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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>There and Back Again: Combining Non-monotonic Logical Reasoning and Deep Learning on an Assistive Robot</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mohan Sridharan</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Chloé Benz</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Arthur Findelair</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kévin Gloaguen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>École Nationale Supérieure de Mécanique et d'Aérotechnique</institution>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Illinois Institute of Technology</institution>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Intelligent Robotics Lab, School of Computer Science, University of Birmingham</institution>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <fpage>115</fpage>
      <lpage>126</lpage>
      <abstract>
        <p>This paper describes the development of an architecture that combines non-monotonic logical reasoning and deep learning in virtual (simulated) and real (physical) environments for an assistive robot. As an illustrative example, we consider a robot assisting in a simulated restaurant environment. For any given goal, the architecture uses Answer Set Prolog to represent and reason with incomplete commonsense domain knowledge, providing a sequence of actions for the robot to execute. At the same time, reasoning directs the robot's learning of deep neural network models for human face and hand gestures made in the real world. These learned models are used to recognize and translate human gestures to scenarios that mimic real-world situations in the simulated environment, and to goals that need to be achieved by the robot in the simulated environment. We report the challenges faced in the development of such an integrated architecture, as well as the insights learned from the design, implementation, and evaluation of this architecture by a distributed team of researchers during the ongoing pandemic.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Non-monotonic logical reasoning</kwd>
        <kwd>Probabilistic reasoning</kwd>
        <kwd>Interactive learning</kwd>
        <kwd>Robotics</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Motivation</title>
      <sec id="sec-1-1">
        <title>Consider the motivating example of a mobile robot (Pep</title>
        <p>per) waiter in a simulated restaurant, as shown in Figure 1.</p>
        <p>
          The robot has to perform tasks such as seating customers
at suitable tables, taking and delivering food orders, and
collecting payment. To perform these tasks, the robot
extracts and reasons with the information from different
sensors (e.g., camera, range finder) and incomplete
commonsense domain knowledge. This knowledge includes
relational descriptions of the domain objects and their
attributes (e.g., size, number, and relative positions of tables,
chairs, and people). It also includes axioms governing
actions and change in the domain (e.g., the preconditions
and effects of seating a group of people at a particular
table), including default statements that hold in all but
a few exceptional circumstances (e.g., “customers
typically need some time to look at the menu before they
place an order”). Since the domain description is
incomplete and can change over time, the robot also reasons
sor observations). However, practical domains make it
difficult to provide a comprehensive encoding of domain
knowledge, or the computational resources and examples There is a well-established history of the use of
logneeded to augment or revise the robot’s knowledge. Fur- ics in different AI and robotics applications. The
nonthermore, circumstances such as the ongoing pandemic monotonic logical reasoning paradigm used in this paper,
make it rather challenging for a distributed team of re- ASP, has been used by an international community of
researchers to design and evaluate such architectures for searchers for many applications in robotics [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] and other
integrated robot systems. ifelds [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. There has also been a lot of work over multiple
        </p>
        <p>
          This paper makes a two-fold contribution towards ad- decades on integrating logical and probabilistic
reasondressing the above-mentioned challenges. First, it uses ing [
          <xref ref-type="bibr" rid="ref3 ref4 ref5">3, 4, 5</xref>
          ], and on using different logics for guiding
the motivating example to describe the development probabilistic sequential decision making [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Our focus
of an architecture that adapts knowledge representation here is on building on this work to support transparent
(KR) tools to achieve transparent, reliable, and efficient knowledge-based reasoning and data-driven learning in
knowledge-based reasoning and data-driven learning on integrated robot systems.
an assistive robot. Second, it highlights the advantages of There are many methods for learning logic-based
repusing KR tools, and of formally coupling representation, resentations of domain knowledge. This includes the
reasoning and learning, to design such an architecture. incremental revision of action operators in first-order
More specifically, our architecture: logic [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], the inductive learning of domain knowledge
encoded as an Answer Set Prolog program [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], and the
• Represents and performs non-monotonic logical work on coupling non-monotonic logical reasoning with
reasoning with incomplete commonsense domain inductive learning or relational reinforcement learning to
knowledge using Answer Set Prolog (ASP) to ob- learn axioms [
          <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
          ]. Our approach in this architecture is
tain a plan of abstract actions for any given goal; inspired by work in interactive task learning [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]; unlike
• Executes each abstract action as a sequence of methods that learn from many training examples, our
apconcrete actions by automatically identifying and proach seeks to identify and learn from a limited number
reasoning probabilistically about the relevant do- of relevant training examples.
