jmlr jmlr2009 jmlr2009-20 knowledge-graph by maker-knowledge-mining

20 jmlr-2009-DL-Learner: Learning Concepts in Description Logics


Source: pdf

Author: Jens Lehmann

Abstract: In this paper, we introduce DL-Learner, a framework for learning in description logics and OWL. OWL is the ofÄ?Ĺš cial W3C standard ontology language for the Semantic Web. Concepts in this language can be learned for constructing and maintaining OWL ontologies or for solving problems similar to those in Inductive Logic Programming. DL-Learner includes several learning algorithms, support for different OWL formats, reasoner interfaces, and learning problems. It is a cross-platform framework implemented in Java. The framework allows easy programmatic access and provides a command line interface, a graphical interface as well as a WSDL-based web service. Keywords: concept learning, description logics, OWL, classiÄ?Ĺš cation, open-source

Reference: text


Summary: the most important sentenses genereted by tfidf model

sentIndex sentText sentNum sentScore

1 DE Department of Computer Science University of Leipzig Johannisgasse 26, 04103 Leipzig, Germany Editor: Soeren Sonnenburg Abstract In this paper, we introduce DL-Learner, a framework for learning in description logics and OWL. [sent-3, score-0.252]

2 Ĺš cial W3C standard ontology language for the Semantic Web. [sent-5, score-0.293]

3 Concepts in this language can be learned for constructing and maintaining OWL ontologies or for solving problems similar to those in Inductive Logic Programming. [sent-6, score-0.161]

4 DL-Learner includes several learning algorithms, support for different OWL formats, reasoner interfaces, and learning problems. [sent-7, score-0.166]

5 The framework allows easy programmatic access and provides a command line interface, a graphical interface as well as a WSDL-based web service. [sent-9, score-0.377]

6 Introduction The Semantic Web grows steadily1 and contains knowledge from diverse areas such as science, music, literature, geography, social networks, as well as from upper and cross domain ontologies2 . [sent-12, score-0.04]

7 The underlying semantic technologies currently start to create substantial industrial impact in application scenarios on and off the web, including knowledge management, expert systems, web services, e-commerce, e-collaboration, etc. [sent-13, score-0.457]

8 Since 2004, the Web Ontology Language OWL, which is based on description logics (Baader et al. [sent-14, score-0.225]

9 , 2007), has been the W3C-recommended standard for Semantic Web ontologies and is a key to the growth of the Semantic Web. [sent-15, score-0.133]

10 Ĺš eld, there is a need for well-structured ontologies with large amounts of instance data, since engineering such ontologies constitutes a considerable investment of resources. [sent-17, score-0.322]

11 Nowadays, knowledge bases often provide large amounts of instance data without sophisticated schemata. [sent-18, score-0.131]

12 Methods for automated schema acquisition and maintenance are therefore sought (see, e. [sent-19, score-0.087]

13 DL-Learner provides an open source framework for such methods as we will brieÄ? [sent-25, score-0.071]

14 Outside of DL-Learner, there exist only non open source implementations of algorithms (YinYang, DL-FOIL) to the best of our knowledge. [sent-28, score-0.044]

15 To give a rough estimate, the semantic index Sindice (http://sindice. [sent-30, score-0.204]

16 com/) lists more than 10 billion entities from more than 100 million web pages. [sent-31, score-0.184]

17 A component manager can be used to create, combine, and conÄ? [sent-41, score-0.118]

18 Framework DL-Learner consists of core functionality, which provides Machine Learning algorithms for solving learning problems in OWL, support for different knowledge base formats, an OWL library, and reasoner interfaces. [sent-44, score-0.24]

19 There are several interfaces for accessing this functionality, a couple of tools which use the DL-Learner algorithms, and a set of convenience scripts. [sent-45, score-0.182]

20 There are four types of components: knowledge source, reasoning service, learning problem, and learning algorithm. [sent-48, score-0.04]

