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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Collaborate and Explain on the Fly: Nonmonotonic Logical Reasoning and Incremental Learning for Ad Hoc Teamwork</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Hasra Dodampegama</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mohan Sridharan</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Intelligent Robotics Lab, School of Computer Science, University of Birmingham</institution>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <fpage>32</fpage>
      <lpage>42</lpage>
      <abstract>
        <p>This paper describes an architecture for ad hoc teamwork, i.e., to enable an agent to collaborate with other agents “on the lfy". State of the art frameworks for ad hoc teamwork often pursue a data-driven approach, using a large labeled dataset of prior observations to model the behavior of other agents and to determine the ad hoc agent's behavior. These models are computationally expensive to learn, lack transparency, and make it dificult to recognize and adapt to previously unseen changes. In a departure from existing work, we introduce an architecture for ad hoc teamwork that performs non-monotonic logical reasoning with prior commonsense domain knowledge and models that are learned and revised rapidly from limited examples to predict the behavior of other agents. In addition, the architecture enables the agent to provide relational descriptions as on-demand explanations of its decisions and beliefs in response to diferent types of questions. We evaluate the architecture's capabilities in two benchmark multiagent collaboration domains: Fort Attack and Half field Ofense, in comparison with data-driven and knowledge-driven baselines.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Knowledge representation and reasoning</kwd>
        <kwd>Non-monotonic logical reasoning</kwd>
        <kwd>Ad hoc teamwork</kwd>
        <kwd>Multi-agent systems</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <sec id="sec-1-1">
        <title>Ad hoc teamwork (AHT) refers to the problem of en</title>
        <p>
          abling an agent to collaborate with previously unknown
teammates [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Consider a scenario from the simulated
multiagent domain Fort Attack (FA, Figure 1a), with a
team of guards defending a fort from attackers [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], or
Half Field Ofense (HFO, Figure 2), in which a team of of- (a) Fully observable (b) Partially observable
fense agents has to score against a team of defenders [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Figure 1: Screenshots from the fort attack environment.
Agents in these domains have limited information about
each other and no prior experience of working as a team.
        </p>
        <p>They may also have to operate under partial observability
(Figure 1b) and restricted communication. These
conditions are representative of practical applications such as
disaster rescue and surveillance that require the agents
to reason with prior knowledge and noisy observations.</p>
        <p>
          The state of the art in AHT has moved from using
predetermined policies for selecting actions in specific
states to methods based on a key “data-driven" compo- (a) Limited version (b) Full version
nent [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. This component uses a long history of prior
experiences to build probabilistic or deep network
methods that model the behavior of other agents (or agent
types) and optimize the behavior of the ad hoc agent.
        </p>
        <p>However, in practical domains, it is dificult to gather
large training datasets of diferent situations. Also, these
methods lack transparency, and make it dificult to adapt
to unforeseen changes (e.g., in team composition) and
to leverage commonsense domain knowledge. Unlike
existing work, we follow a cognitive systems approach
that formulates AHT as a joint reasoning and learning
problem. Our knowledge-guided architecture for AHT
(KAT) builds on the principles of refinement and
ecological rationality such that the ad hoc agent:</p>
      </sec>
      <sec id="sec-1-2">
        <title>1. Performs non-monotonic logical reasoning with commonsense domain knowledge and rapidlylearned predictive models of other agents’ behav</title>
        <p>iors to determine its actions;
2. Uses reasoning to guide the selection of relevant
behavior models and the learning of new models
under partial observability; and
3. Provides on-demand relational descriptions of its
decisions and beliefs as explanations in response
to diferent types of questions.</p>
      </sec>
      <sec id="sec-1-3">
        <title>Some of these contributions (e.g., #1 and #2) have been</title>
        <p>
          described in recent papers [
          <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
          ]. We demonstrate that
KAT supports reliable, eficient, and transparent
reasoning, learning, and adaption in both FA and HFO domains
while providing comparable or better performance than
state of the art data-driven baselines.
dresses these limitations by leveraging the strengths of
knowledge-based and data-driven methods.