        </p>
        <p>
          main knowledge at a finer granularity; Given the use of deep networks in different applications,
• Reasons with domain knowledge to allow humans there is much interest in understanding their operation in
making hand gestures in the physical world to terms of the features influencing network outputs [
          <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
          ].
interact with the simulated robot in a manner that There is also work on neuro-symbolic systems that reason
mimics interaction in the physical world; and with learned symbolic structure or a scene graph in
con• Reasons with domain knowledge to guide the junction with deep networks to answer questions about
learning of models for new hand gestures and images [
          <xref ref-type="bibr" rid="ref14 ref15">14, 15</xref>
          ]. Work in the broader areas of explainable
the corresponding axioms, and for providing on- AI and explainable planning can be categorized into two
demand relational descriptions as explanations of groups. Methods in one group modify or map learned
the robot’s decisions and beliefs. models or reasoning systems to make their decisions more
interpretable [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] or easier for humans to understand [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>
          The interactive interface between the virtual and physical Methods in the other group provide descriptions that make
world helped the three undergraduate student authors de- a reasoning system’s decisions more transparent [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ], help
sign, implement, and evaluate the architecture remotely humans understand plans [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], and help justify solutions
over different time intervals during the pandemic. It also obtained by non-monotonic logical reasoning [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ].
Rehelped us explore the interplay between reasoning and cent survey papers indicate that existing methods: (i) do
learning. The “there and back again” in the title thus refers not fully integrate reasoning and learning to inform and
to the architecture’s on-demand ability to traverse differ- guide each other; (ii) do not fully exploit the available
ent points in space and time, and to transition between commonsense domain knowledge for reliable, efficient,
the physical and virtual world for human-robot collabora- and transparent reasoning and learning; and (iii) are often
tion. We demonstrate the capabilities of our architecture agnostic to how an explanation is structured or assumes
through experimental results and execution traces of use comprehensive domain knowledge [
          <xref ref-type="bibr" rid="ref21">21, 22</xref>
          ]
cases in our motivating restaurant domain. Our work focuses on transparent, reliable, and efficient
        </p>
        <p>The remainder of this paper is organized as follows. We reasoning and learning in integrated robot systems that
begin by discussing related work in Section 2. Next, we combine reasoning with incomplete commonsense
dodescribe our architecture and its components in Section 3. main knowledge and data-driven learning from limited
The execution traces and results of evaluating our archi- examples. We seek to demonstrate that this objective can
tecture’s components are described in Section 4, and the be achieved by building on KR tools. To do so, we build
conclusions are described in Section 5. on some of the prior work of the lead author with others.
Knowledge Representation+ Reasoning
domain knowledge (relations, action theory)
non−monotonic logical reasoning</p>
        <p>probabilistic reasoning
virtual world
physical world
Interaction Interface
deep/reinforcement</p>
        <p>inductive</p>
        <p>Interactive Learning
providing a bill and collecting payment; and (iv)
responding to requests from the customer(s) and the designer. The
robot uses probabilistic algorithms to model and account
for the uncertainty experienced during perception and
actuation. Interactions of the robot with a human supervisor
are handled through the interface that interprets hand
gestures made by a human in the physical world. The robot
has incomplete (and potentially imprecise) domain
knowledge, which includes number, size, and location of tables
and chairs; spatial relations between objects; and some
axioms governing domain dynamics such as:
• If the robot allocates a group of customers to a
table, all members of the group are considered to
be seated at that table.
• The robot cannot seat customers at a table that is</p>
        <p>not empty, i.e., is occupied.
• Any customer cannot be allocated to more than
one table at a time.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>3. Architecture Description</title>
      <p>
        In particular, we build on work on: (i) a refinement-based
architecture for representation and reasoning [23]; (ii)
explainable agency and theory of explanations [24, 25]; This knowledge, e.g., the axioms describing dynamic
and (iii) combining non-monotonic logical reasoning and changes and the values of some attributes of the domain
deep learning for axiom learning and scene understand- or robot, may need to be revised over time.
ing [
        <xref ref-type="bibr" rid="ref9">9, 26</xref>
        ]. The novelty is in bringing these different
strands together in an architecture, and in facilitating 3.1. Representation and Reasoning
the interactive interface between the virtual and
physical worlds for design and evaluation.
