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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Incremental Generation of Abductive Explanations for Tactical Behavior</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Thomas Wagner</string-name>
          <email>twagner@tzi.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tjorben Bogon</string-name>
          <email>tbogon@tzi.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carsten Elfers</string-name>
          <email>celfers@tzi.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Center for Computing Technologies (TZI), Universita ̈t Bremen</institution>
          ,
          <addr-line>D-28359 Bremen</addr-line>
        </aff>
      </contrib-group>
      <fpage>117</fpage>
      <lpage>128</lpage>
      <abstract>
        <p>According to the expert literature on (human) soccer, e.g., the tactical behavior of a soccer team should differ significantly with respect to the tactics and strategy of the opponent team. In the offensive phase the attacking team is usually able to actively select an appropriate tactic with limited regard to the opponent strategy. In contrast, in the defensive phase the more passive recognition of tactical patterns of the behavior of the opponent team is crucial for success. In this paper we present a qualitative, formal, abductive approach, based on a uniform representation of soccer tactics that allows to recognize/explain the tactical and strategical behavior of opponent teams based on past (usually incomplete) observations.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Abductive inference, i.e., the inference to reason from observation to cause, has already
been proposed by Charles S. Pierce [10] in the early 1920 as the third fundamental
inference next to induction and deduction which accounts to the generation of new
knowledge. Nevertheless, in contrast to the latter inferences abduction1 has gained only
limited attention. Recent advances in a wide range of scientific research fields ranging
from robotics to ubiquitous and intelligent environments have imposed strong
requirements in the generation of environmental context, especially in the face of (inter)acting
agents. The environmental context is to a large extent characterized by the spatial
representation of the objects and by the actions of the agents who (inter)act within the
environment. While the generation of the spatial context has gained strong interest the
recognition of action (from complex to simple) and intentions (underlying these
actions) is especially in the area of ubiquitous and intelligent environments an open and
demanding task. Nevertheless the recognition of intentions and actions of collaborating
and competing agents is an essentiell task for (semi)active assistance. In order to
provide appropriate active assistance the intelligent environment needs to how either what
an agents intends to do or how an agents intents to realize his intentions. The
requirements differ to the intention recognition process differ significantly from many other
areas of application like diagnosis (see following section 2). In this paper we present a
new approach to plan recognition based on the works of Eiter and Makino [4] that is
specially suited to the demands of (active) assistance systems.
1 The use of abductive inference is not necessarily limited to logical representations</p>
      <p>The rest of the paper is organized as follows. In section 2 we describe in more detail
the role of tactics in human soccer and try to motivate the relevance of incrementality
and configurable context sensitivity. Furthermore we motivate how the recognition
process is related to abduction. In section 3 we shortly describe the previous work on plan
recognition with a focus on abductive methods. The succeeding section 4 shows on the
one hand how a declarative representation can be transformed into horn clause (in a
uniform fashion) and how qualitative action description can be generated based on
2Dand 3D simulation data. In section 4.4 we introduce our optimization and extensions of
the Eiter et al.-approach. After the results in section 5, we finally conclude the paper
with a discussion and an outlook on future work in section 6.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Motivation</title>
      <p>
        One of the most important tasks to be accomplished in an intelligent environment is the
generation of a consistent representation of the static (e.g., the spatial representation
of the static environment) and dynamic actions and entities (e.g., most importantly the
agents acting within). The generation of the situational context2 is one of the most
fundamental and demanding tasks, since it provides the basis for every kind of assistance
that e.g., an intelligent environment will be able to provide. At least two assistance
scenarios can be distinguished: (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) passive assistance, where the acting agent actively
asks for support/information for a specific task and (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) active assistance, where the
environment actively provides support without explicit user request. The latter task is of
special interest, since it allows for a fundamentally new range of application: e.g.,
support of elderly and/or handicapped people or support of children (avoiding dangerous
situation), .... Active support is not limited to these applications but is also interesting
for everyday scenarios, like pre-heating the oven, defrost foot (both, if required).
