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description | scientific paper published in CEUR-WS Volume 3197 |
id | Vol-3197/paper11 |
wikidataid | Q117341837→Q117341837 |
title | There and Back Again: Combining Non-monotonic Logical Reasoning and Deep Learning on an Assistive Robot |
pdfUrl | https://ceur-ws.org/Vol-3197/paper11.pdf |
dblpUrl | https://dblp.org/rec/conf/nmr/SridharanBFG22 |
volume | Vol-3197→Vol-3197 |
session | → |
Paper | |
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edit | |
description | scientific paper published in CEUR-WS Volume 3197 |
id | Vol-3197/paper11 |
wikidataid | Q117341837→Q117341837 |
title | There and Back Again: Combining Non-monotonic Logical Reasoning and Deep Learning on an Assistive Robot |
pdfUrl | https://ceur-ws.org/Vol-3197/paper11.pdf |
dblpUrl | https://dblp.org/rec/conf/nmr/SridharanBFG22 |
volume | Vol-3197→Vol-3197 |
session | → |
There and Back Again: Combining Non-monotonic Logical Reasoning and Deep Learning on an Assistive Robot Mohan Sridharan1,* , Chloé Benz2 , Arthur Findelair3 and Kévin Gloaguen4 1 Intelligent Robotics Lab, School of Computer Science, University of Birmingham, UK 2 Illinois Institute of Technology, USA 3 Illinois Institute of Technology, USA 4 École Nationale Supérieure de Mécanique et d’Aérotechnique, France Abstract This paper describes the development of an architecture that combines non-monotonic logical reasoning and deep learning in virtual (simulated) and real (physical) environments for an assistive robot. As an illustrative example, we consider a robot assisting in a simulated restaurant environment. For any given goal, the architecture uses Answer Set Prolog to represent and reason with incomplete commonsense domain knowledge, providing a sequence of actions for the robot to execute. At the same time, reasoning directs the robot’s learning of deep neural network models for human face and hand gestures made in the real world. These learned models are used to recognize and translate human gestures to scenarios that mimic real-world situations in the simulated environment, and to goals that need to be achieved by the robot in the simulated environment. We report the challenges faced in the development of such an integrated architecture, as well as the insights learned from the design, implementation, and evaluation of this architecture by a distributed team of researchers during the ongoing pandemic. Keywords Non-monotonic logical reasoning, Probabilistic reasoning, Interactive learning, Robotics 1. Motivation Consider the motivating example of a mobile robot (Pep- per) waiter in a simulated restaurant, as shown in Figure 1. The robot has to perform tasks such as seating customers at suitable tables, taking and delivering food orders, and collecting payment. To perform these tasks, the robot extracts and reasons with the information from different sensors (e.g., camera, range finder) and incomplete com- monsense domain knowledge. This knowledge includes relational descriptions of the domain objects and their at- Figure 1: Illustrative snapshot of an assistive robot oper- tributes (e.g., size, number, and relative positions of tables, ating as a waiter in a simulated restaurant scenario. chairs, and people). It also includes axioms governing actions and change in the domain (e.g., the preconditions and effects of seating a group of people at a particular table), including default statements that hold in all but with its knowledge and sensor observations to revise its a few exceptional circumstances (e.g., “customers typ- knowledge (e.g., revise the number of people seated at ically need some time to look at the menu before they different tables, learn the effects of different gestures). place an order”). Since the domain description is incom- Furthermore, to promote better interaction with humans plete and can change over time, the robot also reasons in the restaurant, the robot provides on-demand relational descriptions of its decisions and the evolution of beliefs. NMR 2022: 20th InternationalWorkshop on Non-Monotonic Reason- Realizing the motivating scenario described above ing, August 07–09, 2022, Haifa, Israel poses fundamental challenges in knowledge represen- * Corresponding author. tation, reasoning, and learning. State of the art robot " m.sridharan@bham.ac.uk (M. Sridharan); architectures often seek to address these challenges by chloe.c.benz@gmail.com (C. Benz); arthfind@gmail.com (A. Findelair); k.gloaguen1303@gmail.com (K. Gloaguen) using logics and probabilistic methods to represent and ~ https://www.cs.bham.ac.uk/~sridharm/ (M. Sridharan) reason with domain knowledge and observations, and � 0000-0001-9922-8969 (M. Sridharan) by using data-driven (deep) learning methods to extract © 2022 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). knowledge from large, labeled datasets (e.g., of noisy sen- CEUR Workshop Proceedings http://ceur-ws.org ISSN 1613-0073 CEUR Workshop Proceedings (CEUR-WS.org) 115 �sor observations). However, practical domains make it 2. Related Work difficult to provide a comprehensive encoding of domain knowledge, or the computational resources and examples There is a well-established history of the use of log- needed to augment or revise the robot’s knowledge. Fur- ics in different AI and robotics applications. The non- thermore, circumstances such as the ongoing pandemic monotonic logical reasoning paradigm used in this paper, make it rather challenging for a distributed team of re- ASP, has been used by an international community of re- searchers to design and evaluate such architectures for searchers for many applications in robotics [1] and other integrated robot systems. fields [2]. There has also been a lot of work over multiple This paper makes a two-fold contribution towards ad- decades on integrating logical and probabilistic reason- dressing the above-mentioned challenges. First, it uses ing [3, 4, 5], and on using different logics for guiding the motivating example to describe the development probabilistic sequential decision making [6]. Our focus of an architecture that adapts knowledge representation here is on building on this work to support transparent (KR) tools to achieve transparent, reliable, and efficient knowledge-based reasoning and data-driven learning in knowledge-based reasoning and data-driven learning on integrated robot systems. an assistive robot. Second, it highlights the advantages of There are many methods for learning logic-based rep- using KR tools, and of formally coupling representation, resentations of domain knowledge. This includes the reasoning and learning, to design such an architecture. incremental revision of action operators in first-order More specifically, our architecture: logic [7], the inductive learning of domain knowledge encoded as an Answer Set Prolog program [8], and the • Represents and performs non-monotonic logical work on coupling non-monotonic logical reasoning with reasoning with incomplete commonsense domain inductive learning or relational reinforcement learning to knowledge using Answer Set Prolog (ASP) to ob- learn axioms [9, 10]. Our approach in this architecture is tain a plan of abstract actions for any given goal; inspired by work in interactive task learning [11]; unlike • Executes each abstract action as a sequence of methods that learn from many training examples, our ap- concrete actions by automatically identifying and proach seeks to identify and learn from a limited number reasoning probabilistically about the relevant do- of relevant training examples. main knowledge at a finer granularity; Given the use of deep networks in different applications, • Reasons with domain knowledge to allow humans there is much interest in understanding their operation in making hand gestures in the physical world to terms of the features influencing network outputs [12, 13]. interact with the simulated robot in a manner that There is also work on neuro-symbolic systems that reason mimics interaction in the physical world; and with learned symbolic structure or a scene graph in con- • Reasons with domain knowledge to guide the junction with deep networks to answer questions about learning of models for new hand gestures and images [14, 15]. Work in the broader areas of explainable the corresponding axioms, and for providing on- AI and explainable planning can be categorized into two demand relational descriptions as explanations of groups. Methods in one group modify or map learned the robot’s decisions and beliefs. models or reasoning systems to make their decisions more interpretable [16] or easier for humans to understand [17]. The interactive interface between the virtual and physical Methods in the other group provide descriptions that make world helped the three undergraduate student authors de- a reasoning system’s decisions more transparent [18], help sign, implement, and evaluate the architecture remotely humans understand plans [19], and help justify solutions over different time intervals during the pandemic. It also obtained by non-monotonic logical reasoning [20]. Re- helped us explore the interplay between reasoning and cent survey papers indicate that existing methods: (i) do learning. The “there and back again” in the title thus refers not fully integrate reasoning and learning to inform and to the architecture’s on-demand ability to traverse differ- guide each other; (ii) do not fully exploit the available ent points in space and time, and to transition between commonsense domain knowledge for reliable, efficient, the physical and virtual world for human-robot collabora- and transparent reasoning and learning; and (iii) are often tion. We demonstrate the capabilities of our architecture agnostic to how an explanation is structured or assumes through experimental results and execution traces of use comprehensive domain knowledge [21, 22] cases in our motivating restaurant domain. Our work focuses on transparent, reliable, and efficient The remainder of this paper is organized as follows. We reasoning and learning in integrated robot systems that begin by discussing related work in Section 2. Next, we combine reasoning with incomplete commonsense do- describe our architecture and its components in Section 3. main knowledge and data-driven learning from limited The execution traces and results of evaluating our archi- examples. We seek to demonstrate that this objective can tecture’s components are described in Section 4, and the be achieved by building on KR tools. To do so, we build conclusions are described in Section 5. on some of the prior work of the lead author with others. 