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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using Concepts to Understand Intelligent Agents</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ole Meyer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marc Hesenius</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Volker Gruhn</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Duisburg-Essen Schtzenbahn 70</institution>
          <addr-line>45127 Essen</addr-line>
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>23</fpage>
      <lpage>25</lpage>
      <abstract>
        <p>Intelligent agents using reinforcement learning offer interesting capabilities for optimizing processes, products, and services in various branches of industry. Developing such applications at an economically viable level, however, is still a major challenge: Regardless of the potential offered by reinforcement learning, many solutions suffer from a lack of explainability. Deploying an application that makes unexplainable decisions is a potential risk to a project's success. Despite the ongoing effort, most reinforcement learning solutions remain a black box. In this position paper, we motivate to use concepts derived from human knowledge to unveil the inner workings of an intelligent agent on a more meaningful level without having to limit the algorithms themselves.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Reinforcement learning, a method to create intelligent
agents, is a promising area of Machine Learning (ML) and
Artificial Intelligence (AI). In supervised and unsupervised
learning methods, algorithms gather knowledge from
existing data and search for patterns, which in turn are applied to
new data. Thus, algorithms are fed by existing experiences
collected in the past. With reinforcement learning, agents
typically gather their own experiences by training in
simulations. Successful actions are rewarded and the agents aim
to maximize their profits by improving their strategies.
Several recent examples show the potential: intelligent agents
learned to play Chess (Silver et al.
        <xref ref-type="bibr" rid="ref12">2017a) and Go (Silver
et al. 2017</xref>
        b), fly helicopters
        <xref ref-type="bibr" rid="ref1 ref29">(Ng et al. 2006; Abbeel et al.
2007)</xref>
        , or treat patients with serious illnesses
        <xref ref-type="bibr" rid="ref31">(Parbhoo et al.
2017)</xref>
        .
      </p>
      <p>
        The core of reinforcement learning is an optimization
process driven by random exploration and increasing
exploitation of knowledge from gathered experiences. The agent
more or less blindly stumbles through the various
potential actions, probing for success and reaching for higher
rewards. Prominent pitfalls are that agents find highly
rewarded strategies unintended by developers
        <xref ref-type="bibr" rid="ref4">(Amodei et al.
2016)</xref>
        or encounter a local maximum in the reward
function and do not move further to explore possible alternatives
due to a temporary loss of reward. Furthermore,
applications based on reinforcement learning tend to suffer from a
lack of reproducibility, even when trained with the same
hyperparameters, and small changes in the parameters
themselves quickly lead to very different results
        <xref ref-type="bibr" rid="ref20">(Henderson et
al. 2018)</xref>
        , making reinforcement learning solutions
unreliable. Furthermore, agents cannot explain the reasoning
behind their actions, which leads to uncertainties during the
development cycle, because such situations cannot be
debugged. From a software engineering perspective, high
uncertainties, which cannot be controlled by the developer, are
a strong threat to the targeted and successful development of
software projects.
      </p>
      <p>Explainability of AI algorithms – often referred to as
Exaplainable AI or XAI – is a major research topic, but most
approaches have a strong focus on analyzing algorithms and
the way data is processed. Unfortunately, we have to
argue that the current state of the art still lacks the necessary
progress to mitigate the risks resulting from unexplainable
erroneous agent behavior. However, in this position paper
we argue that techniques well-known in software
engineering can be used to achieve a first level of explainability on a
more meaningful level.</p>
      <p>
        In this paper, we contribute to the emerging field of
software engineering for intelligent agents by describing how
concept-based engineering
        <xref ref-type="bibr" rid="ref18 ref27">(Meyer and Gruhn 2019)</xref>
        can be
used to reason over agent decisions. This approach can be
used to derive curricula and hierarchical decompositions to
define an agent’s training. Applying curricula to machine
learning is also known as Machine Teaching
        <xref ref-type="bibr" rid="ref41">(Simard et al.
2017)</xref>
        or Curriculum Learning (Bengio et al. 2009), which
is often used for supervised learning tasks. Machine teachers
provide additional knowledge and guide the agent’s learning
process to avoid wasting learning time with strategies that
are known to be inefficient.