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>3. Architecture</title>
    </sec>
    <sec id="sec-3">
      <title>2. Related Work</title>
      <p>
        Example Domain 1. [Fort Attack (FA) Domain]
AHT has been researched under diferent names, as de- Three guards are defending a fort from three attackers
scribed in a recent survey [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Early work encoded spe- (Figure 1a). One guard agent is the ad hoc agent that can
cific protocols (or plays) for diferent scenarios, with an adapt to changes in the team and domain. An episode of
agent choosing specific protocols in specific states [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. the game ends if: (a) guards protect the fort for a given
Subsequent work used sampling-based methods such as period of time; (b) all members of a team are terminated;
Upper Confidence bounds for Trees (UCT) to determine or (c) an attacker reaches the fort. Each agent can move in
the ad hoc agent’s action selection policy [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. one of the four cardinal directions with a specific velocity,
      </p>
      <p>
        Many recent studies include a data-driven component rotate clockwise or anticlockwise, do nothing, or shoot
that uses probabilistic, deep-network, and reinforcement an opponent in its shooting range. The environment has
learning (RL)-based methods to learn action choice poli- four kinds of built-in policies for guards and attackers (see
cies for diferent types of teammates from a lengthy Section 4.1). The original FA domain is fully observable,
history or prior observations of similar agents or situa- i.e., each agent can observe the state of other agents at
tions [
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ]. For example, a RL method has been used to each step. We simulate partial observability by creating
learn diferent policies for diferent teammate types, com- a forest region (Figure 1b); any agent in this region is
puting and using the best policy among the learned poli- hidden from others except the ad hoc agent.
cies for a new teammate [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Also, attention-based deep
neural networks have been used to jointly learn policies Example Domain 2. [Half Field Ofense (HFO) Domain]
for diferent agent types [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], and to account for diferent An ofense team is trying to score a goal against a defense
team compositions [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Sequential and hierarchical vari- team in this simulated 2D soccer domain [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. There are
ational auto-encoders have been used to model beliefs two versions: (i) limited: two ofense agents against two
over other agents, and approximate belief inference has defense agents (including goalkeeper); and (ii) full: four
been meta-learned for a given prior [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Other work ofense agents against five defense agents (including
goalhas combined learned policy methods with adversarial keeper). Our ad hoc agent is one of the ofense agents.
teammate prediction to account for changes in the agents’ An episode of the game ends if: (a) ofense team scores a
behavior [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and used Convolutional Neural Networks goal; (b) ball leaves the field; (c) defense team captures
to detect and adapt to changing teammate types [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. the ball; or (d) maximum episode length (500) is reached.
Sampling strategies have also been combined with such Similar to prior AHT methods, agents other than the ad
learning methods to optimize performance [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. hoc agent are selected for each episode from teams in
      </p>
      <p>
        Various studies have investigated communication un- the 2013 Robocup 2D simulation league competitions;
der diferent AHT settings. This includes a multi-armed ofense agents are from: helios, gliders, cyrus, axiom, aut
bandits formulation to broadcast messages to teammates and defense agents are from agent2D. The strategies of
while incurring a cost [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], and evaluating the cost and these agent types were trained using data-driven
(probvalue of diferent queries in a heuristic algorithm [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. abilistic, deep, reinforcement) learning methods. There
      </p>
      <p>Methods based on a data-driven learning component are two state space abstractions in HFO: low and high;
require considerable computation, memory, and train- we use the high-level features. There are three action
ing examples, build opaque models, and make it dificult abstractions: primitive, mid-level, and high-level; we use
to adapt to unexpected changes. Our architecture ad- a combination of mid-level and high-level actions.</p>
      <p>
        Prior commonsense knowledge in above domains in- the ofense team members, and whether the ad hoc agent
cludes relational descriptions of some domain attributes is too far from the goal. Actions of the domain include:
(e.g., location information), agent attributes (e.g.,
shooting range), default statements, and axioms governing (_ℎ_, _, _)
change, e.g., an agent can only move to a location nearby, (_ℎ_, _, _)
only shoot others within its shooting range (FA), and only (_ℎ_,  _)
score a goal from a certain angle (HFO). This knowledge
may need to be revised over time.