116 � Knowledge Representation+ Reasoning providing a bill and collecting payment; and (iv) respond- domain knowledge (relations, action theory) ing to requests from the customer(s) and the designer. The non−monotonic logical reasoning probabilistic reasoning robot uses probabilistic algorithms to model and account for the uncertainty experienced during perception and ac- tuation. Interactions of the robot with a human supervisor are handled through the interface that interprets hand ges- tures made by a human in the physical world. The robot virtual world deep/reinforcement has incomplete (and potentially imprecise) domain knowl- inductive edge, which includes number, size, and location of tables physical world and chairs; spatial relations between objects; and some Interactive Learning axioms governing domain dynamics such as: Interaction Interface Figure 2: Overview of our architecture combining non- • If the robot allocates a group of customers to a monotonic logical reasoning, probabilistic reasoning, and table, all members of the group are considered to deep learning for reliable, efficient, and transparent rea- be seated at that table. soning and learning. • The robot cannot seat customers at a table that is not empty, i.e., is occupied. • Any customer cannot be allocated to more than In particular, we build on work on: (i) a refinement-based one table at a time. architecture for representation and reasoning [23]; (ii) explainable agency and theory of explanations [24, 25]; This knowledge, e.g., the axioms describing dynamic and (iii) combining non-monotonic logical reasoning and changes and the values of some attributes of the domain deep learning for axiom learning and scene understand- or robot, may need to be revised over time. ing [9, 26]. The novelty is in bringing these different strands together in an architecture, and in facilitating 3.1. Representation and Reasoning the interactive interface between the virtual and physi- cal worlds for design and evaluation. To represent and reason with domain knowledge, we use CR-Prolog, an extension of Answer Set Prolog (ASP) that introduces consistency restoring (CR) rules [27]. ASP 3. Architecture Description is based on stable model semantics, and supports default negation and epistemic disjunction, e.g., unlike “¬𝑎” that Figure 2 presents an overview of the main components implies a is believed to be false, “𝑛𝑜𝑡 𝑎” only implies of our architecture. As stated earlier, the architecture a is not believed to be true, and unlike “𝑝 ∨ ¬𝑝” in uses ASP to represent and reason with commonsense do- propositional logic, “𝑝 𝑜𝑟 ¬𝑝” is not tautologous. ASP main knowledge, e.g., to reason about object and robot can represent recursive definitions and constructs that are attributes to compute a plan to achieve a given goal. For difficult to express in classical logic formalisms, and it more complex domains, this reasoning can take place us- supports non-monotonic logical reasoning, i.e., the abil- ing transition diagrams at two different resolutions, with ity to revise previously held conclusions based on new the fine-resolution diagram defined as a refinement of evidence. We use the terms “CR-Prolog” and “ASP” in- the coarse-resolution diagram. Execution of the actions terchangeably in this paper. by a robot can then involve probabilistic reasoning with a relevant part of the fine-resolution transition diagram. Reasoning informs and guides both the interactive learn- Knowledge representation. A domain’s description ing of previously unknown domain knowledge (which in ASP comprises a system description 𝒟 and a history ℋ. is used for subsequent reasoning), and the interface for 𝒟 comprises a sorted signature Σ and axioms encoding interaction between a human in the physical world and the domain’s dynamics. Σ comprises basic sorts, statics, the robot in the virtual world. Reasoning is also used i.e., domain attributes that do not change over time, fluents, to identify relevant literals and axioms to provide an on- i.e., domain attributes whose values can be changed, and demand description of the robot’s decisions and beliefs. actions; note that statics, fluents, and actions are described The individual components are described below using the in terms of the sorts of their arguments. In the RW domain, following example domain. the robot needs to reason about spatial relations between objects, and to plan and execute actions that change the Example Domain 1. [Robot Waiter (RW) Domain] domain. Such a dynamic domain is modeled in our archi- A Pepper robot operates as a waiter in a restaurant. Its tecture by first describing Σ and the domain’s transition tasks include: (i) greeting and seating customers; (ii) tak- diagram in action language 𝒜ℒ𝑑 [28]; this description is ing food orders and delivering food to specific tables; (iii) then translated to ASP statements. The basic sorts of the 117 � ¬𝑜𝑐𝑐𝑢𝑟𝑠(𝑚𝑜𝑣𝑒(𝑅, 𝑁 ), 𝐼) ← (1e) ℎ𝑜𝑙𝑑𝑠(𝑙𝑜𝑐(𝑅, 𝑀 ), 𝐼), ¬𝑒𝑑𝑔𝑒(𝑀, 𝑁 ) ¬𝑜𝑐𝑐𝑢𝑟𝑠(𝑔𝑖𝑣𝑒𝑏𝑖𝑙𝑙(𝑅, 𝑇 ), 𝐼) ← (1f) ¬ℎ𝑜𝑙𝑑𝑠(𝑤𝑎𝑛𝑡𝑠𝑏𝑖𝑙𝑙(𝑇 ), 𝐼) which encode two causal laws, two state constraints, and two executability conditions respectively. For example, Statement 1(a) is a causal law that implies that execut- ing the move action causes the robot’s location to be the desired node in the next time step, Statement 1(c) is a constraint stating that a customer can only be at one table at a time, and Statement 1(e) is an executability condition Figure 3: Example layout of the RW domain, which orga- that implies that a move to a target location is not possible nizes the available space into nodes representing regions if it is not connected to the robot’s current location. The with specific tables. axioms also encode some default statements that hold in all but a few exceptional situations. For example, in the RW domain, we may want to encode that “clean plates RW domain include 𝑡𝑎𝑏𝑙𝑒, 𝑟𝑜𝑏𝑜𝑡, 𝑐𝑢𝑠𝑡𝑜𝑚𝑒𝑟, 𝑒𝑚𝑝𝑙𝑜𝑦𝑒𝑒, are usually in the kitchen” unless stated otherwise: 𝑤𝑎𝑖𝑡𝑒𝑟, 𝑓 𝑢𝑟𝑛𝑖𝑡𝑢𝑟𝑒, 𝑔𝑒𝑠𝑡𝑢𝑟𝑒, 𝑔𝑒𝑠𝑡𝑢𝑟𝑒_𝑐𝑎𝑡𝑒𝑔𝑜𝑟𝑦, and 𝑠𝑡𝑒𝑝 for temporal reasoning. The sorts may be organized ℎ𝑜𝑙𝑑𝑠(𝑙𝑜𝑐(𝑃, 𝑘𝑖𝑡𝑐ℎ𝑒𝑛), 𝐼) ← ℎ𝑜𝑙𝑑𝑠(𝑐𝑙𝑒𝑎𝑛(𝑃 ), 𝐼), hierarchically, e.g., chair and table are subsorts of the 𝑝𝑙𝑎𝑡𝑒(𝑃 ), 𝑛𝑜𝑡 ¬ℎ𝑜𝑙𝑑𝑠(𝑙𝑜𝑐(𝑃, 𝑘𝑖𝑡𝑐ℎ𝑒𝑛), 𝐼) (2) sort furniture, and the sort employee includes robot and supervisor as subsorts. where “not” denotes default negation. One potential ex- Statics of the RW domain include relations edge(node, ception to this axiom is that some clean plates may also node) and linked(node, furniture); the former is a graph- be placed near the buffet table; these exceptions can also based encoding of regions, e.g., see Figure 3, and the latter be encoded. In addition to axioms, information extracted associates particular tables to particular nodes. Fluents from the sensor inputs (e.g., different hand gestures) are include relations such as location(robot, node), iswait- also converted to ASP statements at that time step. Each ing(customer), attable(customer, table), occupancy(table, gesture is also associated with the corresponding axioms; num), and haspaid(customer). Actions of the RW do- more specific details are provided in Section 3.3. main include move(robot, node), which causes the robot A dynamic domain’s history ℋ typically comprises to move to a particular node; seat(robot, customer, table), records of: (a) fluents observed to be true or false at which causes the robot to seat particular customer(s) at a a particular time step; and (b) the actual execution of particular table; and givebill(robot, table), which causes particular actions at particular time steps: the robot to give the bill to a customer at a particular ta- 𝑜𝑏𝑠(𝑓 𝑙𝑢𝑒𝑛𝑡, 𝑏𝑜𝑜𝑙𝑒𝑎𝑛, 𝑠𝑡𝑒𝑝) ble. In addition, relation holds(fluent, step) implies that a particular fluent holds true at a particular timestep, and ℎ𝑝𝑑(𝑎𝑐𝑡𝑖𝑜𝑛, 𝑠𝑡𝑒𝑝) occurs(action, step) implies the occurrence of a particular Prior work demonstrated that this notion of history can action at a particular timestep of the plan. be expanded to include defaults describing the values of Given the signature Σ, axioms describing a domain’s fluents in the initial state, along with exceptions [23]. dynamics consist of causal laws, state constraints, and executability conditions. For the RA domain, these are Reasoning. Given the representation of domain knowl- translated to statements in ASP such as: edge described above, the robot still needs to reason with ℎ𝑜𝑙𝑑𝑠(𝑙𝑜𝑐(𝑅, 𝑁 ), 𝐼 + 1) ← (1a) this knowledge and observations perform tasks such as in- ference, planning, and diagnostics. In our architecture, we 𝑜𝑐𝑐𝑢𝑟𝑠(𝑚𝑜𝑣𝑒(𝑅, 𝑁 ), 𝐼) automatically construct the CR-Prolog program Π(𝒟, ℋ), ℎ𝑜𝑙𝑑𝑠(𝑎𝑡𝑡𝑎𝑏𝑙𝑒(𝐶, 𝑇 ), 𝐼 + 1) ← (1b) which includes Σ and axioms of 𝒟, inertia axioms, reality 𝑜𝑐𝑐𝑢𝑟𝑠(𝑠𝑒𝑎𝑡(𝑅, 𝐶, 𝑇 ), 𝐼) check axioms, closed world assumptions for actions, and ¬ℎ𝑜𝑙𝑑𝑠(𝑎𝑡𝑡𝑎𝑏𝑙𝑒(𝐶, 𝑇 2), 𝐼) ← (1c) observations, actions, and defaults from ℋ; a basic version of this program can be viewed online [29]. For planning ℎ𝑜𝑙𝑑𝑠(𝑎𝑡𝑡𝑎𝑏𝑙𝑒(𝐶, 𝑇 1), 𝐼), 𝑇 1 ̸= 𝑇 2 and diagnostics, this program also includes helper axioms ¬ℎ𝑜𝑙𝑑𝑠(𝑜𝑐𝑐𝑢𝑝𝑎𝑛𝑐𝑦(𝑇, 𝑋2), 𝐼) ← (1d) that define a goal, and require the robot to search until a ℎ𝑜𝑙𝑑𝑠(𝑜𝑐𝑐𝑢𝑝𝑎𝑛𝑐𝑦(𝑇, 𝑋1), 𝐼), 𝑋1 ̸= 𝑋2 consistent model of the world is constructed and a plan is computed to achieve the goal. Planning, diagnostics, 118 �and inference are then reduced to computing answer sets 𝑎𝑡𝑔 = 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛2 ). The object constants relevant to of Π; we use the SPARC system [30] to compute answer this transition then include 𝑟𝑜𝑏1 , 𝑛1 , 𝑛2 , and 𝑘𝑖𝑡𝑐ℎ𝑒𝑛. set(s). Each answer set represents the robot’s beliefs in a possible world; the literals of fluents and statics at a time Definition 2. [Relevant system description] step represent the domain’s state at that time step. As The system description relevant to a transition 𝑇 = stated earlier, our architecture’s non-monotonic reasoning ⟨𝜎1 , 𝑎𝑡𝑔 , 𝜎2 ⟩, i.e., 𝒟(𝑇 ), is defined by signature Σ(𝑇 ) ability supports recovery from incorrect inferences due to and axioms. Σ(𝑇 ) is constructed to comprise: incomplete knowledge or noisy sensor inputs. • Basic sorts of Σ that produce a non-empty inter- Prior work by the lead author and others resulted in an section with 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ). architecture for reasoning with transition diagrams at two • All object constants of basic sorts of Σ(𝑇 ) that resolutions, with the fine-resolution diagram formally de- form the range of a static attribute. fined as a refinement of the coarse-resolution diagram [23]. • The object constants of basic sorts of Σ(𝑇 ) that This definition differs from recent work on refinement and form the range of a fluent, or the domain of a abstraction of ASP programs and other logics [31, 32] in fluent or a static, and are in 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ). how the transition diagrams are coupled formally to satisfy the requirements in the challenging context of integrated • Domain attributes restricted to Σ(𝑇 )’s basic sorts. robot systems. This relation guarantees the existence of a Axioms of 𝒟(𝑇 ) are those of 𝒟 restricted to Σ(𝑇 ). It path in the fine-resolution transition diagram implement- can be shown that for each transition in the transition dia- ing each coarse-resolution transition. The