      </p>
      <sec id="sec-2-1">
        <title>To represent and reason with domain knowledge, we use</title>
        <p>CR-Prolog, an extension of Answer Set Prolog (ASP) that
introduces consistency restoring (CR) rules [27]. ASP
is based on stable model semantics, and supports default
negation and epistemic disjunction, e.g., unlike “¬” that
implies a is believed to be false, “ ” only implies
a is not believed to be true, and unlike “ ∨ ¬” in
propositional logic, “  ¬” is not tautologous. ASP
can represent recursive definitions and constructs that are
difficult to express in classical logic formalisms, and it
supports non-monotonic logical reasoning, i.e., the
ability to revise previously held conclusions based on new
evidence. We use the terms “CR-Prolog” and “ASP”
interchangeably in this paper.</p>
        <sec id="sec-2-1-1">
          <title>Example Domain 1. [Robot Waiter (RW) Domain]</title>
          <p>A Pepper robot operates as a waiter in a restaurant. Its
tasks include: (i) greeting and seating customers; (ii)
taking food orders and delivering food to specific tables; (iii)
¬((,  ), ) ←
¬ℎ(( ), )
(1e)
(1f)
ℎ(( , 1), ), 1 ̸= 2</p>
          <p>Reasoning. Given the representation of domain
knowledge described above, the robot still needs to reason with
(1a) this knowledge and observations perform tasks such as
inference, planning, and diagnostics. In our architecture, we
automatically construct the CR-Prolog program Π( , ℋ),
(1b) which includes Σ and axioms of , inertia axioms, reality</p>
          <p>check axioms, closed world assumptions for actions, and
(1c) observations, actions, and defaults from ℋ; a basic version
of this program can be viewed online [29]. For planning
and diagnostics, this program also includes helper axioms
(1d) that define a goal, and require the robot to search until a
consistent model of the world is constructed and a plan
is computed to achieve the goal. Planning, diagnostics,
and inference are then reduced to computing answer sets  = (1, 2). The object constants relevant to
of Π ; we use the SPARC system [30] to compute answer this transition then include 1, 1, 2, and ℎ.
set(s). Each answer set represents the robot’s beliefs in a
possible world; the literals of fluents and statics at a time Definition 2. [Relevant system description]
step represent the domain’s state at that time step. As The system description relevant to a transition  =
stated earlier, our architecture’s non-monotonic reasoning ⟨ 1, ,  2⟩, i.e., ( ), is defined by signature Σ(  )
ability supports recovery from incorrect inferences due to and axioms. Σ(  ) is constructed to comprise:
incomplete knowledge or noisy sensor inputs. • Basic sorts of Σ that produce a non-empty
inter</p>
          <p>Prior work by the lead author and others resulted in an section with ( ).
architecture for reasoning with transition diagrams at two • All object constants of basic sorts of Σ(  ) that
resolutions, with the fine-resolution diagram formally de- form the range of a static attribute.
ifned as a refinement of the coarse-resolution diagram [23].</p>
          <p>This definition differs from recent work on refinement and • The object constants of basic sorts of Σ(  ) that
abstraction of ASP programs and other logics [31, 32] in form the range of a fluent, or the domain of a
how the transition diagrams are coupled formally to satisfy lfuent or a static, and are in ( ).
the requirements in the challenging context of integrated • Domain attributes restricted to Σ(  )’s basic sorts.
robot systems. This relation guarantees the existence of a Axioms of ( ) are those of  restricted to Σ(  ). It
path in the fine-resolution transition diagram implement- can be shown that for each transition in the transition
diaing each coarse-resolution transition. The robot can then gram of , there is a transition in the transition diagram
use non-monotonic logical reasoning to compute a se- of ( ). States of ( ), i.e., literals comprising fluents
quence of abstract actions for any given goal, implement- and statics in the answer set of the ASP program, and
ing each abstract action as a sequence of fine-resolution ground actions of ( ), are candidates for further
exploactions by automatically zooming to and reasoning prob- ration. Continuing with the example in Definition 1, for
abilistically with the part of the fine-resolution diagram  = (1, 2), ( ) will not include axioms
relevant to the coarse-resolution transition. We build on corresponding to other actions, e.g., for seating customers
that notion of relevance to automatically: (a) constrain the at a table or giving the bill to a customer. If the robot has
robot’s attention to the nodes and regions relevant to any to perform fine-resolution probabilistic reasoning for
acgiven transition or plan that the robot has to execute—this tion execution, only the refinement of the relevant system
supports selective grounding; (b) limit recognition of hand description will be considered.