Active support is not only one of the most interesting scenarios for assistance but also one
of the most demanding. It requires the intelligent environment to make to fundamental
decisions: (a) when and (b) how support should be provided. Both questions can only
be answered with respect to the specific environmental conditions and the intentions
of the users. Especially the latter one imposes new requirements to the generation of
the sc in terms of plan-/and intention recognition. In contrast to many other approaches
to plan recognition like diagnosis we are not interested in a single hypotheses which
tries to predict future behavior as precisely as possible (which appears to be least
extremely difficult due to the indeterministic nature). Instead we require a plan/intention
recognition process that accounts for,
Different levels of granularity: A precise (but therefore possibly incorrect) prediction
is usually not necessary. Assume an intelligent environment wants to provide
support by pre-heat the oven. In this case we do not want to know whether he is making
(marinated beef or meat loaf). The level of granularity strongly depends on the
assistance services available and may differ significantly with respect to the specific
situations3.
      </p>
      <sec id="sec-2-1">
        <title>2 sc for short 3 Can be handled at the representational level.</title>
        <p>Focused Recognition: Additionally, we are not interested in any prediction. We need
a goal directed process that allows on the recognition of actions and intentions
we are interested in, e.g., identifying certain risks (e.g. in child care scenarios) or
identifying scenarios that allow for active support.</p>
        <p>Explanatory coherence: The intelligent environment should be able to explain not
only what it attempts to do but also why. This is especially important in
supporting elderly or handicapped people. An explanation is additionally useful to find
out whether the provided support is accepted in future situations, e.g., in order to
improve user profile.</p>
        <p>Time Efficiency: Efficiency may play a crucial role depending on the specific area of
application. Especially in risk avoidance scenarios efficiency is an essential
property.</p>
        <p>Incrementality: Generating explanations should be designed as an incremental
process.</p>
        <p>Based on the RoboCup-domain which provides us an interesting scenario for a
highly dynamic scenario with competitive as well as cooperating intentional agents we
will show how plan recognition can applied incrementally and efficiently.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Related Work</title>
      <p>The generation of explanations of observed events/behavior has gained much interest
within the research community and resulted in various applications like diagnosis [9],
natural language understanding [5] and plan recognition [2]. The methods under
consideration vary from probabilistic methods like bayes networks [1], classification-based
approaches [3] to the already mentioned logic-based abductive methods [2]. One aspect
most of these approaches have in common are the constraints of their application: most
approaches focus on static scenarios with an precise model of behavior (e.g., closed
world assumption). An popular exception is the work of [1] which applys probabilistic
reasoning to an online-dungeon game but also grounded on a complete (predefined and
also limited) number of actions and valid combinations. An additional approach that
overcomes these limitations at least to some extent is the work of Intille and Bobick [6]
who apply their classification-based approach to the multi-agent scenario of American
football-domain. Although the American football-domain appears to be highly related
to the RoboCup-scenario the differences (within the Intille-approach) are significant.
The American football-domain provides a complete, predefined taxonomic playbook
which specifies all possible (allowed) patterns of behavior and therefore allows for
classification-based approaches. Additionally, they are able to use manually generated
data without noise. In contrast, in the soccer domain tactics and strategies describe
behavior on much higher level that allows a wide range of variations that cannot be
specified in all detail. Furthermore, the given observations have to be assumed to be
uncomplete due to sensor limitation.</p>
      <p>An alternative, logic-based approach that has been proposed for a wide range of
applications is abduction (see above). Abduction has been introduced by C.S. Pierce [10]
as a third kind of logic inference next to induction and deduction and has gained much
interest in the late 80’th and early 90’th. Abduction does not rely on complete
observations but instead supports to infer missing knowledge i.e., premisses. The abductive
inference process can be generally be decomposed in two steps:</p>
      <sec id="sec-3-1">
        <title>1. generation of all abductive explanation</title>
        <p>2. selection of the most appropriate explanation</p>
        <p>Several proposals have been made for the time consuming generation process
depending on the underlying representation4. A serious problem for the use of abduction
especially in time critical applications like RoboCup is that the generation of abductive
explanations has been proofed to be NP-hard (in the general case - some time ago) [11].