      </p>
      <p>We will first review related work with regard to
reinforcement learning and XAI. We then introduce our engineering
approach and describe thereafter how this can be used to
explain an agent’s decisions and behavior. Finally, we conclude
the paper with an outlook on future work.</p>
    </sec>
    <sec id="sec-2">
      <title>Background and Related Work</title>
      <p>We will know discuss related work in the areas of machine
learning. First, we will focus on the development of
intelligent agents and reinforcement learning. We then review
recent approaches for Explainable AI.</p>
      <sec id="sec-2-1">
        <title>Developing Intelligent Agents – Technical</title>
      </sec>
      <sec id="sec-2-2">
        <title>Background</title>
        <p>
          Reinforcement Learning enables intelligent software agents
to optimize their behavior based on past experience. We
assume that the agent lives in a world characterized by an
underlying Markov Decision Process (MDP) consisting of the
tuple (S; A; P; R; ). The set S contains all possible states
and the set A all possible actions that the agent can choose.
Each state s 2 S and a valid selected action a 2 A is
followed by a transition to a subsequent state s0 2 S. While the
transition can be deterministic, in reality, uncertainty factors
may occur making it more probabilistic. P (s; a; s0) thus
describes the probability of a transition to the next state. Any
transition from a state s to a subsequent state s0 by
executing an action a may result in an immediate value given by
the reward function R, which can be sparse in some cases,
meaning that not every new state necessarily has an
immediate value. In many real-world problems, different steps need
to be taken before a particular outcome can be achieved, and
in order to be able to make long-term decisions accordingly,
the expected rewards usually have to be considered over
several steps. One possibility is to sum up the expected rewards
within a k finite horizon, but the result E hPtk=01 rti is then
limited by k, so that potential rewards are not considered in
subsequent states. Since there is usually no fixed k, it is more
common to use a discount factor 0 1 to represent the
expected future reward E [Pt1=0 trt] with an infinite
horizon
          <xref ref-type="bibr" rid="ref23">(Kaelbling, Littman, and Cassandra 1998)</xref>
          .
        </p>
        <p>The assumption in an MDP is that the agent can directly
observe the state s. In practice, the state variables are often
only partially or indirectly observable, thus a Partially
Observable Markov Decision Process (POMDP) exists and the
agent has to estimate the actual state from its observations.
The result is a set B of possible estimates called beliefs. It
is possible to reduce the POMDP to an MDP by
considering the set of possible beliefs themselves as a set of possible
states in which the agent can find itself. The result is an MDP
with a continuous state space described by (B; A; P; R; ).</p>
        <p>Given a complex MDP or POMDP, with
reinforcement learning a value function is used that calculates
the immediate value of a state s and quantifies its
value by taking into account the discounted expected
rewards in the future. The value function is defined by
V (s) = maxa Ps0 P (s; a; s0) [R(s; a; s0) + V (s0)].
Based on this function, the Q-function can be
derived, describing the expected future discounted
reward, given a state s and additionally an already
selected action a. The Q-function is defined by
Q(s; a) = Ps0 P (s; a; s0) [R(s; a; s0) + V (s0)].</p>
        <p>
          Q-Learning is a method of reinforcement learning that
learns to approximate the Q-function. This is a kind of
mapping problem of the state to the corresponding Q-value,
which can be learned with supervised learning. In theory,
any function approximator can be used, such as decision
trees
          <xref ref-type="bibr" rid="ref32">(Pyeatt and Howe 2001)</xref>
          . In practice, however, one
often finds neural networks for more complex problems. If the
learning process is sufficiently accurate, the information
resulting from the approximated Q-function can be used to
select the policy for the next action. One possibility, for
example, is to always use the action with the maximum Q-value.
        </p>
        <p>
          Q-Learning is potentially capable of dealing with very
large and continuous state spaces. Especially if neural
networks are used, all the possibilities of this technique can
be used. For example, the processing of image data by
applying convolutional layers or temporal data using LSTM
cells or similar methods is possible. However, the action
space must be discrete and is limited in size
          <xref ref-type="bibr" rid="ref26">(Lillicrap et al.
2015)</xref>
          . In many areas, however, continuous action spaces can
be found. This requires learning a direct mapping function
from the state space to the action space using policy gradient
methods.
        </p>
        <p>
          However, these methods often suffer from large variance
in policy gradients (Grondman et al. 2012), making them
potentially unstable
          <xref ref-type="bibr" rid="ref26">(Lillicrap et al. 2015)</xref>
          . Many
successful reinforcement learning algorithms are therefore based on
actor-critic architectures that can combine the advantages
of both, policy gradients and value function approximation.
