Above are papers related to the following paper: [Paper_ID] Paper #1139928. 	[Title] Planning and Learning in an Adversarial Robotic Game [Abstract] 1 This paper demonstrates the tandem use of a finite automata learning algorithm and a utility planner for an adversarial robotic domain. For many applications, robot agents need to predict the movement of objects in the environment and plan to avoid them. When the robot has no reasoning model of the object, machine learning techniques can be used to generate one. In our project, we learn a DFA model of an adversarial robot and use the automaton to predict the next move of the adversary. The robot agent plans a path to avoid the adversary at the predicted location while fulfilling the goal requirements. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #152226. 	[Title] A Polynomial Time Incremental Algorithm for Regular Grammar Inference [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1112099. 	[Title] The Power of a Pebble: Exploring and Mapping Directed Graphs [Abstract] Exploring and mapping an unknown environment is a fundamental problem, which is studied in a variety of contexts. Many works have focused on finding efficient solutions to restricted versions of the problem. In this paper, we consider a model that makes very limited assumptions on the environment and solve the mapping problem in this general setting. We model the environment by an unknown directed graph G, and consider the problem of a robot exploring and mapping G. We do not assume that the vertices of G are labeled, and thus the robot has no hope of succeeding unless it is given some means of distinguishing between vertices. For this reason we provide the robot with a pebble a device that it can place on a vertex and use to identify the vertex later. In this paper we show: (1) If the robot knows an upper bound on the number of vertices then it can learn the graph efficiently with only one pebble. (2) If the robot does not know an upper bound on the number of vertices n, then fi(log log n) pebbles are both necessary and sufficient. In both cases our algorithms are deterministic. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #152227. 	[Title] Learning DFA from Simple Examples [Abstract] We present a framework for learning DFA from simple examples. We show that efficient PAC learning of DFA is possible if the class of distributions is restricted to simple distributions where a teacher might choose examples based on the knowledge of the target concept. This answers an open research question posed in Pitt's seminal paper: Are DFA's PAC-identifiable if examples are drawn from the uniform distribution, or some other known simple distribution? Our approach uses the RPNI algorithm for learning DFA from labeled examples. In particular, we describe an efficient learning algorithm for exact learning of the target DFA with high probability when a bound on the number of states (N ) of the target DFA is known in advance. When N is not known, we show how this algorithm can be used for efficient PAC learning of DFAs. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #95589. 	[Title] Planning with Closed-Loop Macro Actions [Abstract] Planning and learning at multiple levels of temporal abstraction is a key problem for artificial intelligence. In this paper we summarize an approach to this problem based on the mathematical framework of Markov decision processes and reinforcement learning. Conventional model-based reinforcement learning uses primitive actions that last one time step and that can be modeled independently of the learning agent. These can be generalized to macro actions, multi-step actions specified by an arbitrary policy and a way of completing. Macro actions generalize the classical notion of a macro operator in that they are closed loop, uncertain, and of variable duration. Macro actions are needed to represent common-sense higher-level actions such as going to lunch, grasping an object, or traveling to a distant city. This paper generalizes prior work on temporally abstract models (Sutton 1995) and extends it from the prediction setting to include actions, control, and planning. We define a semantics of models of macro actions that guarantees the validity of planning using such models. This paper present new results in the theory of planning with macro actions and illustrates its potential advantages in a gridworld task. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #7430. 	[Title] Multi-time Models for Temporally Abstract Planning [Abstract] Planning and learning at multiple levels of temporal abstraction is a key problem for artificial intelligence. In this paper we summarize an approach to this problem based on the mathematical framework of Markov decision processes and reinforcement learning. Current model-based reinforcement learning is based on one-step models that cannot represent common-sense higher-level actions, such as going to lunch, grasping an object, or flying to Denver. This paper generalizes prior work on temporally abstract models [Sutton, 1995] and extends it from the prediction setting to include actions, control, and planning. We introduce a more general form of temporally abstract model, the multi-time model, and establish its suitability for planning and learning by virtue of its relationship to the Bellman equations. This paper summarizes the theoretical framework of multi-time models and illustrates their potential advantages in a The need for hierarchical and abstract planning is a fundamental problem in AI (see, e.g., Sacerdoti, 1977; Laird et al., 1986; Korf, 1985; Kaelbling, 1993; Dayan & Hinton, 1993). Model-based reinforcement learning offers a possible solution to the problem of integrating planning with real-time learning and decision-making (Peng & Williams, 1993, Moore & Atkeson, 1993; Sutton and Barto, 1998). However, current model-based reinforcement learning is based on one-step models that cannot represent common-sense, higher-level actions. Modeling such actions requires the ability to handle different, interrelated levels of temporal abstraction. A new approach to modeling at multiple time scales was introduced by Sutton (1995) based on prior work by Singh , Dayan , and Sutton and Pinette . This approach enables models of the environment at different temporal scales to be intermixed, producing temporally abstract models. However, that work was concerned only with predicting the environment. This paper summarizes an extension of the approach including actions and control of the environment [Precup & Sutton, 1997]. In particular, we generalize the usual notion of a gridworld planning task. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1153287. 	[Title] Multi-time Models for Temporally [Abstract] Planning Abstract Planning and learning at multiple levels of temporal abstraction is a key problem for artificial intelligence. In this paper we summarize an approach to this problem based on the mathematical framework of Markov decision processes and reinforcement learning. Current model-based reinforcement learning is based on one-step models that cannot represent common-sense higher-level actions, such as going to lunch, grasping an object, or flying to Denver. This paper generalizes prior work on temporally abstract models (Sutton, 1995b) and extends it from the prediction setting to include actions, control, and planning. We introduce a more general form of temporally abstract model, the multi-time model, and establish its suitability for planning and learning by virtue of its relationship to Bellman equations. This paper summarizes the theoretical framework of multi-time models and illustrates their potential ad The need for hierarchical and abstract planning is a fundamental problem in AI (see, e.g., Sacerdoti, 1977; Laird et al., 1986; Korf, 1985; Kaelbling, 1993; Dayan & Hinton, 1993). Model-based reinforcement learning offers a possible solution to the problem of integrating planning with real-time learning and decision-making (Peng & Williams, 1993, Moore & Atkeson, 1993; Sutton and Barto, in press). However, current model-based reinforcement learning is based on one-step models that cannot represent common-sense, higher-level actions. Modeling such actions requires the ability to handle different, interrelated levels of temporal abstraction. A new approach to modeling at multiple time scales was introduced by Sutton (1995b) based on prior work by Singh (1992), Dayan (1993b), and Sutton and Pinette (1985). This approach enables models of the environment at different temporal scales to be intermixed, producing temporally abstract models. However, that work was concerned only with predicting the environment. This paper summarizes vantages in a gridworld planning task. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #28456. 	[Title] A Competitive Approach to Game Learning [Abstract] Machine learning of game strategies has often depended on competitive methods that continually develop new strategies capable of defeating previous ones. We use a very inclusive definition of game and consider a framework within which a competitive algorithm makes repeated use of a strategy learning component that can learn strategies which defeat a given set of opponents. We describe game learning in terms of sets H and X of first and second player strategies, and connect the model with more familiar models of concept learning. We show the importance of the ideas of teaching set [20] and specification number [19] k in this new context. The performance of several competitive algorithms is investigated, using both worst-case and randomized strategy learning algorithms. Our central result (Theorem 4) is a competitive algorithm that solves games in a total number of strategies polynomial in lg(jHj), lg(jX j), and k. Its use is demonstrated, including an application in concept learning with a new kind of counterexample oracle. We conclude with a complexity analysis of game learning, and list a number of new questions arising from this work. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #101261. 	[Title] Optimality and Domination in Repeated Games with Bounded Players [Abstract] We examine questions of optimality and domination in repeated stage games where one or both players may draw their strategies only from (perhaps different) computationally bounded sets. We also consider optimality and domination when bounded convergence rates of the infinite payoff. We develop a notion of a "grace period" to handle the problem of vengeful strategies. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #365294. 	[Title] Multi-Time Models for Reinforcement Learning [Abstract] Reinforcement learning can be used not only to predict rewards, but also to predict states, i.e. to learn a model of the world's dynamics. Models can be defined at different levels of temporal abstraction. Multi-time models are models that focus on predicting what will happen, rather than when a certain event will take place. Based on multi-time models, we can define abstract actions, which enable planning (presumably in a more efficient way) at various levels of abstraction. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #101263. 	[Title] Efficient Algorithms for Learning to Play Repeated Games Against Computationally Bounded Adversaries [Abstract] We study the problem of efficiently learning to play a game optimally against an unknown adversary chosen from a computationally bounded class. We both contribute to the line of research on playing games against finite automata, and expand the scope of this research by considering new classes of adversaries. We introduce the natural notions of games against recent history adversaries (whose current action is determined by some simple boolean formula on the recent history of play), and games against statistical adversaries (whose current action is determined by some simple function of the statistics of the entire history of play). In both cases we give efficient algorithms for learning to play penny-matching and a more difficult game called contract . We also give the most powerful positive result to date for learning to play against finite automata, an efficient algorithm for learning to play any game against any finite automata with probabilistic actions and low cover time. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #12238. 	[Title] Exactly Learning Automata with Small Cover Time [Abstract] We present algorithms for exactly learning unknown environments that can be described by deterministic finite automata. The learner performs a walk on the target automaton, where at each step it observes the output of the state it is at, and chooses a labeled edge to traverse to the next state. We assume that the learner has no means of a reset, and we also assume that the learner does not have access to a teacher that answers equivalence queries and gives the learner counterexamples to its hypotheses. We present two algorithms, one assumes that the outputs observed by the learner are always correct and the other assumes that the outputs might be erroneous. The running times of both algorithms are polynomial in the cover time of the underlying graph of the target automaton. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #131315. 	[Title] Hierarchical Recurrent Neural Networks for Long-Term Dependencies [Abstract] We have already shown that extracting long-term dependencies from sequential data is difficult, both for deterministic dynamical systems such as recurrent networks, and probabilistic models such as hidden Markov models (HMMs) or input/output hidden Markov models (IOHMMs). In practice, to avoid this problem, researchers have used domain specific a-priori knowledge to give meaning to the hidden or state variables representing past context. In this paper, we propose to use a more general type of a-priori knowledge, namely that the temporal dependencies are structured hierarchically. This implies that long-term dependencies are represented by variables with a long time scale. This principle is applied to a recurrent network which includes delays and multiple time scales. Experiments confirm the advantages of such structures. A similar approach is proposed for HMMs and IOHMMs. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #28504. 	[Title] TD Models: Modeling the World at a Mixture of Time Scales [Abstract] Temporal-difference (TD) learning can be used not just to predict rewards, as is commonly done in reinforcement learning, but also to predict states, i.e., to learn a model of the world's dynamics. We present theory and algorithms for intermixing TD models of the world at different levels of temporal abstraction within a single structure. Such multi-scale TD models can be used in model-based reinforcement-learning architectures and dynamic programming methods in place of conventional Markov models. This enables planning at higher and varied levels of abstraction, and, as such, may prove useful in formulating methods for hierarchical or multi-level planning and reinforcement learning. In this paper we treat only the prediction problem|that of learning a model and value function for the case of fixed agent behavior. Within this context, we establish the theoretical foundations of multi-scale models and derive TD algorithms for learning them. Two small computational experiments are presented to test and illustrate the theory. This work is an extension and generalization of the work of Singh (1992), Dayan (1993), and Sutton & Pinette (1985). Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #987197. 	[Title] Query, PACS and simple-PAC Learning [Abstract] We study a distribution dependent form of PAC learning that uses probability distributions related to Kolmogorov complexity. We relate the PACS model, defined by Denis, D'Halluin and Gilleron in [3], with the standard simple-PAC model and give a general technique that subsumes the results in [3] and [6]. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #12350. 	[Title] Cryptographic Limitations on Learning Boolean Formulae and Finite Automata [Abstract] In this paper we prove the intractability of learning several classes of Boolean functions in the distribution-free model (also called the Probably Approximately Correct or PAC model) of learning from examples. These results are representation independent, in that they hold regardless of the syntactic form in which the learner chooses to represent its hypotheses. Our methods reduce the problems of cracking a number of well-known public-key cryptosys- tems to the learning problems. We prove that a polynomial-time learning algorithm for Boolean formulae, deterministic finite automata or constant-depth threshold circuits would have dramatic consequences for cryptography and number theory: in particular, such an algorithm could be used to break the RSA cryptosystem, factor Blum integers (composite numbers equivalent to 3 modulo 4), and detect quadratic residues. The results hold even if the learning algorithm is only required to obtain a slight advantage in prediction over random guessing. The techniques used demonstrate an interesting duality between learning and cryptography. We also apply our results to obtain strong intractability results for approximating a gener - alization of graph coloring. fl This research was conducted while the author was at Harvard University and supported by an A.T.& T. Bell Laboratories scholarship. y Supported by grants ONR-N00014-85-K-0445, NSF-DCR-8606366 and NSF-CCR-89-02500, DAAL03-86-K-0171, DARPA AFOSR 89-0506, and by SERC. Please summarise all the given information.

Paper #1139928 has the title `Planning and Learning in an Adversarial Robotic Game  
` and the abstract `1 This paper demonstrates the tandem use of a finite automata learning algorithm and a utility planner for an adversarial robotic domain. For many applications, robot agents need to predict the movement of objects in the environment and plan to avoid them. When the robot has no reasoning model of the object, machine learning techniques can be used to generate one. In our project, we learn a DFA model of an adversarial robot and use the automaton to predict the next move of the adversary. The robot agent plans a path to avoid the adversary at the predicted location while fulfilling the goal requirements. 
`.
Question: Which category should Paper #1139928 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].


Paper #1139928 has the title `Planning and Learning in an Adversarial Robotic Game  
` and the abstract `1 This paper demonstrates the tandem use of a finite automata learning algorithm and a utility planner for an adversarial robotic domain. For many applications, robot agents need to predict the movement of objects in the environment and plan to avoid them. When the robot has no reasoning model of the object, machine learning techniques can be used to generate one. In our project, we learn a DFA model of an adversarial robot and use the automaton to predict the next move of the adversary. The robot agent plans a path to avoid the adversary at the predicted location while fulfilling the goal requirements. 
`.
Question: Which category should Paper #1139928 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].

This paper should be classified into: Theory