Learning the Task Definition of Games through ITL

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Presentation transcript:

Learning the Task Definition of Games through ITL James Kirk Soar Workshop 2018

Problem Space Computational Model “Problem Space: A problem space consists of a set of symbolic structures (the states of the space) and a set of operators over the space… Problem: A problem in a problem space consists of a set of initial states, a set of goal states, and a set of path constraints. The problem is to find a path through the space that starts at any initial state, passes only along paths that satisfy the path constraints, and ends at any goal state.” – Allen Newell

Task Elements Newell: set of initial states, final states, operators over the space, and path constraints How can Rosie learn all the task elements used to define goal-oriented tasks from ‘scratch’ Goals (Initial and final states) Learning State description Actions (Operators) Learning preconditions Failure conditions (Path constraints) Learning illegal state descriptions Task-specific terms Our approach unifies learning across all types of task elements Research focuses on learning the rules for games and puzzles

ITL Approach To teach the task through natural language, the instructor provides descriptions of the task elements grounded in a shared situated example of the task, where each described task element is currently present in the external environment. The description of a task element includes conditions that must be true for that goal, action, failure condition, or term to be applicable to the current situation.

Task Element Learning Process Internal State Creation Natural Language Processing Recognition Structure Learning Operation Learning If definition contains term that cannot be satisfied in current context, this process loops back to 2, to learn a new definition for the term Once all task elements are learned (actions, goals, failures..) Rosie can use knowledge to solve or play.

1. Internal State Creation 12 15 Primitives Actions: move Prepositions: on, linear Attributes: color(red,blue), category(block,location) Operations: equals, has attribute, number of (count), subset of Objects 1-9: category=location Objects 10-12: color=red, category=block Objects 13-15: color=blue, category=block On: (10,1); (11,4); (13,5); (14,6) Linear: (1,2,3); (4,5,6); (7,8,9); (1,4,7); (2,5,8); (3,6,9); (1,5,9); (3,5,7) 7 8 9 11 13 14 4 5 6 10 1 2 3 Initial structure is stored in semantic memory

2. Natural Language Processing Currently Using John’s parser (Soar) Future plans to merge with Peter’s work For example: “ The small block is on a medium block and a large block is below the medium block.”

3. Recognition Structure Learning A task element: action, goal, failure, or new task-specific term is defined by A linguistic term (“stacked”, “three-in-a-row”, “clear”) A conjunction of predicate tests (clear(X) ^ block(X) ^ ….) From a conjunction of predicate tests a declarative tree structure is built for efficient bottom to top evaluation

4. Operation Learning Resolve Bottom Up <A,B> <C,B> A C B Predicate Matching Evaluate individual predicates within context of world state and input arguments Joining Result is the objects, sets, and values that satisfy all constraints Application Goal: detection of goal state/winning Action: proposal of available actions Failure: detection of terminal state/losing New term: successful predicate match Chunking captures this processing into efficient procedural rules <A,B> <C,B> A C B A,B,C A,B,C A,B,C A,B,C,X,Y,Z Resolve Bottom Up

Learning new task-specific terms “If a block is adjacent to a clear location then you can move the block onto the clear location.” Rosie: I couldn’t satisfy adjacent. Can you define it? “If a block is next to a location but it is not diagonal with the location then it is adjacent to the location.” next-to ~diagonal move adjacent input1 input2 block clear location Legend Verbs Inputs Primitive concepts Learned concepts

Learning actions from compositions You can move a free piece that is yours onto a clear location. Rosie: I don’t know the concept clear. A location that is not below an object is clear. move (10,1), (11,4), (13,5), (14,6) 12 on-to 2,3,7,8,9 on yours 2,3,7,8,9 ~below 10-15 1-9 12,15 clear input2 input1 1-9 10-15 free 1-9 input1 block 10-15 location piece 1 2 3 12 15 4 5 6 7 8 9 10 11 13 14 Legend Verbs Primitive concepts Learned concepts Input Arguments Objects 1-9: category=location Objects 10-12: color=red, category=block Objects 13-15: color=blue, category=block On : (10,1); (11,4); (13,5); (14,6) Linear : (1,2,3); (1,4,9); (2,5,8); (3,6,9); (1,5,9); (3,5,7)

Learning heuristics Prefer moving the smallest object. Rosie: I don’t know the concept smallest. If an object is not larger than any other object then it is the smallest. Rosie: I don’t know the concept larger. If the volume of a block is more than the volume of an object then the block is larger than the object. Prefer (>) move (7.5, 5), (7.5, 3.5), (5, 3.5) 1 1 ~larger more-than smallest 3.5, 7.5, 5 1,2,3 3.5, 7.5, 5 1,2,3 input1 object volume of volume of 1,2,3 1,2,3 1,2,3 object input1 input2 Object 1: color=blue, category=object, volume = 3.5 Object 2: color=red, category=object, volume = 7.5 Object 3: color=green, category=object, volume = 5

Learning Problem Characteristics Lack of Common Ground Compositional Many-to-many Mappings Accumulative Learning ruby1 cube1 red block

Video Showing compositional, accumulative learning Sudoku and KenKen New Internal State visualizer

Different agent embodiments Internal Simulated Entirely symbolic (New grid visualizer) April Arm Simulator Tabletop Robot Card game GUI Java interface Plays against simple agents that play random legal actions Fetch and ROS Simulator (Lizzie)

Nuggets and Coals Nuggets Coals Have clarified the core problem and its characteristics With some improvement new visualizer should be useful for large number of games Recent improvements have expanded the learnable tasks and concepts as well as improving the supported language (see next talk) Coals Still have issues scaling to larger problem spaces i.e. 9x9 Sudoku (can learn but slow) No evaluation yet of learning many-to-many mappings/ handling of ambiguous learning scenarios (that could cause incorrect knowledge transfer) Or any recent evaluations (need to rerun old evaluations on efficiency) pulseaudio! 

Bonus Slides

Procedural knowledge for resolving “volume of” RULE: If: predicate P has name <volume> and type <attribute-of> and input A and A has property <volume> X Then: X is a result of P 3.5, 7.5, 5 more-than volume of volume of input1 input2 obj1,obj2,obj3 Obj1: color=blue, category=object, volume = 3.5 Obj2: color=red, category=object, volume = 7.5 Obj3: color=green, category=object, volume = 5

Procedural knowledge for resolving “more than” RULE: (7.5, 5), (7.5, 3.5), (5, 3.5) If: predicate P has name <more> and type <comparison> and inputs A and B and A > B Then: (A,B) is a result of P more-than 3.5, 7.5, 5 3.5, 7.5, 5 volume of volume of input1 input2 obj1,obj2,obj3 obj1,obj2,obj3 Obj1: color=blue, category=object, volume = 3.5 Obj2: color=red, category=object, volume = 7.5 Obj3: color=green, category=object, volume = 5

Procedural knowledge for resolving “prefer ” action Available proposed actions: move(obj1), move(obj2), move(obj3) RULE: > move(obj1) If: action A proposed in state S has name <move> and input B and B is smallest Then: Prefer(>) A in state S Prefer (>) move obj1 smallest object obj1,obj2,obj3 Obj1: color=blue, category=object, volume = 3.5 Obj2: color=red, category=object, volume = 7.5 Obj3: color=green, category=object, volume = 5