Planning & Scheduling
Recognizing Plans by Learning Embeddings from Observed Action Distributions
Zha, Yantian, Li, Yikang, Gopalakrishnan, Sriram, Li, Baoxin, Kambhampati, Subbarao
Recent advances in visual activity recognition have raised the possibility of applications such as automated video surveillance. Effective approaches for such problems however require the ability to recognize the plans of agents from video information. Although traditional plan recognition algorithms depend on access to sophisticated planning domain models, one recent promising direction involves learning approximated (or shallow) domain models directly from the observed activity sequences DUP. One limitation is that such approaches expect observed action sequences as inputs. In many cases involving vision/sensing from raw data, there is considerable uncertainty about the specific action at any given time point. The most we can expect in such cases is probabilistic information about the action at that point. The input will then be sequences of such observed action distributions. In this work, we address the problem of constructing an effective data-interface that allows a plan recognition module to directly handle such observation distributions. Such an interface works like a bridge between the low-level perception module, and the high-level plan recognition module. We propose two approaches. The first involves resampling the distribution sequences to single action sequences, from which we could learn an action affinity model based on learned action (word) embeddings for plan recognition. The second is to directly learn action distribution embeddings by our proposed Distr2vec (distribution to vector) model, to construct an affinity model for plan recognition.
Explicability? Legibility? Predictability? Transparency? Privacy? Security? The Emerging Landscape of Interpretable Agent Behavior
Chakraborti, Tathagata, Kulkarni, Anagha, Sreedharan, Sarath, Smith, David E., Kambhampati, Subbarao
There has been significant interest of late in generating behavior of agents that is interpretable to the human (observer) in the loop. However, the work in this area has typically lacked coherence on the topic, with proposed solutions for "explicable", "legible", "predictable" and "transparent" planning with overlapping, and sometimes conflicting, semantics all aimed at some notion of understanding what intentions the observer will ascribe to an agent by observing its behavior. This is also true for the recent works on "security" and "privacy" of plans which are also trying to answer the same question, but from the opposite point of view -- i.e. when the agent is trying to hide instead of revealing its intentions. This paper attempts to provide a workable taxonomy of relevant concepts in this exciting and emerging field of inquiry.
Verification of Planning Domain Models - Revisited
The verification of planning domain models is crucial to ensure the safety, integrity and correctness of planning-based automated systems. This task is usually performed using model checking techniques. However, directly applying model checkers to verify planning domain models can result in false positives, i.e. counterexamples that are unreachable by a sound planner when using the domain under verification during a planning task. In this paper, we discuss the downside of unconstrained planning domain model verification. We then propose a fail-safe practice for designing planning domain models that can inherently guarantee the safety of the produced plans in case of undetected errors in domain models. In addition, we demonstrate how model checkers, as well as state trajectory constraints planning techniques, should be used to verify planning domain models so that unreachable counterexamples are not returned.
Analysing Results from AI Benchmarks: Key Indicators and How to Obtain Them
Martรญnez-Plumed, Fernando, Hernรกndez-Orallo, Josรฉ
Item response theory (IRT) can be applied to the analysis of the evaluation of results from AI benchmarks. The two-parameter IRT model provides two indicators (difficulty and discrimination) on the side of the item (or AI problem) while only one indicator (ability) on the side of the respondent (or AI agent). In this paper we analyse how to make this set of indicators dual, by adding a fourth indicator, generality, on the side of the respondent. Generality is meant to be dual to discrimination, and it is based on difficulty. Namely, generality is defined as a new metric that evaluates whether an agent is consistently good at easy problems and bad at difficult ones. With the addition of generality, we see that this set of four key indicators can give us more insight on the results of AI benchmarks. In particular, we explore two popular benchmarks in AI, the Arcade Learning Environment (Atari 2600 games) and the General Video Game AI competition. We provide some guidelines to estimate and interpret these indicators for other AI benchmarks and competitions. I. INTRODUCTION The evaluation of AI systems has traditionally been done with one system evaluated on one single problem.
Feature selection as Monte-Carlo Search in Growing Single Rooted Directed Acyclic Graph by Best Leaf Identification
Pelissier, Aurelien, Nakamura, Atsuyoshi, Tabata, Koji
Monte Carlo tree search (MCTS) has received considerable interest due to its spectacular success in the difficult problem of computer Go and also proved beneficial in a range of other domains. A major issue that has received little attention in the MCTS literature is the fact that, in most games, different actions can lead to the same state, that may lead to a high degree of redundancy in tree representation and unnecessary additional computational cost. We extend MCTS to single rooted directed acyclic graph (SR-DAG), and consider the Best Arm Identification (BAI) and the Best Leaf Identification (BLI) problem of an expanding SR-DAG of arbitrary depth. We propose algorithms that are (epsilon, delta)-correct in the fixed confidence setting, and prove an asymptotic upper bounds of sample complexity for our BAI algorithm. As a major application for our BLI algorithm, a novel approach for Feature Selection is proposed by representing the feature set space as a SR-DAG and repeatedly evaluating feature subsets until a candidate for the best leaf is returned, a proof of concept is shown on benchmark data sets.