21 For each type, there are several implemented components and each component can have its own conÄ? [sent-49, score-0.097]

22 Ĺš guration options can be used to change parameters/settings of a component. [sent-52, score-0.097]

23 Almost all standard OWL formats are supported through the OWL API,3 for example, RDF/XML, Manchester OWL Syntax, or Turtle. [sent-54, score-0.117]

24 DL-Learner supports the inclusion of several knowledge sources, since knowledge can be widespread in the Semantic Web. [sent-55, score-0.08]

25 In addition, DL-Learner facilitates the extraction of knowledge fragments from SPARQL4 endpoints. [sent-56, score-0.04]

26 This feature allows DL-Learner to scale up to very large knowledge bases containing millions of axioms (cf. [sent-57, score-0.079]

27 15 and OWL API reasoner interfaces, which allow to connect to all standard OWL reasoners via an HTTP and XML-based mechanism or a Java interface, respectively. [sent-62, score-0.166]

28 2640 DL-L EARNER DL-Learner offers its own approximate reasoner, which uses Pellet6 for bootstrapping and loading the inferred model in memory. [sent-75, score-0.027]

29 Ĺš ciently by using a local closed world assumption (see Badea and Nienhuys-Cheng 2000 on why this assumption is useful in description logics). [sent-77, score-0.059]

30 Ĺš cient coverage checks which can be used in the learning algorithms, for example, stochastic approaches for computing coverage up to a desired accuracy with respect to a 95% conÄ? [sent-86, score-0.161]

31 Learning Algorithm components provide methods to solve one or more speciÄ? [sent-88, score-0.057]

32 Apart from simple algorithms involving brute force or random guessing techniques, DL-Learner comprises a number of sophisticated algorithms based on genetic programming with a novel genetic operator (Lehmann, 2007), reÄ? [sent-90, score-0.259]

33 Ĺš nement operators for the description logic ALC (Lehmann and Hitzler, 2008), an extended operator supporting many features of OWL including datatype support, and an algorithm tailored for ontology engineering with a strong bias on short and readable concepts. [sent-91, score-0.62]

34 Some of those algorithms have shown to be superior to other description logic learning systems and also superior to state-of-the-art ILP systems, for example, on the carcinogenesis problem. [sent-92, score-0.168]

35 A manual,8 which complements the homepage and describes how to run DL-Learner, is included in its release. [sent-96, score-0.195]

36 9 The code base of DL-Learner consists of approximately 50,000 lines of code (excluding comments) with its core, that is, the component framework itself, accounting for roughly 1,500 lines. [sent-98, score-0.067]

37 About 20 learning examples are included in the latest release (to be precise: 132 if smaller variations of existing problems/conÄ? [sent-100, score-0.114]

38 27 unit tests based on the JUnit framework are used to detect errors. [sent-102, score-0.027]

39 There are several interfaces available to access DL-Learner: To use components programmatically, the core package, in particular the component manager, can be of service. [sent-103, score-0.262]

40 Similar methods are also available at the web service interface, which is based on WSDL. [sent-104, score-0.23]

41 DL-Learner starts a web service included in Java 6, that is, no further tools are necessary. [sent-105, score-0.286]

42 For end users, a command line interface is available. [sent-106, score-0.163]

43 A prototypical graphical user interface is equally available, which can create, load, and save conf Ä? [sent-109, score-0.215]

44 An advantage of the component-based architecture is that all the interfaces mentioned need not to be changed, when new components are added or existing ones modiÄ? [sent-113, score-0.191]

45 Another means to access DL-Learner, in particular for ontology engineering, is 6. [sent-116, score-0.298]

46 2641 L EHMANN through plugins for the ontology editors OntoWiki10 and Prot´ g´ . [sent-129, score-0.298]

47 11 The OntoWiki plugin is under e e construction, but can be used in its latest SVN version. [sent-130, score-0.164]

