Characterizing predicate Arity and spatial structure for inductive learning of game rules

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Abstract

Where do the predicates in a game ontology come from? We use RGBD vision to learn a) the spatial structure of a board, and b) the number of parameters in a move or transition. These are used to define state-transition predicates for a logical description of each game state. Given a set of videos for a game, we use an improved 3D multiobject tracking to obtain the positions of each piece in games such as 4- peg solitaire or Towers of Hanoi. The spatial positions occupied by pieces over the entire game is clustered, revealing the structure of the board. Each frame is represented as a Semantic Graph with edges encoding spatial relations between pieces. Changes in the graphs between game states reveal the structure of a “move”. Knowledge from spatial structure and semantic graphs is mapped to FOL descriptions of the moves and used in an Inductive Logic framework to infer the valid moves and other rules of the game. Discovered predicate structures and induced rules are demonstrated for several games with varying board layouts and move structures.

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APA

Dwibedi, D., & Mukerjee, A. (2015). Characterizing predicate Arity and spatial structure for inductive learning of game rules. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8926, pp. 323–338). Springer Verlag. https://doi.org/10.1007/978-3-319-16181-5_23

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