One model, the actor, maps the observation space into the
action space and another model, the critic, learns the
underlying value function. Having a good approximation of
the value function may help to stabilize the estimates of the
policy gradient. Examples of techniques based on the
actorcritic architecture are Deep Deterministic Policy Gradients
(DDPG)
          <xref ref-type="bibr" rid="ref26">(Lillicrap et al. 2015)</xref>
          , Trust Region Policy
Optimization (TRPO)
          <xref ref-type="bibr" rid="ref35">(Schulman et al. 2015)</xref>
          , and Proximal
Policy Optimization (PPO)
          <xref ref-type="bibr" rid="ref36">(Schulman et al. 2017)</xref>
          .
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Developing Intelligent Agents – Challenges</title>
        <p>Reinforcement learning strategies require the exploration of
new ways to gain experience from which the best
potential actions can be approximated. Without prior knowledge,
only random exploration can take place. With increasing
knowledge about the environment, the agent might exploit
it further to find the best possible ways to reach the desired
goal. Exploration and exploitation are therefore important
elements of intelligent agents. The challenge is to find the
right trade-off between exploration and exploitation.</p>
        <p>
          One of the core things that makes reinforcement
learning work is the Bellmann Equation
          <xref ref-type="bibr" rid="ref26">(Lillicrap et al. 2015)</xref>
          .
It ensures that the agent’s policy converges to the optimum,
assuming infinite visits to each state of the environment and
infinite learning steps. Even if this cannot be achieved, a
finite number of steps is usually sufficient to find an
acceptable approximation. However, state spaces quickly become
large, due to the curse of dimensionality. The number of
necessary steps usually increases with the size of the state and
action space. The problem is obviously even bigger in
continuous spaces and can only be solved with generalization,
which means trying to learn the underlying function with the
help of a function approximator like neural networks. This
principle is very well known from supervised learning.
        </p>
        <p>Having a good function approximation allows to deduce
from data that have not been seen before. In contrast to
supervised learning, however, reinforcement learning does not
know the real target function. Instead of the real values
having to be specified and labeled, the target function is tried to
be inferred from observations of the real environment. This
makes reinforcement learning more open to new solutions
that are less influenced by human biases, but has two
shortcomings: dynamic training data and the lack of a
deterministic transition function.</p>
        <p>The set of training data is not static, it is dynamically
influenced by the learning itself. Each update may lead to
different explorations and thus to a possibly different
distribution of the data. Learning from dynamically changing
observations is usually much more unstable than learning
from a fixed set. Furthermore, especially in realistic
scenarios, no deterministic transition function between the states
of the environment can be assumed. This is due to various
possibilities of uncertainties, such as unobservable variables
or external factors. Beyond self-contained toy examples, it
must therefore be assumed that the same action in the same
observed state does not necessarily lead to the same result.
Large updates due to fewer observations therefore also
potentially lead to instability. An advantage of reinforcement
learning here is that if the right hyperparameters are found,
potentially good policies can also be learned in stochastic
and noisy environments. However, finding the
hyperparameters that are ideal for exploration is another challenge and
the success of a reinforcement learning solution is
potentially unstable depending on the parameters used.</p>
        <p>
          Another challenge is the assignment of rewards. To be
able to learn successfully, the agent needs negative or
positive feedback after an action and reinforcement learning
works best with continuous feedback
          <xref ref-type="bibr" rid="ref25">(Kulkarni et al. 2016)</xref>
          .
Sometimes, however, the desired result depends on a long
sequence of actions without immediate reward and with each
action required, the number of possible paths in the solution
space increases. Thus, at some point, the agent needs some
luck to discover the reward. However, local minima may also
be discovered first and if more and more existing knowledge
is exploited, the agent may begin to develop more in this
direction and the targeted goal may not be achieved. In
addition, the landscape of the value function may look very
different than assumed by the reward function. The algorithm
optimizes the future cumulative reward and not necessarily
the immediate reward. However, the reward function defines
the immediate value. The difference between the immediate
landscape of the reward function and the landscape of the
value function can quickly become unintuitive, leading to
unexpected behavior. In the worst case, reward hacking can
occur, which means that the agent learns to do something
completely different from what was intended when
defining the reward function
          <xref ref-type="bibr" rid="ref4">(Amodei et al. 2016)</xref>
          . Current
procedures show the possible influence of these challenges on
the unpredictability of a result. Especially the choice of
hyperparameters has a strong influence, at the same time the
reason is often not always obvious and explainable. This has
serious influences on the repeatability and controllability of
experiments but also on the design of applications
          <xref ref-type="bibr" rid="ref20">(Henderson et al. 2018)</xref>
          . Especially when we try to use reinforcement
learning as a method in the real world, where critical
decisions, processes and infrastructures are affected, this leads to
a serious flaw. Especially since the lack of explanation is not
only given for the internal algorithms (usually deep neural
networks), but often also for the configuration itself.