robot can then gram of 𝒟, there is a transition in the transition diagram use non-monotonic logical reasoning to compute a se- of 𝒟(𝑇 ). States of 𝒟(𝑇 ), i.e., literals comprising fluents quence of abstract actions for any given goal, implement- and statics in the answer set of the ASP program, and ing each abstract action as a sequence of fine-resolution ground actions of 𝒟(𝑇 ), are candidates for further explo- actions by automatically zooming to and reasoning prob- ration. Continuing with the example in Definition 1, for abilistically with the part of the fine-resolution diagram 𝑎𝑡𝑔 = 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛2 ), 𝒟(𝑇 ) will not include axioms relevant to the coarse-resolution transition. We build on corresponding to other actions, e.g., for seating customers that notion of relevance to automatically: (a) constrain the at a table or giving the bill to a customer. If the robot has robot’s attention to the nodes and regions relevant to any to perform fine-resolution probabilistic reasoning for ac- given transition or plan that the robot has to execute—this tion execution, only the refinement of the relevant system supports selective grounding; (b) limit recognition of hand description will be considered. gestures to the subset relevant to the task at hand, e.g., gestures for placing an order once customers are seated, A robot waiter equipped with the representation and rea- and limit learning to previously unknown hand gestures soning module described above, still needs to interact with and related axioms—see Section 3.3; and (c) provide rela- humans. To support design and evaluation when in-person tional descriptions of decisions by tracing the evolution of interaction with the robot is not possible, we incorporated relevant beliefs and application of relevant axioms—see the interactive simulation module, as described below. Section 3.3. For ease of understanding, we define the no- tion of relevance for a given transition; similar definitions 3.2. Interactive Simulation and Hand can be provided for a given goal or literal. Gestures Definition 1. [Relevant object constants] We developed a simulation environment and interface for Let 𝑇 = ⟨𝜎1 , 𝑎𝑡𝑔 , 𝜎2 ⟩ be the transition of interest. Let the design and evaluation of our architecture. We used Py- 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ) be the set of object constants of signature Σ Bullet [33], a Python-based module for simulating games of 𝒟 identified using the following rules: and domains for machine learning and robotics. It enables • Object constants from 𝑎𝑡𝑔 are in 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ); us to quickly load different articulated bodies and pro- • If 𝑓 (𝑥1 , . . . , 𝑥𝑛 , 𝑦) is a literal formed of a domain vides built-in support for forward and inverse kinematics, attribute, and the literal belongs to 𝜎1 or 𝜎2 , but collision detection, and simulation of domain dynamics. not both, then 𝑥1 , . . . , 𝑥𝑛 , 𝑦 are in 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ); In our architecture, PyBullet is used to automatically • If body 𝐵 of an axiom of 𝑎𝑡𝑔 contains generate a restaurant layout, e.g., see Figure 4, based on 𝑓 (𝑥1 , . . . , 𝑥𝑛 , 𝑌 ), a term whose domain is the domain information encoded in the ASP program, e.g., ground, and 𝑓 (𝑥1 , . . . , 𝑥𝑛 , 𝑦) ∈ 𝜎1 , then Figure 3. Using the built-in blender of PyBullet, we are 𝑥1 , . . . , 𝑥𝑛 , 𝑦 are in 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ). able to populate the simulated restaurant with a Pepper robot, tables, chairs, and the desired number of customers. Object constants from 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ) are said to be rele- We are also able to make on-demand revisions to the vant to 𝑇 . For example, consider an initial state 𝜎1 domain, e.g., to match changes in the domain knowledge. with 𝑙𝑜𝑐(𝑟𝑜𝑏1 , 𝑛1 ) and 𝑙𝑜𝑐(𝑤𝑎𝑖𝑡𝑒𝑟, 𝑘𝑖𝑡𝑐ℎ𝑒𝑛), and action In addition, our simulator supports the movement of the 119 � are related to seating customers, handling food orders, or executing terminal transactions (e.g., provide bill). 3.3. Interactive Learning and Transparency The architecture described so far reasons with incomplete domain knowledge, which may lead the robot to make incorrect decisions or cause the robot’s performance to suffer, e.g., the robot may compute incorrect or unneces- sarily long plans for any given goal. Also, the encoded Figure 4: Simulated restaurant layout in PyBullet with knowledge and models may need to change over time. We robot waiter and customers. address this requirement by introducing a module for in- teractive learning and generation of relational descriptions Table 1 Table 2 Table 3 as “explanations” of the robot’s decisions and beliefs. Interactive learning. The interactive learning com- Table 4 Table 5 Order fries ponent of our architecture has two parts. Given the use of hand gestures for human-robot interaction, the first part seeks to detect new gestures and learn models for these gestures. A new hand gesture is detected when Order steak Ask for the bill the observed gesture differs significantly from any of the Thumb Index known gestures. A significant difference is experimen- Middle Ring Little tally determined as a difference in 15% of the keypoints in a sequence of images. When a new gesture is recog- nized, the robot automatically gathers a sequence of image Figure 5: (Left) Subset of hand gestures providing direc- tions to robot; (Right) The 21 keypoints used to model frames, extracts features from these images, stores them each hand gesture. in a separate file and quickly updates the hand gesture recognition models to include this new gesture. A key feature of our architecture is that reasoning and learning inform and guide each other. For example, when the robot robot in the restaurant based on the axioms encoded in the has to recognize and respond to gestures, it automatically ASP program. Furthermore, it is also possible to introduce limits itself to gestures relevant to its current category of new objects in the simulator (e.g., using hand gestures, tasks, e.g., a robot delivering food cannot respond to direc- see below) and automatically add this information to the tion from a supervisor to seat new customers1 . Also, any ASP program for further reasoning newly learned gesture is placed in the appropriate cate- Recall that communication of human instructions to the gory of gestures (determined based on purpose of gesture) robot waiter is based on hand gestures made in the physi- for subsequent reasoning. This use of reasoning to direct cal world. To support such interaction, we first enabled learning speeds up recognition and learning. our architecture to recognize a base set of hand gestures; The second part of the learning component focuses a subset of these gestures are shown in Figure 5(left). on acquiring axioms corresponding to any new gesture, To model and recognize hand gestures, we integrate the and merging the axioms with the existing ones. This is OpenPose system [34] that characterizes gestures using achieved by taking the label provided by human for the 21 keypoints, as shown in Figure 5(right). After the inte- new gesture and checking if the corresponding instruction gration, the simulator allows us to capture images of the (e.g., seat two people) can be executed with the existing hand gestures made in the physical world to quickly train knowledge. If that is possible, no further learning is per- deep network models that can accurately recognize these formed. If existing knowledge is insufficient to execute gestures in new videos (i.e., image sequences). We used the new instruction, or if the human provides feedback, an existing Python library for training these deep network e.g., a textual or verbal description that is processed using models with experimentally determined loss functions— existing tools, which includes an action, literals extracted Figure 6. Note that the modularity of the architecture from the feedback are used to construct an axiom that is makes it easy to quickly explore the different deep net- merged with existing ones. Once again, reasoning helps work models without changing other parts of the architec- ture. The known hand gestures with trained models are 1 Associating priority levels with tasks will enable the robot to inter- then grouped in different categories based on whether they rupt its current task to execute a higher-priority task. 120 � 100 10 1 Loss 10 2 10 3 10 4 0 2 4 6 8 10 12 14 Epoch improved ANN-3x16 (1691) ANN-2x128 (25499) baseline ANN-3x64 (12827) Figure 6: Learning curves for acquiring models for the hand gestures using different deep network structures; models with low loss are obtained over a few epochs when guided by reasoning. direct this learning by limiting scope to the relevant ob- Paths from the root to the leaves in these trees provide ject constants and description. For example, assume that explanations. If multiple such paths exist, we currently the robot is shown a new gesture for seating a group of select one of the shortest branches at random; other heuris- customers at a table. The robot will use human feed- tics could be used to compare the explanations. For ex- back about this new gesture, and only consider literals ample, if the robot is asked why it seated a group of three corresponding to: the location of these customers, its own customers at 𝑇 𝑎𝑏𝑙𝑒5 , it can trace the current belief about location, and the occupancy of tables in the restaurant, to the group back to the initial state through the applica- learn axioms for the new action. tion of relevant axioms, and come up with an explanation such as: “The three customers came to the restaurant and Tracing explanations. Our architecture supports the wanted to be seated as a group. 𝑇 𝑎𝑏𝑙𝑒5 at node 𝑛7 was the ability to infer the sequence of axioms and beliefs that table closest to the entrance that had the desired number explains the evolution of any given belief or the non- of seats available. I seated the customers at 𝑇 𝑎𝑏𝑙𝑒5 ”. selection of any given ground action at a given time. We In addition to tracing the evolution of a target belief build on the idea of proof trees, which have been used to and justifying the non-selection of a particular action, our explain observations in classical first-order logic [35], and architecture can also provide: (a) a description of any adapt it to our architecture that is based on descriptions computed or executed plan in terms of literals in the plan; in non-monotonic logic. Our approach is based on the (b) justification for executing a particular action at a partic- following sequence of steps: ular time step by examining the change in state caused by the action’s execution and how this state change achieves 1. Select axioms that have the target belief or action the goal or facilitates the execution of the next action in in the head. the plan; and (c) inferred outcome(s) of the execution of 2. Ground literals in each such axiom’s body and hypothetical actions based on a mental simulation guided check whether these ground literals are supported by the current domain knowledge. In all these cases, the (i.e., satisfied) by the current answer set. identified literals are encapsulated in a prespecified an- 3. Create a new branch in the proof tree (that has the swer template to provide the descriptions. For proof of target belief or action as root) for each selected concept examples in simplistic scene understanding sce- axiom supported by the current answer set, and narios, please see [9]; some specific examples in the RW store the axiom and the related supporting ground domain are provided below (Section 4.1). literals in suitable nodes. 