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Many AI applications involve the interaction of multiple autonomous agents, requiring those agents to reason about their own beliefs, as well as those of other agents. However, planning involving nested beliefs is known to be computationally challenging. In this work, we address the task of synthesizing plans that necessitate reasoning about the beliefs of other agents. We plan from the perspective of a single agent with the potential for goals and actions that involve nested beliefs, non-homogeneous agents, co-present observations, and the ability for one agent to reason as if it were another. We formally characterize our notion of planning with nested belief, and subsequently demonstrate how to automatically convert such problems into problems that appeal to classical planning technology for solving efficiently. Our approach represents an important step towards applying the well-established field of automated planning to the challenging task of planning involving nested beliefs of multiple agents.

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Automator是蘋果公司為他們的Mac OS X系統開發的一款軟件。 只要通過點擊拖拽鼠標等操作就可以將一系列動作組合成一個工作流,從而幫助你自動的(可重復的)完成一些復雜的工作。Automator還能橫跨很多不同種類的程序,包括:查找器、Safari網絡瀏覽器、iCal、地址簿或者其他的一些程序。它還能和一些第三方的程序一起工作,如微軟的Office、Adobe公司的Photoshop或者Pixelmator等。

Task and motion planning problems in robotics typically combine symbolic planning over discrete task variables with motion optimization over continuous state and action variables, resulting in trajectories that satisfy the logical constraints imposed on the task variables. Symbolic planning can scale exponentially with the number of task variables, so recent works such as PDDLStream have focused on optimistic planning with an incrementally growing set of objects and facts until a feasible trajectory is found. However, this set is exhaustively and uniformly expanded in a breadth-first manner, regardless of the geometric structure of the problem at hand, which makes long-horizon reasoning with large numbers of objects prohibitively time-consuming. To address this issue, we propose a geometrically informed symbolic planner that expands the set of objects and facts in a best-first manner, prioritized by a Graph Neural Network based score that is learned from prior search computations. We evaluate our approach on a diverse set of problems and demonstrate an improved ability to plan in large or difficult scenarios. We also apply our algorithm on a 7DOF robotic arm in several block-stacking manipulation tasks.

In conversational machine reading, systems need to interpret natural language rules, answer high-level questions such as "May I qualify for VA health care benefits?", and ask follow-up clarification questions whose answer is necessary to answer the original question. However, existing works assume the rule text is provided for each user question, which neglects the essential retrieval step in real scenarios. In this work, we propose and investigate an open-retrieval setting of conversational machine reading. In the open-retrieval setting, the relevant rule texts are unknown so that a system needs to retrieve question-relevant evidence from a collection of rule texts, and answer users' high-level questions according to multiple retrieved rule texts in a conversational manner. We propose MUDERN, a Multi-passage Discourse-aware Entailment Reasoning Network which extracts conditions in the rule texts through discourse segmentation, conducts multi-passage entailment reasoning to answer user questions directly, or asks clarification follow-up questions to inquiry more information. On our created OR-ShARC dataset, MUDERN achieves the state-of-the-art performance, outperforming existing single-passage conversational machine reading models as well as a new multi-passage conversational machine reading baseline by a large margin. In addition, we conduct in-depth analyses to provide new insights into this new setting and our model.

Deep Reinforcement Learning (DRL) and Deep Multi-agent Reinforcement Learning (MARL) have achieved significant success across a wide range of domains, such as game AI, autonomous vehicles, robotics and finance. However, DRL and deep MARL agents are widely known to be sample-inefficient and millions of interactions are usually needed even for relatively simple game settings, thus preventing the wide application in real-industry scenarios. One bottleneck challenge behind is the well-known exploration problem, i.e., how to efficiently explore the unknown environments and collect informative experiences that could benefit the policy learning most. In this paper, we conduct a comprehensive survey on existing exploration methods in DRL and deep MARL for the purpose of providing understandings and insights on the critical problems and solutions. We first identify several key challenges to achieve efficient exploration, which most of the exploration methods aim at addressing. Then we provide a systematic survey of existing approaches by classifying them into two major categories: uncertainty-oriented exploration and intrinsic motivation-oriented exploration. The essence of uncertainty-oriented exploration is to leverage the quantification of the epistemic and aleatoric uncertainty to derive efficient exploration. By contrast, intrinsic motivation-oriented exploration methods usually incorporate different reward agnostic information for intrinsic exploration guidance. Beyond the above two main branches, we also conclude other exploration methods which adopt sophisticated techniques but are difficult to be classified into the above two categories. In addition, we provide a comprehensive empirical comparison of exploration methods for DRL on a set of commonly used benchmarks. Finally, we summarize the open problems of exploration in DRL and deep MARL and point out a few future directions.

Imitation learning enables agents to reuse and adapt the hard-won expertise of others, offering a solution to several key challenges in learning behavior. Although it is easy to observe behavior in the real-world, the underlying actions may not be accessible. We present a new method for imitation solely from observations that achieves comparable performance to experts on challenging continuous control tasks while also exhibiting robustness in the presence of observations unrelated to the task. Our method, which we call FORM (for "Future Observation Reward Model") is derived from an inverse RL objective and imitates using a model of expert behavior learned by generative modelling of the expert's observations, without needing ground truth actions. We show that FORM performs comparably to a strong baseline IRL method (GAIL) on the DeepMind Control Suite benchmark, while outperforming GAIL in the presence of task-irrelevant features.