Nevertheless, more recently Eiter et al. [4] developed an efficient algorithm that allows
to generate all explanations of positive queries based on a logic horn-clause
representation.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Abduction-based Generation of Explanations of Tactical</title>
    </sec>
    <sec id="sec-5">
      <title>Behavior</title>
      <p>Observations are essential elements for plan recognition. In this approach the necessary
information are recognized actions from a team of soccer players. The next section
briefly describes the used process to gather these observations. Thereafter the usage of
them for explaining tactical behavior is described.
4.1</p>
      <sec id="sec-5-1">
        <title>Qualitative Action Recognition</title>
        <p>In the following monotonicity based and threshold based qualitative propositions are
distinguished (cf. [7]). Both types of propositions share several common properties, as
the moment they have been satisfied for the first time, further called StartTime and the
moment they stopped being satisfied, further called FinishTime. Additionally a copy of
the world model is stored at StartTime and at FinishTime, further called
StartTimeWorldModel and FinishTimeWorldModel. Thereby a proposition is defined as a tupel
Proposition[ StartTime, FinishTime, StartTimeWorldModel, FinishTimeWorldModel, Type ].
Monotonicity based Propositions are satisfied if either a sequence of given values are
monotonically increasing or monotonically decreasing, depending on their specified
type through the proposition. E.g. the ApproachingBall proposition is satisfied as long
as the distance from an agent to the ball is continues decreasing. Threshold based
Propositions are satisfied as long as a given sequence of values under-run a specified
threshold, e.g. if the distance from an agent to the ball does not overrun a threshold of 4
meters, the BallDribbleRange proposition is fulfilled. Figure 4.1 illustrates used
propositions with their type and describtion.</p>
        <p>The given propsitions are a qualitative description of the world which allow all
considered actions to be defined as in expression 1 - 4. Each action inherits the common
properties of the previously specified propositions, StartTime, FinishTime and so on.</p>
        <sec id="sec-5-1-1">
          <title>4 Abduction does not necessarily have to rely on an logic representation.</title>
          <p>qual. proposition type satisfied when
ApproachingBall Monotonically Decreasing decreasing distance from agent to ball
DisapproachingBall Monotonically Increasing increasing distance from agent to ball</p>
          <p>
            BallKickable Threshold ball is kickable for agent
BallDribbleRange Threshold ball is near agent
KeepingDirection Threshold minor direction changes of agent
Stopped Threshold agent not moving
According to the actions’ name the GetBall condition (
            <xref ref-type="bibr" rid="ref1">1</xref>
            ) recognizes if an agent
becomes the ball carrier:
          </p>
          <p>
            ApproachingBall ∧ BallKickable ∧ ¬BallOwnedSoonLastV alue
The Dribble condition (
            <xref ref-type="bibr" rid="ref2">2</xref>
            ) recognizes if an agent dribbles the ball:
          </p>
          <p>
            BallDribbleRange ∧ (ApproachingBallStartT ime
≥ BallDribbleRangeStartT ime) ∧ (DisapproachingBallStartT ime
≥ BallDribbleRangeStartT ime)
The pass condition (
            <xref ref-type="bibr" rid="ref3">3</xref>
            ) recognises if possibly a pass has been performed:
¬BallDribbleRange ∧ DisapproachingBall ∧ BallOwnedSoon
          </p>
        </sec>
        <sec id="sec-5-1-2">
          <title>The Move condition (4) recognises movements:</title>
          <p>KeepingDirection ∧ ¬BallDribbleRange ∧ ¬Stopped
The common properties of the action conditions are assigned by checking the action
conditions’ satisfaction. StartTime and StartTimeWorldModel are assigned at the
moment the action condition becomes satisfied, accordingly FinishTime and
FinishTimeWorldModel are assigned at the moment the action condition stops beeing satisfied. At
this time an action has been identified and temporal segmented. E.g. the StartTime of a
move action is set to the first time, the regarded agent is keeping his direction, no ball is
in dribble range and it is still moving (cf. 4). Analogical the FinishTime is set to the time
the agent stops keeping its direction, a ball is getting near the agent (in dribble range)
or the agent stops walking. For further application the identified actions are stored to a
list. With the propositions’ copys of the world model at StartTime and at FinishTime, it
is ensured that all needed information is available to determine necessary parameters of
the propositions.</p>
          <p>In order to complete recognitions and delete unnecessary information, two Modificators
have been implemented. Modificators are modules working on the previously created
list of recognized actions. The first modificator is the Pass Modificator, searching in the
list of actions for pass actions and get ball actions in a temporal relationship to complete
the recognized pass action with information about the pass receiver, e.g. if it has been
recognized that agent 4 performed a pass and agent 5 a get ball back-to-back, the pass
action will be updated by the pass destination, in this case agent 5 and its position while
performing the get ball. Another modificator is the Cut Modificator that cuts off all
gathered recognized actions when the ball is possessed by the team that is not regarded.
