We describe a novel approach to monitoring high level behaviors using concepts from AI planning. Our goal is to understand what a program is doing based on its system call trace. This ability is particularly important for detecting malware. We approach this problem by building an abstract model of the operating system using the STRIPS planning language, casting system calls as planning operators. Given a system call trace, we simulate the corresponding operators on our model and by observing the properties of the state reached, we learn about the nature of the original program and its behavior. Thus, unlike most statistical detection methods that focus on syntactic features, our approach is semantic in nature. Therefore, it is more robust against obfuscation techniques used by malware that change the outward appearance of the trace but not its effect. We demonstrate the efficacy of our approach by evaluating it on actual system call traces.
Behavior recognition is closely related to plan and goal recognition @cite_12 . Given a sequence of observed actions, the goal is to try to infer the actor's intentions. Typically, the output is a ranked list of hypothesized goals. Most work assumes a library of possible behavior instances, i.e., plans, an approach limited in its ability to go beyond known instances. Probabilistic techniques, such as @cite_1 use Bayesian methods to assess the probability of various goals based on the actions involved. An influential recent approach is plan-recognition as planning @cite_14 , where the authors do away with the assumption of an explicit plan library. The plan library is replaced by a model of the domain (which implicitly defines the set of possible plans), and the goal is to compute a good plan that is closest to the observed behavior. This line of work is appropriate when the observations are a subset of the actual actions taken, or when we attempt to recognize the goal before plan completion. We attempt to recognize malicious behavior off-line given a complete trace, although extensions for the online setting are natural.
@cite_14 @cite_1 @cite_12
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Goal Recognition is the task of inferring an actor's goals given some or all of the actor's observed actions. There is considerable interest in Goal Recognition for use in intelligent personal assistants, smart environments, intelligent tutoring systems, and monitoring user's needs. In much of this work, the actor's observed actions are compared against a generated library of plans. Recent work by Ramirez and Geffner makes use of AI planning to determine how closely a sequence of observed actions matches plans for each possible goal. For each goal, this is done by comparing the cost of a plan for that goal with the cost of a plan for that goal that includes the observed actions. This approach yields useful rankings, but is impractical for real-time goal recognition in large domains because of the computational expense of constructing plans for each possible goal. In this paper, we introduce an approach that propagates cost and interaction information in a plan graph, and uses this information to estimate goal probabilities. We show that this approach is much faster, but still yields high quality results. Plan recognition is the problem of inferring the goals and plans of an agent after observing its behavior. Recently, it has been shown that this problem can be solved efficiently, without the need of a plan library, using slightly modified planning algorithms. In this work, we extend this approach to the more general problem of probabilistic plan recognition where a probability distribution over the set of goals is sought under the assumptions that actions have deterministic effects and both agent and observer have complete information about the initial state. We show that this problem can be solved efficiently using classical planners provided that the probability of a partially observed execution given a goal is defined in terms of the cost difference of achieving the goal under two conditions: complying with the observations, and not complying with them. This cost, and hence the posterior goal probabilities, are computed by means of two calls to a classical planner that no longer has to be modified in any way. A number of examples is considered to illustrate the quality, flexibility, and scalability of the approach. Plan recognition is the problem of inferring the goals and plans of an agent from partial observations of her behavior. Recently, it has been shown that the problem can be formulated and solved using planners, reducing plan recognition to plan generation. In this work, we extend this model-based approach to plan recognition to the POMDP setting, where actions are stochastic and states are partially observable. The task is to infer a probability distribution over the possible goals of an agent whose behavior results from a POMDP model. The POMDP model is shared between agent and observer except for the true goal of the agent that is hidden to the observer. The observations are action sequences O that may contain gaps as some or even most of the actions done by the agent may not be observed. We show that the posterior goal distribution P(G|O) can be computed from the value function VG(b) over beliefs b generated by the POMDP planner for each possible goal G. Some extensions of the basic framework are discussed, and a number of experiments are reported. Abstract We argue that the problem of plan recognition, inferring an agent's plan from