Expectation-based Learning in Design

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Expectation-based Learning in Design Dan L. Grecu, David C. Brown Artificial Intelligence in Design Group Worcester Polytechnic Institute Worcester, MA

CHARACTERISTICS OF DESIGN PROBLEMS 1) Problem spaces are typically very large. 2) Design solutions integrate decisions generated through a variety of problem-solving strategies, based in different domains. 3) Ordering of decisions is not pre-defined. 4) Problem-solvers (agents) act in various roles: decision-makers, critics, evaluators etc. A global approach to solution improvement through learning is difficult to design and implement.

MULTI-AGENT LEARNING IN DESIGN Design Other agents Design Other agents Information Partial information receives receives DESIGN AGENT Knows consequence of every design decision in any design state and for any set of agents DESIGN AGENT Has limited knowledge to support its decisions and limited knowledge about their consequences computes computes Design decision Selected based on utility criteria Design decision Selected based on heuristic criteria Ideal world Real world Evaluate consequences update

LEARNING IN DESIGN NEEDS TO BE FLEXIBLE Flexible learning requires design agents to know when there is a need for learning, how to respond to a need for learning in terms of: supporting information sources, e.g., design parameters, dependencies, etc. defining the learning target, e.g., the material strength in a manufacturing process selecting the learning strategy/algorithm, e.g., induction, EBL when a learning process should be stopped.

EXPECTATIONS IN DESIGN Expectation = an agent s belief that an event will occur in a pre-defined way captures the conditions that will generate a specific situation Example: design information design agent information IF The material is high carbon steel Manufacturing is at a remote site ( > 100 km) There is no cost agent present THEN The resulting component price will exceed $45.00

CHARACTERIZING EXPECTATIONS Expectations have an empirical character in that often there is no deductive connection between the observed conditions and the situation that is predicted are a tentative form of knowledge that has to be: set up monitored and up-dated validated or rejected are learned as concepts, i.e., conditions that characterize an event, and are used as rules

THE OBSERVABLE WORLD OF AN AGENT The collection of features, in the design domain and in the agent environment, that an agent can perceive, such as the roles/specializations of other agents the posted design decisions the conflicts between agents Delimits the basis of learning (learning bias) Is constrained by an agent s functionality and specialization. Is restricted by physical information distribution factors.

EXPECTATION-BASED DESIGN DECISION-MAKING modify Design Observable world of a Knowledge about designing Expectations propose design decision evaluate consequences Other agents design agent Knowledge about agents revise decision accept YES design decision Design Agent influence Expectations are involved both in proposing a design decision and in evaluating its consequences.

ROLE OF EXPECTATIONS IN DESIGN Expectations compensate for an agent s limited power to know or to infer what will happen in the design system. Expectations extend a design agent s awareness. Expectations enhance a design agent s power of anticipation. Expectations express an agent s interests. Determine what may be learned.

LEARNING EXPECTATIONS candidate features Meta-reasoning module selects features that may influence expectation Observable world of the design agent Design determines relevant features and their values Internal features External features Learning module generates Expectation conditions Other Agents Design Agent

INITIATING EXPECTATION ACQUISITION Part of the process of evaluating the consequences of a proposed design decision: The design agent tries to determine whether the proposed decision will a) violate a constraint or requirement, and/or b) satisfy/support a design goal The agent applies backward inference to verify goal/constraint satisfaction based on its current knowledge. Repeatedly missing rule preconditions are posted as candidate targets for expectation.

LEARNING EXPECTATIONS AN EXAMPLE Spring Design Agent selects diameter = 15 mm needs to know cost of component use triggers Spring Design Agent Meta-reasoning module selects candidate features for violation: choice of material (internal feature) range of stress (external design feature) manufacturing site (external design feature) presence of cost critique agent (external agent feature) IF material = high carbon steel manufacturing site > 100 km critique agent = not present THEN cost > $45.00 Expectation in rule form generate collect training data Spring Design Agent Learning module determines that cost is influenced by choice of material manufacturing site presence of critique agent

SELECTION OF CANDIDATE CONDITIONS Depends on the type of expectation that is being developed, i.e., design or design-process oriented Is based on causal attribution knowledge: Known dependencies between design parameters Actions of agents that include the object of the expectation in their domain Occurrence of specific design process events, such as absence/presence of specific agents, conflicts, redesign phases

SELECTION OF RELEVANT CONDITIONS Metareasoning module Relevant feature selection Inductive learning algorithm Accuracy testing Revised expectation Features in the observable world of the agent Candidate features for learning Wrapper Learning Module

MONITORING EXPECTATION VALIDITY Value resulting from use of expectation yes Expectation violation yes Add violation instances to training set Retrain Occurrence of violations is reduced no Value resulting from design process Eliminate expectation

EVALUATION METHODOLOGY Evaluation focuses on the design and design process impact resulting from 1. combining expectations about design and about the design process, 2. the size of the observable agent worlds, 3. the causal attribution knowledge, 4. the interferences between learning processes, and 5. the moving targets created by learning.