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27
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Introduction
Skills and Expertise
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August 2013 - present
Publications
Publications (27)
General Game Playing (GGP) aims to develop agents that are able to play any game with only rules given. The game rules are encoded in the Game Description Language (GDL). A GGP player processes the game rules to obtain game states and expand the game tree search for an optimal move. The recent accomplishments of AlphaGo and AlphaZero have triggered...
General Game Playing (GGP) is a platform for developing general Artificial Intelligence algorithms to play a large variety of games that are unknown to players in advance. This paper describes and analyses GGPZero, a learning architecture for GGP, inspired by the success of AlphaGo and AlphaZero. GGPZero takes as input a previously unknown game des...
Network embedding models automatically learn low-dimensional and neighborhood graph representation in vector space. Even-though these models have shown improved performances in various applications such as link prediction and classification compare to traditional graph mining approaches, they are still difficult to interpret. Most works rely on vis...
This paper is motivated by analysing a Google self-driving car accident, i.e., the car hit a bus, with the framework and the tools of strategic reasoning by model checking. First of all, we find that existing ATL model checking may find a solution to the accident with irrational joint strategy of the bus and the car. This leads to a restriction of...
Social norms are powerful formalism in coordinating autonomous agents' behaviour to achieve certain objectives. In this paper, we propose a dynamic normative system to enable the reasoning of the changes of norms under different circumstances, which cannot be done in the existing static normative systems. We study two important problems (norm synth...
A general game player automatically learns to play arbitrary new games solely by being told their rules. For this purpose games are specified in the general Game Description Language (GDL), a variant of Datalog with function symbols that uses a few game-specific keywords. A recent extension of basic GDL allows the description of nondeterministic ga...
GDL-II is a logic-based knowledge representation formalism used in general game playing to describe the rules of arbitrary games, in particular those with incomplete information. In this paper, we use model checking to automatically verify that games specified in GDL-II satisfy desirable temporal and knowledge conditions. We present a systematic tr...
We give a relation between a logic of knowledge and change, with a semantics on Kripke models, and a logic of knowledge and time, with a semantics on interpreted systems. In particular, given an epistemic state (pointed Kripke model with equivalence relations) and a formula in a dynamic epistemic logic (a logic describing the consequences of episte...
A key notion of equivalence for modal and epistemic logic is bisimulation. How- ever, to capture the update eects of action models in epistemic update logic, this notion turns out to be too strong. We propose necessary and sucient conditions for having the same update eect, in the cases of action models with propositional preconditions and action m...
In this paper, we develop a formal framework for analysing the flow of information and knowledge through social networks. Specifically, we propose a multi-agent epistemic logic in which we can represent and reason about communicative actions based on social networks and the resulting knowledge and ignorance of agents. We apply this logic to formall...
A general game player automatically learns to play arbitrary new games solely by being told their rules. For this purpose games are specified in the game description language GDL, a variant of Datalog with function symbols and a few known keywords. In its latest version GDL allows to describe nondeterministic games with any number of players who ma...
This thesis is in the area of Multi-Agent Systems (MASs). In a MAS, multiple agents act on their own behalf or of other stakeholders,
and key issues here are that they are situated, intelligent, rational and social. They are situated in the sense that they need to be able to sense their environment, intelligent in the sense that they need to model...
A general game player automatically learns to play arbitrary new games solely by being told their rules. For this purpose games are specified in the game description language GDL, a variant of Datalog with function symbols and a few known keywords. In its latest version GDL allows to describe nondeterministic games with any number of players who ma...
In this paper, we propose the use of an agent-based architecture to enhance workflow system capacity to support interprofessional, patient-centred palliative care delivery. This paper outlines the concept of palliative care and describes how agents can be used to assist care providers to address the needs of the patient and family. Agents are descr...
The Game Description Language (GDL) is a special purpose declarative language for defining games. GDL is used in the AAAI General Game Playing Competition, which tests the ability of computer programs to play games in general, rather than just to play a specific game. Software participants in the competition are provided with a game specified in GD...
In this paper, we propose the use of an agent-based architecture to enhance workflow system capacity to support interprofessional, patient-centred palliative care delivery. This paper outlines the concept of palliative care and describes how agents can be used to assist care providers to address the needs of the patient and family. Our architecture...
This paper presents an approach to monitor healthcare workflows us-ing a logic-based formal method. We introduce a monitoring architecture with workflows and knowledge bases, and propose a logical language, FO-LTL-K, to express temporal and knowledge properties to be monitored. We formalize some of the norms for palliative care using the proposed l...
The Game Description Language (GDL) is a special purpose declarative language for defining games. GDL is used in the AAAI
General Game Playing Competition, which tests the ability of computer programs to play games in general, rather than just
the ability to play a specific game. Participants in the competition are provided with a previously unknow...
The Sum-and-Product riddle was first published in the reference H. Freudenthal (1969, Nieuw Archief voor Wiskunde 3, 152) [6]. We provide an overview on the history of the dissemination of this riddle through the academic and puzzle-math community. This includes some references to precursors of the riddle, that were previously (as far as we know) u...
Dans les puzzles épistémiques les annonces d’ignorance, ou des séquences de tels annonces, souvent résultent en connaissances. Nous présentons le puzzle ‘Quelle Somme ?’, et le modèlisent dans la logique des annonces publiques – un langage logique avec des opérateurs dynamiques et épistémiques. La solution du puzzle est controlée avec la programme...
We give a relation between a logic of knowledge and change, with a semantics on Kripke models, and a logic of knowledge and time, with a semantics on interpreted systems. More in particular, given an epistemic state and a formula in action model logic, we construct an in-terpreted system relative to that epistemic state and that formula that satisf...
The Game Description Language (GDL) is a special purpose declarative language for defining games. GDL is used in the AAAI General Game Playing Competition, which tests the ability of computer programs to play games in general, rather than just to play a specific game. Participants in the competition are provided with a game specified in GDL, and th...
We implement a specific protocol for bit exchange among card-playing agents in three different state-of-the-art epistemic model checkers and compare the results.
We model the well-known Sum-and-Product problem in a modal logic, and verify its solution in a model checker. The modal logic is public announcement logic. The riddle is then implemented and its solution veried in the epistemic model checker DEMO.
Exploring the Update Universe Ji Ruan Abstract: In this thesis, the author shows how BMS framework models the cases of message passing. He studies the sufficient and necessary conditions for two action models to have the same update effects, and proposes a structural relation between action models, named action emulation, to capture the same update...
A common theme in epistemic riddles is that announcements of ignorance may eventually result in knowledge. We present a fairly new epistemic riddle, including some variants that were partly accidentally designed due to a miscommunication between logic puzzle enthusiasts. The design was facilitated because such riddles can be specied, and fairly eas...