Undirected Networks
An Algebraic Graphical Model for Decision with Uncertainties, Feasibilities, and Utilities
Pralet, C., Schiex, T., Verfaillie, G.
Numerous formalisms and dedicated algorithms have been designed in the last decades to model and solve decision making problems. Some formalisms, such as constraint networks, can express "simple" decision problems, while others are designed to take into account uncertainties, unfeasible decisions, and utilities. Even in a single formalism, several variants are often proposed to model different types of uncertainty (probability, possibility...) or utility (additive or not). In this article, we introduce an algebraic graphical model that encompasses a large number of such formalisms: (1) we first adapt previous structures from Friedman, Chu and Halpern for representing uncertainty, utility, and expected utility in order to deal with generic forms of sequential decision making; (2) on these structures, we then introduce composite graphical models that express information via variables linked by "local" functions, thanks to conditional independence; (3) on these graphical models, we finally define a simple class of queries which can represent various scenarios in terms of observabilities and controllabilities. A natural decision-tree semantics for such queries is completed by an equivalent operational semantics, which induces generic algorithms. The proposed framework, called the Plausibility-Feasibility-Utility (PFU) framework, not only provides a better understanding of the links between existing formalisms, but it also covers yet unpublished frameworks (such as possibilistic influence diagrams) and unifies formalisms such as quantified boolean formulas and influence diagrams. Our backtrack and variable elimination generic algorithms are a first step towards unified algorithms.
Instant Replay: Investigating statistical Analysis in Sports
Technology has had an unquestionable impact on the way people watch sports. Along with this technological evolution has come a higher standard to ensure a good viewing experience for the casual sports fan. It can be argued that the pervasion of statistical analysis in sports serves to satiate the fan's desire for detailed sports statistics. The goal of statistical analysis in sports is a simple one: to eliminate subjective analysis. In this paper, we review previous work that attempts to analyze various aspects in sports by using ideas from Markov Chains, Bayesian Inference and Markov Chain Monte Carlo (MCMC) methods. The unifying goal of these works is to achieve an accurate representation of the player's ability, the sport, or the environmental effects on the player's performance. With the prevalence of cheap computation, it is possible that using techniques in Artificial Intelligence could improve the result of statistical analysis in sport. This is best illustrated when evaluating football using Neuro Dynamic Programming, a Control Theory paradigm heavily based on theory in Stochastic processes. The results from this method suggest that statistical analysis in sports may benefit from using ideas from the area of Control Theory or Machine Learning
The Generalized A* Architecture
Felzenszwalb, P. F., McAllester, D.
We consider the problem of computing a lightest derivation of a global structure using a set of weighted rules. A large variety of inference problems in AI can be formulated in this framework. We generalize A* search and heuristics derived from abstractions to a broad class of lightest derivation problems. We also describe a new algorithm that searches for lightest derivations using a hierarchy of abstractions. Our generalization of A* gives a new algorithm for searching AND/OR graphs in a bottom-up fashion. We discuss how the algorithms described here provide a general architecture for addressing the pipeline problem --- the problem of passing information back and forth between various stages of processing in a perceptual system. We consider examples in computer vision and natural language processing. We apply the hierarchical search algorithm to the problem of estimating the boundaries of convex objects in grayscale images and compare it to other search methods. A second set of experiments demonstrate the use of a new compositional model for finding salient curves in images.
Learning Symbolic Models of Stochastic Domains
Kaelbling, L. P., Pasula, H. M., Zettlemoyer, L. S.
In this article, we work towards the goal of developing agents that can learn to act in complex worlds. We develop a probabilistic, relational planning rule representation that compactly models noisy, nondeterministic action effects, and show how such rules can be effectively learned. Through experiments in simple planning domains and a 3D simulated blocks world with realistic physics, we demonstrate that this learning algorithm allows agents to effectively model world dynamics.
CAPIR: Collaborative Action Planning with Intention Recognition
Nguyen, Truong-Huy Dinh (National University of Singapore) | Hsu, David (National University of Singapore) | Lee, Wee-Sun (National University of Singapore) | Leong, Tze-Yun (National University of Singapore) | Kaelbling, Leslie Pack (Massachusetts Institute of Technology) | Lozano-Perez, Tomas (Massachusetts Institute of Technology) | Grant, Andrew Haydn (Singapore-MIT GAMBIT Game Lab)
We apply decision theoretic techniques to construct non-player characters that are able to assist a human player in collaborative games. The method is based on solving Markov decision processes, which can be difficult when the game state is described by many variables. To scale to more complex games, the method allows decomposition of a game task into subtasks, each of which can be modelled by a Markov decision process. Intention recognition is used to infer the subtask that the human is currently performing, allowing the helper to assist the human in performing the correct task. Experiments show that the method can be effective, giving near-human level performance in helping a human in a collaborative game.