which encodes the ad hoc agent’s ability to move to a
location, dribble the ball, and pass the ball to a
team3.1. Representation and Reasoning mate. The domain dynamics are described in  using
three types of axioms: causal law, state constraint and
Any domain’s transition diagram in KAT is described us- executablility condition. Examples in HFO include:
ing an extension of the action language ℒ [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. KAT’s
domain representation comprises a system description (, ,  ) causes (, ,  ) (1a)
, a collection of statements of ℒ, and a history ℋ. (, ,  ) causes _(,  ) (1b)
stathicass, ai.es.,ordtoemdasiingnaatttruirbeutΣeswwithhosbeasviacluseosrtcsa,nancotitonbse, ¬ℎ_(1) if ℎ_(2), 1 ̸= 2 (1c)
changed by actions, and fluents , i.e., attributes whose impossible _() if  _() (1d)
values can be changed by actions. Basic sorts of the
Statements 1(a-b) are causal laws that state that moving
HFO domain includes _ℎ_, _, (dribbling) to a place changes the location of the agent
_,, and _forte,mporalrea_soning,. S_orts, (tbhaaltl)i mtoptliheastopnlalyceo.nSetaatgeemnetnctan1(cco) nistraolsttahtee bcaolnl sattraainnyt
iitssccnhuuhseecbarhnstroigi_eanrellatadssflut(biHevyno_eFtfaOscattroihr,otdaanhnot_semgo,r_ebasamneiny,de(entd._htgeiefinn.,,oeclfdal,uwpdlsflu_eaeocnfertsiesn)._leta_hrwtFtialoihtuanidecasonhn)t.ndssoducciteanacsonhnccblSrbuetiyedbbaateees- ttraphiecrmseetHpive(ogeie.nsocntSatotitlvsraieeytftxlehytemhe,,cℋeaecutnoatsindtopis1nshei(dcsod,iec)ficar,aiatsigtimi.reaeoenne.n,ct)oseoitrxsefdrepteaacoslnun.aoottIdafitafcoabatnrilioslosℎfiobrntoysiekmnocr(icfocvltkunahitddetniheioggtseniootisano,nlwif.totaiaharnrlmaddt)
inertia laws and cannot be directly changed by actions,
e.g., the following inertial fluents describe the location state defaults, i.e., statements initially believed to be true
in all but a few exceptional circumstances.
of the ad hoc agent and the ball, and which agent has
To reason with knowledge, the domain description is
the control of the ball at the current step.
      </p>
      <p>
        automatically translated to a program Π( , ℋ) in
CR(_ℎ_, _, _) Prolog [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], an extension to Answer Set Programming
_(_, _), ℎ_() (ASP) that supports consistency restoring (CR) rules. ASP
encodes default negation and epistemic disjunction, and
Defined fluents of the HFO domain describe the location supports non-monotonic reasoning; this ability to revise
of other agents, whether an opponent is close to any of previously held conclusions is essential in domains such
as AHT. Π( , ℋ) includes statements from  and ℋ,
relations ℎ( , ) and (, )
to imply that a fluent is true and an action is part of a
plan at a time step, inertia axioms, reality check axioms,
closed world assumptions for defined fluents and actions,
and helper axioms that define goals and drive planning
and diagnosis. Each default statement is also matched
with a CR rule that allows the agent associated with Π
to assume that the default statement does not hold true;
this CR rule is only triggered under exceptional
circumstances, e.g., to restore consistency. More broadly, this
ability to revise previously held conclusions is essential
in practical multiagent collaboration domains in which
agents often have to reason with incomplete knowledge
and noisy observations.
      </p>
      <p>Once the program Π is constructed, all reasoning tasks
(e.g., planning, diagnostics, and inference) are reduced
to computing answer sets of Π . The ad hoc agent can
prioritize diferent goals at diferent times, e.g., score a
goal when it has control of the ball, or position itself
eficiently to receive the ball. It automatically selects
the goal based on current state and considers the cost of
diferent actions to compute a plan that minimizes the
cost for achieving the goal.</p>
      <p>
        We use the SPARC system [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] to write and solve
CRProlog programs. Example programs for FA and HFO
domains are in our repository [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. For computational
efifciency, our programs build on prior work in our group to
represent and reason at two tightly-coupled resolutions—
see paper [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] for details.
      </p>
      <sec id="sec-3-1">
        <title>3.2. Learning Agent Behavior Models</title>
        <p>Previous Yes
actions
&lt;= 1</p>
        <p>No</p>
        <p>Action = 1
Dist. from
guard3 to fort
&lt;= 0.0004</p>
        <p>Yes
No</p>
        <p>Action = 1
Y pos. of
attacker2
&lt;= -0.8</p>
        <p>Yes
No</p>
        <p>Action = 1
Dist. from
guard1 to fort
&lt;= 0.0002
(a) FF tree in the ensemble for a guard in the FA domain.