Reinforcement learning is one of the core components in designing an artificial intelligent system emphasizing real-time response. Reinforcement learning influences the system to take actions within an arbitrary environment either having previous knowledge about the environment model or not. In this paper, we present a comprehensive study on Reinforcement Learning focusing on various dimensions including challenges, the recent development of different state-of-the-art techniques, and future directions. The fundamental objective of this paper is to provide a framework for the presentation of available methods of reinforcement learning that is informative enough and simple to follow for the new researchers and academics in this domain considering the latest concerns. First, we illustrated the core techniques of reinforcement learning in an easily understandable and comparable way. Finally, we analyzed and depicted the recent developments in reinforcement learning approaches. My analysis pointed out that most of the models focused on tuning policy values rather than tuning other things in a particular state of reasoning.

This paper presents a new multi-objective deep reinforcement learning (MODRL) framework based on deep Q-networks. We propose the use of linear and non-linear methods to develop the MODRL framework that includes both single-policy and multi-policy strategies. The experimental results on two benchmark problems including the two-objective deep sea treasure environment and the three-objective mountain car problem indicate that the proposed framework is able to converge to the optimal Pareto solutions effectively. The proposed framework is generic, which allows implementation of different deep reinforcement learning algorithms in different complex environments. This therefore overcomes many difficulties involved with standard multi-objective reinforcement learning (MORL) methods existing in the current literature. The framework creates a platform as a testbed environment to develop methods for solving various problems associated with the current MORL. Details of the framework implementation can be referred to //www.deakin.edu.au/~thanhthi/drl.htm.

Reinforcement learning and symbolic planning have both been used to build intelligent autonomous agents. Reinforcement learning relies on learning from interactions with real world, which often requires an unfeasibly large amount of experience. Symbolic planning relies on manually crafted symbolic knowledge, which may not be robust to domain uncertainties and changes. In this paper we present a unified framework {\em PEORL} that integrates symbolic planning with hierarchical reinforcement learning (HRL) to cope with decision-making in a dynamic environment with uncertainties. Symbolic plans are used to guide the agent's task execution and learning, and the learned experience is fed back to symbolic knowledge to improve planning. This method leads to rapid policy search and robust symbolic plans in complex domains. The framework is tested on benchmark domains of HRL.

In this work, we present a hybrid learning method for training task-oriented dialogue systems through online user interactions. Popular methods for learning task-oriented dialogues include applying reinforcement learning with user feedback on supervised pre-training models. Efficiency of such learning method may suffer from the mismatch of dialogue state distribution between offline training and online interactive learning stages. To address this challenge, we propose a hybrid imitation and reinforcement learning method, with which a dialogue agent can effectively learn from its interaction with users by learning from human teaching and feedback. We design a neural network based task-oriented dialogue agent that can be optimized end-to-end with the proposed learning method. Experimental results show that our end-to-end dialogue agent can learn effectively from the mistake it makes via imitation learning from user teaching. Applying reinforcement learning with user feedback after the imitation learning stage further improves the agent's capability in successfully completing a task.

Although chatbots have been very popular in recent years, they still have some serious weaknesses which limit the scope of their applications. One major weakness is that they cannot learn new knowledge during the conversation process, i.e., their knowledge is fixed beforehand and cannot be expanded or updated during conversation. In this paper, we propose to build a general knowledge learning engine for chatbots to enable them to continuously and interactively learn new knowledge during conversations. As time goes by, they become more and more knowledgeable and better and better at learning and conversation. We model the task as an open-world knowledge base completion problem and propose a novel technique called lifelong interactive learning and inference (LiLi) to solve it. LiLi works by imitating how humans acquire knowledge and perform inference during an interactive conversation. Our experimental results show LiLi is highly promising.

Querying graph structured data is a fundamental operation that enables important applications including knowledge graph search, social network analysis, and cyber-network security. However, the growing size of real-world data graphs poses severe challenges for graph databases to meet the response-time requirements of the applications. Planning the computational steps of query processing - Query Planning - is central to address these challenges. In this paper, we study the problem of learning to speedup query planning in graph databases towards the goal of improving the computational-efficiency of query processing via training queries.We present a Learning to Plan (L2P) framework that is applicable to a large class of query reasoners that follow the Threshold Algorithm (TA) approach. First, we define a generic search space over candidate query plans, and identify target search trajectories (query plans) corresponding to the training queries by performing an expensive search. Subsequently, we learn greedy search control knowledge to imitate the search behavior of the target query plans. We provide a concrete instantiation of our L2P framework for STAR, a state-of-the-art graph query reasoner. Our experiments on benchmark knowledge graphs including DBpedia, YAGO, and Freebase show that using the query plans generated by the learned search control knowledge, we can significantly improve the speed of STAR with negligible loss in accuracy.

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