48 The Prot´ g´ 4 plugin is included in the e e ofÄ? [sent-131, score-0.138]

49 Ś cial Prot´ g´ plugin repository, that is, it is easy to install within Prot´ g´ . [sent-132, score-0.109]

50 Special thanks goes to Francesca Lisi for her comments, as well as the developers working on DL-Learner and tools based on it. [sent-134, score-0.082]

51 Ś nement operator, to Christian K¨ tteritzsch for his work o on the Prot´ g´ plugin, to Sebastian Bader who contributed a Prolog parser, and to those people using e e DL-Learner in their software. [sent-136, score-0.105]

52 on Inductive Logic Programming, volume 1866 of Lecture Notes in ArtiÄ? [sent-157, score-0.027]

53 Ontology Learning from Text: Methods, Evaluation and Applications, volume 123 of Frontiers in ArtiÄ? [sent-164, score-0.027]

54 Learning of OWL class descriptions on very large knowledge bases. [sent-183, score-0.04]

55 on Machine Learning and Data Mining in Pattern Recognition, volume 4571 of Lecture Notes in Computer Science, pages 883–898. [sent-191, score-0.027]

56 Ĺš nement operator based learning algorithm for the ALC description logic. [sent-197, score-0.191]

57 on Inductive Logic Programming, volume 4894 of Lecture Notes in Computer Science, pages 147–160. [sent-201, score-0.027]

58 on Inductive Logic Programming, volume 5194 of Lecture Notes in Computer Science, pages 158– 175. [sent-212, score-0.027]


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Athena Scientific, May 1996. ISBN 1886529108. Robert H. Crites and Andrew G. Barto. Elevator group control using multiple reinforcement learning agents. Machine Learning, 33(2-3):235–262, 1998. Leslie Pack Kaelbling, Michael L. Littman, and Andrew W. Moore. Reinforcement learning: a survey. Journal of Artificial Intelligence Research, 4:237–285, 1996. Andrew Y. Ng, Adam Coates, Mark Diel, Varun Ganapathi, Jamie Schulte, Ben Tse, Eric Berger, and Eric Liang. Autonomous inverted helicopter flight via reinforcement learning. In Proceedings of the International Symposium on Experimental Robotics, pages 363–372, 2004. Richard S. Sutton and Andrew G. Barto. Reinforcement Learning: An Introduction. The MIT Press, Cambridge, Massachusetts, 1998. Gerald Tesauro. TD-gammon, a self-teaching backgammon program achieves master-level play. Neural Computation, 6:215–219, 1994. Adam White. A Standard System for Benchmarking in Reinforcement Learning. 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Author: Brian Tanner, Adam White