State of the art AHT methods try to optimize
performance by training models ofline with large amounts
of (e.g., few hundred-thousand or million) training data
from diferent situations. However, it is not feasible to
collect such labeled data for various situations in complex
domains. KAT focuses on choosing relevant attributes
and learning models of the behavior of other agents from
limited training data (e.g., 5-10K) while supporting rapid,
incremental updates and accurate predictions.</p>
        <p>
          To learn the predictive models, we use the
Ecological Rationality (ER) approach, which is based on Herb
Simon’s definition of Bounded Rationality [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ], and the
algorithmic theory of heuristics [
          <xref ref-type="bibr" rid="ref23 ref24">23, 24</xref>
          ]. ER studies
decision making under true uncertainty (i.e., in open worlds),
characterizes behavior as a function of the internal
(cognitive) processes and environment, and focuses on adaptive
satisficing . Also, heuristic methods (e.g., one-reason, lex- 3.3. Control Loop
icographic) are viewed as a strategy to ignore part of
the information in order to make decisions more quickly,
frugally, and/or accurately than complex methods,
experimentally choosing the method that best leverages
domain structure [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. Specifically, KAT enables the ad
(b) FF tree in the ensemble for an attacker in the FA domain.
hoc agent to learn an ensemble of “fast and frugal" (FF)
decision trees that predict the behavior of each type of other
agents; each FF tree provides a binary class label and the
number of leaves is limited by number of attributes [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ].
        </p>
        <p>Individual FF trees learned for an attacker and a guard
in the FA domain are shown in Figures 4b- 4a.</p>
        <p>Unlike state of the art AHT methods, predictive models
in KAT can be learned and revised rapidly. Specifically,
KAT enables the ad hoc agent to automatically revise
existing models, switch between existing models, or learn
new models. The ad hoc agent uses Algorithm 1 to select
the appropriate models for the other agents by
periodically comparing the existing models’ predictions with the
observed action choices of each agent over a sliding
window of steps; in Algorithm 1, we limit this window to size
of 1 (Lines 4-5). It then uses a graded strategy to penalize
the error in orientation less than the error in location
(Lines 6-7), selecting the models whose predictions best
matches the observations for subsequent use (Line 10). If
none of the models provide a good match over multiple
steps, the learning of a new model is triggered.</p>
        <sec id="sec-3-1-1">
          <title>The overall control loop of KAT is described in Algo</title>
          <p>rithm 2. The initial setup takes as input the ad hoc agent’s
prior knowledge and the current set of learned behavior
models of agent types (ℳ), and the policies  that
govInput: : other agents; ℳ: subset of behavior
models; {}, {}: actual and
predicted actions of each agent in current
step of game; : initial values (100)
for each agent-model combination.</p>
          <p>Output: model: selected model for each agent.
1 for  = 0 to  do
2 for  = 0 to ℳ do
3 if [, ] ̸= [] then
4 ,  ← actual_pose()
5 ,  ← predicted_pose()
6  ← ( − ) +</p>
          <p>( − )/10
7 [, ] =</p>
          <p>[, ] − 
end
end
model[i] = select_model(ℳ, scores[i, *])
8
9
10
11 end
Input: N: number of games; Π( , ℋ): core ASP
program, ℳ: behavior models of other
agents; : other agents’ policies; : other
agents</p>
          <p>Output: game_stats: statistics of games
1 Create environment, load , initialize</p>
          <p>environment
2 for  = 0 to  − 1 do
3 s ← state of environment
4 while ¬ _(s) do
5 other_agents_action(s, )
6
a ←
ℎ,  ←
adhoc_agent_action(s, Π , ℳ)
a = a ∪ ℎ
s′ = execute(s, a)
model_selection(,ℳ, a , )
if _(s′) then
update(game_stats)
initialize environment
else
end
s = s′
ern the other agents’ action choices (Line 1, unknown to
the ad hoc agent). In each episode of a game, other agents’ 16 end
actions are based on  (Line 5), and the ad hoc agent com- 17 end
putes an action by reasoning with domain knowledge 18 return game_stats
and ℳ (Line 6). These actions are executed in the
simulated environment to compute the updated state (Line
8). Then the actual and predicted actions of the other
agents are used by the model selection Algorithm 1 to
incrementally revise ℳ (Line 9). Finally, the updated
state is used for the next step (Lines 13-15). This process
continues until the game ends; the related statistics are
stored before moving to next game (Lines 10-12).</p>
          <p>Algorithm 3 describes how the ad hoc agent
determines its action choice in Line 6 of Algorithm 2. It uses
ℳ to predict and simulate the efects of the next action
(or few actions) of other agents in the current state (Lines
