Learning Graphical Models
Tuning Belief Revision for Coordination with Inconsistent Teammates
Sarratt, Trevor (University of California Santa Cruz) | Jhala, Arnav (University of California Santa Cruz)
Coordination with an unknown human teammate is a notable challenge for cooperative agents. Behavior of human players in games with cooperating AI agents is often sub-optimal and inconsistent leading to choreographed and limited cooperative scenarios in games. This paper considers the difficulty of cooperating with a teammate whose goal and corresponding behavior change periodically. Previous work uses Bayesian models for updating beliefs about cooperating agents based on observations. We describe belief models for on-line planning, discuss tuning in the presence of noisy observations, and demonstrate empirically its effectiveness in coordinating with inconsistent agents in a simple domain. Further work in this area promises to lead to techniques for more interesting cooperative AI in games.
Exploiting Anonymity in Approximate Linear Programming: Scaling to Large Multiagent MDPs
Robbel, Philipp (Massachusetts Institute of Technology) | Oliehoek, Frans A. (University of Amsterdam) | Kochenderfer, Mykel J. (Stanford University)
The Markov Decision Process (MDP) framework is a versatile method for addressing single and multiagent sequential decision making problems. Many exact and approximate solution methods attempt to exploit structure in the problem and are based on value factorization. Especially multiagent settings (MAS), however, are known to suffer from an exponential increase in value component sizes as interactions become denser, meaning that approximation architectures are overly restricted in the problem sizes and types they can handle. We present an approach to mitigate this limitation for certain types of MASs, exploiting a property that can be thought of as "anonymous influence" in the factored MDP. In particular, we show how anonymity can lead to representational and computational efficiencies, both for general variable elimination in a factor graph but also for the approximate linear programming solution to factored MDPs. The latter allows to scale linear programming to factored MDPs that were previously unsolvable. Our results are shown for a disease control domain over a graph with 50 nodes that are each connected with up to 15 neighbors.
Minecraft as an Experimental World for AI in Robotics
Aluru, Krishna Chaitanya (Brown University) | Tellex, Stefanie (Brown University) | Oberlin, John (Brown University) | MacGlashan, James (Brown University)
Performing experimental research on robotic platforms involves numerous practical complications, while studying collaborative interactions and efficiently collecting data from humans benefit from real time response. Roboticists can circumvent some complications by using simulators like Gazebo to test algorithms and building games like the Mars Escape game to collect data. Making use of existing resources for simulation and game creation requires the development of assets and algorithms along with the recruitment and training of users. We have created a Minecraft mod called BurlapCraft which enables the use of the reinforcement learning and planning library BURLAP to model and solve different tasks within Minecraft. BurlapCraft makes AI-HRI development easier in three core ways: the underlying Minecraft environment makes the construction of experiments simple for the developer and so allows the rapid prototyping of experimental setup; BURLAP contributes a wide variety of extensible algorithms for learning and planning, allowing easy iteration and development of task models and algorithms; and the familiarity and ubiquity of Minecraft trivializes the recruitment and training of users. To validate BurlapCraft as a platform for AI development, we demonstrate the execution of A*, BFS, RMax, language understanding, and learning language groundings from user demonstrations in five Minecraft "dungeons."
MDPVIS: An Interactive Visualization for Testing Markov Decision Processes
McGregor, Sean (Oregon State University) | Buckingham, Hailey (Oregon State University) | Houtman, Rachel (Oregon State University) | Montgomery, Claire (Oregon State University) | Metoyer, Ronald (Oregon State University ) | Dietterich, Thomas G. (Oregon State University)
Whereas computational steering traditionally A common approach for solving Markov Decision Processes refers to modifying a computer process during its execution is to implement a simulator of the stochastic dynamics of (Mulder, van Wijk, and van Liere 1999), we treat optimization the MDP and a Monte Carlo optimization algorithm that invokes as an open-ended process whose parameters are repeatedly this simulator. The resulting software system is often changed for testing and debugging.
