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Strong Equivalence for LPMLN Programs

arXiv.org Artificial Intelligence

LPMLN is a probabilistic extension of answer set programs with the weight scheme adapted from Markov Logic. We study the concept of strong equivalence in LPMLN, which is a useful mathematical tool for simplifying a part of an LPMLN program without looking at the rest of it. We show that the verification of strong equivalence in LPMLN can be reduced to equivalence checking in classical logic via a reduct and choice rules as well as to equivalence checking under the "soft" logic of here-and-there. The result allows us to leverage an answer set solver for LPMLN strong equivalence checking. The study also suggests us a few reformulations of the LPMLN semantics using choice rules, the logic of here-and-there, and classical logic.


Robust Opponent Modeling via Adversarial Ensemble Reinforcement Learning in Asymmetric Imperfect-Information Games

arXiv.org Artificial Intelligence

This paper presents an algorithmic framework for learning robust policies in asymmetric imperfect-information games, where the joint reward could depend on the uncertain opponent type (a private information known only to the opponent itself and its ally). In order to maximize the reward, the protagonist agent has to infer the opponent type through agent modeling. We use multiagent reinforcement learning (MARL) to learn opponent models through self-play, which captures the full strategy interaction and reasoning between agents. However, agent policies learned from self-play can suffer from mutual overfitting. Ensemble training methods can be used to improve the robustness of agent policy against different opponents, but it also significantly increases the computational overhead. In order to achieve a good trade-off between the robustness of the learned policy and the computation complexity, we propose to train a separate opponent policy against the protagonist agent for evaluation purposes. The reward achieved by this opponent is a noisy measure of the robustness of the protagonist agent policy due to the intrinsic stochastic nature of a reinforcement learner. To handle this stochasticity, we apply a stochastic optimization scheme to dynamically update the opponent ensemble to optimize an objective function that strikes a balance between robustness and computation complexity. We empirically show that, under the same limited computational budget, the proposed method results in more robust policy learning than standard ensemble training.


On the Strong Equivalences of LPMLN Programs

arXiv.org Artificial Intelligence

By incorporating the methods of Answer Set Programming (ASP) and Markov Logic Networks (MLN), LPMLN becomes a powerful tool for non-monotonic, inconsistent and uncertain knowledge representation and reasoning. To facilitate the applications and extend the understandings of LPMLN, we investigate the strong equivalences between LPMLN programs in this paper, which is regarded as an important property in the field of logic programming. In the field of ASP, two programs P and Q are strongly equivalent, iff for any ASP program R, the programs P and Q extended by R have the same stable models. In other words, an ASP program can be replaced by one of its strong equivalent without considering its context, which helps us to simplify logic programs, enhance inference engines, construct human-friendly knowledge bases etc. Since LPMLN is a combination of ASP and MLN, the notions of strong equivalences in LPMLN is quite different from that in ASP. Firstly, we present the notions of p-strong and w-strong equivalences between LPMLN programs. Secondly, we present a characterization of the notions by generalizing the SE-model approach in ASP. Finally, we show the use of strong equivalences in simplifying LPMLN programs, and present a sufficient and necessary syntactic condition that guarantees the strong equivalence between a single LPMLN rule and the empty program.


A Review of Tracking, Prediction and Decision Making Methods for Autonomous Driving

arXiv.org Machine Learning

This literature review focuses on three important aspects of an autonomous car system: tracking (assessing the identity of the actors such as cars, pedestrians or obstacles in a sequence of observations), prediction (predicting the future motion of surrounding vehicles in order to navigate through various traffic scenarios) and decision making (analyzing the available actions of the ego car and their consequences to the entire driving context). For tracking and prediction, approaches based on (deep) neural networks and other, especially stochastic techniques, are reported. For decision making, deep reinforcement learning algorithms are presented, together with methods used to explore different alternative actions, such as Monte Carlo Tree Search.


Prediction of rare feature combinations in population synthesis: Application of deep generative modelling

arXiv.org Machine Learning

In population synthesis applications, when considering populations with many attributes, a fundamental problem is the estimation of rare combinations of feature attributes. Unsurprisingly, it is notably more difficult to reliably representthe sparser regions of such multivariate distributions and in particular combinations of attributes which are absent from the original sample. In the literature this is commonly known as sampling zeros for which no systematic solution has been proposed so far. In this paper, two machine learning algorithms, from the family of deep generative models,are proposed for the problem of population synthesis and with particular attention to the problem of sampling zeros. Specifically, we introduce the Wasserstein Generative Adversarial Network (WGAN) and the Variational Autoencoder(VAE), and adapt these algorithms for a large-scale population synthesis application. The models are implemented on a Danish travel survey with a feature-space of more than 60 variables. The models are validated in a cross-validation scheme and a set of new metrics for the evaluation of the sampling-zero problem is proposed. Results show how these models are able to recover sampling zeros while keeping the estimation of truly impossible combinations, the structural zeros, at a comparatively low level. Particularly, for a low dimensional experiment, the VAE, the marginal sampler and the fully random sampler generate 5%, 21% and 26%, respectively, more structural zeros per sampling zero generated by the WGAN, while for a high dimensional case, these figures escalate to 44%, 2217% and 170440%, respectively. This research directly supports the development of agent-based systems and in particular cases where detailed socio-economic or geographical representations are required.