Goal Recognition with Markov Logic Networks for Player-Adaptive Games
Ha, Eun Young (North Carolina State University) | Rowe, Jonathan P. (North Carolina State University) | Mott, Bradford W. (North Carolina State University) | Lester, James C. (North Carolina State University)
Goal recognition is the task of inferring usersโ goals from sequences of observed actions. By enabling player-adaptive digital games to dynamically adjust their behavior in concert with playersโ changing goals, goal recognition can inform adaptive decision making for a broad range of entertainment, training, and education applications. This paper presents a goal recognition framework based on Markov logic networks (MLN). The modelโs parameters are directly learned from a corpus of actions that was collected through player interactions with a non-linear educational game. An empirical evaluation demonstrates that the MLN goal recognition framework accurately predicts playersโ goals in a game environment with multiple solution paths.
Learning Probabilistic Behavior Models in Real-Time Strategy Games
Dereszynski, Ethan (Oregon State University) | Hostetler, Jesse (Oregon State University) | Fern, Alan (Oregon State University) | Dietterich, Tom (Oregon State University) | Hoang, Thao-Trang (Oregon State University) | Udarbe, Mark (Oregon State University)
We study the problem of learning probabilistic models of high-level strategic behavior in the real-time strategy (RTS) game StarCraft. The models are automatically learned from sets of game logs and aim to capture the common strategic states and decision points that arise in those games. Unlike most work on behavior/strategy learning and prediction in RTS games, our data-centric approach is not biased by or limited to any set of preconceived strategic concepts. Further, since our behavior model is based on the well-developed and generic paradigm of hidden Markov models, it supports a variety of uses for the design of AI players and human assistants. For example, the learned models can be used to make probabilistic predictions of a player's future actions based on observations, to simulate possible future trajectories of a player, or to identify uncharacteristic or novel strategies in a game database. In addition, the learned qualitative structure of the model can be analyzed by humans in order to categorize common strategic elements. We demonstrate our approach by learning models from 331 expert-level games and provide both a qualitative and quantitative assessment of the learned model's utility.
On the trade-off between complexity and correlation decay in structural learning algorithms
Bento, Josรฉ, Montanari, Andrea
We consider the problem of learning the structure of Ising models (pairwise binary Markov random fields) from i.i.d. samples. While several methods have been proposed to accomplish this task, their relative merits and limitations remain somewhat obscure. By analyzing a number of concrete examples, we show that low-complexity algorithms often fail when the Markov random field develops long-range correlations. More precisely, this phenomenon appears to be related to the Ising model phase transition (although it does not coincide with it).
Two Projection Pursuit Algorithms for Machine Learning under Non-Stationarity
This thesis derives, tests and applies two linear projection algorithms for machine learning under non-stationarity. The first finds a direction in a linear space upon which a data set is maximally non-stationary. The second aims to robustify two-way classification against non-stationarity. The algorithm is tested on a key application scenario, namely Brain Computer Interfacing.
Anytime Point-Based Approximations for Large POMDPs
Pineau, J., Gordon, G., Thrun, S.
The Partially Observable Markov Decision Process has long been recognized as a rich framework for real-world planning and control problems, especially in robotics. However exact solutions in this framework are typically computationally intractable for all but the smallest problems. A well-known technique for speeding up POMDP solving involves performing value backups at specific belief points, rather than over the entire belief simplex. The efficiency of this approach, however, depends greatly on the selection of points. This paper presents a set of novel techniques for selecting informative belief points which work well in practice. The point selection procedure is combined with point-based value backups to form an effective anytime POMDP algorithm called Point-Based Value Iteration (PBVI). The first aim of this paper is to introduce this algorithm and present a theoretical analysis justifying the choice of belief selection technique. The second aim of this paper is to provide a thorough empirical comparison between PBVI and other state-of-the-art POMDP methods, in particular the Perseus algorithm, in an effort to highlight their similarities and differences. Evaluation is performed using both standard POMDP domains and realistic robotic tasks.