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>Developing Intelligent Agents – Solution</title>
      </sec>
      <sec id="sec-2-5">
        <title>Approaches</title>
        <p>The development of intelligent agents through machine
learning techniques such as reinforcement learning offers
great potential for future applications. On the other hand,
especially on the engineering side of entire applications, a
major challenge is to control the potential variance of the
algorithms and to ensure that the final result meets the
requirements. The lack of controllability is given by a set of
intrinsically rooted properties of the underlying algorithms
discussed in the last section.</p>
        <p>Given the possible future significance of the procedures,
however, there are already a number of possible solutions
within the community which have to be mentioned. It has
been shown that one promising way to address these
problems is to decompose the core problem into smaller
problems. This can be done in the context of reinforcement
learning in two different ways.</p>
        <p>
          The first possibility is a more architectural approach:
Hierarchical Reinforcement Learning. The core idea here is to
divide complex tasks into subtasks, which can be learned
more easily and reassembled later in further steps. From
a software engineering point of view, Hierarchical
Reinforcement Learning is a way of Divide and Conquer
using reinforcement learning, which is often very intuitive.
Especially in the area of robotics but also in other areas
this methodology has shown success and helped to
successfully implement more complex tasks
          <xref ref-type="bibr" rid="ref16 ref18 ref25 ref27">(Gudimella et al. 2017;
Meyer and Gruhn 2019; Kulkarni et al. 2016; Frans et al.
2017)</xref>
          . The result of Hierarchical Reinforcement Learning is
a set of individual models that are linked by a defined
hierarchical structure.
        </p>
        <p>
          The second option is Curriculum Learning. This is not
only limited to reinforcement learning but has its origin in
the supervised learning methods (Bengio et al. 2009). The
core idea here is a decomposition of the learning process
itself. A model is first trained in a simpler environment and
then in increasingly complex environments. Like
Hierarchical Reinforcement Learning, Curriculum Learning has been
successfully applied and proven in many cases
          <xref ref-type="bibr" rid="ref10 ref18 ref27">(Hacohen
and Weinshall 2019; Florensa et al. 2017)</xref>
          . The main
difference is that here the learning process is subdivided and
not the model itself.
        </p>
      </sec>
      <sec id="sec-2-6">
        <title>Explainable AI</title>
        <p>
          Machine learning processes are gaining importance in the
development of software applications and are thus moving
more and more from research to practice and industrially
used applications. One of the big challenges today, which
results especially from the real world, is the
comprehensibility of machine learning models and the resulting decisions.
Many methods, especially in the field of deep learning, are
often referred to as black-box. Although they are
transparent at a technical level, their enormous internal complexity
makes them virtually incomprehensible. The
comprehensibility and explainability, however, is sometimes necessary
for reasons of acceptance or possibly also for legal reasons.
This leads to an increasingly important field of research in
the field of Explainable AI, which is also called XAI. The
XAI problem for models that would be considered as
blackboxes can be divided into three subproblems: Model
explainability, outcome explainability, and model inspection
          <xref ref-type="bibr" rid="ref17">(Guidotti et al. 2019)</xref>
          .
        </p>
        <p>
          The problem of model explainability is about training
another model that imitates the original model and is itself
explainable. Decision trees are one of the essential
models, which are considered to have a certain
explainability because the learned rules are directly readable.
However, this must be limited to simple trees and does not
necessarily apply anymore to random forests. But even
simple decision trees cannot be interpreted if they are
sufficiently complex. Due to the principally explainable
nature of the model, solving the problem by approximating
the actual model with a simple decision tree is an
essential approach in the literature. Here there are successful
examples in current
          <xref ref-type="bibr" rid="ref22 ref44 ref8">(van der Waa et al. 2018; Boz 2002;
Johansson and Niklasson 2009)</xref>
          and even earlier literature
          <xref ref-type="bibr" rid="ref9">(Craven and Shavlik 1996)</xref>
          . The second frequently found
approach is the extraction of rules from the model which
cannot be explained itself. Rules are usually
understandable for humans, although here it is also the case that this
applies only to a limited set of rules. Current approaches
show that rules can potentially be extracted from neural
networks
          <xref ref-type="bibr" rid="ref43 ref48">(Zilke, Menc´ıa, and Janssen 2016)</xref>
          and even from
networks with complex recurrent structures, such as LSTM
cells
          <xref ref-type="bibr" rid="ref11 ref28">(Murdoch and Szlam 2017)</xref>
          .