Vehicle routing by learning from historical solutions

arXiv.org Artificial Intelligence

The goal of this paper is to investigate a decision support system for vehicle routing, where the routing engine learns from the subjective decisions that human planners have made in the past, rather than optimizing a distance-based objective criterion. This is an alternative to the practice of formulating a custom VRP for every company with its own routing requirements. Instead, we assume the presence of past vehicle routing solutions over similar sets of customers, and learn to make similar choices. The approach is based on the concept of learning a first-order Markov model, which corresponds to a probabilistic transition matrix, rather than a deterministic distance matrix. This nevertheless allows us to use existing arc routing VRP software in creating the actual route plans. For the learning, we explore different schemes to construct the probabilistic transition matrix. Our results on a use-case with a small transportation company show that our method is able to generate results that are close to the manually created solutions, without needing to characterize all constraints and sub-objectives explicitly. Even in the case of changes in the client sets, our method is able to find solutions that are closer to the actual route plans than when using distances, and hence, solutions that would require fewer manual changes to transform into the actual route plan.


!MDP Playground: Meta-Features in Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) algorithms usually assume their environment to be a Markov Decision Process (MDP). Additionally, they do not try to identify specific features of environments which could help them perform better. Here, we present a few key meta-features of environments: delayed rewards, specific reward sequences, sparsity of rewards, and stochasticity of environments, which may violate the MDP assumptions and adapting to which should help RL agents perform better. While it is very time consuming to run RL algorithms on standard benchmarks, we define a parameterised collection of fast-to-run toy benchmarks in OpenAI Gym by varying these meta-features. Despite their toy nature and low compute requirements, we show that these benchmarks present substantial difficulties to current RL algorithms. Furthermore, since we can generate environments with a desired value for each of the meta-features, we have fine-grained control over the environments' difficulty and also have the ground truth available for evaluating algorithms. We believe that devising algorithms that can detect such meta-features of environments and adapt to them will be key to creating robust RL algorithms that work in a variety of different real-world problems.


Control Synthesis from Linear Temporal Logic Specifications using Model-Free Reinforcement Learning

arXiv.org Artificial Intelligence

Arrows: actions top, left, down, and right; encircled characters: state labels. The actions in states that are not reachable or lead to another LDBA state are not displayed. In all subfigures, the most likely paths are highlighted in red. the baby b, the only allowed action is left and when taken the following situations can happen: (i) the robot hits the wall with probability 0.1 and wakes the baby up; (ii) the robot moves left with probability 0. 8 or moves down with probability 0.1 . If the baby has been woken up, which means the robot could not leave in a single time step (represented by L TL as b null b), the robot should notify the adult (at state a); otherwise, the robot should directly go back to the charger (at state c). The full objective is specified in L TL as ฯ• 2 nullnull d nullnullnullnull (1) (b null b) null ( b U (a c)) null nullnull null (2) a null ( a U b) null nullnull null (3) ( b null b nullnull b) ( a U c) null nullnull null (4) c ( a U b) null nullnull null (5) (b null b) a null nullnull null (6) null .


Exploring Apprenticeship Learning for Player Modelling in Interactive Narratives

arXiv.org Artificial Intelligence

In this paper we present an early Apprenticeship Learning approach to mimic the behaviour of different players in a short adaption of the interactive fiction Anchorhead. Our motivation is the need to understand and simulate player behaviour to create systems to aid the design and person-alisation of Interactive Narratives (INs). INs are partially observable for the players and their goals are dynamic as a result. We used Receding Horizon IRL (RHIRL) to learn players' goals in the form of reward functions, and derive policies to imitate their behaviour. Our preliminary results suggest that RHIRL is able to learn action sequences to complete a game, and provided insights towards generating behaviour more similar to specific players.


Unaligned Sequence Similarity Search Using Deep Learning

arXiv.org Machine Learning

--Gene annotation has traditionally required direct comparison of DNA sequences between an unknown gene and a database of known ones using string comparison methods. However, these methods do not provide useful information when a gene does not have a close match in the database. In addition, each comparison can be costly when the database is large since it requires alignments and a series of string comparisons. In this work we propose a novel approach: using recurrent neural networks to embed DNA or amino-acid sequences in a low-dimensional space in which distances correlate with functional similarity. This embedding space overcomes both shortcomings of the method of aligning sequences and comparing homology. First, it allows us to obtain information about genes which do not have exact matches by measuring their similarity to other ones in the database. If our database is labeled this can provide labels for a query gene as is done in traditional methods. However, even if the database is unlabeled it allows us to find clusters and infer some characteristics of the gene population. In addition, each comparison is much faster than traditional methods since the distance metric is reduced to the Euclidean distance, and thus efficient approximate nearest neighbor algorithms can be used to find the best match. More specifically we show how our embedding can be useful for both classification tasks when our labels are known, and clustering tasks where our sequences belong to classes which have not been seen before. The central dogma of biology states that all organisms contain DNA, which is transcribed into RNA and then translated into proteins, which catalyze the chemical reactions that define life.