gestures to the subset relevant to the task at hand, e.g.,
gestures for placing an order once customers are seated, A robot waiter equipped with the representation and
reaand limit learning to previously unknown hand gestures soning module described above, still needs to interact with
and related axioms—see Section 3.3; and (c) provide rela- humans. To support design and evaluation when in-person
tional descriptions of decisions by tracing the evolution of interaction with the robot is not possible, we incorporated
relevant beliefs and application of relevant axioms—see the interactive simulation module, as described below.
Section 3.3. For ease of understanding, we define the
notion of relevance for a given transition; similar definitions
can be provided for a given goal or literal.
3.2. Interactive Simulation and Hand</p>
          <p>Gestures</p>
        </sec>
        <sec id="sec-2-1-2">
          <title>Definition 1. [Relevant object constants]</title>
          <p>Let  = ⟨ 1, ,  2⟩ be the transition of interest. Let
( ) be the set of object constants of signature Σ
of  identified using the following rules:
• Object constants from  are in ( );
• If  (1, . . . , , ) is a literal formed of a domain
attribute, and the literal belongs to  1 or  2, but
not both, then 1, . . . , ,  are in ( );
• If body  of an axiom of  contains
 (1, . . . , ,  ), a term whose domain is
ground, and  (1, . . . , , ) ∈  1, then
1, . . . , ,  are in ( ).</p>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>Object constants from ( ) are said to be rele</title>
        <p>vant to  . For example, consider an initial state  1
with (1, 1) and (, ℎ), and action</p>
      </sec>
      <sec id="sec-2-3">
        <title>We developed a simulation environment and interface for</title>
        <p>the design and evaluation of our architecture. We used
PyBullet [33], a Python-based module for simulating games
and domains for machine learning and robotics. It enables
us to quickly load different articulated bodies and
provides built-in support for forward and inverse kinematics,
collision detection, and simulation of domain dynamics.</p>
        <p>In our architecture, PyBullet is used to automatically
generate a restaurant layout, e.g., see Figure 4, based on
the domain information encoded in the ASP program, e.g.,
Figure 3. Using the built-in blender of PyBullet, we are
able to populate the simulated restaurant with a Pepper
robot, tables, chairs, and the desired number of customers.
We are also able to make on-demand revisions to the
domain, e.g., to match changes in the domain knowledge.</p>
        <p>In addition, our simulator supports the movement of the
The architecture described so far reasons with incomplete
domain knowledge, which may lead the robot to make
incorrect decisions or cause the robot’s performance to
suffer, e.g., the robot may compute incorrect or
unnecessarily long plans for any given goal. Also, the encoded
knowledge and models may need to change over time. We
address this requirement by introducing a module for
interactive learning and generation of relational descriptions
as “explanations” of the robot’s decisions and beliefs.</p>
      </sec>
      <sec id="sec-2-4">
        <title>Interactive learning. The interactive learning com</title>
        <p>Table 4 Table 5 Order fries ponent of our architecture has two parts. Given the use
of hand gestures for human-robot interaction, the first
part seeks to detect new gestures and learn models for
these gestures. A new hand gesture is detected when
Order steak Ask for the bil the observed gesture differs significantly from any of the
ITnhduemxb known gestures. A significant difference is
experimenLRMiitindtgldele tally determined as a difference in 15% of the keypoints
in a sequence of images. When a new gesture is
recognized, the robot automatically gathers a sequence of image
tFi oignusreto5r:o(bLoetf;t)(RSiugbhste)tTohfeha2n1dkgeeypstouirnetss pursoevdidtinogmdoirdeecl- frames, extracts features from these images, stores them
each hand gesture. in a separate file and quickly updates the hand gesture
recognition models to include this new gesture. A key
feature of our architecture is that reasoning and learning
robot in the restaurant based on the axioms encoded in the inform and guide each other. For example, when the robot
ASP program. Furthermore, it is also possible to introduce has to recognize and respond to gestures, it automatically
new objects in the simulator (e.g., using hand gestures, limits itself to gestures relevant to its current category of
see below) and automatically add this information to the tasks, e.g., a robot delivering food cannot respond to
direcASP program for further reasoning tion from a supervisor to seat new customers1. Also, any</p>
        <p>Recall that communication of human instructions to the newly learned gesture is placed in the appropriate
caterobot waiter is based on hand gestures made in the physi- gory of gestures (determined based on purpose of gesture)
cal world. To support such interaction, we first enabled for subsequent reasoning. This use of reasoning to direct
our architecture to recognize a base set of hand gestures; learning speeds up recognition and learning.