4. Repeats Steps 1-3 with the supporting ground lit- Control loop. Algorithm 1 is the overall control loop erals in Step 3 as target beliefs in Step 1, until all for the architecture. The baseline behavior (lines 3-8) is branches reach a leaf node without further sup- to plan and execute actions to achieve the given goal as porting axioms. long as a consistent model of history can be computed. If such a model cannot be constructed, it is attributed to 121 � Algorithm 1: Our architecture’s control loop. 4. Execution Traces and Results Input: Π(𝒟, ℋ); goal description; initial state 𝜎1 . Meaningfully evaluating architectures for integrated robot Output: Control signals for robot to execute. systems is challenging. It is difficult to find a baseline 1 planMode = true, learnExplainMode = false that provides all the capabilities supported by our archi- 2 while true do tecture, and it is also difficult to evaluate the capabilities 3 Add observations to history. of each component of the architecture in isolation. Also, 4 ComputeAnswerSets(Π(𝒟, ℋ)) given that reasoning and learning guide each other in our 5 if planMode then architecture to automatically identify and focus only on 6 if existsGoal then the relevant information, task complexity and scalability 7 if explainedObs then do not necessarily change substantially by increasing the 8 ExecutePlanStep() number of tasks, and just reporting success in many sce- 9 else narios is not very informative. In addition, it was difficult 10 planMode = false to use a physical robot to conduct the experimental trials 11 learnExplainMode = true during the pandemic. We thus focus on illustrating the 12 end capabilities of our architecture using a combination of 13 else execution traces (i.e., use cases) and some experiments 14 learnExplainMode = true that provide quantitative results. The key hypotheses to 15 end be evaluated are: 16 else H1 : our architecture enables the robot to compute 17 if interrupt then and execute plans to achieve desired goals; 18 planMode = true 19 else if learnExplainMode then H2 : having reasoning inform and guide learning im- 20 AcquireKnowledgeExplain() proves computational efficiency of learning and recognition accuracy of the learned models; and 21 end H3 : exploiting the links between reasoning and learn- 22 end ing provides suitable relational descriptions as ex- planations of decisions and beliefs. We explore hypotheses H1 and H3 in the execution traces (Section 4.1), and provide experimental results in support of H2 (Section 4.2). 4.1. Execution traces We provide two execution traces to illustrate the operation of our architecture in specific scenarios. Videos corre- sponding to these traces can be viewed online [29]2 . In all the scenarios, the human user (in the physical world) uses hand gestures to create different situations and also to mimic the gestures to be made by the customers or Figure 7: Example layout of the RW domain used in the supervisor in the restaurant environment. The layout Execution Examples 1- 2. used to generate these traces is shown in Figure 7; it is simplified version of Figure 3. Execution Example 1. [Plan, execute, explain] an unexplained, unexpected observation, and the robot Consider a scenario in which there is one customer 𝑐𝑢1 triggers interactive exploration (lines 9-12). Interactive seated at 𝑡𝑎𝑏𝑙𝑒1 in the restaurant, and the robot waiter is exploration is also triggered if no active goal exists to be in the region of node 𝑛4 . In this scenario, the restaurant achieved (lines 13-15). Depending on the human input, is organized into regions corresponding to eight nodes: the architecture either acquires the previously unknown 𝑛0 − 𝑛7 . The subsequent steps in this scenario are: gestures and axioms, or attempts to provide the desired description of a target decision or belief (lines 19-21). • Three new customers (𝑐𝑢2 − 𝑐𝑢4 ) are introduced When in the learning mode, the robot can be interrupted in the restaurant as a group by the human designer if needed (lines 17-18), e.g., to pursue a new goal. showing a suitable hand gesture. This information is also added to the ASP program automatically. 2 https://www.cs.bham.ac.uk/~sridharm/KR22/ 122 � • The hand gesture also lets the robot waiter (𝑟𝑜𝑏1 ) know that the new customers are to be seated at a table. The robot comes up with a plan based on the updated ASP program and the vacant table that is closest to it: 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛5 ), 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛0 ), 𝑝𝑖𝑐𝑘𝑢𝑝(𝑟𝑜𝑏1 , 𝑔𝑟𝑜𝑢𝑝1 ), 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛5 ), 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛6 ), 𝑠𝑒𝑎𝑡(𝑟𝑜𝑏1 , 𝑔𝑟𝑜𝑢𝑝1 , 𝑡𝑎𝑏𝑙𝑒2 ) • Note that applying the 𝑝𝑖𝑐𝑘𝑢𝑝 action to any cus- tomer in a group causes the same effect on all customers in the group. This plan is executed and the state is updated accordingly, e.g., 𝑐𝑢2 − 𝑐𝑢4 are seated at 𝑡𝑎𝑏𝑙𝑒2 after the plan is executed. • The robot can be asked about the executed plan. Human: “why did you seat all the customers at 𝑡𝑎𝑏𝑙𝑒2 ?” Pepper: “Because all the customers wanted to sit together and 𝑡𝑎𝑏𝑙𝑒2 was the closest available table.” • After some time, 𝑐𝑢1 has finished eating and would like to leave. The designer imitates the hand gesture that the customer would do in the restaurant to ask for the bill. This is translated into a goal in the ASP program: ℎ𝑎𝑠𝑝𝑎𝑖𝑑(𝑐𝑢1 ). • The robot computes and executes a suitable plan to give the bill to 𝑐𝑢1 , collect payment, and provide a receipt, after which 𝑐𝑢1 leaves the restaurant. Figure 8 shows snapshots from the beginning, middle, and end of this scenario. Figure 8: Snapshots from the beginning, middle, and end of scenario in Execution Example 1: (top) there is initially one customer 𝑐𝑢1 seated at 𝑡𝑎𝑏𝑙𝑒1 ; (middle) the Execution Example 2. [Learn, plan, explain] three new customers are at 𝑡𝑎𝑏𝑙𝑒2 and 𝑐𝑢1 gets the robot Consider another scenario in which the restaurant initially waiter’s attention to request the bill; and (bottom) 𝑐𝑢1 has has no customers. Robot waiter 𝑟𝑜𝑏1 is in the region of left the restaurant after paying the bill. node 𝑛1 and knows that 𝑡𝑎𝑏𝑙𝑒1 and 𝑡𝑎𝑏𝑙𝑒2 have capacity two and four respectively. Once again, the restaurant • Since 𝑟𝑜𝑏1 knows that serving a customer implies is organized into regions corresponding to eight nodes: giving them the food item they want, it is able to 𝑛0 − 𝑛7 . The subsequent steps in this scenario are: parse this complex instruction into the component • The human (in the physical world) makes a hand actions. When the human then makes the same gesture that is unknown to the robot waiter. The hand gesture again and introduces three new cus- robot responds by identifying this as a new gesture tomers (𝑐𝑢2 − 𝑐𝑢4 ) near the restaurant’s entrance, and conveys that this will be added to the database 𝑟𝑜𝑏1 computes a suitable plan (some steps omitted of hand gestures. to promote understanding). • Robot adds the new hand gesture and solicits feed- 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛2 ), . . . , 𝑝𝑖𝑐𝑘𝑢𝑝(𝑟𝑜𝑏1 , 𝑐𝑢2 ), . . . , back about the gesture. The human (designer) 𝑠𝑒𝑎𝑡(𝑟𝑜𝑏1 , 𝑐𝑢2 , 𝑡𝑎𝑏𝑙𝑒2 ), . . . , intentionally provides a complex instruction (tex- tually) that this gesture corresponds to “serve steak 𝑠𝑒𝑟𝑣𝑒(𝑟𝑜𝑏1 , 𝑠𝑡𝑒𝑎𝑘, 𝑡𝑎𝑏𝑙𝑒2 ), . . . , to a group of three new customers, and then give 𝑔𝑖𝑣𝑒𝑏𝑖𝑙𝑙(𝑟𝑜𝑏1 , 𝑡𝑎𝑏𝑙𝑒2 ), . . . , them the bill”. • Plan is executed and the state is updated accord- ingly at different time steps, e.g., 𝑐𝑢2 − 𝑐𝑢4 are 123 � achieve the assigned goals, identify and learn previously unknown knowledge, and provide on-demand explana- tions of decision and beliefs. 4.2. Experimental results To further explore the effect of reasoning guiding learn- ing, we conducted some quantitative studies. The first experiment examined the benefits of reasoning guiding the learning of deep network models for hand gestures. Deep learning methods typically need many labeled train- ing examples and epochs to learn models for the target classification task. However, since learning in our archi- tecture is constrained (by reasoning) to specific gestures or classes of gestures at a time, it took fewer samples and fewer epochs to acquire the desired models that provide high accuracy—see Figure 10. The second experiment examined whether reasoning helped improve the recognition accuracy. In this experi- ment, we considered 30 hand gestures. One round of test- ing included 40 iterations of each hand gesture by a person who did not participate in training. We conducted mul- tiple rounds of testing and ground truth information was provided by the designers (i.e., student authors). In the ab- sence of the coupling between reasoning and learning, the learned models had (on average) an accuracy of 85% over the different hand gestures. However, with learning being directed to specific (classes of) gestures, the learned mod- els resulted in better classification accuracy—≈ 100%. The third experiment examined the ability to provide explanatory descriptions in response to different types of queries in different situations. A description was consid- Figure 9: Snapshots from the beginning, middle, and end ered to be correct if it had all the correct literals but no of scenario in Execution Example 2: (top) there is initially additional literals. Overall, the interplay between reason- no customer in the restaurant; (middle) the newly learned ing (with relevant knowledge) and learning (of previously hand gesture is made to get the robot to serve steak to a unknown knowledge) led to the correct relational descrip- group of customers; and (end) the robot provides a bill to tions in 95% cases, with the “errors” being descriptions the customers after they have completed their meal. containing additional literals that were not essential to answer the query posed but were not necessarily wrong. In the absence of the learned knowledge, the accuracy seated at 𝑡𝑎𝑏𝑙𝑒2 after the 𝑠𝑒𝑎𝑡 action is executed. (averaged over query types) was 65 − 80%. • The robot can be asked about specific plan steps. Human: “why did you not serve pasta to 𝑡𝑎𝑏𝑙𝑒2 ?” Pepper: “Because all customers at 𝑡𝑎𝑏𝑙𝑒2 wanted 5. Discussion and Conclusions to eat steak.” We conclude by highlighting the key capabilities of our This explanation is based on the previously- architecture: described approach to trace beliefs and the ap- • Once the designer has provided the domain- plication of relevant axioms. specific information (e.g., arrangement of rooms, Figure 9 shows snapshots from the beginning, middle, and range of robot’s sensors), planning, diagnostics, end of this scenario. and plan execution can be automated. 