Adaptive Symbolic Control for Finite-State Transition Systems With Grammatical Inference (original) (raw)
Abstract
This paper presents an approach that brings together game theory with grammatical inference and discrete abstractions in order to synthesize control strategies for hybrid dynamical systems performing tasks in partially unknown but rule-governed adversarial environments. The combined formulation guarantees that a system specification is met if (a) the true model of the environment is in the class of models inferable from a positive presentation, (b) a characteristic sample is observed, and (c) the task specification is satisfiable given the capabilities of the system (agent) and the environment.
Figures (10)
Fig. 1: The architecture of hybrid agentic planning and control with a module for grammatical inference.
the exact language presented to the learner, irrespectively if this language can also be generated
pair of closed doors. Fig. 3: The non-cooperative game used in this case study. Figure 3(a) is a graphical depiction of the triangular apartment game, while Fig. 3(b) shows a physical realization of the scenario, with a Knepera II miniature mobile robot in the role of the hybrid agent. The robot localizes itself and observes which doors are closed (door closure implemented manually using the yellow caution cones) through a VICON™ motion capture system. The grammatical inference module and the strategy computation algorithm have been implemented in python, which communicates with the control for the robot (through Matlab™) over a serial link. Fig. 3: The non-cooperative game used in this case study. Figure 3(a) is a graphical depiction of the triangular TABLE I: Some possible rules for the adversary (controlling the doors): at each round, the environment either grammatical inference module and the strategy computation algorithm have been implemented in python, which
Fig. 4: Semiautomata for the agent (left) and for a fragment of the environment (right). In Aj, the states are the rooms and the transitions are labeled with the rooms that the agent is to enter. For Ao, the states represent the pairs of doors that are currently closed and a transition xy indicates the pair of doors x,y are to be closed. By assigning J; = Q, and Jy = Qo, the game can start with any state in Q; x Q2 x {1}
if A, o Ay, while a fragment of the game automaton G is shown in Fig. 7. ‘ig. 6: Fragment of turn-based product P = A; 0 Az = (Qy, U1 U Xo, T,). State (r, d;d2,c) means the agent is in room r, doors {d,, d2} are closed and the Boolean variable keeping track of whose turn it is set to c.
Fig. 7: Fragment of the game automaton G = (Q,%) U Y2,T7,Qo,F) for the doorrobot game, where Qo = {(u,@, 1, qs) | ga € Th, q2 € 12, qs HSN € {12394} and Fo {(q1, 92,0, 1234) | (q1; G2, 0) € Qp}, note that upon initialization of a game, the state of A, (the room occupied by the robot) determines the choice of initial state in A (tho mnm vwvicitan hy tho mbhnt ) in A, (the room visited by the robot.)
Num of games Num of wins
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