Goto

Collaborating Authors

 Markov Models


Distributed Problem Solving

AI Magazine

Distributed problem solving is a subfield within multiagent systems, where agents are assumed to be part of a team and collaborate with each other to reach a common goal. In this article, we illustrate the motivations for distributed problem solving and provide an overview of two distributed problem solving models, namely distributed constraint satisfaction problems (DCSPs) and distributed constraint optimization problems (DCOPs), and some of their algorithms.


Adaptive sequential Monte Carlo by means of mixture of experts

arXiv.org Machine Learning

Appropriately designing the proposal kernel of particle filters is an issue of significant importance, since a bad choice may lead to deterioration of the particle sample and, consequently, waste of computational power. In this paper we introduce a novel algorithm adaptively approximating the so-called optimal proposal kernel by a mixture of integrated curved exponential distributions with logistic weights. This family of distributions, referred to as mixtures of experts, is broad enough to be used in the presence of multi-modality or strongly skewed distributions. The mixtures are fitted, via online-EM methods, to the optimal kernel through minimisation of the Kullback-Leibler divergence between the auxiliary target and instrumental distributions of the particle filter. At each iteration of the particle filter, the algorithm is required to solve only a single optimisation problem for the whole particle sample, yielding an algorithm with only linear complexity. In addition, we illustrate in a simulation study how the method can be successfully applied to optimal filtering in nonlinear state-space models.


Toward Narrative Schema-Based Goal Recognition Models for Interactive Narrative Environments

AAAI Conferences

Computational models for goal recognition hold great 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, have been the subjects of extensive investigation in the AI community. However, relatively little effort has been undertaken to examine goal recognition in interactive narrative. In this paper, we propose a research agenda to improve the accuracy of goal recognition models for interactive narratives using explicit representations of narrative structure inspired by the natural language processing community. We describe a particular category of narrative representations, narrative schemas, that we anticipate will effectively capture patterns of player behavior in interactive narratives and improve the accuracy of goal recognition models.


Assistant Agents for Sequential Planning Problems

AAAI Conferences

The problem of optimal planning under uncertainty in collaborative multi-agent domains is known to be deeply intractable but still demands a solution. This thesis will explore principled approximation methods that yield tractable approaches to planning for AI assistants, which allow them to understand the intentions of humans and help them achieve their goals. AI assistants are ubiquitous in video games, mak- ing them attractive domains for applying these planning techniques. However, games are also challenging domains, typically having very large state spaces and long planning horizons. The approaches in this thesis will leverage recent advances in Monte-Carlo search, approximation of stochastic dynamics by deterministic dynamics, and hierarchical action representation, to handle domains that are too complex for existing state of the art planners. These planning techniques will be demonstrated across a range of video game domains.


POMCoP: Belief Space Planning for Sidekicks in Cooperative Games

AAAI Conferences

We present POMCoP, a system for online planning in collaborative domains that reasons about how its actions will affect its understanding of human intentions, and demonstrate its use in building sidekicks for cooperative games. POMCoP plans in belief space. It explicitly represents its uncertainty about the intentions of its human ally, and plans actions which reveal those intentions or hedge against its uncertainty. This allows POMCoP to reason about the usefulness of incorporating information gathering actions into its plans, such as asking questions, or simply waiting to let humans reveal their intentions. We demonstrate POMCoP by constructing a sidekick for a cooperative pursuit game, and evaluate its effectiveness relative to MDP-based techniques that plan in state space, rather than belief space.


Game-Based Data Capture for Player Metrics

AAAI Conferences

Player metrics are an invaluable resource for game designers and QA analysts who wish to understand players, monitor and improve game play, and test design hypotheses. Usually such metrics are collected in a straightforward manner by passively recording players; however, such an approach has several potential drawbacks. First, passive recording might fail to record metrics which correspond to an infrequent player behavior. Secondly, passive recording can be a costly, laborious, and memory intensive process, even with the aid of tools. In this paper, we explore the potential for an active approach to player metric collection which strives to collect data more efficiently, and thus with less cost. We use an online, iterative approach which models the relationship between player metrics and in-game situations probabilistically using a Markov Decision Process (MDP) and solves it for the best game configurations to run. To analyze the benefits and limitations of this approach, we implemented a system, called GAMELAB, for recording player metrics in Second Life.