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There and Back Again: Combining Non-monotonic Logical Reasoning and Deep Learning on an Assistive Robot Mohan Sridharan1,* , Chloé Benz2 , Arthur Findelair3 and Kévin Gloaguen4 1 Intelligent Robotics Lab, School of Computer Science, University of Birmingham, UK 2 Illinois Institute of Technology, USA 3 Illinois Institute of Technology, USA 4 École Nationale Supérieure de Mécanique et d’Aérotechnique, France Abstract This paper describes the development of an architecture that combines non-monotonic logical reasoning and deep learning in virtual (simulated) and real (physical) environments for an assistive robot. As an illustrative example, we consider a robot assisting in a simulated restaurant environment. For any given goal, the architecture uses Answer Set Prolog to represent and reason with incomplete commonsense domain knowledge, providing a sequence of actions for the robot to execute. At the same time, reasoning directs the robot’s learning of deep neural network models for human face and hand gestures made in the real world. These learned models are used to recognize and translate human gestures to scenarios that mimic real-world situations in the simulated environment, and to goals that need to be achieved by the robot in the simulated environment. We report the challenges faced in the development of such an integrated architecture, as well as the insights learned from the design, implementation, and evaluation of this architecture by a distributed team of researchers during the ongoing pandemic. Keywords Non-monotonic logical reasoning, Probabilistic reasoning, Interactive learning, Robotics 1. Motivation Consider the motivating example of a mobile robot (Pep- per) waiter in a simulated restaurant, as shown in Figure 1. The robot has to perform tasks such as seating customers at suitable tables, taking and delivering food orders, and collecting payment. To perform these tasks, the robot extracts and reasons with the information from different sensors (e.g., camera, range finder) and incomplete com- monsense domain knowledge. This knowledge includes relational descriptions of the domain objects and their at- Figure 1: Illustrative snapshot of an assistive robot oper- tributes (e.g., size, number, and relative positions of tables, ating as a waiter in a simulated restaurant scenario. chairs, and people). It also includes axioms governing actions and change in the domain (e.g., the preconditions and effects of seating a group of people at a particular table), including default statements that hold in all but with its knowledge and sensor observations to revise its a few exceptional circumstances (e.g., “customers typ- knowledge (e.g., revise the number of people seated at ically need some time to look at the menu before they different tables, learn the effects of different gestures). place an order”). Since the domain description is incom- Furthermore, to promote better interaction with humans plete and can change over time, the robot also reasons in the restaurant, the robot provides on-demand relational descriptions of its decisions and the evolution of beliefs. NMR 2022: 20th InternationalWorkshop on Non-Monotonic Reason- Realizing the motivating scenario described above ing, August 07–09, 2022, Haifa, Israel poses fundamental challenges in knowledge represen- * Corresponding author. tation, reasoning, and learning. State of the art robot " m.sridharan@bham.ac.uk (M. Sridharan); architectures often seek to address these challenges by chloe.c.benz@gmail.com (C. Benz); arthfind@gmail.com (A. Findelair); k.gloaguen1303@gmail.com (K. Gloaguen) using logics and probabilistic methods to represent and ~ https://www.cs.bham.ac.uk/~sridharm/ (M. Sridharan) reason with domain knowledge and observations, and � 0000-0001-9922-8969 (M. Sridharan) by using data-driven (deep) learning methods to extract © 2022 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). knowledge from large, labeled datasets (e.g., of noisy sen- CEUR Workshop Proceedings http://ceur-ws.org ISSN 1613-0073 CEUR Workshop Proceedings (CEUR-WS.org) 115 �sor observations). However, practical domains make it 2. Related Work difficult to provide a comprehensive encoding of domain knowledge, or the computational resources and examples There is a well-established history of the use of log- needed to augment or revise the robot’s knowledge. Fur- ics in different AI and robotics applications. The non- thermore, circumstances such as the ongoing pandemic monotonic logical reasoning paradigm used in this paper, make it rather challenging for a distributed team of re- ASP, has been used by an international community of re- searchers to design and evaluate such architectures for searchers for many applications in robotics [1] and other integrated robot systems. fields [2]. There has also been a lot of work over multiple This paper makes a two-fold contribution towards ad- decades on integrating logical and probabilistic reason- dressing the above-mentioned challenges. First, it uses ing [3, 4, 5], and on using different logics for guiding the motivating example to describe the development probabilistic sequential decision making [6]. Our focus of an architecture that adapts knowledge representation here is on building on this work to support transparent (KR) tools to achieve transparent, reliable, and efficient knowledge-based reasoning and data-driven learning in knowledge-based reasoning and data-driven learning on integrated robot systems. an assistive robot. Second, it highlights the advantages of There are many methods for learning logic-based rep- using KR tools, and of formally coupling representation, resentations of domain knowledge. This includes the reasoning and learning, to design such an architecture. incremental revision of action operators in first-order More specifically, our architecture: logic [7], the inductive learning of domain knowledge encoded as an Answer Set Prolog program [8], and the • Represents and performs non-monotonic logical work on coupling non-monotonic logical reasoning with reasoning with incomplete commonsense domain inductive learning or relational reinforcement learning to knowledge using Answer Set Prolog (ASP) to ob- learn axioms [9, 10]. Our approach in this architecture is tain a plan of abstract actions for any given goal; inspired by work in interactive task learning [11]; unlike • Executes each abstract action as a sequence of methods that learn from many training examples, our ap- concrete actions by automatically identifying and proach seeks to identify and learn from a limited number reasoning probabilistically about the relevant do- of relevant training examples. main knowledge at a finer granularity; Given the use of deep networks in different applications, • Reasons with domain knowledge to allow humans there is much interest in understanding their operation in making hand gestures in the physical world to terms of the features influencing network outputs [12, 13]. interact with the simulated robot in a manner that There is also work on neuro-symbolic systems that reason mimics interaction in the physical world; and with learned symbolic structure or a scene graph in con- • Reasons with domain knowledge to guide the junction with deep networks to answer questions about learning of models for new hand gestures and images [14, 15]. Work in the broader areas of explainable the corresponding axioms, and for providing on- AI and explainable planning can be categorized into two demand relational descriptions as explanations of groups. Methods in one group modify or map learned the robot’s decisions and beliefs. models or reasoning systems to make their decisions more interpretable [16] or easier for humans to understand [17]. The interactive interface between the virtual and physical Methods in the other group provide descriptions that make world helped the three undergraduate student authors de- a reasoning system’s decisions more transparent [18], help sign, implement, and evaluate the architecture remotely humans understand plans [19], and help justify solutions over different time intervals during the pandemic. It also obtained by non-monotonic logical reasoning [20]. Re- helped us explore the interplay between reasoning and cent survey papers indicate that existing methods: (i) do learning. The “there and back again” in the title thus refers not fully integrate reasoning and learning to inform and to the architecture’s on-demand ability to traverse differ- guide each other; (ii) do not fully exploit the available ent points in space and time, and to transition between commonsense domain knowledge for reliable, efficient, the physical and virtual world for human-robot collabora- and transparent reasoning and learning; and (iii) are often tion. We demonstrate the capabilities of our architecture agnostic to how an explanation is structured or assumes through experimental results and execution traces of use comprehensive domain knowledge [21, 22] cases in our motivating restaurant domain. Our work focuses on transparent, reliable, and efficient The remainder of this paper is organized as follows. We reasoning and learning in integrated robot systems that begin by discussing related work in Section 2. Next, we combine reasoning with incomplete commonsense do- describe our architecture and its components in Section 3. main knowledge and data-driven learning from limited The execution traces and results of evaluating our archi- examples. We seek to demonstrate that this objective can tecture’s components are described in Section 4, and the be achieved by building on KR tools. To do so, we build conclusions are described in Section 5. on some of the prior work of the lead author with others. 