Abstract:In this work we present an empirical study where we demonstrate the possibility of developing an artificial agent that is capable to autonomously explore an experimental scenario. During the exploration, the agent is able to discover and learn interesting options allowing to interact with the environment without any pre-assigned goal, then abstract and re-use the acquired knowledge to solve possible tasks assigned ex-post. We test the system in the so-called Treasure Game domain described in the recent literature and we empirically demonstrate that the discovered options can be abstracted in an probabilistic symbolic planning model (using the PPDDL language), which allowed the agent to generate symbolic plans to achieve extrinsic goals.
Abstract:In symbolic planning systems, the knowledge on the domain is commonly provided by an expert. Recently, an automatic abstraction procedure has been proposed in the literature to create a Planning Domain Definition Language (PDDL) representation, which is the most widely used input format for most off-the-shelf automated planners, starting from `options', a data structure used to represent actions within the hierarchical reinforcement learning framework. We propose an architecture that potentially removes the need for human intervention. In particular, the architecture first acquires options in a fully autonomous fashion on the basis of open-ended learning, then builds a PDDL domain based on symbols and operators that can be used to accomplish user-defined goals through a standard PDDL planner. We start from an implementation of the above mentioned procedure tested on a set of benchmark domains in which a humanoid robot can change the state of some objects through direct interaction with the environment. We then investigate some critical aspects of the information abstraction process that have been observed, and propose an extension that mitigates such criticalities, in particular by analysing the type of classifiers that allow a suitable grounding of symbols.