This avoids the list of recognized actions expanding too much by deleting unnecessary
information. After accomplishing this procedure all necessary information have been
produced for following processing.
4.2</p>
        </sec>
      </sec>
      <sec id="sec-5-2">
        <title>Generation of Tactical Knowledgebase</title>
        <sec id="sec-5-2-1">
          <title>Our knowledge base is based on the book of</title>
          <p>soccer tactics from Lucchesi [8]. The key
assumption which is essential for the use of abductive
reasoning is that the (logical) implication can be
interpreted not only as an inference from cause to
effect, but also as an inference from effect to cause5.</p>
          <p>
            Following this pattern each single action within a
complex tactical pattern can be interpreted as the
cause for a possible sequence of successional
actions and may itself be the effect of a previous
action and therefore sequences of actions are mod- Fig. 2. A left-right Sidechange of
eled strictly as sequences of implications. The sit- a Human Soccer Tactic
uation depicted in figure 2 is in the first step described as a sequence of implications
(see figure 4) which is in the second step transfered into a horn representation6. Two
limitations had to be considered (
            <xref ref-type="bibr" rid="ref1">1</xref>
            ) no cyclic horn theories and (
            <xref ref-type="bibr" rid="ref2">2</xref>
            ) no expressions like
x → 0 or 1 → x are allowed7. The resulting horn-clause knowledge base is described
in figure 4.