116 � Knowledge Representation+ Reasoning providing a bill and collecting payment; and (iv) respond- domain knowledge (relations, action theory) ing to requests from the customer(s) and the designer. The non−monotonic logical reasoning probabilistic reasoning robot uses probabilistic algorithms to model and account for the uncertainty experienced during perception and ac- tuation. Interactions of the robot with a human supervisor are handled through the interface that interprets hand ges- tures made by a human in the physical world. The robot virtual world deep/reinforcement has incomplete (and potentially imprecise) domain knowl- inductive edge, which includes number, size, and location of tables physical world and chairs; spatial relations between objects; and some Interactive Learning axioms governing domain dynamics such as: Interaction Interface Figure 2: Overview of our architecture combining non- • If the robot allocates a group of customers to a monotonic logical reasoning, probabilistic reasoning, and table, all members of the group are considered to deep learning for reliable, efficient, and transparent rea- be seated at that table. soning and learning. • The robot cannot seat customers at a table that is not empty, i.e., is occupied. • Any customer cannot be allocated to more than In particular, we build on work on: (i) a refinement-based one table at a time. architecture for representation and reasoning [23]; (ii) explainable agency and theory of explanations [24, 25]; This knowledge, e.g., the axioms describing dynamic and (iii) combining non-monotonic logical reasoning and changes and the values of some attributes of the domain deep learning for axiom learning and scene understand- or robot, may need to be revised over time. ing [9, 26]. The novelty is in bringing these different strands together in an architecture, and in facilitating 3.1. Representation and Reasoning the interactive interface between the virtual and physi- cal worlds for design and evaluation. To represent and reason with domain knowledge, we use CR-Prolog, an extension of Answer Set Prolog (ASP) that introduces consistency restoring (CR) rules [27]. ASP 3. Architecture Description is based on stable model semantics, and supports default negation and epistemic disjunction, e.g., unlike “¬𝑎” that Figure 2 presents an overview of the main components implies a is believed to be false, “𝑛𝑜𝑡 𝑎” only implies of our architecture. As stated earlier, the architecture a is not believed to be true, and unlike “𝑝 ∨ ¬𝑝” in uses ASP to represent and reason with commonsense do- propositional logic, “𝑝 𝑜𝑟 ¬𝑝” is not tautologous. ASP main knowledge, e.g., to reason about object and robot can represent recursive definitions and constructs that are attributes to compute a plan to achieve a given goal. For difficult to express in classical logic formalisms, and it more complex domains, this reasoning can take place us- supports non-monotonic logical reasoning, i.e., the abil- ing transition diagrams at two different resolutions, with ity to revise previously held conclusions based on new the fine-resolution diagram defined as a refinement of evidence. We use the terms “CR-Prolog” and “ASP” in- the coarse-resolution diagram. Execution of the actions terchangeably in this paper. by a robot can then involve probabilistic reasoning with a relevant part of the fine-resolution transition diagram. Reasoning informs and guides both the interactive learn- Knowledge representation. A domain’s description ing of previously unknown domain knowledge (which in ASP comprises a system description 𝒟 and a history ℋ. is used for subsequent reasoning), and the interface for 𝒟 comprises a sorted signature Σ and axioms encoding interaction between a human in the physical world and the domain’s dynamics. Σ comprises basic sorts, statics, the robot in the virtual world. Reasoning is also used i.e., domain attributes that do not change over time, fluents, to identify relevant literals and axioms to provide an on- i.e., domain attributes whose values can be changed, and demand description of the robot’s decisions and beliefs. actions; note that statics, fluents, and actions are described The individual components are described below using the in terms of the sorts of their arguments. In the RW domain, following example domain. the robot needs to reason about spatial relations between objects, and to plan and execute actions that change the Example Domain 1. [Robot Waiter (RW) Domain] domain. Such a dynamic domain is modeled in our archi- A Pepper robot operates as a waiter in a restaurant. Its tecture by first describing Σ and the domain’s transition tasks include: (i) greeting and seating customers; (ii) tak- diagram in action language 𝒜ℒ𝑑 [28]; this description is ing food orders and delivering food to specific tables; (iii) then translated to ASP statements. The basic sorts of the 117 � ¬𝑜𝑐𝑐𝑢𝑟𝑠(𝑚𝑜𝑣𝑒(𝑅, 𝑁 ), 𝐼) ← (1e) ℎ𝑜𝑙𝑑𝑠(𝑙𝑜𝑐(𝑅, 𝑀 ), 𝐼), ¬𝑒𝑑𝑔𝑒(𝑀, 𝑁 ) ¬𝑜𝑐𝑐𝑢𝑟𝑠(𝑔𝑖𝑣𝑒𝑏𝑖𝑙𝑙(𝑅, 𝑇 ), 𝐼) ← (1f) ¬ℎ𝑜𝑙𝑑𝑠(𝑤𝑎𝑛𝑡𝑠𝑏𝑖𝑙𝑙(𝑇 ), 𝐼) which encode two causal laws, two state constraints, and two executability conditions respectively. For example, Statement 1(a) is a causal law that implies that execut- ing the move action causes the robot’s location to be the desired node in the next time step, Statement 1(c) is a constraint stating that a customer can only be at one table at a time, and Statement 1(e) is an executability condition Figure 3: Example layout of the RW domain, which orga- that implies that a move to a target location is not possible nizes the available space into nodes representing regions if it is not connected to the robot’s current location. The with specific tables. axioms also encode some default statements that hold in all but a few exceptional situations. For example, in the RW domain, we may want to encode that “clean plates RW domain include 𝑡𝑎𝑏𝑙𝑒, 𝑟𝑜𝑏𝑜𝑡, 𝑐𝑢𝑠𝑡𝑜𝑚𝑒𝑟, 𝑒𝑚𝑝𝑙𝑜𝑦𝑒𝑒, are usually in the kitchen” unless stated otherwise: 𝑤𝑎𝑖𝑡𝑒𝑟, 𝑓 𝑢𝑟𝑛𝑖𝑡𝑢𝑟𝑒, 𝑔𝑒𝑠𝑡𝑢𝑟𝑒, 𝑔𝑒𝑠𝑡𝑢𝑟𝑒_𝑐𝑎𝑡𝑒𝑔𝑜𝑟𝑦, and 𝑠𝑡𝑒𝑝 for temporal reasoning. The sorts may be organized ℎ𝑜𝑙𝑑𝑠(𝑙𝑜𝑐(𝑃, 𝑘𝑖𝑡𝑐ℎ𝑒𝑛), 𝐼) ← ℎ𝑜𝑙𝑑𝑠(𝑐𝑙𝑒𝑎𝑛(𝑃 ), 𝐼), hierarchically, e.g., chair and table are subsorts of the 𝑝𝑙𝑎𝑡𝑒(𝑃 ), 𝑛𝑜𝑡 ¬ℎ𝑜𝑙𝑑𝑠(𝑙𝑜𝑐(𝑃, 𝑘𝑖𝑡𝑐ℎ𝑒𝑛), 𝐼) (2) sort furniture, and the sort employee includes robot and supervisor as subsorts. where “not” denotes default negation. One potential ex- Statics of the RW domain include relations edge(node, ception to this axiom is that some clean plates may also node) and linked(node, furniture); the former is a graph- be placed near the buffet table; these exceptions can also based encoding of regions, e.g., see Figure 3, and the latter be encoded. In addition to axioms, information extracted associates particular tables to particular nodes. Fluents from the sensor inputs (e.g., different hand gestures) are include relations such as location(robot, node), iswait- also converted to ASP statements at that time step. Each ing(customer), attable(customer, table), occupancy(table, gesture is also associated with the corresponding axioms; num), and haspaid(customer). Actions of the RW do- more specific details are provided in Section 3.3. main include move(robot, node), which causes the robot A dynamic domain’s history ℋ typically comprises to move to a particular node; seat(robot, customer, table), records of: (a) fluents observed to be true or false at which causes the robot to seat particular customer(s) at a a particular time step; and (b) the actual execution of particular table; and givebill(robot, table), which causes particular actions at particular time steps: the robot to give the bill to a customer at a particular ta- 𝑜𝑏𝑠(𝑓 𝑙𝑢𝑒𝑛𝑡, 𝑏𝑜𝑜𝑙𝑒𝑎𝑛, 𝑠𝑡𝑒𝑝) ble. In addition, relation holds(fluent, step) implies that a particular fluent holds true at a particular timestep, and ℎ𝑝𝑑(𝑎𝑐𝑡𝑖𝑜𝑛, 𝑠𝑡𝑒𝑝) occurs(action, step) implies the occurrence of a particular Prior work demonstrated that this notion of history can action at a particular timestep of the plan. be expanded to include defaults describing the values of Given the signature Σ, axioms describing a domain’s fluents in the initial state, along with exceptions [23]. dynamics consist of causal laws, state constraints, and executability conditions. For the RA domain, these are Reasoning. Given the representation of domain knowl- translated to statements in ASP such as: edge described above, the robot still needs to reason with ℎ𝑜𝑙𝑑𝑠(𝑙𝑜𝑐(𝑅, 𝑁 ), 𝐼 + 1) ← (1a) this knowledge and observations perform tasks such as in- ference, planning, and diagnostics. In our architecture, we 𝑜𝑐𝑐𝑢𝑟𝑠(𝑚𝑜𝑣𝑒(𝑅, 𝑁 ), 𝐼) automatically construct the CR-Prolog program Π(𝒟, ℋ), ℎ𝑜𝑙𝑑𝑠(𝑎𝑡𝑡𝑎𝑏𝑙𝑒(𝐶, 𝑇 ), 𝐼 + 1) ← (1b) which includes Σ and axioms of 𝒟, inertia axioms, reality 𝑜𝑐𝑐𝑢𝑟𝑠(𝑠𝑒𝑎𝑡(𝑅, 𝐶, 𝑇 ), 𝐼) check axioms, closed world assumptions for actions, and ¬ℎ𝑜𝑙𝑑𝑠(𝑎𝑡𝑡𝑎𝑏𝑙𝑒(𝐶, 𝑇 2), 𝐼) ← (1c) observations, actions, and defaults from ℋ; a basic version of this program can be viewed online [29]. For planning ℎ𝑜𝑙𝑑𝑠(𝑎𝑡𝑡𝑎𝑏𝑙𝑒(𝐶, 𝑇 1), 𝐼), 𝑇 1 ̸= 𝑇 2 and diagnostics, this program also includes helper axioms ¬ℎ𝑜𝑙𝑑𝑠(𝑜𝑐𝑐𝑢𝑝𝑎𝑛𝑐𝑦(𝑇, 𝑋2), 𝐼) ← (1d) that define a goal, and require the robot to search until a ℎ𝑜𝑙𝑑𝑠(𝑜𝑐𝑐𝑢𝑝𝑎𝑛𝑐𝑦(𝑇, 𝑋1), 𝐼), 𝑋1 ̸= 𝑋2 consistent model of the world is constructed and a plan is computed to achieve the goal. Planning, diagnostics, 118 �and inference are then reduced to computing answer sets 𝑎𝑡𝑔 = 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛2 ). The object constants relevant to of Π; we use the SPARC system [30] to compute answer this transition then include 𝑟𝑜𝑏1 , 𝑛1 , 𝑛2 , and 𝑘𝑖𝑡𝑐ℎ𝑒𝑛. set(s). Each answer set represents the robot’s beliefs in a possible world; the literals of fluents and statics at a time Definition 2. [Relevant system description] step represent the domain’s state at that time step. As The system description relevant to a transition 𝑇 = stated earlier, our architecture’s non-monotonic reasoning ⟨𝜎1 , 𝑎𝑡𝑔 , 𝜎2 ⟩, i.e., 𝒟(𝑇 ), is defined by signature Σ(𝑇 ) ability supports recovery from incorrect inferences due to and axioms. Σ(𝑇 ) is constructed to comprise: incomplete knowledge or noisy sensor inputs. • Basic sorts of Σ that produce a non-empty inter- Prior work by the lead author and others resulted in an section with 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ). architecture for reasoning with transition diagrams at two • All object constants of basic sorts of Σ(𝑇 ) that resolutions, with the fine-resolution diagram formally de- form the range of a static attribute. fined as a refinement of the coarse-resolution diagram [23]. • The object constants of basic sorts of Σ(𝑇 ) that This definition differs from recent work on refinement and form the range of a fluent, or the domain of a abstraction of ASP programs and other logics [31, 32] in fluent or a static, and are in 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ). how the transition diagrams are coupled formally to satisfy the requirements in the challenging context of integrated • Domain attributes restricted to Σ(𝑇 )’s basic sorts. robot systems. This relation guarantees the existence of a Axioms of 𝒟(𝑇 ) are those of 𝒟 restricted to Σ(𝑇 ). It path in the fine-resolution transition diagram implement- can be shown that for each transition in the transition dia- ing each coarse-resolution transition. The robot can then gram of 𝒟, there is a transition in the transition diagram use non-monotonic logical reasoning to compute a se- of 𝒟(𝑇 ). States of 𝒟(𝑇 ), i.e., literals comprising fluents quence of abstract actions for any given goal, implement- and statics in the answer set of the ASP program, and ing each abstract action as a sequence of fine-resolution ground actions of 𝒟(𝑇 ), are candidates for further