Abstract:A transhumeral prosthesis restores missing anatomical segments below the shoulder, including the hand. Active prostheses utilize real-valued, continuous sensor data to recognize patient target poses, or goals, and proactively move the artificial limb. Previous studies have examined how well the data collected in stationary poses, without considering the time steps, can help discriminate the goals. In this case study paper, we focus on using time series data from surface electromyography electrodes and kinematic sensors to sequentially recognize patients' goals. Our approach involves transforming the data into discrete events and training an existing process mining-based goal recognition system. Results from data collected in a virtual reality setting with ten subjects demonstrate the effectiveness of our proposed goal recognition approach, which achieves significantly better precision and recall than the state-of-the-art machine learning techniques and is less confident when wrong, which is beneficial when approximating smoother movements of prostheses.
Abstract:We consider the problem of reaching a propositional goal condition in fully-observable non-deterministic (FOND) planning under a general class of fairness assumptions that are given explicitly. The fairness assumptions are of the form A/B and say that state trajectories that contain infinite occurrences of an action a from A in a state s and finite occurrence of actions from B, must also contain infinite occurrences of action a in s followed by each one of its possible outcomes. The infinite trajectories that violate this condition are deemed as unfair, and the solutions are policies for which all the fair trajectories reach a goal state. We show that strong and strong-cyclic FOND planning, as well as QNP planning, a planning model introduced recently for generalized planning, are all special cases of FOND planning with fairness assumptions of this form which can also be combined. FOND+ planning, as this form of planning is called, combines the syntax of FOND planning with some of the versatility of LTL for expressing fairness constraints. A new planner is implemented by reducing FOND+ planning to answer set programs, and the performance of the planner is evaluated in comparison with FOND and QNP planners, and LTL synthesis tools.
Abstract:A planning domain, as any model, is never complete and inevitably makes assumptions on the environment's dynamic. By allowing the specification of just one domain model, the knowledge engineer is only able to make one set of assumptions, and to specify a single objective-goal. Borrowing from work in Software Engineering, we propose a multi-tier framework for planning that allows the specification of different sets of assumptions, and of different corresponding objectives. The framework aims to support the synthesis of adaptive behavior so as to mitigate the intrinsic risk in any planning modeling task. After defining the multi-tier planning task and its solution concept, we show how to solve problem instances by a succinct compilation to a form of non-deterministic planning. In doing so, our technique justifies the applicability of planning with both fair and unfair actions, and the need for more efforts in developing planning systems supporting dual fairness assumptions.
Abstract:Manufacturing is transitioning from a mass production model to a manufacturing as a service model in which manufacturing facilities 'bid' to produce products. To decide whether to bid for a complex, previously unseen product, a manufacturing facility must be able to synthesize, 'on the fly', a process plan controller that delegates abstract manufacturing tasks in the supplied process recipe to the appropriate manufacturing resources, e.g., CNC machines, robots etc. Previous work in applying AI behaviour composition to synthesize process plan controllers has considered only finite state ad-hoc representations. Here, we study the problem in the relational setting of the Situation Calculus. By taking advantage of recent work on abstraction in the Situation Calculus, process recipes and available resources are represented by ConGolog programs over, respectively, an abstract and a concrete action theory. This allows us to capture the problem in a formal, general framework, and show decidability for the case of bounded action theories. We also provide techniques for actually synthesizing the controller.
Abstract:We examine the phase transition phenomenon for the Knapsack problem from both a computational and a human perspective. We first provide, via an empirical and a theoretical analysis, a characterization of the phenomenon in terms of two instance properties; normalised capacity and normalised profit. Then, we show evidence that average time spent by human decision makers in solving an instance peaks near the phase transition. Given the ubiquity of the Knapsack problem in every-day life, a better understanding of its structure can improve our understanding not only of computational techniques but also of human behavior, including the use and development of heuristics and occurrence of biases.
Abstract:Hierarchically structured agent plans are important for efficient planning and acting, and they also serve (among other things) to produce "richer" classical plans, composed not just of a sequence of primitive actions, but also "abstract" ones representing the supplied hierarchies. A crucial step for this and other approaches is deriving precondition and effect "summaries" from a given plan hierarchy. This paper provides mechanisms to do this for more pragmatic and conventional hierarchies than in the past. To this end, we formally define the notion of a precondition and an effect for a hierarchical plan; we present data structures and algorithms for automatically deriving this information; and we analyse the properties of the presented algorithms. We conclude the paper by detailing how our algorithms may be used together with a classical planner in order to obtain abstract plans.
Abstract:In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in video-games, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present invJPS, an "inventory-driven" pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the invJPS preserves JPS's optimality guarantees and its symmetry breaking advantages in inventory-based variants of game maps.
Abstract:We relate behavior composition, a synthesis task studied in AI, to supervisory control theory from the discrete event systems field. In particular, we show that realizing (i.e., implementing) a target behavior module (e.g., a house surveillance system) by suitably coordinating a collection of available behaviors (e.g., automatic blinds, doors, lights, cameras, etc.) amounts to imposing a supervisor onto a special discrete event system. Such a link allows us to leverage on the solid foundations and extensive work on discrete event systems, including borrowing tools and ideas from that field. As evidence of that we show how simple it is to introduce preferences in the mapped framework.
Abstract:We propose a variant of Alternating-time Temporal Logic (ATL) grounded in the agents' operational know-how, as defined by their libraries of abstract plans. Inspired by ATLES, a variant itself of ATL, it is possible in our logic to explicitly refer to "rational" strategies for agents developed under the Belief-Desire-Intention agent programming paradigm. This allows us to express and verify properties of BDI systems using ATL-type logical frameworks.
Abstract:The behavior composition problem involves automatically building a controller that is able to realize a desired, but unavailable, target system (e.g., a house surveillance) by suitably coordinating a set of available components (e.g., video cameras, blinds, lamps, a vacuum cleaner, phones, etc.) Previous work has almost exclusively aimed at bringing about the desired component in its totality, which is highly unsatisfactory for unsolvable problems. In this work, we develop an approach for approximate behavior composition without departing from the classical setting, thus making the problem applicable to a much wider range of cases. Based on the notion of simulation, we characterize what a maximal controller and the "closest" implementable target module (optimal approximation) are, and show how these can be computed using ATL model checking technology for a special case. We show the uniqueness of optimal approximations, and prove their soundness and completeness with respect to their imported controllers.