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Michael Thielscher

Publications and source records attributed to Michael Thielscher.

10 recordsLinked to original sources

EmoLASP: Emotion Recognition with Language Models and Answer Set Programming

Emotion recognition in conversations is increasingly tackled with language models, but these models can be unstable and expensive to fine-tune or to prompt with long dialogue histories. We propose EmoLASP, a framework that combines a language model with declarative reasoning via Answer Set Programming (ASP) to predict VAD scores (Valence-Arousal-Dominance) in conversations. Experiments on a widely used benchmark dataset (IEMOCAP) across six open-source LLMs (3B-120B) and two PLMs (BERT, RoBERTa) show that EmoLASP improves prediction performance compared to using the language model alone, even when the LLMs/PLMs are given no dialogue history in their prompts or input vectors. The gains are largest for prompt-only LLMs, which EmoLASP uses without any fine-tuning. However, for fine-tuned PLMs, the reasoner adds little once dialogue history is available. EmoLASP's LLM pipeline demonstrates the potential advantages of using a reasoning approach to ensure emotion prediction consistency and to reduce both the cost of fine-tuning and the cost of prompting with long dialogue histories.

cs.AI

An ASP-based approach to Solving General Stochastic Two-Player Games

The Game Description Language (GDL) is a widely used formalism for specifying general games. Due to their similar syntax and semantics, Answer Set Programming (ASP) and its extensions have been applied to single- and two-player deterministic turn-taking GDL games. This paper presents the first ASP-based approach for solving two-player turn-taking GDL games with uncertainty. We introduce Stochastic An- swer Set Programming (SQASP) to encode the maximally achievable winning probability for a given player in stochastic GDL games, and develop a translation-based solver that evaluates SQASP programs by converting them to Extended Stochastic Satisfiability. Our empirical results show that the proposed approach is competitive with forward search on small stochastic games and can potentially support general game players in endgame evaluation.

cs.LO

A Study of Belief Revision Postulates in Multi-Agent Systems (Extended Version)

We investigate the belief revision problem in epistemic planning, i.e., what will be the beliefs of all agents in a multi-agent system after an agent gains the belief in some state property. Based on the standard representation in epistemic planning of agents' beliefs via a single multi-agent Kripke model, we generalize the classical AGM belief revision postulates to the multi-agent setting, with the aim to provide a formal framework for evaluating dynamic epistemic reasoning frameworks in which the beliefs of all agents as the result of actions are computed. As an example of a simple operator that satisfies all of the generalized AGM postulates, we present generalized full-meet multi-agent belief revision. We moreover define a generalization of the standard postulates for iterated revision, present a more sophisticated, event model based revision operator, and discuss the potential issues in defining an epistemic operator on Kripke models that can satisfy all of the generalized postulates for iterated multi-agent belief revision.

cs.AI

Repairing General Game Descriptions (extended version)

The Game Description Language (GDL) is a widely used formalism for specifying the rules of general games. Writing correct GDL descriptions can be challenging, especially for non-experts. Automated theorem proving has been proposed to assist game design by verifying if a GDL description satisfies desirable logical properties. However, when a description is proved to be faulty, the repair task itself can only be done manually. Motivated by the work on repairing unsolvable planning domain descriptions, we define a more general problem of finding minimal repairs for GDL descriptions that violate formal requirements, and we provide complexity results for various computational problems related to minimal repair. Moreover, we present an Answer Set Programming-based encoding for solving the minimal repair problem and demonstrate its application for automatically repairing ill-defined game descriptions.

cs.LO

Hierarchically Gated Experts for Efficient Online Continual Learning

Continual Learning models aim to learn a set of tasks under the constraint that the tasks arrive sequentially with no way to access data from previous tasks. The Online Continual Learning framework poses a further challenge where the tasks are unknown and instead the data arrives as a single stream. Building on existing work, we propose a method for identifying these underlying tasks: the Gated Experts (GE) algorithm, where a dynamically growing set of experts allows for new knowledge to be acquired without catastrophic forgetting. Furthermore, we extend GE to Hierarchically Gated Experts (HGE), a method which is able to efficiently select the best expert for each data sample by organising the experts into a hierarchical structure. On standard Continual Learning benchmarks, GE and HGE are able to achieve results comparable with current methods, with HGE doing so more efficiently.

cs.LG

Online Learning and Planning in Cognitive Hierarchies

Complex robot behaviour typically requires the integration of multiple robotic and Artificial Intelligence (AI) techniques and components. Integrating such disparate components into a coherent system, while also ensuring global properties and behaviours, is a significant challenge for cognitive robotics. Using a formal framework to model the interactions between components can be an important step in dealing with this challenge. In this paper we extend an existing formal framework [Clark et al., 2016] to model complex integrated reasoning behaviours of robotic systems; from symbolic planning through to online learning of policies and transition systems. Furthermore the new framework allows for a more flexible modelling of the interactions between different reasoning components.

cs.AI

On Optimal Strategies for Wordle and General Guessing Games

The recent popularity of Wordle has revived interest in guessing games. We develop a general method for finding optimal strategies for guessing games while avoiding an exhaustive search. Our main contributions are several theorems that build towards a general theory to prove the optimality of a strategy for a guessing game. This work is developed to apply to any guessing game, but we use Wordle as an example to present concrete results.

cs.AI

Perceptual Context in Cognitive Hierarchies

Cognition does not only depend on bottom-up sensor feature abstraction, but also relies on contextual information being passed top-down. Context is higher level information that helps to predict belief states at lower levels. The main contribution of this paper is to provide a formalisation of perceptual context and its integration into a new process model for cognitive hierarchies. Several simple instantiations of a cognitive hierarchy are used to illustrate the role of context. Notably, we demonstrate the use context in a novel approach to visually track the pose of rigid objects with just a 2D camera.

cs.AI

ALPprolog --- A New Logic Programming Method for Dynamic Domains

Logic programming is a powerful paradigm for programming autonomous agents in dynamic domains, as witnessed by languages such as Golog and Flux. In this work we present ALPprolog, an expressive, yet efficient, logic programming language for the online control of agents that have to reason about incomplete information and sensing actions.

cs.LO

FLUX: A Logic Programming Method for Reasoning Agents

FLUX is a programming method for the design of agents that reason logically about their actions and sensor information in the presence of incomplete knowledge. The core of FLUX is a system of Constraint Handling Rules, which enables agents to maintain an internal model of their environment by which they control their own behavior. The general action representation formalism of the fluent calculus provides the formal semantics for the constraint solver. FLUX exhibits excellent computational behavior due to both a carefully restricted expressiveness and the inference paradigm of progression.

cs.AI