observations, is largely a problem of inference under conditions of uncertainty. We present an approach to the plan recognition problem that is based on Bayesian probability theory. In attempting to solve a plan recognition problem we first retrieve candidate explanations. These explanations (sometimes only the most promising ones) are assembled into a plan recognition Bayesian network , which is a representation of a probability distribution over the set of possible explanations. We perform Bayesian updating to choose the most likely interpretation for the set of observed actions. This approach has been implemented in the Wimp3 system for natural language story understanding. Plan recognition is a form of abductive reasoning that involves inferring plans that best explain sets of observed actions. Most existing approaches to plan recognition and other abductive tasks employ either purely logical methods that do not handle uncertainty, or purely probabilistic methods that do not handle structured representations. To overcome these limitations, this paper introduces an approach to abductive reasoning using a first-order probabilistic logic, specifically Markov Logic Networks (MLNs). It introduces several novel techniques for making MLNs efficient and effective for abduction. Experiments on three plan recognition datasets show the benefit of our approach over existing methods. In this paper we present a new method to provide situation awareness via the automatic recognition of behaviour in video. In contrast to many other approaches, the presented method does not require many training exemplars. We introduce Probabilistic Behaviour Signatures to represent the goals of a person agent as sets of features. We do not assume temporal ordering of observed actions is necessary. Inference is performed using an extension of the Rao-Blackwellised Particle Filter. We validate our approach using simulated image trajectories which represent three high-level behaviours. We compare performance to a trained Hidden Markov Model Particle Filter (HMM PF) and show that our approach achieves 92 accuracy at video frame rate. Our method is also significantly more robust than the HMM PF in the presence of noise. In this paper, we present a method for recognising an agent's behaviour in dynamic, noisy, uncertain domains, and across multiple levels of abstraction. We term this problem on-line plan recognition under uncertainty and view it generally as probabilistic inference on the stochastic process representing the execution of the agent's plan. Our contributions in this paper are twofold. In terms of probabilistic inference, we introduce the Abstract Hidden Markov Model (AHMM), a novel type of stochastic processes, provide its dynamic Bayesian network (DBN) structure and analyse the properties of this network. We then describe an application of the Rao-Blackwellised Particle Filter to the AHMM which allows us to construct an efficient, hybrid inference method for this model. In terms of plan recognition, we propose a novel plan recognition framework based on the AHMM as the plan execution model. The Rao-Blackwellised hybrid inference for AHMM can take advantage of the independence properties inherent in a model of plan execution, leading to an algorithm for online probabilistic plan recognition that scales well with the number of levels in the plan hierarchy. This illustrates that while stochastic models for plan execution can be complex, they exhibit special structures which, if exploited, can lead to efficient plan recognition algorithms. We demonstrate the usefulness of the AHMM framework via a behaviour recognition system in a complex spatial environment using distributed video surveillance data. Research in discourse analysis, story understanding, and user modeling for expert systems has shown great interest in plan recognition problems. In a plan recognition problem, one is given a fragmented description of actions performed by one or more agents, and expected to infer the overall plan or scenario which explains those actions. This thesis develops the first formal description of the plan recognition process. Beginning with a reified logic of events, the thesis presents a scheme for hierarchically structuring a library of event types. A semantic basis for non-deductive inference, called "minimum covering entailment", justifies the conclusions that one may draw from a set of observed actions. Minimum covering entailment is defined by delineating the class of models in which the library is complete and the set of unrelated observations is minimized. An equivalent proof theory forms a preliminary basis for mechanizing the theory. Equivalence theorems between the proof and model theories are presented. Minimum covering entailment is related to a formalism for non-monotonic inference known as "circumscription". Finally, the thesis describes a number of algorithms which correctly implement the theory, together with a discussion of their complexity. The theory is applied to a number of examples of plan recognition, in domains ranging from an operating system advisor to the theory of speech acts. The thesis shows how problems of medical diagnosis, a similar kind of non-deductive reasoning, can be cast in the framework, and an example previously solved by a medical expert system is worked out in detail. The analyses provides a firm theoretical foundation for much of what is loosely called "frame based inference", and directly accounts for problems of ambiguity, abstraction, and complex temporal interactions, which