1-2). These efects are used to automatically identify the
relevant domain regions (i.e., zones), axioms, level of
abstraction, and goal(s) that need to be considered in the
ASP program (Lines 3-4) whose answer set determines
the ad hoc agent’s next action (Line 6) that is returned
with the predicted actions of other agents to Algorithm 2.</p>
          <p>Algorithm 3: adhoc_agent_action
Input: s, Π( , ℋ), ℳ</p>
          <p>Output: 
1  ← action_predictions(ℳ)
2 s′ ← simulate_efects( )
3 zones ← compute_relevance(s, s′)
4 ASP_program ← construct_program(s, Π , zones)
5 answer_set ← SPARC(ASP_program)
6  ← next_action(answer_set)
7 return , 
nicate using statements such as:</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>3.4. Partial Observability</title>
        <sec id="sec-3-2-1">
          <title>Practical AHT domains are often partially observable,</title>
          <p>with restricted communication. To simulate such par- Statement 2a encodes that communication is to be only
tial observability to the FA domain, we implemented used when a hidden attacker is within the shooting range
a “forest" region where attackers can hide from guards of a teammate; Statement 2b defines when an attacker
other than ad hoc agent and secretly approach the fort— is hidden; and Statement 2c describes the ad hoc agent’s
Figure 1b. The ad hoc agent determines when to commu- belief that a teammate receiving information about a
(, ,) causes ℎ(, ) (2c)</p>
          <p>impossible (, , ) if
_ () if _(, ,  ),
 _(, )
 (,  ),  ℎ()
(2a)
(2b)
hidden attacker will shoot it, although the teammate may
ignore this information. Communication actions are thus
triggered only if (a) one or more attackers are hidden;
and (b) one or more teammates are closer to the hidden
attacker(s) than the ad hoc agent.</p>
          <p>HFO domain provides built-in functionality to enable
partial observability by limiting each agent’s perception
of objects (e.g., other agents, ball) to a specific viewing
cone. We used this built-in ability, together with helper
axioms, to simulate partial observability in the HFO
domain without any communication actions.
3.5. Transparency
prevented consideration of A.
∙ if no preconditions of A are identified, compute
cost of adding A to the computed plan. This will
identify reasons for not selecting A.
3. (Justify beliefs) Why did you believe L at step I? To
justify a belief at a specific step, ad hoc agent will:
∙ find the axioms which has the given belief in its</p>
          <p>
            head(state constraints).
∙ extract related literals and check whether they are
satisfied by the answer set. These will be the
supporting statements for the belief.
∙ if there are multiple supporting statements
explaining a target belief, select one to provide the
explanation. We leave the ranking of explanations and
multi-step tracing of beliefs to future work [
            <xref ref-type="bibr" rid="ref28">28</xref>
            ].
          </p>
        </sec>
        <sec id="sec-3-2-2">
          <title>Unlike methods in the existing literature that seek to</title>
          <p>
            make an entire learned model interpretable, or to explain
(or justify) all the choices made by a reasoning system, The selected literals are processed with existing software
KAT focuses on quickly identifying the relevant infor- tools and templates to generate textual descriptions
promation to construct relational descriptions as explana- vided as responses (i.e., explanations). We provide an
tions in response to causal, contrastive, or counterfactual execution trace in Section 4.3. This approach can also
questions about its decisions and beliefs. An automated provide on-demand explanations of decisions and beliefs
decision-making system’s ability to reliably answer such during planning and execution.
questions about its decisions and beliefs promotes
acceptability; this ability has been shown to play an important
role in human reasoning and learning as well [
            <xref ref-type="bibr" rid="ref26 ref27">26, 27</xref>
            ]. 4. Experimental Setup and Results
KAT’s use of knowledge-based reasoning and simple
predictive models provides the foundation to support the We evaluated the following hypotheses about KAT:
desired transparency in the ad hoc agent’s decisions and • H1: Performance is comparable or better than
beliefs. In addition, KAT’s approach for generating the state of the art baselines with much less training;
desired descriptions on-demand promotes computational • H2: Enables adaptation to unforeseen changes in
eficiency. We build on prior work that demonstrated the team composition under full and partial
observability to provide on-demand answers to such questions ability (with limited communication);
by iteratively and selectively identifying the axioms and • H3: Supports generation of relational
descripliterals that influence the desired action and belief, and tions of the ad hoc agent’s decisions and beliefs.
