No Arabic abstract
Detection rules have traditionally been designed for rational agents that minimize the Bayes risk (average decision cost). With the advent of crowd-sensing systems, there is a need to redesign binary hypothesis testing rules for behavioral agents, whose cognitive behavior is not captured by traditional utility functions such as Bayes risk. In this paper, we adopt prospect theory based models for decision makers. We consider special agent models namely optimists and pessimists in this paper, and derive optimal detection rules under different scenarios. Using an illustrative example, we also show how the decision rule of a human agent deviates from the Bayesian decision rule under various behavioral models, considered in this paper.
This paper mainly studies the rule acquisition and attribute reduction for formal decision context based on two new kinds of decision rules, namely I-decision rules and II-decision rules. The premises of these rules are object-oriented concepts, and the conclusions are formal concept and property-oriented concept respectively. The rule acquisition algorithms for I-decision rules and II-decision rules are presented. Some comparative analysis of these algorithms with the existing algorithms are examined which shows that the algorithms presented in this study behave well. The attribute reduction approaches to preserve I-decision rules and II-decision rules are presented by using discernibility matrix.
The widespread use of deep neural networks has achieved substantial success in many tasks. However, there still exists a huge gap between the operating mechanism of deep learning models and human-understandable decision making, so that humans cannot fully trust the predictions made by these models. To date, little work has been done on how to align the behaviors of deep learning models with human perception in order to train a human-understandable model. To fill this gap, we propose a new framework to train a deep neural network by incorporating the prior of human perception into the model learning process. Our proposed model mimics the process of perceiving conceptual parts from images and assessing their relative contributions towards the final recognition. The effectiveness of our proposed model is evaluated on two classical visual recognition tasks. The experimental results and analysis confirm our model is able to provide interpretable explanations for its predictions, but also maintain competitive recognition accuracy.
Manually checking models for compliance against building regulation is a time-consuming task for architects and construction engineers. There is thus a need for algorithms that process information from construction projects and report non-compliant elements. Still automated code-compliance checking raises several obstacles. Building regulations are usually published as human readable texts and their content is often ambiguous or incomplete. Also, the vocabulary used for expressing such regulations is very different from the vocabularies used to express Building Information Models (BIM). Furthermore, the high level of details associated to BIM-contained geometries induces complex calculations. Finally, the level of complexity of the IFC standard also hinders the automation of IFC processing tasks. Model chart, formal rules and pre-processors approach allows translating construction regulations into semantic queries. We further demonstrate the usefulness of this approach through several use cases. We argue our approach is a step forward in bridging the gap between regulation texts and automated checking algorithms. Finally with the recent building ontology BOT recommended by the W3C Linked Building Data Community Group, we identify perspectives for standardizing and extending our approach.
We study planning problems where autonomous agents operate inside environments that are subject to uncertainties and not fully observable. Partially observable Markov decision processes (POMDPs) are a natural formal model to capture such problems. Because of the potentially huge or even infinite belief space in POMDPs, synthesis with safety guarantees is, in general, computationally intractable. We propose an approach that aims to circumvent this difficulty: in scenarios that can be partially or fully simulated in a virtual environment, we actively integrate a human user to control an agent. While the user repeatedly tries to safely guide the agent in the simulation, we collect data from the human input. Via behavior cloning, we translate the data into a strategy for the POMDP. The strategy resolves all nondeterminism and non-observability of the POMDP, resulting in a discrete-time Markov chain (MC). The efficient verification of this MC gives quantitative insights into the quality of the inferred human strategy by proving or disproving given system specifications. For the case that the quality of the strategy is not sufficient, we propose a refinement method using counterexamples presented to the human. Experiments show that by including humans into the POMDP verification loop we improve the state of the art by orders of magnitude in terms of scalability.
Information theory has been very successful in obtaining performance limits for various problems such as communication, compression and hypothesis testing. Likewise, stochastic control theory provides a characterization of optimal policies for Partially Observable Markov Decision Processes (POMDPs) using dynamic programming. However, finding optimal policies for these problems is computationally hard in general and thus, heuristic solutions are employed in practice. Deep learning can be used as a tool for designing better heuristics in such problems. In this paper, the problem of active sequential hypothesis testing is considered. The goal is to design a policy that can reliably infer the true hypothesis using as few samples as possible by adaptively selecting appropriate queries. This problem can be modeled as a POMDP and bounds on its value function exist in literature. However, optimal policies have not been identified and various heuristics are used. In this paper, two new heuristics are proposed: one based on deep reinforcement learning and another based on a KL-divergence zero-sum game. These heuristics are compared with state-of-the-art solutions and it is demonstrated using numerical experiments that the proposed heuristics can achieve significantly better performance than existing methods in some scenarios.