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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Reasoning in Highly Reactive Environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>] Advisor: Giovambattista Ianni</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Calabria</institution>
          ,
          <addr-line>Arcavacata di Rende 87036, Italy https://</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>{ Responsive ! The agent must be able to react repeatedly and in a reasonable amount of time; { Elastic ! The agent must stay reactive also under varying workload; { Resilient ! The agent must stay responsive also in case of internal failure or failure of one of the programmed actions in the environment. Nowadays, thanks to new technologies in the eld of Arti cial Intelligence, it is already technically possible to create AI agents that are able to operate in reactive environments. Nevertheless, several issues stay unsolved, and are subject of ongoing research.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>The aim of my research project concerns Reasoning in Highly Reactive
Environments.</p>
      <p>
        As reasoning in highly reactive environments, we identify the setting in which
a knowledge-based agent,with given goals, is deployed in an environment subject
to repeated, sudden and possibly unknown changes. This is for instance the
typical setting in which, e.g., arti cial agents for video-games (the so called
\bots"), cleaning robots, bomb clearing robots, and so on are deployed. In all
these settings one can follow the classical approach in which the operations of
the agent are distinguished in \sensing" the environment with proper interface
devices, \thinking", and then behaving accordingly using proper actuators [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        In order to operate in an highly reactive environment, an arti cial agent
needs to be:
The increasing availability of mobile or light terminals, characterized by good
computational power and by the accessibility to sensors of various kind, paves
the way to distributed and widespread arti cial intelligence applications. In this
respect, it is necessary to have special tools ensuring that these terminals can
autonomously perform intelligent tasks, and not only communicate with a
centralized \remote intelligence" [
        <xref ref-type="bibr" rid="ref21 ref22">21, 22</xref>
        ]. Moreover, the availability of data streams
has accelerated advances in information processing tools that do not necessarily
require to store data for static querying, but push query answers to consumers
as soon as they become available. In this setting, stream reasoning aims at
providing languages and tools for data that changes at high rate. Notably, in the
eld of stream reasoning, some work aim at introducing advanced reasoning
capabilities under a well understood and formalized framework [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]. We aim at
extending this work by considering explicitly some important issues that come
into play when assuming that the agent at hand is deployed in an highly reactive
environment.
3
      </p>
    </sec>
    <sec id="sec-2">
      <title>State of the Art</title>
      <p>
        During the last years, some di erent approaches have been explored in order
to create responsive agents that are able to operate in highly reactive
environments. Most of them make use of deep learning techniques in order to let the
agent be able to emulate human learning. These techniques are applied in the
eld of video-games for automatic game playing accordingly to [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. The same
technique can be also used for predicting human behavior as discussed in [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
This kind of approaches have their \limits" especially when one aims to, a)
generalize reasoning (indeed, deep learning techniques are usually built ad-hoc for
a speci c operating environment); b), to create development and reasoning tools
that can be \used" as middleware for the production of the so called \bots", in
which \intelligent" capabilities can be tuned, re ned and prototyped; and c), to
provide intelligible explanations of choices taken by the agent.
      </p>
      <p>
        In the Answer Set Programming (ASP) community there have been some
recent studies about reasoning in reactive environments; in particular, researchers
recently proposed ASP-based forms of reactive reasoning. One of these (called
\oclingo") allows to implement real-time dynamic systems running online in
changing environments (as described in [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]). This new technology paves the
way for applying ASP in many areas like robots, bots, and video-games due to
the fact that now an ASP solver can be also adopted for online usage. However
oclingo cannot be de ned as totally \declarative". Indeed, the user has to specify
how the environment will evolve and the operational design of some base,
cumulative and volatile rules, that should be respectively evaluated only one time, at
each iteration and only in one iteration and then discarded.
      </p>
      <p>
        A second promising ASP extensions like HEX [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] provides the possibility of a
bidirectional access to external sources of knowledge and/or computation using
the concept of external atoms; the extension ActHEX [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] of HEX programs
introduces the notion of action atoms, which are associated to corresponding
functions capable of actually changing the state of external environments. Using
this ASP extension it is in practice possible to realize arti cial agents able to
operate in many di erent settings (for instance, an HEX extension has been
successfully used for implementing an AI agent operating in video-games scenarios
as described in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]). However, ActHex does not make explicitly possible to check
and act if the planned actions in the schedule have failed at each shot. Moreover,
in very complex scenarios, the implementation of ActHex knowledge bases could
become very hard and unhandy due to the complex ways for programming the
order of actions composing a scheduled plan. Nevertheless, we found in
literature a large variety of languages designed for programming logical Agents and
Multi-Agent Systems. One of these is Jason [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]; Jason is a platform for
developing agents based on the Agent-Speak logic language. A Jason agent consists
of a set of plans, each of which has a triggering event, a context, and a body of
actions. Moreover also other languages like IMPACT [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], DALI [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], ALP [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]
and ASTRA [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] can be used to design logical Agents and Multi-Agent Systems.
