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This dissertation transforms a set of system complexity reduction problems to feature selection problems. Three systems are considered: classification based on association rules, network structure learning, and time series classification. Furthermore, two variable importance measures are proposed to reduce the feature selection bias in tree models. Associative classifiers can achieve

This dissertation transforms a set of system complexity reduction problems to feature selection problems. Three systems are considered: classification based on association rules, network structure learning, and time series classification. Furthermore, two variable importance measures are proposed to reduce the feature selection bias in tree models. Associative classifiers can achieve high accuracy, but the combination of many rules is difficult to interpret. Rule condition subset selection (RCSS) methods for associative classification are considered. RCSS aims to prune the rule conditions into a subset via feature selection. The subset then can be summarized into rule-based classifiers. Experiments show that classifiers after RCSS can substantially improve the classification interpretability without loss of accuracy. An ensemble feature selection method is proposed to learn Markov blankets for either discrete or continuous networks (without linear, Gaussian assumptions). The method is compared to a Bayesian local structure learning algorithm and to alternative feature selection methods in the causal structure learning problem. Feature selection is also used to enhance the interpretability of time series classification. Existing time series classification algorithms (such as nearest-neighbor with dynamic time warping measures) are accurate but difficult to interpret. This research leverages the time-ordering of the data to extract features, and generates an effective and efficient classifier referred to as a time series forest (TSF). The computational complexity of TSF is only linear in the length of time series, and interpretable features can be extracted. These features can be further reduced, and summarized for even better interpretability. Lastly, two variable importance measures are proposed to reduce the feature selection bias in tree-based ensemble models. It is well known that bias can occur when predictor attributes have different numbers of values. Two methods are proposed to solve the bias problem. One uses an out-of-bag sampling method called OOBForest, and the other, based on the new concept of a partial permutation test, is called a pForest. Experimental results show the existing methods are not always reliable for multi-valued predictors, while the proposed methods have advantages.
ContributorsDeng, Houtao (Author) / Runger, George C. (Thesis advisor) / Lohr, Sharon L (Committee member) / Pan, Rong (Committee member) / Zhang, Muhong (Committee member) / Arizona State University (Publisher)
Created2011
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Description
There has been a lot of research in the field of artificial intelligence about thinking machines. Alan Turing proposed a test to observe a machine's intelligent behaviour with respect to natural language conversation. The Winograd schema challenge is suggested as an alternative, to the Turing test. It needs inferencing capabilities,

There has been a lot of research in the field of artificial intelligence about thinking machines. Alan Turing proposed a test to observe a machine's intelligent behaviour with respect to natural language conversation. The Winograd schema challenge is suggested as an alternative, to the Turing test. It needs inferencing capabilities, reasoning abilities and background knowledge to get the answer right. It involves a coreference resolution task in which a machine is given a sentence containing a situation which involves two entities, one pronoun and some more information about the situation and the machine has to come up with the right resolution of a pronoun to one of the entities. The complexity of the task is increased with the fact that the Winograd sentences are not constrained by one domain or specific sentence structure and it also contains a lot of human proper names. This modification makes the task of association of entities, to one particular word in the sentence, to derive the answer, difficult. I have developed a pronoun resolver system for the confined domain Winograd sentences. I have developed a classifier or filter which takes input sentences and decides to accept or reject them based on a particular criteria. Once the sentence is accepted. I run parsers on it to obtain the detailed analysis. Furthermore I have developed four answering modules which use world knowledge and inferencing mechanisms to try and resolve the pronoun. The four techniques I use are : ConceptNet knowledgebase, Search engine pattern counts,Narrative event chains and sentiment analysis. I have developed a particular aggregation mechanism for the answers from these modules to arrive at a final answer. I have used caching technique for the association relations that I obtain for different modules, so as to boost the performance. I run my system on the standard ‘nyu dataset’ of Winograd sentences and questions. This dataset is then restricted, by my classifier, to 90 sentences. I evaluate my system on this 90 sentence dataset. When I compare my results against the state of the art system on the same dataset, I get nearly 4.5 % improvement in the restricted domain.
ContributorsBudukh, Tejas Ulhas (Author) / Baral, Chitta (Thesis advisor) / VanLehn, Kurt (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset

Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset for expression in the plot. LudoNarrare, an engine for interactive storytelling, puts "verbs" in this toolset. Verbs are contextual choices of action given to agents in a story that result in narrative events. This paper begins with an analysis and statement of the problem of creating interactive stories. From here, various attempts to solve this problem, ranging from commercial video games to academic research, are given a brief overview to give context to what paths have already been forged. With the background set, the model of interactive storytelling that the research behind LudoNarrare led to is exposed in detail. The section exploring this model contains explanations on what storyworlds are and how they are structured. It then discusses the way these storyworlds can be brought to life. The exposition on the LudoNarrare model finally wraps up by considering the way storyworlds created around this model can be designed. After the concepts of LudoNarrare are explored in the abstract, the story of the engine's research and development and the specifics of its software implementation are given. With LudoNarrare fully explained, the focus then turns to plans for evaluation of its quality in terms of entertainment value, robustness, and performance. To conclude, possible further paths of investigation for LudoNarrare and its model of interactive storytelling are proposed to inspire those who wish to continue in the spirit of the project.
ContributorsStark, Joshua Matthew (Author) / VanLehn, Kurt (Thesis director) / Wetzel, Jon (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
Building computational models of human problem solving has been a longstanding goal in Artificial Intelligence research. The theories of cognitive architectures addressed this issue by embedding models of problem solving within them. This thesis presents an extended account of human problem solving and describes its implementation within one such theory

Building computational models of human problem solving has been a longstanding goal in Artificial Intelligence research. The theories of cognitive architectures addressed this issue by embedding models of problem solving within them. This thesis presents an extended account of human problem solving and describes its implementation within one such theory of cognitive architecture--ICARUS. The document begins by reviewing the standard theory of problem solving, along with how previous versions of ICARUS have incorporated and expanded on it. Next it discusses some limitations of the existing mechanism and proposes four extensions that eliminate these limitations, elaborate the framework along interesting dimensions, and bring it into closer alignment with human problem-solving abilities. After this, it presents evaluations on four domains that establish the benefits of these extensions. The results demonstrate the system's ability to solve problems in various domains and its generality. In closing, it outlines related work and notes promising directions for additional research.
ContributorsTrivedi, Nishant (Author) / Langley, Patrick W (Thesis advisor) / VanLehn, Kurt (Committee member) / Kambhampati, Subbarao (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Traditional Reinforcement Learning (RL) assumes to learn policies with respect to reward available from the environment but sometimes learning in a complex domain requires wisdom which comes from a wide range of experience. In behavior based robotics, it is observed that a complex behavior can be described by a combination

Traditional Reinforcement Learning (RL) assumes to learn policies with respect to reward available from the environment but sometimes learning in a complex domain requires wisdom which comes from a wide range of experience. In behavior based robotics, it is observed that a complex behavior can be described by a combination of simpler behaviors. It is tempting to apply similar idea such that simpler behaviors can be combined in a meaningful way to tailor the complex combination. Such an approach would enable faster learning and modular design of behaviors. Complex behaviors can be combined with other behaviors to create even more advanced behaviors resulting in a rich set of possibilities. Similar to RL, combined behavior can keep evolving by interacting with the environment. The requirement of this method is to specify a reasonable set of simple behaviors. In this research, I present an algorithm that aims at combining behavior such that the resulting behavior has characteristics of each individual behavior. This approach has been inspired by behavior based robotics, such as the subsumption architecture and motor schema-based design. The combination algorithm outputs n weights to combine behaviors linearly. The weights are state dependent and change dynamically at every step in an episode. This idea is tested on discrete and continuous environments like OpenAI’s “Lunar Lander” and “Biped Walker”. Results are compared with related domains like Multi-objective RL, Hierarchical RL, Transfer learning, and basic RL. It is observed that the combination of behaviors is a novel way of learning which helps the agent achieve required characteristics. A combination is learned for a given state and so the agent is able to learn faster in an efficient manner compared to other similar approaches. Agent beautifully demonstrates characteristics of multiple behaviors which helps the agent to learn and adapt to the environment. Future directions are also suggested as possible extensions to this research.
ContributorsVora, Kevin Jatin (Author) / Zhang, Yu (Thesis advisor) / Yang, Yezhou (Committee member) / Praharaj, Sarbeswar (Committee member) / Arizona State University (Publisher)
Created2021
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Description
The future will be replete with Artificial Intelligence (AI) based agents closely collaborating with humans. Although it is challenging to construct such systems for real-world conditions, the Intelligent Tutoring System (ITS) community has proposed several techniques to work closely with students. However, there is a need to extend these systems

