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 Plan Recognition


Parallelizing Plan Recognition

AI Magazine

Modern multicore computers provide an opportunity to parallelize plan recognition algorithms to decrease runtime. Viewing plan recognition as parsing based on a complete breadth first search, makes ELEXIR (engine for lexicalized intent recognition) (Geib 2009; Geib and Goldman 2011) particularly suited for parallelization. This article documents the extension of ELEXIR to utilize such modern computing platforms. We will discuss multiple possible algorithms for distributing work between parallel threads and the associated performance wins. We will show, that the best of these algorithms provides close to linear speedup (up to a maximum number of processors), and that features of the problem domain have an impact on the achieved speedup.


Plan Recognition for Exploratory Learning Environments Using Interleaved Temporal Search

AI Magazine

This article presents new algorithms for inferring users’ activities in a class of flexible and open-ended educational software called exploratory learning environments (ELE). Such settings provide a rich educational environment for students, but challenge teachers to keep track of students’ progress and to assess their performance. This article presents techniques for recognizing students activities in ELEs and visualizing these activities to students. It describes a new plan recognition algorithm that takes into account repetition and interleaving of activities. This algorithm was evaluated empirically using two ELEs for teaching chemistry and statistics used by thousands of students in several countries. It was able to outperform the state-of-the-art plan recognition algorithms when compared to a gold-standard that was obtained by a domain-expert. We also show that visualizing students’ plans improves their performance on new problems when compared to an alternative visualization that consists of a step-by-step list of actions.


Using a Recursive Neural Network to Learn an Agent's Decision Model for Plan Recognition

AAAI Conferences

Plan recognition, the problem of inferring the goals or plans of an observed agent, is a key element of situation awareness in human-machine and machine-machine interactions for many applications. Some plan recognition algorithms require knowledge about the potential behaviours of the observed agent in the form of a plan library, together with a decision model about how the observed agent uses the plan library to make decisions. It is however difficult to elicit and specify the decision model a priori . In this paper, we present a recursive neural network model that learns such a decision model automatically. We discuss promising experimental results of the approach with comparisons to selected state-of-the-art plan recognition algorithms on three benchmark domains.


A Fast Goal Recognition Technique Based on Interaction Estimates

AAAI Conferences

Goal Recognition is the task of inferring an actor's goals given some or all of the actor's observed actions. There is considerable interest in Goal Recognition for use in intelligent personal assistants, smart environments, intelligent tutoring systems, and monitoring user's needs. In much of this work, the actor's observed actions are compared against a generated library of plans. Recent work by Ramirez and Geffner makes use of AI planning to determine how closely a sequence of observed actions matches plans for each possible goal. For each goal, this is done by comparing the cost of a plan for that goal with the cost of a plan for that goal that includes the observed actions. This approach yields useful rankings, but is impractical for real-time goal recognition in large domains because of the computational expense of constructing plans for each possible goal. In this paper, we introduce an approach that propagates cost and interaction information in a plan graph, and uses this information to estimate goal probabilities. We show that this approach is much faster, but still yields high quality results.


Inferring Team Task Plans from Human Meetings: A Generative Modeling Approach with Logic-Based Prior

Journal of Artificial Intelligence Research

We aim to reduce the burden of programming and deploying autonomous systems to work in concert with people in time-critical domains such as military field operations and disaster response. Deployment plans for these operations are frequently negotiated on-the-fly by teams of human planners. A human operator then translates the agreed-upon plan into machine instructions for the robots. We present an algorithm that reduces this translation burden by inferring the final plan from a processed form of the human team's planning conversation. Our hybrid approach combines probabilistic generative modeling with logical plan validation used to compute a highly structured prior over possible plans, enabling us to overcome the challenge of performing inference over a large solution space with only a small amount of noisy data from the team planning session. We validate the algorithm through human subject experimentations and show that it is able to infer a human team's final plan with 86% accuracy on average. We also describe a robot demonstration in which two people plan and execute a first-response collaborative task with a PR2 robot. To the best of our knowledge, this is the first work to integrate a logical planning technique within a generative model to perform plan inference.


Goal Recognition Design for Non-Optimal Agents

AAAI Conferences

Goal recognition design involves the offline analysis of goal recognition models by formulating measures that assess the ability to perform goal recognition within a model and finding efficient ways to compute and optimize them. In this work we present goal recognition design for non-optimal agents, which extends previous work by accounting for agents that behave non-optimally either intentionally or naıvely. The analysis we present includes a new generalized model for goal recognition design and the worst case distinctiveness (wcd) measure. For two special cases of sub-optimal agents we present methods for calculating the wcd, part of which are based on novel compilations to classical planning problems. Our empirical evaluation shows the proposed solutions to be effective in computing and optimizing the wcd.


Report 82 07 Plan Recognition Strategies in Student Stanford K SL Modeling Prediction and Description . Bob London William J. 11

AI Classics

No. STAN-CS-82-909 Also numbered: HPP42-7 Department of Computer Science Stanford University Stanford, CA 94305 Abstract This paper describes the student modeler of the GUIDON2 tutor, which understands plan: by a dual search strategy. It first produces multiple predictions of student behavior by a model-driven simulation of the expert. Focused, data-driven searches then explain incongruities. By supplementing each other, these methods lead to an efficient and robust plan understander for a complex domain. Diagnostic problem-solving requires domain knowledge and a plan for applying that knowledge to the problem.


STANFORD HEURISTIC PROGRAMMING PROJECT November 1980 Memo HPP-80-4 DEPARTMENT OF COMPUTER SCIENCE

AI Classics

There are several different types of goals, and each has a corresponding set of parameters. For example, the goal (obtain (coefficient 6 x 2)) means to obtain an expression for the coefficient of x2 in g6, either to print it out or pass as argument to some MACSYMA command. Note that this can be done either by finding an already computed expression (stored, say, as the value of some variable) or by computing it anew. Either implementation is satisfactory so long as it computes the desired expression.



A Review of Real-Time Strategy Game AI

AI Magazine

This literature review covers AI techniques used for real-time strategy video games, focusing specifically on StarCraft. It finds that the main areas of current academic research are in tactical and strategic decision-making, plan recognition, and learning, and it outlines the research contributions in each of these areas. The paper then contrasts the use of game AI in academia and industry, finding the academic research heavily focused on creating game-winning agents, while the indus- try aims to maximise player enjoyment. It finds the industry adoption of academic research is low because it is either in- applicable or too time-consuming and risky to implement in a new game, which highlights an area for potential investi- gation: bridging the gap between academia and industry. Fi- nally, the areas of spatial reasoning, multi-scale AI, and co- operation are found to require future work, and standardised evaluation methods are proposed to produce comparable re- sults between studies.