a subset of these gestures are shown in Figure 5(left). The second part of the learning component focuses
To model and recognize hand gestures, we integrate the on acquiring axioms corresponding to any new gesture,
OpenPose system [34] that characterizes gestures using and merging the axioms with the existing ones. This is
21 keypoints, as shown in Figure 5(right). After the inte- achieved by taking the label provided by human for the
gration, the simulator allows us to capture images of the new gesture and checking if the corresponding instruction
hand gestures made in the physical world to quickly train (e.g., seat two people) can be executed with the existing
deep network models that can accurately recognize these knowledge. If that is possible, no further learning is
pergestures in new videos (i.e., image sequences). We used formed. If existing knowledge is insufficient to execute
an existing Python library for training these deep network the new instruction, or if the human provides feedback,
models with experimentally determined loss functions— e.g., a textual or verbal description that is processed using
Figure 6. Note that the modularity of the architecture existing tools, which includes an action, literals extracted
makes it easy to quickly explore the different deep net- from the feedback are used to construct an axiom that is
work models without changing other parts of the architec- merged with existing ones. Once again, reasoning helps
ture. The known hand gestures with trained models are
then grouped in different categories based on whether they
1Associating priority levels with tasks will enable the robot to
interrupt its current task to execute a higher-priority task.
Epoch</p>
        <p>
          8
improved
baseline
direct this learning by limiting scope to the relevant ob- Paths from the root to the leaves in these trees provide
ject constants and description. For example, assume that explanations. If multiple such paths exist, we currently
the robot is shown a new gesture for seating a group of select one of the shortest branches at random; other
heuriscustomers at a table. The robot will use human feed- tics could be used to compare the explanations. For
exback about this new gesture, and only consider literals ample, if the robot is asked why it seated a group of three
corresponding to: the location of these customers, its own customers at  5, it can trace the current belief about
location, and the occupancy of tables in the restaurant, to the group back to the initial state through the
applicalearn axioms for the new action. tion of relevant axioms, and come up with an explanation
such as: “The three customers came to the restaurant and
Tracing explanations. Our architecture supports the wanted to be seated as a group.  5 at node 7 was the
ability to infer the sequence of axioms and beliefs that table closest to the entrance that had the desired number
explains the evolution of any given belief or the non- of seats available. I seated the customers at  5”.
selection of any given ground action at a given time. We In addition to tracing the evolution of a target belief
build on the idea of proof trees, which have been used to and justifying the non-selection of a particular action, our
explain observations in classical first-order logic [ 35], and architecture can also provide: (a) a description of any
adapt it to our architecture that is based on descriptions computed or executed plan in terms of literals in the plan;
in non-monotonic logic. Our approach is based on the (b) justification for executing a particular action at a
particfollowing sequence of steps: ular time step by examining the change in state caused by
the action’s execution and how this state change achieves
the goal or facilitates the execution of the next action in
the plan; and (c) inferred outcome(s) of the execution of
hypothetical actions based on a mental simulation guided
by the current domain knowledge. In all these cases, the
identified literals are encapsulated in a prespecified
answer template to provide the descriptions. For proof of
concept examples in simplistic scene understanding
scenarios, please see [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]; some specific examples in the RW
domain are provided below (Section 4.1).
1. Select axioms that have the target belief or action
        </p>
        <p>in the head.
2. Ground literals in each such axiom’s body and
check whether these ground literals are supported
(i.e., satisfied) by the current answer set.
3. Create a new branch in the proof tree (that has the
target belief or action as root) for each selected
axiom supported by the current answer set, and
store the axiom and the related supporting ground
literals in suitable nodes.
