. Much less work has been done in the purely symbolic realm. Recently, a substantial amount of expert-labelled symbolic musical data has been injected into the research community. The new availability of data allows for the application of machine learning models to purely symbolic tasks. Similarly, the continued expansion of the field of machine learning provides new perspectives and implementations of machine learning methods, which are powerful tools when approaching complex musical challenges. This research explores the use of an extended probabilistic model such as the Hidden Semi-Markov Model (HSMM) to approach the task of automatic harmonization. One distinct advantage of the HSMM is that it is able to automatically differentiate harmonic boundaries, through its inclusion of an extra parameter: duration. In this way, a melody can be harmonized automatically in the style of a particular corpus. In the case of this research, the corpus was in the style of Rock 'n' Roll.


A Generic Method for Classification of Player Behavior

AAAI Conferences

Player classification allows for considerable improvements on both game analytics and game adaptivity. With this paper we aim at reversing the ad-hoc tendency in player classification methods, by proposing an approach to player classification that can be integrated across different games and genres and is particularly suited to be used by game designers. This paper describes our generic method of interaction-based player classification, which consists of three components: (i) intercepting player interactions, (ii) finding player types through fuzzy cluster analysis and (iii) classification using Hidden Markov Models (HMM). To showcase our method we developed Blindmaze, a simple web-based hidden maze game publicly available, featuring a bounded set of interactions. All data collected from a game is interaction-based, requiring minimal implementation effort from the game developers. It is concluded that our method makes player classification even more available by making it generic and re-usable across different games.


Generating Maps Using Markov Chains

AAAI Conferences

In this paper we outline a method of procedurally generating maps using Markov Chains. Our method attempts to learn what makes a "good" map from a set of given human-authored maps, and then uses those learned patterns to generate new maps. We present an empirical evaluation using the game "Super Mario Bros.," showing encouraging results.