were ignored by previous work. The framework can be extended to handle difficult phenomena such as errors, and can also be restricted in order to improve its computational properties in specialized domains. Possessing a sufficient level of situation awareness is essential for effective decision making in dynamic environments. In video games, this includes being aware to some extent of the intentions of the opponents. Such high-level awareness hinges upon inferences over the lower-level situation awareness provided by the game state. Traditional plan recognizers are completely passive processes that leave all the initiative to the observed agent. In a situation where the opponent’s intentions are unclear, the observer is forced to wait until further observations of the opponent’s actions are made to disambiguate the pending goal hypotheses. With the plan recognizer we propose, in contrast, the observer would take the initiative and provoke the opponent, with the expectation that his reaction will give cues as to what his true intentions actually are. Plan recognition is of course only one component of a larger AI system which in addition involves components to make decisions on how to act against the opposing force, execute and monitor planned and reactive actions, and learn from past interactions to adapt accordingly. Our long term objective is to develop plan recognition and planning algorithms that will compete against humans in games and other applications. The unlimited creativity of the human mind coupled with its sometimes chaotic and unpredictable nature makes this challenge very exciting. We introduce a novel framework to formalize and solve transparent planning tasks by executing actions selected in a suitable and timely fashion. A transparent planning task is defined as a task where the objective of the agent is to communicate its true goal to observers, thereby making its intentions and its action selection transparent. We formally define and model these tasks as Goal POMDPs where the state space is the Cartesian product of the states of the world and a given set of hypothetical goals. Action effects are deterministic in the world states of the problem but probabilistic in the observer's beliefs. Transition probabilities are obtained from making a call to a model-based plan recognition algorithm, which we refer to as an observer stereotype. We propose an action selection strategy via on-line planning that seeks actions to quickly convey the goal being pursued to an observer assumed to fit a given stereotype. In order to keep run-times feasible, we propose a novel model-based plan recognition algorithm that approximates well-known probabilistic plan recognition methods. The resulting on-line planner, after being evaluated over a diverse set of domains and three different observer stereotypes, is found to convey goal information faster than purely goal-directed planners. Actions are more than just movements and trajectories: we cook to eat and we hold a cup to drink from it. A thorough understanding of videos requires going beyond appearance modeling and necessitates reasoning about the sequence of activities, as well as the higher-level constructs such as intentions. But how do we model and reason about these? We propose a fully-connected temporal CRF model for reasoning over various aspects of activities that includes objects, actions, and intentions, where the potentials are predicted by a deep network. End-to-end training of such structured models is a challenging endeavor: For inference and learning we need to construct mini-batches consisting of whole videos, leading to mini-batches with only a few videos. This causes high-correlation between data points leading to breakdown of the backprop algorithm. To address this challenge, we present an asynchronous variational inference method that allows efficient end-to-end training. Our method achieves a classification mAP of 22.4 on the Charades [42] benchmark, outperforming the state-of-the-art (17.2 mAP), and offers equal gains on the task of temporal localization. Imitation learning of sequential, goal-directed behavior by standard supervised techniques is often difficult. We frame learning such behaviors as a maximum margin structured prediction problem over a space of policies. In this approach, we learn mappings from features to cost so an optimal policy in an MDP with these cost mimics the expert's behavior. Further, we demonstrate a simple, provably efficient approach to structured maximum margin learning, based on the subgradient method, that leverages existing fast algorithms for inference. Although the technique is general, it is particularly relevant in problems where A* and dynamic programming approaches make learning policies tractable in problems beyond the limitations of a QP formulation. We demonstrate our approach applied to route planning for outdoor mobile robots, where the behavior a designer wishes a planner to execute is often clear, while specifying cost functions that engender this behavior is a much more difficult task. We present an approach to keyhole plan recognition which uses a dynamic belief (Bayesian) network to represent features of the domain that are needed to identify users‘ plans and goals. The application domain is a Multi-User Dungeon adventure game with thousands of possible actions and locations. We propose several network structures which represent the relations in the domain to varying extents, and compare their predictive power for predicting a user‘s current goal, next action