4. Repeats Steps 1-3 with the supporting ground lit- Control loop. Algorithm 1 is the overall control loop
erals in Step 3 as target beliefs in Step 1, until all for the architecture. The baseline behavior (lines 3-8) is
branches reach a leaf node without further sup- to plan and execute actions to achieve the given goal as
porting axioms. long as a consistent model of history can be computed.</p>
        <p>If such a model cannot be constructed, it is attributed to</p>
      </sec>
      <sec id="sec-2-5">
        <title>Algorithm 1: Our architecture’s control loop.</title>
        <p>an unexplained, unexpected observation, and the robot
triggers interactive exploration (lines 9-12). Interactive
exploration is also triggered if no active goal exists to be
achieved (lines 13-15). Depending on the human input,
the architecture either acquires the previously unknown
gestures and axioms, or attempts to provide the desired
description of a target decision or belief (lines 19-21).
When in the learning mode, the robot can be interrupted
if needed (lines 17-18), e.g., to pursue a new goal.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4. Execution Traces and Results</title>
      <p>Meaningfully evaluating architectures for integrated robot
systems is challenging. It is difcfiult to find a baseline
that provides all the capabilities supported by our
architecture, and it is also difficult to evaluate the capabilities
of each component of the architecture in isolation. Also,
given that reasoning and learning guide each other in our
architecture to automatically identify and focus only on
the relevant information, task complexity and scalability
do not necessarily change substantially by increasing the
number of tasks, and just reporting success in many
scenarios is not very informative. In addition, it was difficult
to use a physical robot to conduct the experimental trials
during the pandemic. We thus focus on illustrating the
capabilities of our architecture using a combination of
execution traces (i.e., use cases) and some experiments
that provide quantitative results. The key hypotheses to
be evaluated are:</p>
      <sec id="sec-3-1">
        <title>H1 : our architecture enables the robot to compute</title>
        <p>and execute plans to achieve desired goals;
H2 : having reasoning inform and guide learning
improves computational efficiency of learning and
recognition accuracy of the learned models; and
H3 : exploiting the links between reasoning and
learning provides suitable relational descriptions as
explanations of decisions and beliefs.</p>
      </sec>
      <sec id="sec-3-2">
        <title>We explore hypotheses H1 and H3 in the execution traces</title>
        <p>(Section 4.1), and provide experimental results in support
of H2 (Section 4.2).
4.1. Execution traces
We provide two execution traces to illustrate the operation
of our architecture in specific scenarios. Videos
corresponding to these traces can be viewed online [29]2. In
all the scenarios, the human user (in the physical world)
uses hand gestures to create different situations and also
to mimic the gestures to be made by the customers or
the supervisor in the restaurant environment. The layout
used to generate these traces is shown in Figure 7; it is
simplified version of Figure 3.</p>
        <sec id="sec-3-2-1">
          <title>Execution Example 1. [Plan, execute, explain]</title>
          <p>Consider a scenario in which there is one customer 1
seated at 1 in the restaurant, and the robot waiter is
in the region of node 4. In this scenario, the restaurant
is organized into regions corresponding to eight nodes:
0 − 7. The subsequent steps in this scenario are:
• Three new customers (2 − 4) are introduced
in the restaurant as a group by the human designer
showing a suitable hand gesture. This information
is also added to the ASP program automatically.
• The hand gesture also lets the robot waiter (1)
know that the new customers are to be seated at
a table. The robot comes up with a plan based
on the updated ASP program and the vacant table
that is closest to it:
(1, 5), (1, 0),
(1, 1), (1, 5),
(1, 6), (1, 1, 2)
• Note that applying the  action to any
customer in a group causes the same effect on all
customers in the group. This plan is executed and
the state is updated accordingly, e.g., 2 − 4
are seated at 2 after the plan is executed.
• The robot can be asked about the executed plan.</p>
          <p>Human: “why did you seat all the customers at
2?”
Pepper: “Because all the customers wanted to
sit together and 2 was the closest available
table.”
• After some time, 1 has finished eating and
would like to leave. The designer imitates the
hand gesture that the customer would do in the
restaurant to ask for the bill. This is translated into
a goal in the ASP program: ℎ(1).
