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 Undirected Networks


Initial State Prediction in Planning

AAAI Conferences

While recent advances in offline reasoning techniques and online execution strategies have made planning under uncertainty more robust, the application of plans in partially-known environments is still a difficult and important topic. In this paper we present an approach for predicting new information about a partially-known initial state, represented as a multigraph utilizing Maximum-Margin Multi-Valued Regression. We evaluate this approach in four different domains, demonstrating high recall and accuracy.


Semi-Automated Annotation of Discrete States in Large Video Datasets

AAAI Conferences

We propose a framework for semi-automated annotation of video frames where the video is of an object that at any point in time can be labeled as being in one of a finite number of discrete states. A Hidden Markov Model (HMM) is used to model (1) the behavior of the underlying object and (2) the noisy observation of its state through an image processing algorithm. The key insight of this approach is that the annotation of frame-by-frame video can be reduced from a problem of labeling every single image to a problem of detecting a transition between states of the underlying objected being recording on video. The performance of the framework is evaluated on a driver gaze classification dataset composed of 16,000,000 images that were fully annotated over 6,000 hours of direct manual annotation labor. On this dataset, we achieve a 13x reduction in manual annotation for an average accuracy of 99.1% and a 84x reduction for an average accuracy of 91.2%.


What Does That ?-Block Do? Learning Latent Causal Affordances From Mario Play Traces

AAAI Conferences

Procedural content generation (PCG) for videogames relies on a commitment to the semantics of the game. Concepts such as enemies or solidity are required for the creation of levels for platformer games. As humans, we can instantly identify the underlying semantics of a game from brief snippets of game play video or from playing the game. Previous PCG systems have needed humans to identify the semantic properties of objects in the game, either implicitly or explicitly. We propose a system that can automatically learn the semantic properties of game objects by observation of events in the game via a causal learning framework. We apply this learning approach to play traces from the Super Mario Bros. series.


Trusted Machine Learning: Model Repair and Data Repair for Probabilistic Models

AAAI Conferences

When machine learning algorithms are used in life-critical or mission-critical applications (e.g., self driving cars, cyber security, surgical robotics), it is important to ensure that they provide some high-level correctness guarantees. We introduce a paradigm called Trusted Machine Learning (TML) with the goal of making learning techniques more trustworthy. We outline methods that show how symbolic analysis (specifi- cally parametric model checking) can be used to learn the dynamical model of a system where the learned model satis- fies correctness requirements specified in the form of temporal logic properties (e.g., safety, liveness). When a learned model does not satisfy the desired guarantees, we try two approaches: (1) Model Repair, wherein we modify a learned model directly, and (2) Data Repair, wherein we modify the data so that re-learning from the modified data will result in a trusted model. Model Repair tries to make the minimal changes to the trained model while satisfying the properties, whereas Data Repair tries to make the minimal changes to the dataset used to train the model for ensuring satisfaction of the properties. We show how the Model Repair and Data Repair problems can be solved for the case of probabilistic models, specifically Discrete-Time Markov Chains (DTMC) or Markov Decision Processes (MDP), when the desired properties are expressed in Probabilistic Computation Tree Logic (PCTL). Specifically, we outline how the parameter learning problem in the probabilistic Markov models under temporal logic constraints can be equivalently expressed as a non-linear optimization with non-linear rational constraints, by performing symbolic transformations using a parametric model checker. We illustrate the approach on two case studies: a controller for automobile lane changing, and query router for a wireless sensor network.


Expressing Probabilistic Graphical Models in RCC

AAAI Conferences

The purpose of this paper is to show the expressiveness of two different formalisms that combine logic and probabilistic reasoning: Stochastic Logic Programs (SLPs) and Probabilistic Concurrent Constraint Programs (PCCs). We analyse the relation between the two and we show that we are able to express, using PCC programs, some of the main probabilistic graphical models: Bayesian Networks, Markov random fields, Markov chains, Hidden Markov models, Stochastic Context Free Grammars and Markov Logic Networks. We express this last framework also in SLPs.