and next location. The conditional probability distributions for each network are learned during a training phase, which dynamically builds these probabilities from observations of user behaviour. This approach allows the use of incomplete, sparse and noisy data during both training and testing. We then apply simple abstraction and learning techniques in order to speed up the performance of the most promising dynamic belief networks without a significant change in the accuracy of goal predictions. Our experimental results in the application domain show a high degree of predictive accuracy. This indicates that dynamic belief networks in general show promise for predicting a variety of behaviours in domains which have similar features to those of our domain, while reduced models, obtained by means of learning and abstraction, show promise for efficient goal prediction in such domains. In this work we aim to narrow the gap between plan recognition and planning by exploiting the power and generality of recent planning algorithms for recognizing the set G* of goals G that explain a sequence of observations given a domain theory. After providing a crisp definition of this set, we show by means of a suitable problem transformation that a goal G belongs to G* if there is an action sequence π that is an optimal plan for both the goal G and the goal G extended with extra goals representing the observations. Exploiting this result, we show how the set G* can be computed exactly and approximately by minor modifications of existing optimal and suboptimal planning algorithms, and existing polynomial heuristics. Experiments over several domains show that the suboptimal planning algorithms and the polynomial heuristics provide good approximations of the optimal goal set G* while scaling up as well as state-of-the-art planning algorithms and heuristics. We propose a new problem we refer to as goal recognition design (grd), in which we take a domain theory and a set of goals and ask the following questions: to what extent do the actions performed by an agent within the model reveal its objective, and what is the best way to modify a model so that any agent acting in the model reveals its objective as early as possible. Our contribution is the introduction of a new measure we call worst case distinctiveness (wcd) with which we assess a grd model. The wcd represents the maximal length of a prefix of an optimal path an agent may take within a system before it becomes clear at which goal it is aiming. To model and solve the grd problem we choose to use the models and tools from the closely related field of automated planning. We present two methods for calculating the wcd of a grd model, one of which is based on a novel compilation to a classical planning problem. We then propose a way to reduce the wcd of a model by limiting the set of available actions an agent can perform and provide a method for calculating the optimal set of actions to be removed from the model. Our empirical evaluation shows the proposed solution to be effective in computing and minimizing wcd. This paper describes a methodology for automated recognition of complex human activities. The paper proposes a general framework which reliably recognizes high-level human actions and human-human interactions. Our approach is a description-based approach, which enables a user to encode the structure of a high-level human activity as a formal representation. Recognition of human activities is done by semantically matching constructed representations with actual observations. The methodology uses a context-free grammar (CFG) based representation scheme as a formal syntax for representing composite activities. Our CFG-based representation enables us to define complex human activities based on simpler activities or movements. Our system takes advantage of both statistical recognition techniques from computer vision and knowledge representation concepts from traditional artificial intelligence. In the low-level of the system, image sequences are processed to extract poses and gestures. Based on the recognition of gestures, the high-level of the system hierarchically recognizes composite actions and interactions occurring in a sequence of image frames. The concept of hallucinations and a probabilistic semantic-level recognition algorithm is introduced to cope with imperfect lower-layers. As a result, the system recognizes human activities including fighting' and assault', which are high-level activities that previous systems had difficulties. The experimental results show that our system reliably recognizes sequences of complex human activities with a high recognition rate. This paper presents a plan recognition algorithm for inferring student behavior using virtual science laboratories. The algorithm extends existing plan recognition technology and was integrated with an existing educational application for chemistry. Automatic recognition of students' activities in virtual laboratories can provide important information to teachers as well as serve as the basis for intelligent tutoring. Student use of virtual laboratories presents several challenges: Students may repeat activities indefinitely, interleave between activities, and engage in exploratory behavior using trial-and-error. The plan recognition algorithm uses a recursive grammar that heuristically generates plans on the fly, taking into account chemical reactions and effects to determine students' intended high-level actions. The algorithm was evaluated empirically on data obtained from