We present a probabilistic extension of action language BC+. Just like BC+ is defined as a high-level notation of answer set programs for describing transition systems, the proposed language, which we call pBC+, is defined as a high-level notation of LPMLN programs---a probabilistic extension of answer set programs. We show how probabilistic reasoning about transition systems, such as prediction, postdiction, and planning problems, as well as probabilistic diagnosis for dynamic domains, can be modeled in pBC+ and computed using an implementation of LPMLN.
Probabilistic action domains, especially in terms of probabilistic effects of actions, can be formalized as Markov Decision Process (MDP). The language proposed in @cite_5 aims at facilitating elaboration tolerant representations of MDPs. The syntax is similar to @math . The semantics is more complex as it allows preconditions of actions and imposes less semantical assumption. The concept of unknown variables associated with probability distributions is similar to pf constants in our setting. There is, as far as we know, no implementation of the language. There is no discussion about probabilistic diagnosis in the context of the language. PPDDL @cite_6 is a probabilistic extension of the planning definition language PDDL. Like @math , the nondeterminism that PPDDL considers is only the probabilistic effect of actions. The semantics of PDDL is defined in terms of MDP. There are also probabilistic extensions of the Event Calculus such as @cite_13 and @cite_10 .
@cite_5 @cite_13 @cite_6 @cite_10
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We consider the problem of constructing abstract representations for planning in high-dimensional, continuous environments. We assume an agent equipped with a collection of high-level actions, and construct representations provably capable of evaluating plans composed of sequences of those actions. @PARASPLIT We first consider the deterministic planning case, and show that the relevant computation involves set operations performed over sets of states. We define the specific collection of sets that is necessary and sufficient for planning, and use them to construct a grounded abstract symbolic representation that is provably suitable for deterministic planning. The resulting representation can be expressed in PDDL, a canonical high-level planning domain language; we construct such a representation for the Playroom domain and solve it in milliseconds using an off-the-shelf planner. @PARASPLIT We then consider probabilistic planning, which we show requires generalizing from sets of states to distributions over states. We identify the specific distributions required for planning, and use them to construct a grounded abstract symbolic representation that correctly estimates the expected reward and probability of success of any plan. In addition, we show that learning the relevant probability distributions corresponds to specific instances of probabilistic density estimation and probabilistic classification. We construct an agent that autonomously learns the correct abstract representation of a computer game domain, and rapidly solves it. @PARASPLIT Finally, we apply these techniques to create a physical robot system that autonomously learns its own symbolic representation of a mobile manipulation task directly from sensorimotor data---point clouds, map locations, and joint angles---and then plans using that representation. Together, these results establish a principled link between high-level actions and abstract representations, a concrete theoretical foundation for constructing abstract representations with provable properties, and a practical mechanism for autonomously learning abstract high-level representations. Probabilistic graphical models, such as partially observable Markov decision processes (POMDPs), have been used in stochastic spoken dialog systems to handle the inherent uncertainty in speech recognition and language understanding. Such dialog systems suffer from the fact that only a relatively small number of domain variables are allowed in the model, so as to ensure the generation of good-quality dialog policies. At the same time, the non-language perception modalities on robots, such as vision-based facial expression recognition and Lidar-based distance detection, can hardly be integrated into this process. In this paper, we use a probabilistic commonsense reasoner to “guide” our POMDP-based dialog manager, and present a principled, multimodal dialog management (MDM) framework that allows the robot's dialog belief state to be seamlessly updated by both observations of human spoken language, and exogenous events such as the change of human facial expressions. The MDM approach has been implemented and evaluated both in simulation and on a real mobile robot using guidance tasks. In this paper we present PDDL+, a planning domain description language for modelling mixed discrete-continuous planning domains. We describe the syntax and modelling style of PDDL+, showing that the language makes convenient the modelling of complex time-dependent effects. We provide a formal semantics for PDDL+ by mapping planning instances into constructs of hybrid automata. Using the syntax of HAs as our semantic model we construct a semantic mapping to labelled transition systems to complete the formal interpretation of PDDL+ planning instances. An advantage of building a mapping from PDDL+ to HA theory is that it forms a bridge between the Planning and Real Time Systems research communities. One consequence is that we can expect to make use of some of the theoretical properties of HAs. For example, for a restricted class of HAs the Reachability problem (which is equivalent to Plan Existence) is decidable. PDDL+ provides an alternative to the continuous durative action model of PDDL2.1, adding a more flexible and robust model of time-dependent behaviour. Learning, planning, and representing knowledge at multiple levels of temporal ab- straction are key, longstanding challenges for AI. In this paper we consider how these challenges can be addressed within the mathematical framework of reinforce- ment learning and Markov decision processes (MDPs). We extend the usual notion of action in this framework to include options—closed-loop policies for taking ac- tion over a period of time. Examples of options include picking up an object, going to lunch, and traveling to a distant city, as well as primitive actions such as mus- cle twitches and joint torques. Overall, we show that options enable temporally abstract knowledge and action to be included in the reinforcement learning frame- work in a natural and general way. In particular, we show that options may be used interchangeably with primitive actions in planning methods such as dynamic pro- gramming and in learning methods such as Q-learning. Formally, a set of options defined over an MDP constitutes a semi-Markov decision process (SMDP), and the theory of SMDPs provides the foundation for the theory of options. However, the most interesting issues concern the interplay between the underlying MDP and the SMDP and are thus beyond SMDP theory. We present results for three such cases: 1) we show that the results of planning with options can be used during execution to interrupt options and thereby perform even better than planned, 2) we introduce new intra-option methods that are able to learn about an option from fragments of its execution, and 3) we propose a notion of subgoal that can be used to improve the options themselves. All of these results have precursors in the existing literature; the contribution of this paper is to establish them in a simpler and more general setting with fewer changes to the existing reinforcement learning framework. In particular, we show that these results can be obtained without committing to (or ruling out) any particular approach to state abstraction, hierarchy, function approximation, or the macro-utility problem.