Robotic Social Feedback for Object Specification
Wu, Emily (Brown University) | Han, Yuxin (Rhode Island School of Design) | Whitney, David (Brown University) | Oberlin, John (Brown University) | MacGlashan, James (Brown University) | Tellex, Stefanie (Brown University)
Issuing and following instructions is a common task in many forms of both human-human and human-robot collaboration. With two human participants, the accuracy of instruction following increases if the collaborators can monitor the state of their partners and respond to them through conversation (Clark and Krych 2004), a process we call social feedback. Despite this benefit in human-human interaction, current human-robot collaboration systems process instructions in non-incremental batches, which can achieve good accuracy but does not allow for reactive feedback (Tellex et al. 2011; Matuszek et al. 2012; Tellex et al. 2012; Misra et al.2014). In this paper, we show that giving a robot the ability to ask the user questions results in responsive conversations and allows the robot to quickly determine the object that the user desires. This social feedback loop between person and robot allows a person to create an internal model for the robot’s mental state and adapt their own behavior to better inform the robot. To close the human-robot feedback loop, we employ a Partially Observable Markov Decision Process (POMDP) to produce a policy which will lead to the determination of the object in the shortest amount of time. To test our approach, we perform user studies to measure our robot’s ability to deliver common household items requested by the participant. We compare delivery speed and accuracy both with and without social feedback.
Temporal and Object Relations in Unsupervised Plan and Activity Recognition
Freedman, Richard G. (University of Massachusetts Amherst) | Jung, Hee-Tae (University of Massachusetts Amherst) | Zilberstein, Shlomo (University of Massachusetts Amherst)
We consider ways to improve the performance of unsupervised plan and activity recognition techniques by considering temporal and object relations in addition to postural data. Temporal relationships can help recognize activities with cyclic structure and are often implicit because plans have degrees of ordering actions. Relations with objects can help disambiguate observed activities that otherwise share a user's posture and position. We develop and investigate graphical models that extend the popular latent Dirichlet allocation approach with temporal and object relations, examine the relative performance and runtime trade-offs using a standard dataset, and consider the cost/benefit trade-offs these extensions offer in the context of human-robot and humancomputer interaction.
An Approximation of Surprise Index as a Measure of Confidence
Zagorecki, Adam (Cranfield University and Defence Academy of the United Kingdom) | Kozniewski, Marcin (University of Pittsburgh) | Druzdzel, Marek (University of Pittsburgh)
Probabilistic graphical models, such as Bayesian networks, are intuitive and theoretically sound tools for modeling uncertainty. A major problem with applying Bayesian networks in practice is that it is hard to judge whether a model fits well a case that it is supposed to solve. One way of expressing a possible dissonance between a model and a case is the {\em surprise index}, proposed by Habbema, which expresses the degree of surprise by the evidence given the model. While this measure reflects the intuition that the probability of a case should be judged in the context of a model, it is computationally intractable. In this paper, we propose an efficient way of approximating the surprise index.
Automatic Real-Time Music Generation for Games
Engels, Steve (University of Toronto) | Tong, Tiffany (University of Toronto) | Chan, Fabian (University of Toronto)
Music composition can be a challenge for many small- to medium-sized game companies, largely due to the expense and difficulty in creating original music for each level of a game. To address this, we developed a tool that automatically generates original music, by training a music generator on pieces whose style the game designer wishes to imitate. The generator then creates original music in that style in real-time, and switches between styles when signaled by the game. This software has been refined to produce music that is coherent and imitates a composer’s larger music structure.
A Hierarchical MdMC Approach to 2D Video Game Map Generation
Snodgrass, Sam (Drexel University) | Ontanon, Santiago (Drexel University)
In this paper we describe a hierarchical method for procedurally generating 2D game maps using multi-dimensional Markov chains (MdMCs). Our method takes a collection of 2D game maps, breaks them into small chunks and performs clustering to find a set of chunks that correspond to high-level structures (high-level tiles) in the training maps. This set of high-level tiles is then used to re-represent the training maps, and to fit two sets of MdMC models: a high-level model captures the distribution of high-level tiles in the map, and a set of low-level models capture the internal structure of each high-level tile. These two sets of models can then be used to hierarchically generate new maps. We test our approach using two classic games, Super Mario Bros. and Loderunner, and compare the results against other existing map generators.