college students using virtual laboratory software for teaching chemistry. Results show that the algorithm was able to (1) infer the plans used by students to construct their models; (2) recognize such key processes as titration and dilution when they occurred in students' work; (3) identify partial solutions; (4) isolate sequences of actions that were part of a single error. Humans are adept at inferring the mental states underlying other agents’ actions, such as goals, beliefs, desires, emotions and other thoughts. We propose a computational framework based on Bayesian inverse planning for modeling human action understanding. The framework represents an intuitive theory of intentional agents’ behavior based on the principle of rationality: the expectation that agents will plan approximately rationally to achieve their goals, given their beliefs about the world. The mental states that caused an agent’s behavior are inferred by inverting this model of rational planning using Bayesian inference, integrating the likelihood of the observed actions with the prior over mental states. This approach formalizes in precise probabilistic terms the essence of previous qualitative approaches to action understanding based on an ‘‘intentional stance” [Dennett, D. C. (1987). The intentional stance. Cambridge, MA: MIT Press] or a ‘‘teleological stance” [Gergely, G., Nadasdy, Z., Csibra, G., & Biro, S. (1995). Taking the intentional stance at 12 months of age. Cognition, 56, 165–193]. In three psychophysical experiments using animated stimuli of agents moving in simple mazes, we assess how well different inverse planning models based on different goal priors can predict human goal inferences. The results provide quantitative evidence for an approximately rational inference mechanism in human goal inference within our simplified stimulus paradigm, and for the flexible nature of goal representations that human observers can adopt. We discuss the implications of our experimental results for human action understanding in real-world contexts, and suggest how our framework might be extended to capture other kinds of mental state inferences, such as inferences about beliefs, or inferring whether an entity is an intentional agent. Recognition of intentions is a subconscious cognitive process vital to human communication. This skill enables anticipation and increases the quality of interactions between humans. Within the context of engagement, non-verbal signals are used to communicate the intention of starting the interaction with a partner. In this paper, we investigated methods to detect these signals in order to allow a robot to know when it is about to be addressed. Originality of our approach resides in taking inspiration from social and cognitive sciences to perform our perception task. We investigate meaningful features, i.e. human readable features, and elicit which of these are important for recognizing someone's intention of starting an interaction. Classically, spatial information like the human position and speed, the human-robot distance are used to detect the engagement. Our approach integrates multimodal features gathered using a companion robot equipped with a Kinect. The evaluation on our corpus collected in spontaneous conditions highlights its robustness and validates the use of such a technique in a real environment. Experimental validation shows that multimodal features set gives better precision and recall than using only spatial and speed features. We also demonstrate that 7 selected features are sufficient to provide a good starting engagement detection score. In our last investigation, we show that among our full 99 features set, the space reduction is not a solved task. This result opens new researches perspectives on multimodal engagement detection. Multimodal approach for starting engagement detection using non-explicit cues.Results show that our approach performs better than spatial one in all conditions.MRMR strategy reduces the features space to 7 features without a performance loss.Validation of Schegloff (sociologist) meaningful features for engagement detection.A robot centered labeled corpus of 4 hours in a home-like environment. Recently, great progress has been made in sign language recognition. Most approaches are based on the Hidden Markov Model (HMM) with various features, such as motion trajectory. Recognition for sign sentences is obtained from optimal path by Viterbi algorithm, however, some wrong jumps are usually caused by transitional movements between signs. To address the problem, in this paper, we propose an approach consisting of two stages: offline training and online recognition. In the offline training stage, we propose a threshold matrix and rate thresholds. Each element of the threshold matrix describes the minimal probability when a segment belongs to a sign, and rate thresholds are defined as the average probability for signs. So, if certain segment's evaluation is smaller than all the thresholds, it is regarded as a transitional movement and then it should be removed. In the online recognition stage, coarse segmentation, based on the threshold matrix, records the time interval for fine segmentation, and fine segmentation, based on Dynamic Time Warping(DTW) and Length-Root method, determines the endpoint for each candidate sign and selects the most possible one. The final recognition is obtained by concatenating the most possible signs. We evaluate our approach with Kinect-based dataset and the experiments demonstrate the effectiveness of our approach.