MA-PDDL (Kovacs, 2012) conversion via (Muise et
al., 2014)). This domain includes a complete initial
state, list of agents, list of potential goals, and action
model.
In contrast, most plan recognition techniques
match observables to patterns within a plan library
(often human generated). Where a plan library
represents what to watch for if a plan is being
attempted, a plan domain is designed for creating
plans to accomplish goals. As a result, MAPRAP
does not depend on human expertise to identify
domain-specific recognition strategies. Likewise,
this approach does not require a training set of
labeled traces or a priori base rates.
Figure 1 shows our high level architecture for
staging and evaluating MAPRAP (and other
recognizers). We simulate a given scenario to
produce a full action trace and ground truth
interpretation of goals and team composition. Under
the keyhole observer model (Cohen, Perrault, and
Allen, 1981) used here, the recognizer has no
interaction with the observed agents. The results in
this paper reflect an ideal observer model with a
serialized trace. Our online recognizer (MAPRAP)
then infers team goals and compositions after every
observation (not required). Finally, we evaluate the
performance of recognition using precision, recall,
and accuracy by comparing the recognizer’s
interpretation with the simulator’s ground truth
interpretation.
Figure 1: Our architecture uses a general planning domain
to simulate and recognize multi-agent actions, enabling
reliable performance evaluation.
We position this work with related research in
plan recognition in Section 2. We describe our
recognizer in Section 3, and our evaluation approach
in Section 4. Section 5 provides baseline results for
efficiency and recognition performance. This is
followed by future work and conclusions.
2 RELATED RESEARCH
Multi-agent Plan Recognition (MAPR) solutions
attempt to make sense of a temporal stream of
observables generated by a set of agents. The
recognizer’s goal is to infer both the organization of
agents that are collaborating on a plan, and the plan
each team is pursuing. (While not addressed here,
some have also included identifying dynamic teams
that change over time (e.g., Banerjee, Kraemer, and
Lyle 2010; Sukthankar and Sycara, 2006, 2013).) To
accomplish this goal, solutions must address two
challenges noted by Intille and Bobick (2001). First,
the combination of agents significantly inflates state
and feature spaces making exhaustive comparisons
infeasible. Second, detecting coordination patterns in
temporal relationships of actions is critical for
complex multi-agent activities.
One approach is to use domain knowledge to
identify activities indicative of team relationships.
For example, Sadilek and Kautz (2010) recognized
tagging events in a capture-the-flag game by
detecting co-location followed by an expected effect
(tagged player must remain stationary until tagged
again). Sukthankar and Sycara (2006) detected
physical formations in a tactical game domain and
inferred cooperation to prune the search space.
While practical and effective for the given domains,
discovering exploitable characteristics has been a
human process and similar patterns may not exist in
other domains.
Generalized MAPR solutions use domain-
independent recognition algorithms along with a
description of the domain. Most commonly, a plan
library is created that provides patterns for which a
recognizer searches. For example, Banerjee,
Kraemer, and Lyle (2010) matched patterns in
synchronized observables, for all combination of
agents, to a flattened plan library. Sukthankar and
Sycara (2008) detected coordinated actions and used
them to prune the multi-agent plan library using a
hash table that mapped key observerable sequences
for distinguishing sub-plans (i.e., last action of
parent and first of sub-plan). However, it may be
difficult to build a full plan library for complex
domains, so others use a planning domain to guide
the recognizer. Zhuo, Yang, and Kambhampati
(2012) used MAX-SAT to solve hard (observed or
causal) and soft (likelihood of various activities)
constraints derived from the domain (action-model).
In an effort to replicate the spirit of general game
playing and IPC planning competitions where the
algorithm is only given a general description of the