Goal recognition is a fundamental cognitive process that enables individuals to infer intentions based on available cues. Current goal recognition algorithms often take only observed actions as input, but here we use a Bayesian framework to explore the role of actions, timing, and goal solvability in goal recognition. We analyze human responses to goal-recognition problems in the Sokoban domain, and find that actions are assigned most importance, but that timing and solvability also influence goal recognition in some cases, especially when actions are uninformative. We leverage these findings to develop a goal recognition model that matches human inferences more closely than do existing algorithms. Our work provides new insight into human goal recognition and takes a step towards more human-like AI models.
The Abstraction and Reasoning Corpus (ARC) is a general artificial intelligence benchmark that poses difficulties for pure machine learning methods due to its requirement for fluid intelligence with a focus on reasoning and abstraction. In this work, we introduce an ARC solver, Generalized Planning for Abstract Reasoning (GPAR). It casts an ARC problem as a generalized planning (GP) problem, where a solution is formalized as a planning program with pointers. We express each ARC problem using the standard Planning Domain Definition Language (PDDL) coupled with external functions representing object-centric abstractions. We show how to scale up GP solvers via domain knowledge specific to ARC in the form of restrictions over the actions model, predicates, arguments and valid structure of planning programs. Our experiments demonstrate that GPAR outperforms the state-of-the-art solvers on the object-centric tasks of the ARC, showing the effectiveness of GP and the expressiveness of PDDL to model ARC problems. The challenges provided by the ARC benchmark motivate research to advance existing GP solvers and understand new relations with other planning computational models. Code is available at github.com/you68681/GPAR.
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.
Diverse, top-k, and top-quality planning are concerned with the generation of sets of solutions to sequential decision problems. Previously this area has been the domain of classical planners that require a symbolic model of the problem instance. This paper proposes a novel alternative approach that uses Monte Carlo Tree Search (MCTS), enabling application to problems for which only a black-box simulation model is available. We present a procedure for extracting bounded sets of plans from pre-generated search trees in best-first order, and a metric for evaluating the relative quality of paths through a search tree. We demonstrate this approach on a path-planning problem with hidden information, and suggest adaptations to the MCTS algorithm to increase the diversity of generated plans. Our results show that our method can generate diverse and high-quality plan sets in domains where classical planners are not applicable.
This paper studies the possibilities made open by the use of Lazy Clause Generation (LCG) based approaches to Constraint Programming (CP) for tackling sequential classical planning. We propose a novel CP model based on seminal ideas on so-called lifted causal encodings for planning as satisfiability, that does not require grounding, as choosing groundings for functions and action schemas becomes an integral part of the problem of designing valid plans. This encoding does not require encoding frame axioms, and does not explicitly represent states as decision variables for every plan step. We also present a propagator procedure that illustrates the possibilities of LCG to widen the kind of inference methods considered to be feasible in planning as (iterated) CSP solving. We test encodings and propagators over classic IPC and recently proposed benchmarks for lifted planning, and report that for planning problem instances requiring fewer plan steps our methods compare very well with the state-of-the-art in optimal sequential planning.
It has been shown recently that successful techniques in classical planning, such as goal-oriented heuristics and landmarks, can improve the ability to compute planning programs for generalized planning (GP) problems. In this work, we introduce the notion of action novelty rank, which computes novelty with respect to a planning program, and propose novelty-based generalized planning solvers, which prune a newly generated planning program if its most frequent action repetition is greater than a given bound $v$, implemented by novelty-based best-first search BFS($v$) and its progressive variant PGP($v$). Besides, we introduce lifted helpful actions in GP derived from action schemes, and propose new evaluation functions and structural program restrictions to scale up the search. Our experiments show that the new algorithms BFS($v$) and PGP($v$) outperform the state-of-the-art in GP over the standard generalized planning benchmarks. Practical findings on the above-mentioned methods in generalized planning are briefly discussed.
Teaching agents to follow complex written instructions has been an important yet elusive goal. One technique for improving learning efficiency is language reward shaping (LRS), which is used in reinforcement learning (RL) to reward actions that represent progress towards a sparse reward. We argue that the apparent success of LRS is brittle, and prior positive findings can be attributed to weak RL baselines. Specifically, we identified suboptimal LRS designs that reward partially matched trajectories, and we characterised a novel type of reward perturbation that addresses this issue based on the concept of loosening task constraints. We provided theoretical and empirical evidence that agents trained using LRS rewards converge more slowly compared to pure RL agents.
We introduce a new algorithm, Regression based Supervised Learning (RSL), for learning per instance Neural Network (NN) defined heuristic functions for classical planning problems. RSL uses regression to select relevant sets of states at a range of different distances from the goal. RSL then formulates a Supervised Learning problem to obtain the parameters that define the NN heuristic, using the selected states labeled with exact or estimated distances to goal states. Our experimental study shows that RSL outperforms, in terms of coverage, previous classical planning NN heuristics functions while requiring two orders of magnitude less training time.
We propose new width-based planning and learning algorithms applied over the Atari-2600 benchmark. The algorithms presented are inspired from a careful analysis of the design decisions made by previous width-based planners. We benchmark our new algorithms over the Atari-2600 games and show that our best performing algorithm, RIW$_C$+CPV, outperforms previously introduced width-based planning and learning algorithms $\pi$-IW(1), $\pi$-IW(1)+ and $\pi$-HIW(n, 1). Furthermore, we present a taxonomy of the set of Atari-2600 games according to some of their defining characteristics. This analysis of the games provides further insight into the behaviour and performance of the width-based algorithms introduced. Namely, for games with large branching factors, and games with sparse meaningful rewards, RIW$_C$+CPV outperforms $\pi$-IW, $\pi$-IW(1)+ and $\pi$-HIW(n, 1).
Width-based algorithms search for solutions through a general definition of state novelty. These algorithms have been shown to result in state-of-the-art performance in classical planning, and have been successfully applied to model-based and model-free settings where the dynamics of the problem are given through simulation engines. Width-based algorithms performance is understood theoretically through the notion of planning width, providing polynomial guarantees on their runtime and memory consumption. To facilitate synergies across research communities, this paper summarizes the area of width-based planning, and surveys current and future research directions.