        </p>
        <p>
          The problem of outcome explainability deals with the
explainability of a specific output for a given input. The
overall explainability of the model is of secondary importance
and does not necessarily have to be given. The most
common approach is to calculate a mask over the actual input
that identifies the subset that is mainly responsible for the
calculated result. Most of the approaches work on images.
These have the advantage that humans are particularly well
able to visually interpret and deduce more complex data
in this way. One way to determine the masking is to do
this via backpropagation, which is called Layer-wise
Relevance Propagation
          <xref ref-type="bibr" rid="ref6">(Bach et al. 2015)</xref>
          . Another possibility
is to create Attention-Maps over the input
          <xref ref-type="bibr" rid="ref11 ref28 ref45">(Xu et al. 2015;
Fong and Vedaldi 2017)</xref>
          . Since these approaches are strongly
based on the model (in most cases neural networks), there
are also further experiments of model agnostic methods. One
of the successful is the method Local Interpretable
Modelagnostic Explanations (LIME)
          <xref ref-type="bibr" rid="ref33">(Ribeiro, Singh, and Guestrin
2016)</xref>
          . The core idea is to generate examples from the
neighborhood of the output, which can then be interpreted by
humans. Similar ideas can be found for example in
          <xref ref-type="bibr" rid="ref43">(Turner
2016)</xref>
          . The problem of model inspection deals with the
explainability and identification of certain characteristics of a
model, such as the identification of certain neurons in a
neural network that are responsible for certain tasks.
Technically, similar approaches can be found as for the
explanation of the outcome, but the goal here is to get a general
overview of the model and why some inputs might work
better or worse. There are currently three main approaches. The
first is sensitivity analysis. Here it is examined to what
extent uncertainty in the input influences the output
          <xref ref-type="bibr" rid="ref34">(Saltelli
2002)</xref>
          . Another possibility is to plot the partial dependency
between features and the output. Due to the limited
comprehension of humans, however, this must be limited to a small
set (typically the most important one or two features). This
approach gives information about the form of the influence
on the task, e.g. whether it is linear, quadratic or in another
form
          <xref ref-type="bibr" rid="ref13">(Friedman 2001)</xref>
          . The third frequently found way is
Activation Maximization (AM), which is very similar to the
approaches that can be found in explaining the outcome and
determining an importance mask over the input. Here,
however, the intermediate layers are also visualized (typically as
an image)
          <xref ref-type="bibr" rid="ref47">(Yosinski et al. 2015)</xref>
          .
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Concept-based Engineering and</title>
    </sec>
    <sec id="sec-4">
      <title>Decomposition</title>
      <sec id="sec-4-1">
        <title>Idea and Context</title>
        <p>Explainable AI currently works on the algorithm level, but
there are other levels that are helpful. If you try to
understand the actions of another human being, you don’t usually
do this on the technical level of neuron connections, but try
to understand how certain concepts and goals led to a
decision. Using the possibilities of Hierarchical Reinforcement
Learning and Curriculum Learning, this level of
understanding can also be made possible for intelligent agents without
having to severely limit the complexity and capacity of the
underlying learning algorithms. What we present here is an
idea of how we can better combine knowledge engineering
and state-of-the-art technologies of machine learning,
especially reinforcement learning, to achieve comprehensibility
not only at a more technical level but also at a more
meaningful human level. To better define this idea, we first define
the context in which machine learning applications typically
come into play and are developed in the real world.</p>
        <p>
          Machine learning is always a solution in software
development projects if a certain aspect is not economical or good
enough to implement based on rules
          <xref ref-type="bibr" rid="ref21">(Hesenius et al. 2019)</xref>
          .
This is typically the case when the rules are not easy to
define. In this case, the problems are usually problems that
require tacit knowledge from the experts. Explicit knowledge
can usually simply be converted into rules, tacit knowledge
not.