Open-Universe Weighted Model Counting: Extended Abstract

AAAI Conferences

Weighted model counting (WMC) has recently emerged as an effective and general approach to probabilistic inference, offering a computational framework for encoding a variety of formalisms, such as factor graphs and Bayesian networks.The advent of large-scale probabilistic knowledge bases has generated further interest in relational probabilistic representations, obtained by according weights to first-order formulas, whose semantics is given in terms of the ground theory, and solved by WMC. A fundamental limitation is that the domain of quantification, by construction and design, is assumed to be finite, which is at odds with areas such as vision and language understanding, where the existence of objects must be inferred from raw data. Dropping the finite-domain assumption has been known to improve the expressiveness of a first-order language for open-universe purposes, but these languages, so far, have eluded WMC approaches. In this paper, we revisit relational probabilistic models over an infinite domain, and establish a number of results that permit effective algorithms. We demonstrate this language on a number of examples, including a parameterized version of Pearl's Burglary-Earthquake-Alarm Bayesian network.


Deep LSTM-Based Goal Recognition Models for Open-World Digital Games

AAAI Conferences

Player goal recognition in digital games offers the promise of enabling games to dynamically customize player experience. Goal recognition aims to recognize players’ high-level intentions using a computational model trained on a player behavior corpus. A significant challenge is posed by devising reliable goal recognition models with a behavior corpus characterized by highly idiosyncratic player actions. In this paper, we introduce deep LSTM-based goal recognition models that handle the inherent uncertainty stemming from noisy, non-optimal player behaviors. Empirical evaluation indicates that deep LSTMs outperform competitive baselines including single-layer LSTMs, n-gram encoded feedforward neural networks, and Markov logic networks for a goal recognition corpus collected from an open-world educational game. In addition to metric-based goal recognition model evaluation, we investigate a visualization technique to show a dynamic goal recognition model’s performance over the course of a player’s goal-seeking behavior. Deep LSTMs, which are capable of both sequentially and hierarchically extracting salient features of player behaviors, show significant promise as a goal recognition approach for open-world digital games.


Partial Observability in Grammar Based Plan Recognition

AAAI Conferences

Prior work on viewing plan recognition as parsing of grammars has assumed completely observable actions. This paper provides an algorithm to rewrite plan grammars to allow for recognizing partially observable actions.  For the ELEXIR (Geib 2009) system, the impact of this rewriting on plan recognition runtime is shown to be limited to those plans that actually use the partially observable actions.


Context Recognition in Multiple Occupants Situations: Detecting the Number of Agents in a Smart Home Environment with Simple Sensors

AAAI Conferences

Context-recognition and activity recognition systems in multi-user environments such as smart homes, usually assume to know the number of occupants in the environment. However, being able to count the number of users in the environment is important in order to accurately recognize the activities of (groups of) agents. For smart environments without cameras, the problem of counting the number of agents is non-trivial. This is in part due to the difficulty of using a single non-vision based sensors to discriminate between one or several persons, and thus information from several sensors must be combined in order to reason about the presence of several agents. In this paper we address the problem of counting the number of agents in a topologically known environment using simple sensors that can indicate anonymous human presence. To do so, we connect an ontology to a probabilistic model (a Hidden Markov Model) in order to estimate the number of agents in each section of the environment. We evaluate our methods on a smart home setup where a number of motion and pressure sensors are distributed in various rooms of the home.


What Is Going On: Utility-Based Plan Selection in BDI Agents

AAAI Conferences

This work addresses the problem of choosing an appropriate plan for achieving a goal in any realistic complex situation where an agent has to respond and act upon uncertain and/or an unknown information. We use the belief-desire-intention (BDI) model, a popular model for developing agents. The flexibility of choosing among different plans to achieve a desired goal is one of the benefits of this model. This paper describes a particular algorithm for selecting the most appropriate plan. Since the agent may have to reason with incomplete or uncertain information, we explore how to integrate probabilities in the agent model for taking an appropriate action and keeping the system behavior within acceptable boundaries and compliance to acceptable norms. Considering the uncertainty of the current state of the environment, this process relies on probability and utility theory. The plan selection algorithm has been implemented with Jadex