• The robot computes and executes a suitable plan to
give the bill to 1, collect payment, and provide
a receipt, after which 1 leaves the restaurant.</p>
        </sec>
        <sec id="sec-3-2-2">
          <title>Execution Example 2. [Learn, plan, explain]</title>
          <p>Consider another scenario in which the restaurant initially
has no customers. Robot waiter 1 is in the region of
node 1 and knows that 1 and 2 have capacity
two and four respectively. Once again, the restaurant
is organized into regions corresponding to eight nodes:
0 − 7. The subsequent steps in this scenario are:
• The human (in the physical world) makes a hand
gesture that is unknown to the robot waiter. The
robot responds by identifying this as a new gesture
and conveys that this will be added to the database
of hand gestures.
• Robot adds the new hand gesture and solicits
feedback about the gesture. The human (designer)
intentionally provides a complex instruction
(textually) that this gesture corresponds to “serve steak
to a group of three new customers, and then give
them the bill”.</p>
          <p>• Since 1 knows that serving a customer implies
giving them the food item they want, it is able to
parse this complex instruction into the component
actions. When the human then makes the same
hand gesture again and introduces three new
customers (2 − 4) near the restaurant’s entrance,
1 computes a suitable plan (some steps omitted
to promote understanding).
(1, 2), . . . , (1, 2), . . . ,
(1, 2, 2), . . . ,
(1, , 2), . . . ,
(1, 2), . . . ,
• Plan is executed and the state is updated
accordingly at different time steps, e.g., 2 − 4 are
achieve the assigned goals, identify and learn previously
unknown knowledge, and provide on-demand
explanations of decision and beliefs.
4.2. Experimental results</p>
        </sec>
      </sec>
      <sec id="sec-3-3">
        <title>To further explore the effect of reasoning guiding learn</title>
        <p>ing, we conducted some quantitative studies. The first
experiment examined the benefits of reasoning guiding
the learning of deep network models for hand gestures.
Deep learning methods typically need many labeled
training examples and epochs to learn models for the target
classification task. However, since learning in our
architecture is constrained (by reasoning) to specific gestures
or classes of gestures at a time, it took fewer samples and
fewer epochs to acquire the desired models that provide
high accuracy—see Figure 10.</p>
        <p>The second experiment examined whether reasoning
helped improve the recognition accuracy. In this
experiment, we considered 30 hand gestures. One round of
testing included 40 iterations of each hand gesture by a person
who did not participate in training. We conducted
multiple rounds of testing and ground truth information was
provided by the designers (i.e., student authors). In the
absence of the coupling between reasoning and learning, the
learned models had (on average) an accuracy of 85% over
the different hand gestures. However, with learning being
directed to specific (classes of) gestures, the learned
models resulted in better classification accuracy— ≈ 100%.</p>
        <p>The third experiment examined the ability to provide
explanatory descriptions in response to different types of
queries in different situations. A description was
considered to be correct if it had all the correct literals but no
additional literals. Overall, the interplay between
reasoning (with relevant knowledge) and learning (of previously
unknown knowledge) led to the correct relational
descriptions in 95% cases, with the “errors” being descriptions
containing additional literals that were not essential to
answer the query posed but were not necessarily wrong.
In the absence of the learned knowledge, the accuracy
(averaged over query types) was 65 − 80%.
5. Discussion and Conclusions
• Once the designer has provided the
domainspecific information (e.g., arrangement of rooms,
range of robot’s sensors), planning, diagnostics,
and plan execution can be automated. The
coupling between reasoning and learning enables
more complex theories (of cognition, action) to
be encoded without increasing the computational
effort substantially.</p>
      </sec>
      <sec id="sec-3-4">
        <title>We conclude by highlighting the key capabilities of our</title>
        <p>This explanation is based on the previously- architecture:
described approach to trace beliefs and the
application of relevant axioms.</p>
        <p>We evaluated the architecture in many other scenarios
grounded in the motivating (restaurant) domain; the robot
was able to successfully compute and execute plans to
1.005
1.000</p>
        <p>Future work will further explore the interplay between
reasoning and learning for explaining decisions and beliefs
while performing reasoning and learning in more complex
robotics domains. We will also investigate the use of our
architecture on a physical robot interacting with humans
through noisy sensors and actuators. The longer-term
objective is to support transparent reasoning and learning in
integrated robot systems operating in complex domains.</p>
      </sec>
    </sec>
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