explo- actions by automatically zooming to and reasoning prob- ration. Continuing with the example in Definition 1, for abilistically with the part of the fine-resolution diagram 𝑎𝑡𝑔 = 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛2 ), 𝒟(𝑇 ) will not include axioms relevant to the coarse-resolution transition. We build on corresponding to other actions, e.g., for seating customers that notion of relevance to automatically: (a) constrain the at a table or giving the bill to a customer. If the robot has robot’s attention to the nodes and regions relevant to any to perform fine-resolution probabilistic reasoning for ac- given transition or plan that the robot has to execute—this tion execution, only the refinement of the relevant system supports selective grounding; (b) limit recognition of hand description will be considered. gestures to the subset relevant to the task at hand, e.g., gestures for placing an order once customers are seated, A robot waiter equipped with the representation and rea- and limit learning to previously unknown hand gestures soning module described above, still needs to interact with and related axioms—see Section 3.3; and (c) provide rela- humans. To support design and evaluation when in-person tional descriptions of decisions by tracing the evolution of interaction with the robot is not possible, we incorporated relevant beliefs and application of relevant axioms—see the interactive simulation module, as described below. Section 3.3. For ease of understanding, we define the no- tion of relevance for a given transition; similar definitions 3.2. Interactive Simulation and Hand can be provided for a given goal or literal. Gestures Definition 1. [Relevant object constants] We developed a simulation environment and interface for Let 𝑇 = ⟨𝜎1 , 𝑎𝑡𝑔 , 𝜎2 ⟩ be the transition of interest. Let the design and evaluation of our architecture. We used Py- 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ) be the set of object constants of signature Σ Bullet [33], a Python-based module for simulating games of 𝒟 identified using the following rules: and domains for machine learning and robotics. It enables • Object constants from 𝑎𝑡𝑔 are in 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ); us to quickly load different articulated bodies and pro- • If 𝑓 (𝑥1 , . . . , 𝑥𝑛 , 𝑦) is a literal formed of a domain vides built-in support for forward and inverse kinematics, attribute, and the literal belongs to 𝜎1 or 𝜎2 , but collision detection, and simulation of domain dynamics. not both, then 𝑥1 , . . . , 𝑥𝑛 , 𝑦 are in 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ); In our architecture, PyBullet is used to automatically • If body 𝐵 of an axiom of 𝑎𝑡𝑔 contains generate a restaurant layout, e.g., see Figure 4, based on 𝑓 (𝑥1 , . . . , 𝑥𝑛 , 𝑌 ), a term whose domain is the domain information encoded in the ASP program, e.g., ground, and 𝑓 (𝑥1 , . . . , 𝑥𝑛 , 𝑦) ∈ 𝜎1 , then Figure 3. Using the built-in blender of PyBullet, we are 𝑥1 , . . . , 𝑥𝑛 , 𝑦 are in 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ). able to populate the simulated restaurant with a Pepper robot, tables, chairs, and the desired number of customers. Object constants from 𝑟𝑒𝑙𝐶𝑜𝑛(𝑇 ) are said to be rele- We are also able to make on-demand revisions to the vant to 𝑇 . For example, consider an initial state 𝜎1 domain, e.g., to match changes in the domain knowledge. with 𝑙𝑜𝑐(𝑟𝑜𝑏1 , 𝑛1 ) and 𝑙𝑜𝑐(𝑤𝑎𝑖𝑡𝑒𝑟, 𝑘𝑖𝑡𝑐ℎ𝑒𝑛), and action In addition, our simulator supports the movement of the 119 � are related to seating customers, handling food orders, or executing terminal transactions (e.g., provide bill). 3.3. Interactive Learning and Transparency The architecture described so far reasons with incomplete domain knowledge, which may lead the robot to make incorrect decisions or cause the robot’s performance to suffer, e.g., the robot may compute incorrect or unneces- sarily long plans for any given goal. Also, the encoded Figure 4: Simulated restaurant layout in PyBullet with knowledge and models may need to change over time. We robot waiter and customers. address this requirement by introducing a module for in- teractive learning and generation of relational descriptions Table 1 Table 2 Table 3 as “explanations” of the robot’s decisions and beliefs. Interactive learning. The interactive learning com- Table 4 Table 5 Order fries ponent of our architecture has two parts. Given the use of hand gestures for human-robot interaction, the first part seeks to detect new gestures and learn models for these gestures. A new hand gesture is detected when Order steak Ask for the bill the observed gesture differs significantly from any of the Thumb Index known gestures. A significant difference is experimen- Middle Ring Little tally determined as a difference in 15% of the keypoints in a sequence of images. When a new gesture is recog- nized, the robot automatically gathers a sequence of image Figure 5: (Left) Subset of hand gestures providing direc- tions to robot; (Right) The 21 keypoints used to model frames, extracts features from these images, stores them each hand gesture. in a separate file and quickly updates the hand gesture recognition models to include this new gesture. A key feature of our architecture is that reasoning and learning inform and guide each other. For example, when the robot robot in the restaurant based on the axioms encoded in the has to recognize and respond to gestures, it automatically ASP program. Furthermore, it is also possible to introduce limits itself to gestures relevant to its current category of new objects in the simulator (e.g., using hand gestures, tasks, e.g., a robot delivering food cannot respond to direc- see below) and automatically add this information to the tion from a supervisor to seat new customers1 . Also, any ASP program for further reasoning newly learned gesture is placed in the appropriate cate- Recall that communication of human instructions to the gory of gestures (determined based on purpose of gesture) robot waiter is based on hand gestures made in the physi- for subsequent reasoning. This use of reasoning to direct cal world. To support such interaction, we first enabled learning speeds up recognition and learning. our architecture to recognize a base set of hand gestures; The second part of the learning component focuses a subset of these gestures are shown in Figure 5(left). on acquiring axioms corresponding to any new gesture, To model and recognize hand gestures, we integrate the and merging the axioms with the existing ones. This is OpenPose system [34] that characterizes gestures using achieved by taking the label provided by human for the 21 keypoints, as shown in Figure 5(right). After the inte- new gesture and checking if the corresponding instruction gration, the simulator allows us to capture images of the (e.g., seat two people) can be executed with the existing hand gestures made in the physical world to quickly train knowledge. If that is possible, no further learning is per- deep network models that can accurately recognize these formed. If existing knowledge is insufficient to execute gestures in new videos (i.e., image sequences). We used the new instruction, or if the human provides feedback, an existing Python library for training these deep network e.g., a textual or verbal description that is processed using models with experimentally determined loss functions— existing tools, which includes an action, literals extracted Figure 6. Note that the modularity of the architecture from the feedback are used to construct an axiom that is makes it easy to quickly explore the different deep net- merged with existing ones. Once again, reasoning helps work models without changing other parts of the architec- ture. The known hand gestures with trained models are 1 Associating priority levels with tasks will enable the robot to inter- then grouped in different categories based on whether they rupt its current task to execute a higher-priority task. 120 � 100 10 1 Loss 10 2 10 3 10 4 0 2 4 6 8 10 12 14 Epoch improved ANN-3x16 (1691) ANN-2x128 (25499) baseline ANN-3x64 (12827) Figure 6: Learning curves for acquiring models for the hand gestures using different deep network structures; models with low loss are obtained over a few epochs when guided by reasoning. direct this learning by limiting scope to the relevant ob- Paths from the root to the leaves in these trees provide ject constants and description. For example, assume that explanations. If multiple such paths exist, we currently the robot is shown a new gesture for seating a group of select one of the shortest branches at random; other heuris- customers at a table. The robot will use human feed- tics could be used to compare the explanations. For ex- back about this new gesture, and only consider literals ample, if the robot is asked why it seated a group of three corresponding to: the location of these customers, its own customers at 𝑇 𝑎𝑏𝑙𝑒5 , it can trace the current belief about location, and the occupancy of tables in the restaurant, to the group back to the initial state through the applica- learn axioms for the new action. tion of relevant axioms, and come up with an explanation such as: “The three customers came to the restaurant and Tracing explanations. Our architecture supports the wanted to be seated as a group. 𝑇 𝑎𝑏𝑙𝑒5 at node 𝑛7 was the ability to infer the sequence of axioms and beliefs that table closest to the entrance that had the desired number explains the evolution of any given belief or the non- of seats available. I seated the customers at 𝑇 𝑎𝑏𝑙𝑒5 ”. selection of any given ground action at a given time. We In addition to tracing the evolution of a target belief build on the idea of proof trees, which have been used to and justifying the non-selection of a particular action, our explain observations in classical first-order logic [35], and architecture can also provide: (a) a description of any adapt it to our architecture that is based on descriptions computed or executed plan in terms of literals in the plan; in non-monotonic logic. Our approach is based on the (b) justification for executing a particular action at a partic- following sequence of steps: ular time step by examining the change in state caused by the action’s execution and how this state change achieves 1. Select axioms that have the target belief or action the goal or facilitates the execution of the next action in in the head. the plan; and (c) inferred outcome(s) of the execution of 2. Ground literals in each such axiom’s body and hypothetical actions based on a mental simulation guided check whether these ground literals are supported by the current domain knowledge. In all these cases, the (i.e., satisfied) by the current answer set. identified literals are encapsulated in a prespecified an- 3. Create a new branch in the proof tree (that has the swer template to provide the descriptions. For proof of target belief or action as root) for each selected concept examples in simplistic scene understanding sce- axiom supported by the current answer set, and narios, please see [9]; some specific examples in the RW store the axiom and the related supporting ground domain are provided below (Section 4.1). literals in suitable nodes. 