have their antecedents satisfied in the relevant answer
sets [
            <xref ref-type="bibr" rid="ref28">28</xref>
            ]. Specifically, KAT’s “ Explanation Generator" (in
Figure 3) generates relational descriptions in response to
three types of questions identified as being important in
work on explainable planning [
            <xref ref-type="bibr" rid="ref27">27</xref>
            ]:
1. (Action justification questions) Why did you do
action A at step I? When asked to justify an executed
action, the ad hoc agent will:
∙ extract actions Aaf that occurred after .
∙ identify the axioms with a (∈ Aaf ) in its head.
∙ extract literals that would have prevented such a
          </p>
          <p>subsequent action from happening.
∙ any such literal that exists in answer set at step I</p>
          <p>but not in I+1 triggered A.
2. (Contrastive questions) Why did you not do action</p>
          <p>A at step I? When asked to justify why an action was
not included in the plan, the ad hoc agent will:
∙ find axioms with A as head to obtain preconditions.
∙ extract corresponding literals and check if they
are satisfied by the answer set; each such literals</p>
        </sec>
        <sec id="sec-3-2-3">
          <title>H1 was evaluated in both domains (FA, HFO) under full</title>
          <p>observability. For H2, we considered partial observability
in both domains, and explored limited communication
in the FA domain; H3 was evaluated in the FA domain.
As performance measures, we used the team of guards’
win percentage and shooting accuracy (i.e., fraction of
times shooting eliminates an attacker) in the FA domain,
and the fraction of the goals scored by ofense team in
the HFO domain. In both domains, we also measured
the accuracy of the predictive models. Further details of
experiments and baselines are provided below.</p>
        </sec>
      </sec>
      <sec id="sec-3-3">
        <title>4.1. Experimental Setup</title>
        <sec id="sec-3-3-1">
          <title>In FA domain, we used two kinds of policies for the ad</title>
          <p>hoc agent’s teammates and attackers: hand-crafted and
built-in. Hand-crafted policies were simple strategies that
mimic an agent’s basic expected behavior. We used two
sets of hand-crafted policies: (Policy1) guards stay close
to the fort and try to shoot attackers, while attackers
spread and approach fort; (Policy2) guards and attackers
spread and shoot opponents. Four built-in policies were
provided with the FA domain:
• Policy220: guards place themselves in front of
the fort and shoot continuously; attackers try to
approach the fort.
• Policy650: guards try to block the fort; attackers
try to sneak in from all sides.
• Policy1240: guards spread and shoot the
attackers; attackers sneak from all sides.
• Policy1600: guards are willing to move from the
fort; some attackers approach the fort and shoot
to distract guards while others try to sneak in.</p>
        </sec>
        <sec id="sec-3-3-2">
          <title>These are based on graph neural networks trained using</title>
          <p>several hundred-thousand training examples. to learn the models used by the ad hoc agent to predict</p>
          <p>We evaluated KAT in two sets of experiments; Exp1, behavior of other agents.
in which other agents followed the hand-crafted policies; We used two sets of experiments to measure KAT’s
and Exp2, in which other agents followed the built-in performance under full observability: (i) Exp4: limited
policies. To simulate training from limited examples, we version with two ofense players (including ad hoc agent)
collected state observations and action choices of other against two defense agents (including goalkeeper); and
agents by running the hand-crafted policies, using only (ii) Exp5: full version with four ofense players
(includ10000 examples to train the ensemble of FF trees for ing ad hoc agent) against five defense agents (including
diferent agent types. The learned behavior prediction goalkeeper). In Exp6 and Exp7, we evaluated KAT’s
models were used by the ad hoc agent to predict the performance under partial observability in the limited
actions of other agents, including when the other agents and full versions (respectively). In each of these
experiused the previously unseen built-in policies. ments our ad hoc agent replaced one of the ofense team</p>
          <p>
            For experiments under full observability, each agent agents and all other ofense agents were based on one
other than our ad hoc agent was assigned a policy se- external team at a time. As baselines for Exp4-Exp5 we
lected randomly from the available policies (described used Base5, an ad hoc agent architecture that only uses
above). The baselines for this experiment were: (i) Base1 non-monotonic logical reasoning with prior knowledge
in Exp1 with other agents following a random mix of without any behavior prediction models, and recent state
hand-crafted policies; (ii) Base2 in Exp2 with other of the art AHT methods PPAS [
            <xref ref-type="bibr" rid="ref13">13</xref>
            ] and PLASTIC [
            <xref ref-type="bibr" rid="ref9">9</xref>
            ].
