Goto

Collaborating Authors

 Plan Recognition


Goal Recognition Design with Non-Observable Actions

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 relax the full observability assumption of earlier work by offering a new generalized model for goal recognition design with non-observable actions. A model with partial observability is relevant to goal recognition applications such as assisted cognition and security, which suffer from reduced observability due to sensor malfunction or lack of sufficient budget. In particular we define a worst case distinctiveness (wcd) measure that represents the maximal number of steps an agent can take in a system before the observed portion of his trajectory reveals his objective. We present a method for calculating wcd based on a novel compilation to classical planning and propose a method to improve the design using sensor placement. Our empirical evaluation shows that the proposed solutions effectively compute and improve wcd.


Bayesian Inference of Recursive Sequences of Group Activities from Tracks

AAAI Conferences

We present a probabilistic generative model for inferring a description of coordinated, recursively structured group activities at multiple levels of temporal granularity based on observations of individuals’ trajectories. The model accommodates: (1) hierarchically structured groups, (2) activities that are temporally and compositionally recursive, (3) component roles assigning different subactivity dynamics to subgroups of participants, and (4) a nonparametric Gaussian Process model of trajectories. We present an MCMC sampling framework for performing joint inference over recursive activity descriptions and assignment of trajectories to groups, integrating out continuous parameters. We demonstrate the model’s expressive power in several simulated and complex real-world scenarios from the VIRAT and UCLA Aerial Event video data sets.


Plan Explicability and Predictability for Robot Task Planning

arXiv.org Artificial Intelligence

Intelligent robots and machines are becoming pervasive in human populated environments. A desirable capability of these agents is to respond to goal-oriented commands by autonomously constructing task plans. However, such autonomy can add significant cognitive load and potentially introduce safety risks to humans when agents behave unexpectedly. Hence, for such agents to be helpful, one important requirement is for them to synthesize plans that can be easily understood by humans. While there exists previous work that studied socially acceptable robots that interact with humans in "natural ways", and work that investigated legible motion planning, there lacks a general solution for high level task planning. To address this issue, we introduce the notions of plan {\it explicability} and {\it predictability}. To compute these measures, first, we postulate that humans understand agent plans by associating abstract tasks with agent actions, which can be considered as a labeling process. We learn the labeling scheme of humans for agent plans from training examples using conditional random fields (CRFs). Then, we use the learned model to label a new plan to compute its explicability and predictability. These measures can be used by agents to proactively choose or directly synthesize plans that are more explicable and predictable to humans. We provide evaluations on a synthetic domain and with human subjects using physical robots to show the effectiveness of our approach


Belief and Truth in Hypothesised Behaviours

arXiv.org Artificial Intelligence

There is a long history in game theory on the topic of Bayesian or "rational" learning, in which each player maintains beliefs over a set of alternative behaviours, or types, for the other players. This idea has gained increasing interest in the artificial intelligence (AI) community, where it is used as a method to control a single agent in a system composed of multiple agents with unknown behaviours. The idea is to hypothesise a set of types, each specifying a possible behaviour for the other agents, and to plan our own actions with respect to those types which we believe are most likely, given the observed actions of the agents. The game theory literature studies this idea primarily in the context of equilibrium attainment. In contrast, many AI applications have a focus on task completion and payoff maximisation. With this perspective in mind, we identify and address a spectrum of questions pertaining to belief and truth in hypothesised types. We formulate three basic ways to incorporate evidence into posterior beliefs and show when the resulting beliefs are correct, and when they may fail to be correct. Moreover, we demonstrate that prior beliefs can have a significant impact on our ability to maximise payoffs in the long-term, and that they can be computed automatically with consistent performance effects. Furthermore, we analyse the conditions under which we are able complete our task optimally, despite inaccuracies in the hypothesised types. Finally, we show how the correctness of hypothesised types can be ascertained during the interaction via an automated statistical analysis.