The future will be replete with Artificial Intelligence (AI) based agents closely collaborating with humans. Although it is challenging to construct such systems for real-world conditions, the Intelligent Tutoring System (ITS) community has proposed several techniques to work closely with students. However, there is a need to extend these systems outside the controlled environment of the classroom. More recently, Human-Aware Planning (HAP) community has developed generalized AI techniques for collaborating with humans and providing personalized support or guidance to the collaborators. In this thesis, the take learning from the ITS community is extend to construct such human-aware systems for real-world domains and evaluate them with real stakeholders. First, the applicability of HAP to ITS is demonstrated, by modeling the behavior in a classroom and a state-of-the-art tutoring system called Dragoon. Then these techniques are extended to provide decision support to a human teammate and evaluate the effectiveness of the framework through ablation studies to support students in constructing their plan of study (\ipos). The results show that these techniques are helpful and can support users in their tasks. In the third section of the thesis, an ITS scenario of asking questions (or problems) in active environments is modeled by constructing questions to elicit a human teammate's model of understanding. The framework is evaluated through a user study, where the results show that the queries can be used for eliciting the human teammate's mental model.
ContributorsGrover, Sachin (Author) / Kambhampati, Subbarao (Thesis advisor) / Smith, David (Committee member) / Srivastava, Sidhharth (Committee member) / VanLehn, Kurt (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Multiple robotic arms collaboration is to control multiple robotic arms to collaborate with each other to work on the same task. During the collaboration, theagent is required to avoid all possible collisions between each part of the robotic arms. Thus, incentivizing collaboration and preventing collisions are the two principles which are followed

Multiple robotic arms collaboration is to control multiple robotic arms to collaborate with each other to work on the same task. During the collaboration, theagent is required to avoid all possible collisions between each part of the robotic arms. Thus, incentivizing collaboration and preventing collisions are the two principles which are followed by the agent during the training process. Nowadays, more and more applications, both in industry and daily lives, require at least two arms, instead of requiring only a single arm. A dual-arm robot satisfies much more needs of different types of tasks, such as folding clothes at home, making a hamburger in a grill or picking and placing a product in a warehouse. The applications done in this paper are all about object pushing. This thesis focuses on how to train the agent to learn pushing an object away as far as possible. Reinforcement Learning (RL), which is a type of Machine Learning (ML), is then utilized in this paper to train the agent to generate optimal actions. Deep Deterministic Policy Gradient (DDPG) and Hindsight Experience Replay (HER) are the two RL methods used in this thesis.
ContributorsLin, Steve (Author) / Ben Amor, Hani (Thesis advisor) / Redkar, Sangram (Committee member) / Zhang, Yu (Committee member) / Arizona State University (Publisher)
Created2023
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Description
In this thesis work, a novel learning approach to solving the problem of controllinga quadcopter (drone) swarm is explored. To deal with large sizes, swarm control is often achieved in a distributed fashion by combining different behaviors such that each behavior implements some desired swarm characteristics, such as avoiding ob- stacles and staying