        </p>
        <p>If machine learning is used to solve these problems,
expert knowledge is often no longer part of the solution. This
makes sense because knowledge in these cases is usually not
explicit, but what is discarded is that tacit knowledge can
also be externalized. The result is not knowledge that can be
described at the rule level, but more abstract knowledge that
is also called conceptual knowledge. Conceptual knowledge
is often too abstract to be transformed into rules, however,
it is a powerful tool that can be used as a basis for
decomposition, but is often simply underestimated and not used.
empathising
articulating
tacit</p>
        <sec id="sec-4-1-1">
          <title>Socialization</title>
        </sec>
        <sec id="sec-4-1-2">
          <title>Externalization tacit explicit</title>
        </sec>
        <sec id="sec-4-1-3">
          <title>Internalization</title>
        </sec>
        <sec id="sec-4-1-4">
          <title>Combination explicit embodying connecting</title>
          <p>This is especially true when talking about ideas of complex
long-term strategies. There are some successful application
examples in the field of ontologies.</p>
          <p>
            In knowledge management, a well-known model for the
description of different knowledge generations and
conversions is the SECI-model (figure 1) presented in
            <xref ref-type="bibr" rid="ref30">(Nonaka and
Takeuchi 1995)</xref>
            .
          </p>
          <p>
            Knowledge can be available in tacit and explicit form.
In our experience, the boundary is fluid; stakeholders
often have different intermediate states of knowledge. Since
methods of machine learning and artificial intelligence in
software development projects make sense when knowledge
is not available in a sufficiently explicit form to convert it
into acceptable rules at economically affordable costs, we
assume at this point that knowledge in machine learning
projects is, to a large extend, available to the stakeholders
as tacit knowledge. Implicit or tacit knowledge is gained
through the process of socialization, i.e. through
observations, imitations, practice and participation in formal and
informal communities, such as business environments
            <xref ref-type="bibr" rid="ref46">(Yeh,
Huang, and Yeh 2011)</xref>
            . The conversion of tacit into explicit
knowledge takes place through the process of
externalization, whose main tool is articulation
            <xref ref-type="bibr" rid="ref30">(Nonaka and Takeuchi
1995)</xref>
            . Knowledge is not transformed directly (because it is
implicit knowledge), but more in the form of abstract ideas.
When knowledge carriers try to articulate tacit knowledge,
this happens in the form of metaphors and analogies that
sketch the knowledge. The resulting artifacts are called
concepts. These are knowledge components that can be learned,
which help to solve a given problem and over which we can
form rules and conclusions that can be understood by
humans. In a way, the rough concepts that are formulated
describe a sketchy idea of what the possible solution might
look like. For example, if you consider an area where most
of us humans are experts, such as cycling, it is relatively
difficult to describe the exact solution in the form of
programmable rules, but if you speak on a conceptual level, it
becomes increasingly easier to identify important elements
and concepts. We know, for example, that it is important to
drive at a certain speed in order not to tip over. At the same
time, we know that it is important to have an idea of what the
maximum speed is in order to drive through a curve safely.
Finally, to be able to ride a bike, we also know that it is an
important concept to set the right focus based on the
situation, such as to accelerate in order not to fall over or to slow
down in order not to crash in a curve. These are all concepts
that are still abstract, but that can be easily identified by
convincing domain experts to articulate their tacit knowledge.
In software engineering, there are already a large number of
established formats that can be used, for example, to gather
and capture hidden requirements from domain experts.
Capturing concepts is differently placed in the development
process and more focused on modeling the solution rather than
the requirement and problem space, however, these methods
(which typically come as a workshop) can be easily adapted.
Examples can be found for instance in
            <xref ref-type="bibr" rid="ref14">(Grapenthin et al.
2013)</xref>
            .
          </p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>A more practical description</title>
        <p>Since the idea of concept-based engineering is quite abstract,
we want to show in the following a more concrete example
of how this can look like in practice and how it can be used to
better understand the behavior of intelligent agents. The
example scenario is the optimization of a warehouse. There is
a sales curve for the product to be managed, which is shown
in figure 2. Due to various exogenous influencing factors,
there are variances in the measured sales (several different
warehouses with the same product serve as the basis here).
Each week a delivery can be ordered to increase the stock
again. However, there is a possibility that the delivery will
fail due to delays, weather, strikes or other problems, despite
the order being placed. Finding the optimal order quantity
can therefore not simply be calculated using the expected
sales curve, but must take into account storage costs and the
risks of delivery failure. In addition, there are data on
public holidays and the inclusion of the product in advertising
flyers, which allow a more accurate estimate than just using
the curve itself.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Concept Articulation and Elicitation Our approach</title>
        <p>
          starts with a short creative workshop based on
          <xref ref-type="bibr" rid="ref14">(Grapenthin
et al. 2013)</xref>
          , in which all participants try to articulate their
knowledge in the form of analogies, important ideas or
expectations. This conforms to the phase of externalization
according to the SECI model
          <xref ref-type="bibr" rid="ref30">(Nonaka and Takeuchi 1995)</xref>
          .