Extending the Diagnostic Capabilities of Artificial Intelligence-Based Instructional Systems

AI Magazine

Active problem solving has been shown to be one of the most effective ways to acquire complex skills. Whether one is learning a programming language by implementing a computer program, or learning calculus by solving problems, context sensitive feedback and guidance are crucial to keeping problem solving efforts fruitful and efficient. This article reviews AI-based algorithms that can diagnose student difficulties during active problem solving and serve as the basis for providing context-sensitive and individualized guidance. The article also describes the crucial role sensor based estimates of cognitive resources such as working memory capacity and attention can play in enhancing the diagnostic capabilities of intelligent instructional systems.


Integration of Planning with Plan Recognition Using Classical Planners (Extended Abstract)

AAAI Conferences

In order for robots to interact with humans in the world around them, it is important that they are not just aware of the presence of people, but also able to understand what those people are doing. In particular, interaction involves multiple agents which requires some form of coordination, and this cannot be achieved by acting blindly. The field of plan recognition (PR) studies methods for identifying an observed agent’s task or goal given her action sequence. This is often regarded as the inverse of planning which, given a set of goal conditions, aims to derive a sequence of actions that will achieve the goals when performed from a given initial state. Ram´ırez and Geffner (2009; 2010) proposed a simple transformation of PR problems into classical planning problems for which off-the-shelf software is available for quick and efficient implementations. However, there is a reliance on the observed agent’s optimality which makes this PR technique most useful as a post-processing step when some of the final actions are observed. In human-robot interaction (HRI), it is usually too late to interact once the humans are finished performing their tasks. In this paper, we describe ongoing work two extensions to make classical planning-based PR more applicable to the field of HRI. First, we introduce a modification to their algorithm that reduces the optimality bias’s effect so that long-term goals may be recognized at earlier observations. This is then followed by methods for extracting information from these predictions so that the observing agent may run a second pass of the planner to determine its own actions to perform for a fully interactive system.


Symbolic Plan Recognition in Interactive Narrative Environments

AAAI Conferences

Interactive narratives suffer from the narrative paradox: the tension that exists between providing a coherent narrative experience and allowing a player free reign over what she can manipulate in the environment. Knowing what actions a player in such an environment intends to carry out would help in managing the narrative paradox, since it would allow us to anticipate potential threats to the intended narrative experience and potentially mediate or eliminate them. The process of observing player actions and attempting to come up with an explanation for those actions (i.e. the plan that the player is trying to carry out) is the problem of plan recognition. We adopt the framing of narratives as plans and leverage recent advances that cast plan recognition as planning to develop a symbolic plan recognition system as a proof-of-concept model of a player's reasoning in an interactive narrative environment. In this paper we outline the system architecture, report on performance metrics that demonstrate adequate performance for non-trivial domains, and discuss the implications of treating players as plan recognizers.


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.


Plan Recognition for Exploratory Learning Environments Using Interleaved Temporal Search

AI Magazine

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. 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.


Architectures for Activity Recognition and Context-Aware Computing

AI Magazine

The last 10 years have seen the development of novel architectures and technologies for domainfocused, task-specific systems that know many things, such as who (identities, profile, history) they are with (social context) and in what role (responsibility, security, privacy); when and where (event, time, place); why (goals, shared or personal); how are they doing it (methods, applications); and using what resources (device, services, access, and ownership). Smart spaces and devices will increasingly use such contextual knowledge to help users move seamlessly between devices and applications, without having to explicitly carry, transfer, and exchange activity context. Such systems will qualitatively shift our lives both at work and play and significantly change our interactions both with our physical and virtual worlds. This dream of seamlessly interacting with our virtual environment has a long history as can be seen in Apple Inc.'s Knowledge Navigator 1987 concept video. However, the combination of dramatic progress in low-power mobile computing devices and sensors, with advances in artificial intelligence and human-computer interaction (HCI) in the last decade, have provided the kind of platforms and algorithms that are enabling context-aware virtual personal assistants that plan activities and recognize intent. This has lead to an increase in work designed to bring these ideas into real world application and address the final technical hurdles that will make such systems a reality.