In this thesis work, a novel learning approach to solving the problem of controllinga quadcopter (drone) swarm is explored. To deal with large sizes, swarm control is often achieved in a distributed fashion by combining different behaviors such that each behavior implements some desired swarm characteristics, such as avoiding ob- stacles and staying close to neighbors. One common approach in distributed swarm control uses potential fields. A limitation of this approach is that the potential fields often depend statically on a set of control parameters that are manually specified a priori. This paper introduces Dynamic Potential Fields for flexible swarm control. These potential fields are modulated by a set of dynamic control parameters (DCPs) that can change under different environment situations. Since the focus is only on these DCPs, it simplifies the learning problem and makes it feasible for practical use. This approach uses soft actor critic (SAC) where the actor only determines how to modify DCPs in the current situation, resulting in more flexible swarm control. In the results, this work will show that the DCP approach allows for the drones to bet- ter traverse environments with obstacles compared to several state-of-the-art swarm control methods with a fixed set of control parameters. This approach also obtained a higher safety score commonly used to assess swarm behavior. A basic reinforce- ment learning approach is compared to demonstrate faster convergence. Finally, an ablation study is conducted to validate the design of this approach.
ContributorsFerraro, Calvin Shores (Author) / Zhang, Yu (Thesis advisor) / Ben Amor, Hani (Committee member) / Berman, Spring (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Recent breakthroughs in Artificial Intelligence (AI) have brought the dream of developing and deploying complex AI systems that can potentially transform everyday life closer to reality than ever before. However, the growing realization that there might soon be people from all walks of life using and working with these systems

Recent breakthroughs in Artificial Intelligence (AI) have brought the dream of developing and deploying complex AI systems that can potentially transform everyday life closer to reality than ever before. However, the growing realization that there might soon be people from all walks of life using and working with these systems has also spurred a lot of interest in ensuring that AI systems can efficiently and effectively work and collaborate with their intended users. Chief among the efforts in this direction has been the pursuit of imbuing these agents with the ability to provide intuitive and useful explanations regarding their decisions and actions to end-users. In this dissertation, I will describe various works that I have done in the area of explaining sequential decision-making problems. Furthermore, I will frame the discussions of my work within a broader framework for understanding and analyzing explainable AI (XAI). My works herein tackle many of the core challenges related to explaining automated decisions to users including (1) techniques to address asymmetry in knowledge between the user and the system, (2) techniques to address asymmetry in inferential capabilities, and (3) techniques to address vocabulary mismatch.The dissertation will also describe the works I have done in generating interpretable behavior and policy summarization. I will conclude this dissertation, by using the framework of human-aware explanation as a lens to analyze and understand the current landscape of explainable planning.
ContributorsSreedharan, Sarath (Author) / Kambhampati, Subbarao (Thesis advisor) / Kim, Been (Committee member) / Smith, David E (Committee member) / Srivastava, Siddharth (Committee member) / Zhang, Yu (Committee member) / Arizona State University (Publisher)
Created2022
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Description
As intelligent agents become pervasive in our lives, they are expected to not only achieve tasks alone but also engage in tasks with humans in the loop. In such cases, the human naturally forms an understanding of the agent, which affects his perception of the agent’s behavior. However, such an

As intelligent agents become pervasive in our lives, they are expected to not only achieve tasks alone but also engage in tasks with humans in the loop. In such cases, the human naturally forms an understanding of the agent, which affects his perception of the agent’s behavior. However, such an understanding inevitably deviates from the ground truth due to reasons such as the human’s lack of understanding of the domain or misunderstanding of the agent’s capabilities. Such differences would result in an unmatched expectation of the agent’s behavior with the agent’s optimal behavior, thereby biasing the human’s assessment of the agent’s performance. In this dissertation, I focus on when these differences are due to a biased belief about domain dynamics. I especially investigate the impact of such a biased belief on the agent’s decision-making process in two different problem settings from a learning perspective. In the first setting, the agent is tasked to accomplish a task alone but must infer the human’s objectives from the human’s feedback on the agent’s behavior in the environment. In such a case, the human biased feedback could mislead the agent to learn a reward function that results in a sub-optimal and, potentially, undesired policy. In the second setting, the agent must accomplish a task with a human observer. Given that the agent’s optimal behavior may not match the human’s expectation due to the biased belief, the agent’s optimal behavior may be viewed as inexplicable, leading to degraded performance and loss of trust. Consequently, this dissertation proposes approaches that (1) endow the agent with the ability to be aware of the human’s biased belief while inferring the human’s objectives, thereby (2) neutralize the impact of the model differences in a reinforcement learning framework, and (3) behave explicably by reconciling the human’s expectation and optimality during decision-making.
ContributorsGong, Ze (Author) / Zhang, Yu (Thesis advisor) / Amor, Hani Ben (Committee member) / Kambhampati, Subbarao (Committee member) / Zhang, Wenlong (Committee member) / Arizona State University (Publisher)
Created2022