4
      </p>
    </sec>
    <sec id="sec-3">
      <title>Problem Statement and Contributions</title>
      <p>We decided to focus our attention on the following open issues which are clearly
related to Reasoning in Highly Reactive Environments:
{ Estimating the time required for the execution of logic programs;
{ Handling the correct execution of all the planned actions and recovering from
failure (both because of internal or external failure);
{ Handling the order of the planned actions in a simpler and quicker way,
possibly declarative.</p>
      <p>
        Studying the rst issue is important in order to decide if a program is able to
produce a complete output in a speci c amount of time. If not, one could decide
at runtime to use another ("easier") program to obtain a result (answer set)
that can be executed by the agent in the allotted time [
        <xref ref-type="bibr" rid="ref19 ref20">19, 20</xref>
        ]. In this way the
agent will always have some action to perform, although possibly suboptimal.
Furthermore, it is also very important to nd a way to check if all the actions in a
schedule are correctly executed after each shot. This way, one could instruct the
agent to react in the cases of failure [
        <xref ref-type="bibr" rid="ref17 ref28 ref9">9, 17, 28</xref>
        ]. Finally, handling the order of the
planned actions in a simpler and quicker way, would make the implementation
of bots easier and more immediate, especially when the schedule is composed of
a lot of di erent actions.
      </p>
      <p>The aim of our research is to explore the possibility to overcome the limits
of the currently available systems. Some of these tools could also be extended
in order to make them easier to be used. Moreover, we would like to produce a
middleware that will be useful for the creation and deployment of bots in real
environments. This middleware should have the following properties:
{ Simple ! It has to be easy to use;
{ Generalizable ! It has to be as general as possible, so it can be applied in
a variety of contexts;
{ Extensible ! The end user has to be able to extend the middleware easily
and in a very few time.</p>
      <p>In other words, we would like to create a reactive, declarative and generalizable
scripting language that could be potentially applied not only in a single context,
but in more than one, starting from the video-games to robotics systems and so
on.
In our intentions there is also the aim to overcome the issues regarding the
responsiveness of the AI agents in reactive environments. This could be achieved,
for instance by using a partial evaluated answer sets strategy or by preparing
many di erent programs, estimating the execution time for each of them, and
nally running the best program that will end in the bounds of the available
time. We aim to explore both possibilities.</p>
      <p>
        Another possible research eld is the usage of behavioral models for the automatic
selection of an agent behavior depending on the current context (mathematically
speaking, we can say that an agent's behavior is described by the agent
function that maps any given percept sequence to an action [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]).
      </p>
      <p>After a thorough study of previous literature, we plan to focus on one of the
goals above, while exploring a second one as a secondary objective.
5</p>
    </sec>
    <sec id="sec-4">
      <title>Evaluation Plan</title>
      <p>The theoretical part of my work will undergo the traditional review process
aimed to check soundness and correctness. As for the practical aspects, these
will undergo an experimental evaluation focusing on performance and usability
of the framework. In particular we aim to obtain a good performance both in
terms of execution time and optimal results by reusing as much as possible the
previously computed plans and then replanning and rescheduling the tasks with
the new information gained from the current state of the world.
6</p>
    </sec>
    <sec id="sec-5">
      <title>Preliminary or Intermediate Results</title>
      <p>
        In order to achieve our goal, we started to investigate the literature [1{3, 5, 13{
17, 20]. Then, we focused our research on arti cial agents for video-games (also
called \bots"). We embedded the rule-based Reasoning Module into the
wellknown Unity1 game development engine. To this end, we presented an extension
of EmbASP2, a framework to ease the integration of declarative formalisms
with generic applications. Finally, we proved the viability of our approach 3
by developing a proof-of-concept Unity game that makes use of ASP-based AI
modules [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>As a side research topic we investigated to what extent ASP-based approach
is scalable enough for industrial contexts in the eld of video games, by
proposing a Unity extension capable to automatically generate dungeons maps 4. In
1https://unity3d.com/unity
2https://www.mat.unical.it/calimeri/projects/embasp
3All the development material, including logic programs, source code and a fully
playable version of the game are available at
https://github.com/DeMaCS-UNICAL/Pac-Man-Unity-EmbASP.</p>
      <p>
        4Both versions of our prototypes, together with logic program speci cations and
source code are fully available online at
this context we rst investigated over the usage of a partition-based
generation technique [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], then we proposed a multiple step-generation approach, set
in the context of the 2-D caves generation domain, where each step is
declaratively controlled by an ASP speci cation in ASP. With respect to existing
literature [
        <xref ref-type="bibr" rid="ref23 ref27">23, 27</xref>
        ], our approach promises to be better scalable to real contexts with
higher size mazes; experiments aimed at con rming that are currently ongoing.
Finally we developed two plugins based on our generation technique, which were
respectively deployed as an asset available in the Unity development and in the
GVGAI [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] frameworks, respectively [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
7
      </p>
    </sec>
    <sec id="sec-6">
      <title>Conclusions</title>
      <p>In this work we would like to investigate in depth in the eld of stream
reasoning. Our goal is to create a framework capable to ease the generation of
responsive, elastic and resilient arti cial agents. In order to make it possible, it
is necessary to explore the possibility to restart at runtime the computation of
a logic program reusing all the already done computations. We have presented
some of the steps forward made and the research themes that we would like to
deepen (restartability of computation at runtime, reusability of content, general
language for AI and so on).
https://github.com/DeMaCS-UNICAL/DCS-Maze_Generator-GVGAI and
https://github.com/DeMaCS-UNICAL/DCS-Maze_Generator-Unity</p>
    </sec>
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