Path planning for Robotic Mobile Fulfillment Systems
Merschformann, Marius, Xie, Lin, Erdmann, Daniel
This paper presents a collection of path planning algorithms for real-time movement of multiple robots across a Robotic Mobile Fulfillment System (RMFS). Robots are assigned to move storage units to pickers at working stations instead of requiring pickers to go to the storage area. Path planning algorithms aim to find paths for the robots to fulfill the requests without collisions or deadlocks. The state-of-the-art path planning algorithms, including WHCA*, FAR, BCP, OD&ID and CBS, were adapted to suit path planning in RMFS and integrated within a simulation tool to guide the robots from their starting points to their destinations during the storage and retrieval processes. Ten different layouts with a variety of numbers of robots, floors, pods, stations and the sizes of storage areas were considered in the simulation study. Performance metrics of throughput, path length and search time were monitored. Simulation results demonstrate the best algorithm based on each performance metric.
Economics of Human-AI Ecosystem: Value Bias and Lost Utility in Multi-Dimensional Gaps
In recent years, artificial intelligence (AI) decision-making and autonomous systems became an integrated part of the economy, industry, and society. The evolving economy of the human-AI ecosystem raising concerns regarding the risks and values inherited in AI systems. This paper investigates the dynamics of creation and exchange of values and points out gaps in perception of cost-value, knowledge, space and time dimensions. It shows aspects of value bias in human perception of achievements and costs that encoded in AI systems. It also proposes rethinking hard goals definitions and cost-optimal problem-solving principles in the lens of effectiveness and efficiency in the development of trusted machines. The paper suggests a value-driven with cost awareness strategy and principles for problem-solving and planning of effective research progress to address real-world problems that involve diverse forms of achievements, investments, and survival scenarios.
Automated Multi-Label Classification based on ML-Plan
Wever, Marcel, Mohr, Felix, Hรผllermeier, Eyke
Automated machine learning (AutoML) has received increasing attention in the recent past. While the main tools for AutoML, such as Auto-WEKA, TPOT, and auto-sklearn, mainly deal with single-label classification and regression, there is very little work on other types of machine learning tasks. In particular, there is almost no work on automating the engineering of machine learning applications for multi-label classification. This paper makes two contributions. First, it discusses the usefulness and feasibility of an AutoML approach for multi-label classification. Second, we show how the scope of ML-Plan, an AutoML-tool for multi-class classification, can be extended towards multi-label classification using MEKA, which is a multi-label extension of the well-known Java library WEKA. The resulting approach recursively refines MEKA's multi-label classifiers, which sometimes nest another multi-label classifier, up to the selection of a single-label base learner provided by WEKA. In our evaluation, we find that the proposed approach yields superb results and performs significantly better than a set of baselines.
POMCP with Human Preferences in Settlers of Catan
Dobre, Mihai S. (The University of Edinburgh) | Lascarides, Alex (The University of Edinburgh)
We present a suite of techniques for extending the Partially Observable Monte Carlo Planning algorithm to handle complex multi-agent games. We design the planning algorithm to exploit the inherent structure of the game. When game rules naturally cluster the actions into sets called types, these can be leveraged to extract characteristics and high-level strategies from a sparse corpus of human play. Another key insight is to account for action legality both when extracting policies from game play and when these are used to inform the forward sampling method. We evaluate our algorithm against other baselines and versus ablated versions of itself in the well-known board game Settlers of Catan.
Computing the Value of Computation for Planning
An intelligent agent performs actions in order to achieve its goals. Such actions can either be externally directed, such as opening a door, or internally directed, such as writing data to a memory location or strengthening a synaptic connection. Some internal actions, to which we refer as computations, potentially help the agent choose better actions. Considering that (external) actions and computations might draw upon the same resources, such as time and energy, deciding when to act or compute, as well as what to compute, are detrimental to the performance of an agent. In an environment that provides rewards depending on an agent's behavior, an action's value is typically defined as the sum of expected long-term rewards succeeding the action (itself a complex quantity that depends on what the agent goes on to do after the action in question). However, defining the value of a computation is not as straightforward, as computations are only valuable in a higher order way, through the alteration of actions. This thesis offers a principled way of computing the value of a computation in a planning setting formalized as a Markov decision process. We present two different definitions of computation values: static and dynamic. They address two extreme cases of the computation budget: affording calculation of zero or infinitely many steps in the future. We show that these values have desirable properties, such as temporal consistency and asymptotic convergence. Furthermore, we propose methods for efficiently computing and approximating the static and dynamic computation values. We describe a sense in which the policies that greedily maximize these values can be optimal. We utilize these principles to construct Monte Carlo tree search algorithms that outperform most of the state-of-the-art in terms of finding higher quality actions given the same simulation resources.