Abstract: RL-Glue is a standard, language-independent software package for reinforcement-learning experiments. The standardization provided by RL-Glue facilitates code sharing and collaboration. Code sharing reduces the need to re-engineer tasks and experimental apparatus, both common barriers to comparatively evaluating new ideas in the context of the literature. Our software features a minimalist interface and works with several languages and computing platforms. RL-Glue compatibility can be extended to any programming language that supports network socket communication. RL-Glue has been used to teach classes, to run international competitions, and is currently used by several other open-source software and hardware projects. Keywords: reinforcement learning, empirical evaluation, standardization, open source 1. Introduction and Motivation Reinforcement learning is an embodied, trial-and-error problem formulation for artificial intelligence (Sutton and Barto, 1998; Kaelbling et al., 1996; Bertsekas and Tsitsiklis, 1996). At a series of time steps, the agent emits actions in response to observations and rewards generated by the environment. The agent’s objective is to select actions that maximize the future rewards. Reinforcementlearning methods have been successfully applied to many problems including backgammon (Tesauro, 1994), elevator control (Crites and Barto, 1998), and helicopter control (Ng et al., 2004). Reinforcementlearning models and formalisms have influenced a number of fields, including operations research, cognitive science, optimal control, psychology, neuroscience, and others. Reinforcement-learning practitioners create their agents and environments using various incompatible software frameworks, making collaboration inconvenient and thus slowing progress in our community. It can be time consuming, difficult, and sometimes even impossible to exactly reproduce the work of others. A conference or journal article is not the appropriate medium to share a sufficiently detailed specification of the environment, agent and overall experimental apparatus. We need a convenient way to share source code. We believe that a standard programming interface for reinforcement-learning experiments will remove some barriers to collaboration and accelerate the pace of research in our field. To encourage widespread adoption, this interface should be easy to adhere to, and it should not force users to abandon their favorite tools or languages. With these goals in mind, we have developed RL-Glue: language independent software for reinforcement-learning experiments. c 2009 Brian Tanner and Adam White. TANNER AND W HITE 2. RL-Glue Reinforcement-learning environments cannot be stored as fixed data-sets, as is common in conventional supervised machine learning. The environment generates observations and rewards in response to actions selected by the agent, making it more natural to think of the environment and agent as interactive programs. Sutton and Barto describe one prevalent view of agent-environment interactions in their introductory text (1998). Their view, shown in Figure 1, clearly separates the agent and environment into different components which interact in a particular way, following a particular sequence. observation ot reward rt Agent action at rt+1 Environment ot+1 Figure 1: Sutton and Barto’s agent-environment interface, with states generalized to observations. White’s RL-Glue Protocol (2006) formalizes Sutton and Barto’s interface for online, singleagent reinforcement learning. The RL-Glue Protocol describes how the different aspects of a reinforcement-learning experiment should be arranged into programs, and the etiquette they should follow when communicating with each other. These programs (Figure 2) are the agent, the environment, the experiment, and RL-Glue. The agent program implements the learning algorithm and action-selection mechanism. The environment program implements the dynamics of the task and generates the observations and rewards. The experiment program directs the experiment’s execution, including the sequence of agent-environment interactions and agent performance evaluation. The RL-Glue program mediates the communication between the agent and environment programs in response to commands from the experiment program. Our RL-Glue software (RL-Glue) implements White’s protocol.1 Experiment Program Agent Program RL-Glue Program Environment Program Figure 2: The four programs specified by the RL-Glue Protocol. Arrows indicate the direction of the flow of control. RL-Glue can be used either in internal or external mode. In internal mode, the agent, environment and experiment are linked into a single program, and their communication is through function calls. Internal mode is currently an option if the agent, environment, and experiment are written exclusively in Java or C/C++. In external mode, the agent, environment and experiment are linked 1. This can be found at http://glue.rl-community.org/protocol. 2134 RL-G LUE into separate programs. Each program connects to the RL-Glue server program, and all communication is over TCP/IP socket connections. External mode allows these programs to be written in any programming language that supports socket communication. External mode is currently supported for C/C++, Java, Python, Lisp, and Matlab. Each mode has its strengths and weaknesses. Internal mode has less overhead, so it can execute more steps per second. External mode is more flexible and portable. The performance difference between the two modes vanishes as the agent or environment becomes complex enough that computation dominates the socket overhead in terms of time per step. The agent and environment are indifferent and unaware of their execution mode; the difference in modes lies only in how the agent and environment are linked or loaded. 