The result are important concepts which are relevant for the
given problem. These, for example, could be in this case
(formulated on a human level):
1. Concept of full demand fulfillment: It is important to have
an idea of which order is needed in order to satisfy each
demand. This is important because it is not meaningful to
order about this amount.
2. Concept of complete sale: It is important to be able to
estimate how much will be sold until the end of the season.
This is important because it does not make sense to order
under this quantity.
3. Concept of optimal balance: If you have an idea of the
quantity that will most likely always be sold and where
the maximum is where every demand can be met, it is
important to be able to find the right balance, which
minimizes storage costs, etc. and at the same time maximizes
customer satisfaction.
        </p>
        <p>Furthermore, we can also capture statements about the
environments of the concepts to be learned:
1. Optimal Environment: The Optimal Environment does
not have any delivery failures. This environment is the
simplest imaginable.
2. Real Environment: The real environment has delivery
failures. The consideration of these should tend to increase
order quantities and converge to the order quantities in an
optimal environment if no failures are expected.</p>
        <p>What should be emphasized here is that all this
knowledge is simple knowledge that does not even need much
experience in this field and can be formulated more or less
by anyone who is more involved with it. In our experience,
such abstract knowledge is relatively easy to find in many
environments.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Concept Mapping and Combination</title>
        <p>Knowledge, especially at the conceptual level, is often
formulated very informally. In the second step, this must now
be transferred to the technical space. The optimization of
stock levels can be formulated as a Markov Decision
Process. At each time t there is a condition which is described
by the current stock, the date, as well as by further
information like coming holidays and inclusion in advertising flyers.
The action area is continuous and consists of the selection of
the requested goods. Goods are sold every step of the way.
The sales quantity follows a distribution based on
historical data. With a given probability, the delivery is canceled
and the order is not implemented and must be balanced by
the goods in stock or the subsequent order (this essentially
results in the temporary order problem).</p>
        <p>The question is, how are the identified concepts and
environmental variations reflected on a technical level? There
are different possibilities here. The following is a
nonexhaustive list that should to be filled in the future research:
Modified Reward Functions: The goal can be changed by
another reward function
Different environmental parameters: Individual
characteristics of the environments can, for example, be switched
off
Modified observations: Some observations can be
supplemented or removed
Modified actions: The action space can be simplified or
extended
...</p>
        <p>In the example used, we can do the mapping as follows:
Concept of full demand fulfillment: Since the sales
volume is generated by a probability distribution, there is
no upper bound value here. However, the concept can be
represented by an environment in which the reward
function weighs storage costs very low and costs for the
nonfulfillment of demands very high.</p>
        <p>Concept of complete sale: The same applies here with
reversed weighting.</p>
        <p>Concept of optimal balance: Here the weighting in the
reward function is carried out realistically. In addition, the
observation is enriched by the decision of the other two
concepts.</p>
        <p>Optimal Environment: This is the original environment
with a different parameter: the default probability for
deliveries is zero.</p>
        <p>Real Environment: This is the original environment.</p>
        <p>
          The result of the mapping of concepts captured from the
business point of view to the technical level is a
decomposition on two levels, which is shown for the example used
here in figure 3. First in the form of concepts, which
represent stand-alone or hierarchical tasks and further in the
form of different environments, which represent the
training ground. The first is what is trained in the literature for
example by Hierarchical Reinforcement Learning. The
latter is referred to in the literature as Curriculum Learning,
where the complexity of training environments is
increasing. Using these methods, we can now train the identified
concepts in a technical way. The result, in this case, are six
artifacts: In each case, one concept (agent) trained on the
optimal environment and in each case, the continued version
trained on the realistic environment. Since the goal of this
position paper is not the concrete selection and
configuration of the algorithms, the exact execution is not considered
here and it is assumed that the training has been
successfully completed in order to focus on the explainability part.
Details on how to train agents and machine learning
models through Hierarchical Reinforcement Learning and
Curriculum Learning can be found here
          <xref ref-type="bibr" rid="ref16 ref18 ref25 ref27">(Gudimella et al. 2017;
Meyer and Gruhn 2019; Kulkarni et al. 2016; Frans et al.
2017)</xref>
          or here
          <xref ref-type="bibr" rid="ref10 ref18 ref27">(Bengio et al. 2009; Hacohen and Weinshall
2019; Florensa et al. 2017)</xref>
          .
