3,231 research outputs found
Production and distribution research center
Issued as Annual report, Project no. E-24-62
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Explainable AI: The new 42?
Explainable AI is not a new field. Since at least the early exploitation of C.S. Pierce’s abductive reasoning in expert systems of the 1980s, there were reasoning architectures to support an explanation function for complex AI systems, including applications in medical diagnosis, complex multi-component design, and reasoning about the real world. So explainability is at least as old as early AI, and a natural consequence of the design of AI systems. While early expert systems consisted of handcrafted knowledge bases that enabled reasoning over narrowly well-defined domains (e.g., INTERNIST, MYCIN), such systems had no learning capabilities and had only primitive uncertainty handling. But the evolution of formal reasoning architectures to incorporate principled probabilistic reasoning helped address the capture and use of uncertain knowledge.
There has been recent and relatively rapid success of AI/machine learning solutions arises from neural network architectures. A new generation of neural methods now scale to exploit the practical applicability of statistical and algebraic learning approaches in arbitrarily high dimensional spaces. But despite their huge successes, largely in problems which can be cast as classification problems, their effectiveness is still limited by their un-debuggability, and their inability to “explain” their decisions in a human understandable and reconstructable way. So while AlphaGo or DeepStack can crush the best humans at Go or Poker, neither program has any internal model of its task; its representations defy interpretation by humans, there is no mechanism to explain their actions and behaviour, and furthermore, there is no obvious instructional value.. the high performance systems can not help humans improve. Even when we understand the underlying mathematical scaffolding of current machine learning architectures, it is often impossible to get insight into the internal working of the models; we need explicit modeling and reasoning tools to explain how and why a result was achieved. We also know that a significant challenge for future AI is contextual adaptation, i.e., systems that incrementally help to construct explanatory models for solving real-world problems. Here it would be beneficial not to exclude human expertise, but to augment human intelligence with artificial intelligence
Regular Inference over Recurrent Neural Networks as a Method for Black Box Explainability
Incluye bibliografía.El presente Desarrollo de Tesis explora el problema general de explicar el comportamiento de una red neuronal recurrente (RNN por sus siglas en inglés). El objetivo es construir una representación que mejore el entendimiento humano de las RNN como clasificadores de secuencias, con el propósito de proveer entendimiento sobre el proceso de decisión detrás de la clasificación de una secuencia como positiva o negativa, y a su vez, habilitar un mayor análisis sobre las mismas como por ejemplo la verificación formal basada en autómatas. Se propone en concreto, un algoritmo de aprendizaje automático activo para la construcción de un autómata finito determinístico que es aproximadamente correcto respecto a una red neuronal artificial
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Integrating Recognition and Decision Making to Close the Interaction Loop for Autonomous Systems
Intelligent systems are becoming increasingly ubiquitous in daily life. Mobile devices are providing machine-generated support to users, robots are coming out of their cages in manufacturing to interact with co-workers, and cars with various degrees of self-driving capabilities operate amongst pedestrians and the driver. However, these interactive intelligent systems\u27 effectiveness depends on their understanding and recognition of human activities and goals, as well as their responses to people in a timely manner. The average person does not follow instructions step-by-step or act in a formulaic manner, but instead varies the order of actions and timing when performing a given task. People explore their surroundings, make mistakes, and may interrupt an activity to handle more urgent matters. The decisions that an autonomous intelligent system makes should account for such noise and variance regardless of the form of interaction, which includes adapting action choices and possibly its own goals.While most people take these aspects of interaction for granted, they are complex and involve many specific tasks that have primarily been studied independently within artificial intelligence. This results in open-loop interactive experiences where the user must perform a fixed input command or the intelligent system performs a hard-coded output response---one of the components of the interaction cannot adapt with respect to the other for longer-term back-and-forth interactions. This dissertation explores how developments in plan recognition, activity recognition, intent recognition, and autonomous planning can work together to develop more adaptive interactive experiences between autonomous intelligent systems and the people around them. In particular, we consider a unifying perspective of recognition algorithms that provides sufficient information to dynamically produce short-term automated planning problems, and we present ways to run these algorithms faster for the real-time needs of interaction. This exploration leads to the introduction of the Planning and Recognition Together Close the Interaction Loop (PReTCIL) framework that serves as a first step towards identifying how we can address the problem of closing the interaction loop, in addition to new questions that need to be considered
Generation and Analysis of Content for Physics-Based Video Games
The development of artificial intelligence (AI) techniques that can assist with the creation and analysis of digital content is a broad and challenging task for researchers. This topic has been most prevalent in the field of game AI research, where games are used as a testbed for solving more complex real-world problems. One of the major issues with prior AI-assisted content creation methods for games has been a lack of direct comparability to real-world environments, particularly those with realistic physical properties to consider. Creating content for such environments typically requires physics-based reasoning, which imposes many additional complications and restrictions that must be considered. Addressing and developing methods that can deal with these physical constraints, even if they are only within simulated game environments, is an important and challenging task for AI techniques that intend to be used in real-world situations.
The research presented in this thesis describes several approaches to creating and analysing levels for the physics-based puzzle game Angry Birds, which features a realistic 2D environment. This research was multidisciplinary in nature and covers a wide variety of different AI fields, leading to this thesis being presented as a compilation of published work. The central part of this thesis consists of procedurally generating levels for physics-based games similar to those in Angry Birds. This predominantly involves creating and placing stable structures made up of many smaller blocks, as well as other level elements. Multiple approaches are presented, including both fully autonomous and human-AI collaborative methodologies. In addition, several analyses of Angry Birds levels were carried out using current state-of-the-art agents. A hyper-agent was developed that uses machine learning to estimate the performance of each agent in a portfolio for an unknown level, allowing it to select the one most likely to succeed. Agent performance on levels that contain deceptive or creative properties was also investigated, allowing determination of the current strengths and weaknesses of different AI techniques. The observed variability in performance across levels for different AI techniques led to the development of an adaptive level generation system, allowing for the dynamic creation of increasingly challenging levels over time based on agent performance analysis. An additional study also investigated the theoretical complexity of Angry Birds levels from a computational perspective.
While this research is predominately applied to video games with physics-based simulated environments, the challenges and problems solved by the proposed methods also have significant real-world potential and applications
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