agents following a random mix of built-in policies; and For Exp6-Exp7, we used the external agent teams from
(iii) GPL, a state of the art AHT method based on graph RoboCup as baselines. For each experiment, we used 1000
neural networks [
            <xref ref-type="bibr" rid="ref10">10</xref>
            ] in Exp3 as an extension of Exp2. episodes and tested results for statistical significance.
The baselines under partial observability conditions in
the FA domain were: (i) Base3 in Exp1, in which other 4.2. Experiment Results
agents followed hand-crafted policies and ad hoc agent
did not use any communication; and (ii) Base4 in Exp2, Table 1 summarizes the results of Exp1 in the FA domain.
in which other agents followed built-in policies and the The number of episodes in which the guards won was
ad hoc agent did not use any communication. For each higher when one of the guards was our ad hoc agent in
experiment, we used 150 episodes and results were tested comparison with Base1 in which all agents used
handfor statistical significance. For GPL, we took the average crafted policies. Table 2 summarizes the results of Exp2
results from their supplementary material. in which all agents other than the ad hoc agent used the
          </p>
          <p>In the HFO domain, we used six external agent built-in policies. When the team of guards included our
teams from 2013 RoboCup simulation competition; ad ad hoc agent, they won a higher fraction of the episodes
hoc agent’s teammates were selected from helios, gliders, compared with Base2. These results demonstrated our
cyrus, axiom and aut, and the opponents were based on ad hoc agent’s ability to adapt to unforeseen other agents
agent2d team. We deployed these agent teams in the using the built-in policies, based on online revision of the
HFO domain and collected state observations from only behavior models learned from the hand-crafted policies.
300 game episodes. Since the actions of the other agents These results support hypotheses H1 and H2.
were not directly observable, we computed them from Table 3 shows the prediction accuracy of the
(ensemthe observed state transitions. We used this limited data ble of FF trees) models learned from hand-crafted
poliAgent Model
Guard type 1
Guard type 2
Attacker type 1
Attacker type 2</p>
          <p>Accuracy</p>
          <p>domain are described in Table 7. In the limited version of
Ad hoc agent Base2 GPL the game, the fraction of goals scored by the ofense team
34% 10% 30% was higher when the ad hoc agent used KAT than when
the ad hoc agent used the logical reasoning baseline (i.e.,
Table 5 without any learned behavior prediction models), and
Wins (%) for team of guards with hand-crafted policies ( Exp1). comparable with ofense team’s performance using state
Communication addresses partial observability. of the art data-driven baselines that required orders of
magnitude more training examples and did not support
Policy (W%)ith Comm. (W%,itBhaosuet3) Comm. reasoning with prior domain knowledge. In the full
version of the game, the team of ofense agents was able
Policy1 73 58 to score a much higher fraction of goals when the team
Policy2 19 8 included an hoc agent (using KAT) than when the agents
used the baselines. This indicates that by leveraging the
cies. The prediction accuracy ranges from 60 − 87%, interplay between representation, reasoning, and
learni.e., these models were not perfect. However, when the ing, KAT was able to improve performance substantially,
ad hoc agent reasons with prior knowledge and these strongly supporting hypotheses H1 and H2.
models, the performance of the team of guards was com- The prediction accuracy of the learned behavior
modparable or better than baselines without an ad hoc agent. els in the HFO domain for the limited and full versions
These results demonstrate the benefits of reasoning and of the game are summarized in Tables 8 and 9
respeclearning guiding each other and further support H2. tively. Recall that the models were learned using data</p>
          <p>Table 4 shows that our ad hoc agent’s shooting accu- from only 300 episodes for each external agent type, i.e.,
racy was higher than that of a Base2 guard agent and the orders of magnitude fewer examples than the several
GPL agent, both of whom used policies based on orders hundred-thousand used by the data-driven baselines. The
of magnitude larger number of training samples. prediction accuracy varied for diferent agent types but</p>
          <p>
            Next, the results of Exp1 under partial observability these models could be learned and revised rapidly and
(in FA domain) are summarized in Table 5. We grouped resulted in good performance when the ad hoc agent also
the results according to the policy used. When the ad reasoned with prior knowledge.
