Solving a Spatial Puzzle Using Answer Set Programming Integrated with Markov Decision Process

Thiago Freitas dos Santos, P. Santos, L. Ferreira, Reinaldo A. C. Bianchi, Pedro Cabalar
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引用次数: 1

Abstract

Spatial puzzles are interesting domains to investigate problem solving, since the reasoning processes involved in reasoning about spatial knowledge is one of the essential items for an agent to interact in the human environment. With this in mind, the goal of this work is to investigate the knowledge representation and reasoning process related to the solution of a spatial puzzle, the Fisherman's Folly, composed of flexible string, rigid objects and holes. To achieve this goal, the present paper uses heuristics (obtained after solving a relaxed version of the puzzle) to accelerate the learning process, while applying a method that combines Answer Set programming (ASP) with Reinforcement learning (RL), the oASP(MDP) algorithm, to find a solution to the puzzle. ASP is the logic language chosen to build the set of states and actions of a Markov Decision Process (MDP) representing the domain, where RL is used to learn the optimal policy of the problem.
结合马尔可夫决策过程的答案集规划求解空间谜题
空间谜题是研究问题解决的有趣领域,因为涉及空间知识推理的推理过程是智能体在人类环境中相互作用的基本项目之一。考虑到这一点,这项工作的目标是研究与解决空间难题有关的知识表示和推理过程,渔夫的愚蠢,由柔性的绳子,刚性的物体和洞组成。为了实现这一目标,本论文使用启发式(在解决一个放松版本的谜题后获得)来加速学习过程,同时应用一种将答案集编程(ASP)与强化学习(RL),即oASP(MDP)算法相结合的方法来找到谜题的解决方案。ASP是用于构建马尔可夫决策过程(MDP)的状态和动作集的逻辑语言,MDP表示领域,其中RL用于学习问题的最佳策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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