(
            <xref ref-type="bibr" rid="ref1">1</xref>
            ) {¬PassPlayer6ToPlayer10, ¬MovePlayer2ToRightOppMid, RecievePassPlayer10}
(
            <xref ref-type="bibr" rid="ref2">2</xref>
            ) {¬RecievePassPlayer10, PassPlayer10ToPlayer7}
(
            <xref ref-type="bibr" rid="ref3">3</xref>
            ) {¬PassPlayer10ToPlayer7, RecievePassPlayer7}
(
            <xref ref-type="bibr" rid="ref4">4</xref>
            ) {¬RecievePassPlayer7, PassPlayer7ToPlayer2}
(
            <xref ref-type="bibr" rid="ref5">5</xref>
            ) {¬PassPlayer7ToPlayer2, RecievePassPlayer2}
(
            <xref ref-type="bibr" rid="ref6">6</xref>
            ) {¬HaveBallPlayer6, ¬IsFreePlayer10, PassPlayer6ToPlayer10}
(
            <xref ref-type="bibr" rid="ref7">7</xref>
            ) {¬IsFreeRightOppMid, MovePlayer2ToRightOppMid}
(
            <xref ref-type="bibr" rid="ref8">8</xref>
            ) {¬HaveBallPlayer10, ¬IsFreePlayer7, PassPlayer10ToPlayer7}
(
            <xref ref-type="bibr" rid="ref9">9</xref>
            ) {¬HaveBallPlayer7, ¬IsFreePlayer2, PassPlayer7ToPlayer2}
5 It should be mentioned that reasoning from effect to cause is non-monotonic .
6 Due to space limitation we leave out the corresponding horn representation (quite
straightforward)
7 The first condition is a prerequisite of the algorithm of [4], the latter helps to ensures a
consistent knowledge base
(
            <xref ref-type="bibr" rid="ref1">1</xref>
            ) PassPlayer6ToPlayer10 ∧ MovePlayer2ToRightOppMid → RecievePassPlayer10
(
            <xref ref-type="bibr" rid="ref2">2</xref>
            ) RecievePassPlayer10 → PassPlayer10ToPlayer7
(
            <xref ref-type="bibr" rid="ref3">3</xref>
            ) PassPlayer10ToPlayer7 → RecievePassPlayer7
(
            <xref ref-type="bibr" rid="ref4">4</xref>
            ) RecievePassPlayer7 → PassPlayer7ToPlayer2
(
            <xref ref-type="bibr" rid="ref5">5</xref>
            ) PassPlayer7ToPlayer2 → RecievePassPlayer2
(
            <xref ref-type="bibr" rid="ref6">6</xref>
            ) HaveBallPlayer6 ∧ IsFreePlayer10 → PassPlayer6ToPlayer10
(
            <xref ref-type="bibr" rid="ref7">7</xref>
            ) IsFreeRightOppMid → MovePlayer2ToRightOppMid
(
            <xref ref-type="bibr" rid="ref8">8</xref>
            ) HaveBallPlayer10 ∧ IsFreePlayer7 → PassPlayer10ToPlayer7
(
            <xref ref-type="bibr" rid="ref9">9</xref>
            ) HaveBallPlayer7 ∧ IsFreePlayer2 → PassPlayer7ToPlayer2
The basic algorithm can be decomposed into two main steps: (
            <xref ref-type="bibr" rid="ref1">1</xref>
            ) calculation of prime
implicants and (
            <xref ref-type="bibr" rid="ref2">2</xref>
            ) calculation of abductive explanations8 The first step results in a
knowledge base of prime implicants.
          </p>
          <p>In our example all clauses are also prime implicants. The following generations of
abductive explanations will be done on this representation. The general idea is quite
simple: in the first step the positive request clause σ is used to look up in the
consequences of the set of all prime implicants (in the following pi). If σ is found in some
prime clause ρ the corresponding antecedents of ρ as annotated as the first solution.
Based on the first (simple) solution the algorithm tries systematically to find a more
fundamental explanation by trying to find a new resolvent between ρ and some
different clause in the set of pi. Given a new resolvent ρ is found pi is expanded by ρ and the
same procedure is applied to pi’ until no changes occur and therefore all solutions have
been calculated.
Although the described algorithm has not only been proved to be complete and correct
it is also the only abductive algorithm known to be efficient (non NP-hard). In contrast
to various different approaches to the generation of explanations an abductive
algorithm is very robust with respect to redundant actions which is a serious problem in
soccer in general9. Furthermore, an abductive algorithm can easily be applied to
different knowledge bases at different levels of granularity. Nevertheless, efficiency is still a
very serious problem for the application in a RoboCup-domain 10. In order to improve
efficiency various optimizations have been applied. It should be noted that the following
8 Due to the space limitations we will only describe the more essential second part shortly. For
more details please refer to [4].
9 Even if a team is strictly using declarative tactical patterns of behavior, redundant actions result
due to necessary adaptations as a result of unexpected opponent behavior
10 On a more complex knowledge base the basic algorithm took 21 sec.! As we will see in section
5, with all optimization and with some restrictions the performance can be improved to 22ms.
Algorithm OPT-EXPLANATIONS;
Input: A Horn CNF ϕ , a positive letter q and Observation obs
Output: All nontrivial explanations of q from ϕ
Step 1. ϕ∗ := ∅, S := ∅, and O := ∅;
OPT1.
if (JustificationStruct ∈ ϕ) ∧ (solutions (q) ∈ Justif icationStruct) then</p>
          <p>S = solutions (q);
return;
end
end
Step 2.</p>
          <p>OPT2.