hoc agent used the communication actions, the fraction Table 10 summarizes the results of evaluating KAT
of games won by the guards was substantially higher under partial observability in Exp6-Exp7 in the HFO
than when the ad hoc agent did not use communication domain. The goals scored by the ofense team with our ad
actions (Base3). Policy2 is a particularly challenging hoc agent is slightly lower than that of the external agent
scenario (e.g., guards and attackers shoot), which justifies teams. However this diference was not significant and
the lower number of games won by the guards. Table 6 mainly due to noise, e.g., in the perceived angle to the
summarizes the results from Exp2 where other agents goal. The ability to provide performance comparable with
used built-in policies. We observed that for policies 650, teams whose training datasets were orders of magnitude
1240 or 1600, the fraction of games won by the guards larger strongly supports H2.
was comparable or higher than that of Base4 that did not Additional results and videos, particularly those
inuse any communication actions. For policy 220, the ob- volving unexpected changes in the number and type of
served performance was slightly lower than the baseline. agents, are in our open-source repository [
            <xref ref-type="bibr" rid="ref21">21</xref>
            ].
Partial observability and communication strategies did
not contribute significantly to the outcome with policy 4.3. Execution Trace
220 because the guards place themselves in front of the
fort and shoot continuously. These results support H2. In the scenario in Figure 5, an ad hoc agent in grid (2,14)
The results of experiments Exp4-Exp5 in the HFO at time step 0, has the goal of shooting an attacker in grid
occurred immediately after move, the relevant
axioms identified included:
− (ℎ(, ), ) ←
          </p>
          <p>− ℎ(_(, ), ).</p>
          <p>Next, the ad hoc agent explored its answer
set to check whether the grounded literal
in_range(learner , attacker1 ) was present in
step 2 and 3. Since it existed at step 2 but not
in step 3, this literal was selected as an
explanation for justifying the action execution.
• Human: “Why did you not move to grid (3,14)</p>
          <p>in time step 3? "
• Ad hoc Agent: “Because it increases the cost of
the plan; new plan cost = 6, old plan cost = 4."
In this scenario, the ad hoc agent tried to create
a plan with the suggested action. Such a plan to
achieve the goal was found but the new plan’s
cost was higher than the original plan. This
information was included in the explanation to the
contrastive question.
• Human: “Why did you believe the attacker was</p>
          <p>in shooting range at time step 4?"
• Ad hoc Agent: “Because I observed attacker1 in
(8,7) and I was in (5,14) facing south and the values
satisfied the conditions  2 −  1 &lt;= 8, 2 −
3 &lt;= 1, 1 &lt;= 2 + 3.".</p>
          <p>When posed with a question about its beliefs, the
ad hoc agent first identified the valid axioms (e.g.,
state constraints) that could influence the belief:
ℎ(_(, ), ) ←
ℎ(_(, 1,  1), ),
ℎ( (, ℎ), ),
2 − 3 &lt;= 1,</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>5. Conclusions</title>
      <p>This paper described KAT, a knowledge-driven AHT
architecture that supports non-monotonic logical
reasoning with prior commonsense domain knowledge and
predictive models of other agents’ behaviors that are
learned and revised rapidly using heuristic methods. KAT
automatically selects and uses the relevant behavior
prediction models, and learns new ones when appropriate,
enabling an ad hoc agent to adapt to previously unseen
teammates and opponents on the fly. Moreover, KAT
provides transparency by generating on-demand relational
descriptions of its decisions and beliefs in response to
diferent types of questions. In the future, we will explore
scenarios with multiple ad hoc agents, investigate
scalability of our architecture to more complex domains, and
use our architecture on physical robots in AHT settings.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <sec id="sec-5-1">
        <title>This work was supported in part by the US Ofice of Naval Research award N00014-20-1-2390. All conclusions are those of the authors alone.</title>
      </sec>
    </sec>
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