Research map / Multi-agent systems and games / Human-AI and goal-conditioned
Online Action Recognition
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Make predicates partially observable by hiding 0 to 5 predicate interpretations | OARU · sokoban | precision (%): 90 ± 3 -> 89 ± 12 | Hurt |
| Make predicates partially observable by hiding 0 to 5 predicate interpretations | OARU · sokoban | recall (%): 91 ± 2 -> 86 ± 5 | Hurt |
| Make predicates partially observable by hiding 0 to 5 predicate interpretations | OARU · minecraft | precision (%): 97 ± 6 -> 65 ± 23 | Hurt |
| Make predicates partially observable by hiding 0 to 5 predicate interpretations | OARU · minecraft | recall (%): 100 ± 0 -> 99 ± 6 | No clear effect |
| Make predicates partially observable by hiding 0 to 5 predicate interpretations | OARU · travel | precision (%): 84 ± 15 -> 68 ± 27 | Hurt |
| Make predicates partially observable by hiding 0 to 5 predicate interpretations | OARU · travel | recall (%): 89 ± 11 -> 85 ± 10 | Hurt |
| Merge similar Up and Down actions into one generalized action | OARU · elevator | recall (%) | Hurt |
| Use partial observability rather than full observability | OARU · all nine domains | recognition time | Hurt |
| Generalize initial Trivial Grounded Actions through repeated unification | OARU · partial-observability convergence evaluation | CPU time | Helped |
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