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Using Concepts to Explain Decisions and</title>
    </sec>
    <sec id="sec-6">
      <title>Behavior</title>
      <p>The resulting artifacts in the form of hierarchical sub-agents
and intermediate training results according to different
environments or curriculum steps. The individual models are
still black-boxes, but the big advantage is that we know
exactly how they interact or should have evolved. This fact can
now be used at this point to understand the decisions made
and to explain what otherwise would not have been
possible without further effort. To do this is not further complex.
It is only important to have an understanding of what the
technical intention behind the individual concepts and
training steps was. That is why it is so important to create them
as described by a knowledge-driven process. With the idea
of how the concepts are related based on the existing
conceptual knowledge and when they are expected to interact
differently or in other ways, questions can now be posed to
the model and can be answered. We now show this in our
example in two cases.
1. Question 1: Does the agent estimate delivery failures
as probable? There are two versions of the final agent
due to the decomposition that was performed. First the
version trained on the optimal environment and then
the version trained on the real environment
(Curriculum Learning). We also know from human knowledge
that as the probability of delivery failure increases,
the order quantity must be increased in order to
continue to meet demand. As a result, the difference
between the two versions is an optimal measure for
this question: q1(xt) = optimalbalancerealenv (xt)
optimalbalanceoptimalenv (xt), where in this case a
higher value describes a higher expectation of a delivery
failure.
2. How certain is the agent that his order is actually
being sold? One of the most important concepts
identified was to be able to estimate what is approximately
the maximum order quantity that must be placed to
meet any demand. If the agent is sure he can sell
everything, the more he must tend to actually place this
maximum order quantity. So here we can formulate the
following score: q2(xt) = f ulldemandrealenv (xt)
optimalbalancerealenv , where a smaller value describes
a higher certainty.</p>
      <p>By using the identified concepts, we are able to
visualize and represent the decisions of the intelligent agent at any
time. The result of the questions can be easily visualized.
Since the exact value range of the respective results does not
have to be known intuitively, we use a z-score to standardize
the results with z(xt) =
ply map the results to a color range and display them in an
appropriate visualization (a really simple prototype can be
seen in Figure 4). In contrast to most of the related work in
the field of XAI, it is not necessary to explain the algorithms
themselves and the capabilities of the algorithms themselves
do not have to be restricted.</p>
      <p>xt (xE)[2x] . This allowed us to
sim</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion and Future Work</title>
      <p>In this position paper, we discussed how we use a
conceptbased engineering approach to explain the decisions and
behavior of intelligent agents based on reinforcement
learning. Decomposing the agent’s training into concepts based
on tacit knowledge of domain experts simplifies
development and reveals options to inject domain-specific
knowledge into the agent. The defined and trained concepts can
be used to reason over the agent’s behavior and its decisions
as their interrelations and interactions are known. The
motivated idea differs from most current approaches to
explainable AI systems (XAI) in that it essentially does not
operate on a purely technical level, but rather on the conceptual
level known to humans. This makes this approach on the one
hand more meaningful and on the other hand enables the
unrestricted use of complex machine learning methods, such
as reinforcement learning, since no special requirements are
placed on the algorithms.</p>
      <p>Since this is primarily a position paper, the work is still
at an early stage. However, we hope to encourage the
community to take further steps in this direction and see this
approach as a good complement to the more technical solutions
currently available for XAI.</p>
      <p>
        For future work, several interesting tasks remain. First
attempts to merge typical software engineering and machine
learning development activities into combined process
models have been published recently (e.g. Hesenius et al. (
        <xref ref-type="bibr" rid="ref3">2019)
or Amershi et al. (2019</xref>
        )), which aim to guide developers
State
      </p>
      <p>0
ep 2
t
s 0
3
0
0
1
0
4
0
5
&lt;&lt;Concept&gt;&gt;
Complete sale
&lt;&lt;Concept&gt;&gt;
Full demand fulfillment
&lt;&lt;Concept&gt;&gt;
Optimal balance
Min
Order</p>
      <p>Max
Order</p>
      <p>Order
trained on</p>
      <p>extends
(+delivery failures)
&lt;&lt;Environment&gt;&gt;</p>
      <p>Real
&lt;&lt;Environment&gt;&gt;</p>
      <p>Optimal
through the overall development cycle. However, they tend
to define necessary activities on a rather abstract level, we
thus plan to develop a more specific approach to create
intelligent agents. Furthermore, we aim to develop tools and
artifacts that support teams in deriving the necessary
knowledge to train algorithms and to identify helpful concepts.</p>
    </sec>
  </body>
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