if usePreBuildPrimes = true;
then ϕ∗ = PreBuildPrimes;
else foreach c ∈ ϕ do</p>
          <p>add any prime implicate c’ ⊆ c of ϕ to ϕ∗;
end
OPT3.</p>
          <p>Mapping (q, ϕ∗) ;
foreach c’ ∈ ϕ∗ with P(c’) = {q} and N(c’) ∈/ S do
output N(c’);
OPT4.</p>
          <p>S := S ∪ {N(c’)}\ obs ;
O := O ∪ {(c,c’) | c ∈ ϕ∗ };
end
then
Step 3. while some (c1,c2) ∈ O exists do</p>
          <p>
            O:=O \ {(c1,c2)};
if (
            <xref ref-type="bibr" rid="ref1">1</xref>
            ) q ∈/N(c1);
(
            <xref ref-type="bibr" rid="ref2">2</xref>
            ) P(c1) = {r} ⊆ N(c2);
OPT5.
if useSatisfyTest = true then
(
            <xref ref-type="bibr" rid="ref3">3</xref>
            ) ϕ∗ ∪ N(c1) ∪ N(c2) \ P(c1) is satisfiable
end
c := resolvent of c1 and c2;
compute any prime implicate c’ ⊆ c of ϕ;
if N(c’) ∈/ S then
output N(c’);
OPT4.
          </p>
          <p>S:= S ∪ {N(c’)}\ obs ;</p>
          <p>O := O ∪ {(c,c’) | c ∈ ϕ∗}
end</p>
          <p>end
Algorithm 1: (Optimized) Eiter et al. algorithm for generating all explanations
optimizations may not be reasonable in all domains. I.e., although the optimized
algorithm is (of course) domain-independent the optimizations can only be applied with
some restrictions. Therefore they are optional with respect to different domains11.</p>
          <p>The complexity of the algorithm is given by O(e * m * n * kϕk), whereas e denotes
the number of solutions, m the number of clauses in ϕ and n the number of literals.
The first significant improvement can be achieved by separating the complete
knowledge base into different separat knowledge bases. As a matter of consequence, we get
a special knowledge base for counter attack on the right wing, counter attack on in
the center, . . . . This modularisation has an interesting advantage: as assumed in the
motivation (see section2) a player is usually only interested in explanations that leads
to an improved/adopted behavior: E.g., a right wing defender is specially interested in
counter attack on the right wing and not on the left one. The modularisation allows him
to focus on context sensitive, role specific tactic explanations.</p>
          <p>Additionally, four different optimizations have been applied:
1. Pre-calculation of prime implicants: Independently of the specific request the
basic algorithm calculates all prime implicants. This process is done before runtime in
our realization and just has to be loaded together with the knowledge-base. The level of
improvement is strongly dependent on the complexity of the causal relations and will
lead at least in complex models to significant improvements.</p>
          <p>2. Use of additional observations: In most of the cases a player has made different
observations that account to a specific tactic. These observations can be used to improve
the abductive reasoning process by skipping proofs. Since a player has already observed
an action it is not necessary to find out under which conditions the observation is true.</p>
          <p>3. Skipping satisfiability-test: The above handling of observations has an
additional interesting side effect: In the classic abductive approach new observations are
expanded in the knowledge base which in case of false observations may lead to an
inconsistency. In order to avoid to an inconsistent knowledge base a satisfiability-test
would be needed. But since observation are never expanded in the knowledge base the
satisfiability-test can be skipped.</p>
        </sec>
      </sec>
      <sec id="sec-5-3">
        <title>4. Pre-calculation of possible solutions: A static knowledge base offers additional</title>
        <p>advantages: it allows the pre-calculation of all possible solutions! A possible
disadvantage can be the increase in memory usage which is minimal in this domain due to the
modularisation of the knowledge base.</p>
        <p>In addition to the improvements in efficiency the basic algorithm had to be adopted
in order to increase robustness. Although tactical pattern described in Lucchesi [8] are
strictly associated with specific tactical roles these assumption does rarely hold in the
RoboCup-domain. Therefore we provided the abductive algorithm with a flexible role
association method. The use of this method allows to detect tactical behavior
independently from specific player numbers or roles and increases the robustness significantly.
The obvious drawback is a decrease in efficiency since all playern-umber configurations
have to be considered in the role assignment. The preliminary results of our extentions
are described in the following section. The detailed modified algorithm is depicted in
algorithm 1.