3. RL-Glue in Practice RL-Glue’s provides a common interface for a number of software and hardware projects in the reinforcement-learning community. For example, there is the annual RL-Competition, where teams from around the world compare their agents on a variety of challenging environments. The competition software uses the API, called RL-Viz, that is layered on top of RL-Glue to dynamically load agent and environment programs, modify parameters at runtime and visualize interaction and performance. All of the environments and sample agents created by the competition organizers are added to the RL-Library, a public, community-supported repository of RL-Glue compatible code. The RL-Library is also available as an archive of top competition agents, challenge problems, project code from academic publications, or any other RL-Glue compatible software that members of our community would like to share. The socket architecture of RL-Glue allows diverse software and hardware platforms to be connected as RL-Glue environment programs. There are ongoing projects that connect a mobile robot platform, a keepaway soccer server, a real-time strategy game, and an Atari emulator to RL-Glue. Our socket architecture helps lower the barriers for researchers wishing to work on larger scale environments by providing a simple and familiar interface. RL-Glue has been used for teaching reinforcement learning in several university courses and to create experiments for scientific articles published in leading conferences. See our RL-Glue in practice web page for an updated list of projects and papers that have used RL-Glue.2 4. Other Reinforcement-Learning Software Projects RL-Glue is not the first software project that aims to standardize empirical reinforcement learning or to make agent and environment programs more accessible within our community. However, RLGlue is the only project that offers a standardized language-independent interface, rich actions and observations, and fine-grained control of the experiment. Other projects, most notably: CLSquare,3 PIQLE,4 RL Toolbox,5 JRLF,6 and LibPG,7 offer significant value to the reinforcement-learning community by offering agents and environments, 2. 3. 4. 5. 6. 7. This can be found at http://glue.rl-community.org/rl-glue-in-practice. This can be found at http://www.ni.uos.de/index.php?id=70. This can be found at http://piqle.sourceforge.net/. This can be found at http://www.igi.tugraz.at/ril-toolbox/. This can be found at http://mykel.kochenderfer.com/jrlf/. This can be found at http://code.google.com/p/libpgrl/. 2135 TANNER AND W HITE intuitive visualizations, programming tools, etc. Users should not be forced to choose between RL-Glue and these alternative projects. Our design makes it relatively easy to interface existing frameworks with RL-Glue. We are currently offering our assistance in bridging other frameworks to RL-Glue, with the hope of improving access to all of these tools for all members of our community. 5. RL-Glue Open Source Project Website: http://glue.rl-community.org License: Apache 2.0 RL-Glue is more than an interface; it connects a family of community projects, with many levels of possible participation. Members of the community are invited to submit agent, environment and experiment programs to the RL-Library. Developers can also extend the reach of RL-Glue compatibility by writing external-mode or internal-mode interfaces for their favorite programming language. The RL-Glue software project also welcomes submissions and improvements for all parts of the software and documentation. Acknowledgments We would like to thank the users, testers, and developers for their contributions to RL-Glue 3.0. Special thanks to G´ bor Bal´ zs, Jos´ Antonio Martin H., Scott Livingston, Marc Bellemare, Istv´ n a a e a Szita, Marc Lanctot, Anna Koop, Dan Lizotte, Richard Sutton, Monica Dinculescu, Jordan Frank, and Andrew Butcher. Of course, we also owe a great debt to all of the talented people responsible for the historic and ongoing development of RL-Glue.8 References Dimitri P. Bertsekas and John N. Tsitsiklis. Neuro-Dynamic Programming (Optimization and Neural Computation Series, 3). Athena Scientific, May 1996. ISBN 1886529108. Robert H. Crites and Andrew G. Barto. Elevator group control using multiple reinforcement learning agents. Machine Learning, 33(2-3):235–262, 1998. Leslie Pack Kaelbling, Michael L. Littman, and Andrew W. Moore. Reinforcement learning: a survey. Journal of Artificial Intelligence Research, 4:237–285, 1996. Andrew Y. Ng, Adam Coates, Mark Diel, Varun Ganapathi, Jamie Schulte, Ben Tse, Eric Berger, and Eric Liang. Autonomous inverted helicopter flight via reinforcement learning. In Proceedings of the International Symposium on Experimental Robotics, pages 363–372, 2004. Richard S. Sutton and Andrew G. Barto. Reinforcement Learning: An Introduction. The MIT Press, Cambridge, Massachusetts, 1998. Gerald Tesauro. TD-gammon, a self-teaching backgammon program achieves master-level play. Neural Computation, 6:215–219, 1994. Adam White. A Standard System for Benchmarking in Reinforcement Learning. Master’s thesis, University of Alberta, Alberta, Canada, 2006. 8. This can be found at http://glue.rl-community.org/contributors-history. 2136

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