Adversarial Policy Switching with Application to RTS Games

AAAI Conferences

Complex games such as RTS games are naturally formalized as Markov games. Given a Markov game, it is often possible to hand-code or learn a set of policies that capture the diversity of possible strategies. It is also often possible to hand-code or learn an abstract simulator of the game that can estimate the outcome of playing two strategies against one another from any state. We consider how to use such policy sets and simulators to make decisions in large Markov games. Prior work has considered the problem using an approach we call minimax policy switching. At each decision epoch, all policy pairs are simulated against each other from the current state, and the minimax policy is chosen and used to select actions until the next decision epoch. While intuitively appealing, we show that this switching policy can have arbitrarily poor worst case performance. In response, we describe a modified algorithm, monotone policy switching, whose worst case performance, under certain conditions, is provably no worse than the minimax fixed policy in the set. We evaluate these switching policies in both a simulated RTS game and the real game Wargus. The results show the effectiveness of policy switching when the simulator is accurate, and also highlight challenges in the face of inaccurate simulations.


Inference in Probabilistic Logic Programs with Continuous Random Variables

arXiv.org Artificial Intelligence

Probabilistic Logic Programming (PLP), exemplified by Sato and Kameya's PRISM, Poole's ICL, Raedt et al's ProbLog and Vennekens et al's LPAD, is aimed at combining statistical and logical knowledge representation and inference. A key characteristic of PLP frameworks is that they are conservative extensions to non-probabilistic logic programs which have been widely used for knowledge representation. PLP frameworks extend traditional logic programming semantics to a distribution semantics, where the semantics of a probabilistic logic program is given in terms of a distribution over possible models of the program. However, the inference techniques used in these works rely on enumerating sets of explanations for a query answer. Consequently, these languages permit very limited use of random variables with continuous distributions. In this paper, we present a symbolic inference procedure that uses constraints and represents sets of explanations without enumeration. This permits us to reason over PLPs with Gaussian or Gamma-distributed random variables (in addition to discrete-valued random variables) and linear equality constraints over reals. We develop the inference procedure in the context of PRISM; however the procedure's core ideas can be easily applied to other PLP languages as well. An interesting aspect of our inference procedure is that PRISM's query evaluation process becomes a special case in the absence of any continuous random variables in the program. The symbolic inference procedure enables us to reason over complex probabilistic models such as Kalman filters and a large subclass of Hybrid Bayesian networks that were hitherto not possible in PLP frameworks. (To appear in Theory and Practice of Logic Programming).


Decision-Theoretic Coordination and Control for Active Multi-Camera Surveillance in Uncertain, Partially Observable Environments

arXiv.org Artificial Intelligence

A central problem of surveillance is to monitor multiple targets moving in a large-scale, obstacle-ridden environment with occlusions. This paper presents a novel principled Partially Observable Markov Decision Process-based approach to coordinating and controlling a network of active cameras for tracking and observing multiple mobile targets at high resolution in such surveillance environments. Our proposed approach is capable of (a) maintaining a belief over the targets' states (i.e., locations, directions, and velocities) to track them, even when they may not be observed directly by the cameras at all times, (b) coordinating the cameras' actions to simultaneously improve the belief over the targets' states and maximize the expected number of targets observed with a guaranteed resolution, and (c) exploiting the inherent structure of our surveillance problem to improve its scalability (i.e., linear time) in the number of targets to be observed. Quantitative comparisons with state-of-the-art multi-camera coordination and control techniques show that our approach can achieve higher surveillance quality in real time. The practical feasibility of our approach is also demonstrated using real AXIS 214 PTZ cameras


Optimal Weighting of Multi-View Data with Low Dimensional Hidden States

arXiv.org Machine Learning

In Natural Language Processing (NLP) tasks, data often has the following two properties: First, data can be chopped into multi-views which has been successfully used for dimension reduction purposes. For example, in topic classification, every paper can be chopped into the title, the main text and the references. However, it is common that some of the views are less noisier than other views for supervised learning problems. Second, unlabeled data are easy to obtain while labeled data are relatively rare. For example, articles occurred on New York Times in recent 10 years are easy to grab but having them classified as 'Politics', 'Finance' or 'Sports' need human labor. Hence less noisy features are preferred before running supervised learning methods. In this paper we propose an unsupervised algorithm which optimally weights features from different views when these views are generated from a low dimensional hidden state, which occurs in widely used models like Mixture Gaussian Model, Hidden Markov Model (HMM) and Latent Dirichlet Allocation (LDA).