11 And they are also optional in our implementation.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Experiments and Preliminary Results</title>
      <p>
        Before we tried to integrate the modified algorithm in our 3D-team we evaluated the
efficiency in different scenarios. In the first test scenario described in table 1 we wanted
to evaluate the effect of pre-calculated solutions under (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) the varying condition of
request complexity: simple vs. complex and (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) under varying goal: whether the agent
wants to know if a plan is possible at all or whether he wants to get a list of all possible
(opponent-) plans. The request complexity is simply changed by the action selection.
In the case we observe an action that appends very late in a possible plan, the
algorithm will find significant more solutions than in the inverse case. In the following tests
we used 26 different plans in each case. The table 1 presents some interesting results.
      </p>
      <p>
        First, the calculation whether a single plan is possible is highly efficient and can be
done in 4,7 ms to 10,5 ms with respect to the specific conditions. Interestingly, the
precalculation of results is significantly more efficient than without but the difference is
surprisingly small. Two main reasons can be found: (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) the complexity of our tactical
model is quite low (in terms the capability of the algorithm). The efficiency decreases
in the case of no pre-calculations only for complex requests. (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) The modularisation
of the knowledge base appears to be highly efficient. In the case that all possible plans
should be calculated (which represents the case of non-modularisation) the run-time
requirements are significant higher. - But still efficient enough to be used e.g., in the
3D-simulation league, as it can be seen in table 2. In table 2 we used a 3D-trainer agent
who has been restricted to use at maximum 80ms in order to simulate cycles. In the test
the coach was required to detect whether a single plan is possible and to find all
possible solutions. These conditions have been tested on four different varying plans (P28,
P53, P99, P130). The test mainly showed two important results: (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) The modularisation
of the knowledge base provides a basis for incremental abductive reasoning. The
algorithm in our implementation can interrupt the calculation process at (relative) fixed time
steps in order to allow other tasks within a single cycle (instead using complete cycles).
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) Depending on the specific condition the algorithm requires at most between 4 to 7
cycles for all solutions. These results can also be approved under different conditions
e.g., used by a 3D- or a 2D-player. The detailed description of all generated results is
out of the scope of this paper (space limitations). - If the reviewers consider one of the
other mentioned results more interesting then we will integrate them.
6
      </p>
    </sec>
    <sec id="sec-7">
      <title>Summary and Discussion</title>
      <p>The role of strategy and tactic is becoming more and more important especially in the
simulation- and the small-size league. The use of more complex tactics of an offensive
team will require that defensive teams are at least to some extent able to detect the set
of possible opponent tactical patterns in order to coordinate defensive behavior.
Nevertheless, the use strategical and tactical knowledge is not limited to a specific domain
but is instead relevant in any domain that is related to the cooperative and/competitive
dynamic interaction between natural and artificial agents.</p>
      <p>In this paper we presented an approach to symbolic plan recognition (more
precisely generation of explanation for opponent behavior) at all relevant stages: from
the generation of qualitative action- and world descriptions based on [7] to the
generation of abductive explanations of these observed behavior. The algorithm of Eiter
and Makino [4] has been adopted to the specific requirements of highly dynamic
domains. We showed that the adopted algorithm can efficiently be used for explanation
generation. Furthermore, the algorithm can be used in an incremental fashion which is
especially useful for monitoring scenarios. An additional characteristic is the
robustness with respect to redundant/false observations/actions which have to be handled in
any physically grounded scenario. The modularisation of the knowledge base allows
for role- and context sensitive requests but does not prohibit the generation of complete
solutions, i.e., without respect to role and context e.g., for the trainer.</p>
      <p>Besides the application of the modified algorithm in different domains the
hypotheses generation is still an open task. Although we claim that it will be sufficient in many
situations to identity possible tactical behavior (with respect to role and context) it is
clear that there also exits situations where we would like a single prediction, i.e., the
selection of a single hypothesis out of the set of possible explanations. Various solutions
may be considered, varying from probabilistic to symbolic approaches proposed in the
abduction community [9].</p>
    </sec>
  </body>
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