4. Repeats Steps 1-3 with the supporting ground lit- Control loop. Algorithm 1 is the overall control loop erals in Step 3 as target beliefs in Step 1, until all for the architecture. The baseline behavior (lines 3-8) is branches reach a leaf node without further sup- to plan and execute actions to achieve the given goal as porting axioms. long as a consistent model of history can be computed. If such a model cannot be constructed, it is attributed to 121 � Algorithm 1: Our architecture’s control loop. 4. Execution Traces and Results Input: Π(𝒟, ℋ); goal description; initial state 𝜎1 . Meaningfully evaluating architectures for integrated robot Output: Control signals for robot to execute. systems is challenging. It is difficult to find a baseline 1 planMode = true, learnExplainMode = false that provides all the capabilities supported by our archi- 2 while true do tecture, and it is also difficult to evaluate the capabilities 3 Add observations to history. of each component of the architecture in isolation. Also, 4 ComputeAnswerSets(Π(𝒟, ℋ)) given that reasoning and learning guide each other in our 5 if planMode then architecture to automatically identify and focus only on 6 if existsGoal then the relevant information, task complexity and scalability 7 if explainedObs then do not necessarily change substantially by increasing the 8 ExecutePlanStep() number of tasks, and just reporting success in many sce- 9 else narios is not very informative. In addition, it was difficult 10 planMode = false to use a physical robot to conduct the experimental trials 11 learnExplainMode = true during the pandemic. We thus focus on illustrating the 12 end capabilities of our architecture using a combination of 13 else execution traces (i.e., use cases) and some experiments 14 learnExplainMode = true that provide quantitative results. The key hypotheses to 15 end be evaluated are: 16 else H1 : our architecture enables the robot to compute 17 if interrupt then and execute plans to achieve desired goals; 18 planMode = true 19 else if learnExplainMode then H2 : having reasoning inform and guide learning im- 20 AcquireKnowledgeExplain() proves computational efficiency of learning and recognition accuracy of the learned models; and 21 end H3 : exploiting the links between reasoning and learn- 22 end ing provides suitable relational descriptions as ex- planations of decisions and beliefs. We explore hypotheses H1 and H3 in the execution traces (Section 4.1), and provide experimental results in support of H2 (Section 4.2). 4.1. Execution traces We provide two execution traces to illustrate the operation of our architecture in specific scenarios. Videos corre- sponding to these traces can be viewed online [29]2 . In all the scenarios, the human user (in the physical world) uses hand gestures to create different situations and also to mimic the gestures to be made by the customers or Figure 7: Example layout of the RW domain used in the supervisor in the restaurant environment. The layout Execution Examples 1- 2. used to generate these traces is shown in Figure 7; it is simplified version of Figure 3. Execution Example 1. [Plan, execute, explain] an unexplained, unexpected observation, and the robot Consider a scenario in which there is one customer 𝑐𝑢1 triggers interactive exploration (lines 9-12). Interactive seated at 𝑡𝑎𝑏𝑙𝑒1 in the restaurant, and the robot waiter is exploration is also triggered if no active goal exists to be in the region of node 𝑛4 . In this scenario, the restaurant achieved (lines 13-15). Depending on the human input, is organized into regions corresponding to eight nodes: the architecture either acquires the previously unknown 𝑛0 − 𝑛7 . The subsequent steps in this scenario are: gestures and axioms, or attempts to provide the desired description of a target decision or belief (lines 19-21). • Three new customers (𝑐𝑢2 − 𝑐𝑢4 ) are introduced When in the learning mode, the robot can be interrupted in the restaurant as a group by the human designer if needed (lines 17-18), e.g., to pursue a new goal. showing a suitable hand gesture. This information is also added to the ASP program automatically. 2 https://www.cs.bham.ac.uk/~sridharm/KR22/ 122 � • The hand gesture also lets the robot waiter (𝑟𝑜𝑏1 ) know that the new customers are to be seated at a table. The robot comes up with a plan based on the updated ASP program and the vacant table that is closest to it: 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛5 ), 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛0 ), 𝑝𝑖𝑐𝑘𝑢𝑝(𝑟𝑜𝑏1 , 𝑔𝑟𝑜𝑢𝑝1 ), 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛5 ), 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛6 ), 𝑠𝑒𝑎𝑡(𝑟𝑜𝑏1 , 𝑔𝑟𝑜𝑢𝑝1 , 𝑡𝑎𝑏𝑙𝑒2 ) • Note that applying the 𝑝𝑖𝑐𝑘𝑢𝑝 action to any cus- tomer in a group causes the same effect on all customers in the group. This plan is executed and the state is updated accordingly, e.g., 𝑐𝑢2 − 𝑐𝑢4 are seated at 𝑡𝑎𝑏𝑙𝑒2 after the plan is executed. • The robot can be asked about the executed plan. Human: “why did you seat all the customers at 𝑡𝑎𝑏𝑙𝑒2 ?” Pepper: “Because all the customers wanted to sit together and 𝑡𝑎𝑏𝑙𝑒2 was the closest available table.” • After some time, 𝑐𝑢1 has finished eating and would like to leave. The designer imitates the hand gesture that the customer would do in the restaurant to ask for the bill. This is translated into a goal in the ASP program: ℎ𝑎𝑠𝑝𝑎𝑖𝑑(𝑐𝑢1 ). • The robot computes and executes a suitable plan to give the bill to 𝑐𝑢1 , collect payment, and provide a receipt, after which 𝑐𝑢1 leaves the restaurant. Figure 8 shows snapshots from the beginning, middle, and end of this scenario. Figure 8: Snapshots from the beginning, middle, and end of scenario in Execution Example 1: (top) there is initially one customer 𝑐𝑢1 seated at 𝑡𝑎𝑏𝑙𝑒1 ; (middle) the Execution Example 2. [Learn, plan, explain] three new customers are at 𝑡𝑎𝑏𝑙𝑒2 and 𝑐𝑢1 gets the robot Consider another scenario in which the restaurant initially waiter’s attention to request the bill; and (bottom) 𝑐𝑢1 has has no customers. Robot waiter 𝑟𝑜𝑏1 is in the region of left the restaurant after paying the bill. node 𝑛1 and knows that 𝑡𝑎𝑏𝑙𝑒1 and 𝑡𝑎𝑏𝑙𝑒2 have capacity two and four respectively. Once again, the restaurant • Since 𝑟𝑜𝑏1 knows that serving a customer implies is organized into regions corresponding to eight nodes: giving them the food item they want, it is able to 𝑛0 − 𝑛7 . The subsequent steps in this scenario are: parse this complex instruction into the component • The human (in the physical world) makes a hand actions. When the human then makes the same gesture that is unknown to the robot waiter. The hand gesture again and introduces three new cus- robot responds by identifying this as a new gesture tomers (𝑐𝑢2 − 𝑐𝑢4 ) near the restaurant’s entrance, and conveys that this will be added to the database 𝑟𝑜𝑏1 computes a suitable plan (some steps omitted of hand gestures. to promote understanding). • Robot adds the new hand gesture and solicits feed- 𝑚𝑜𝑣𝑒(𝑟𝑜𝑏1 , 𝑛2 ), . . . , 𝑝𝑖𝑐𝑘𝑢𝑝(𝑟𝑜𝑏1 , 𝑐𝑢2 ), . . . , back about the gesture. The human (designer) 𝑠𝑒𝑎𝑡(𝑟𝑜𝑏1 , 𝑐𝑢2 , 𝑡𝑎𝑏𝑙𝑒2 ), . . . , intentionally provides a complex instruction (tex- tually) that this gesture corresponds to “serve steak 𝑠𝑒𝑟𝑣𝑒(𝑟𝑜𝑏1 , 𝑠𝑡𝑒𝑎𝑘, 𝑡𝑎𝑏𝑙𝑒2 ), . . . , to a group of three new customers, and then give 𝑔𝑖𝑣𝑒𝑏𝑖𝑙𝑙(𝑟𝑜𝑏1 , 𝑡𝑎𝑏𝑙𝑒2 ), . . . , them the bill”. • Plan is executed and the state is updated accord- ingly at different time steps, e.g., 𝑐𝑢2 − 𝑐𝑢4 are 123 � achieve the assigned goals, identify and learn previously unknown knowledge, and provide on-demand explana- tions of decision and beliefs. 4.2. Experimental results To further explore the effect of reasoning guiding learn- ing, we conducted some quantitative studies. The first experiment examined the benefits of reasoning guiding the learning of deep network models for hand gestures. Deep learning methods typically need many labeled train- ing examples and epochs to learn models for the target classification task. However, since learning in our archi- tecture is constrained (by reasoning) to specific gestures or classes of gestures at a time, it took fewer samples and fewer epochs to acquire the desired models that provide high accuracy—see Figure 10. The second experiment examined whether reasoning helped improve the recognition accuracy. In this experi- ment, we considered 30 hand gestures. One round of test- ing included 40 iterations of each hand gesture by a person who did not participate in training. We conducted mul- tiple rounds of testing and ground truth information was provided by the designers (i.e., student authors). In the ab- sence of the coupling between reasoning and learning, the learned models had (on average) an accuracy of 85% over the different hand gestures. However, with learning being directed to specific (classes of) gestures, the learned mod- els resulted in better classification accuracy—≈ 100%. The third experiment examined the ability to provide explanatory descriptions in response to different types of queries in different situations. A description was consid- Figure 9: Snapshots from the beginning, middle, and end ered to be correct if it had all the correct literals but no of scenario in Execution Example 2: (top) there is initially additional literals. Overall, the interplay between reason- no customer in the restaurant; (middle) the newly learned ing (with relevant knowledge) and learning (of previously hand gesture is made to get the robot to serve steak to a unknown knowledge) led to the correct relational descrip- group of customers; and (end) the robot provides a bill to tions in 95% cases, with the “errors” being descriptions the customers after they have completed their meal. containing additional literals that were not essential to answer the query posed but were not necessarily wrong. In the absence of the learned knowledge, the accuracy seated at 𝑡𝑎𝑏𝑙𝑒2 after the 𝑠𝑒𝑎𝑡 action is executed. (averaged over query types) was 65 − 80%. • The robot can be asked about specific plan steps. Human: “why did you not serve pasta to 𝑡𝑎𝑏𝑙𝑒2 ?” Pepper: “Because all customers at 𝑡𝑎𝑏𝑙𝑒2 wanted 5. Discussion and Conclusions to eat steak.” We conclude by highlighting the key capabilities of our This explanation is based on the previously- architecture: described approach to trace beliefs and the ap- • Once the designer has provided the domain- plication of relevant axioms. specific information (e.g., arrangement of rooms, Figure 9 shows snapshots from the beginning, middle, and range of robot’s sensors), planning, diagnostics, end of this scenario. and plan execution can be automated. 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