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Learning Lifted Action Models from Traces with Minimal Information About Actions and States

This paper presents algorithms and completeness results for learning STRIPS+ action domains from traces with partial information about both actions and states, addressing previous limitations by considering scenarios ranging from no state observability to full or local observability of specific state predicates.

Original authors: Jonas Gösgens, Niklas Jansen, Hector Geffner

Published 2026-05-19
📖 6 min read🧠 Deep dive

Original authors: Jonas Gösgens, Niklas Jansen, Hector Geffner

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are trying to figure out the rules of a complex board game, like Chess or a sliding-tile puzzle, but you have a very strange problem: you can't see the board.

You can only see the moves the players make. You see a piece move from "A" to "B," or a player pick up a token. But you don't know which piece moved, where it started, or what the board looked like before or after the move. You are trying to reverse-engineer the game's rulebook just by watching a series of actions.

This is the core challenge tackled in the paper "Learning Lifted Action Models from Traces with Minimal Information."

Here is a breakdown of what the authors did, using simple analogies.

The Problem: The "Too Much Information" Trap

In the past, computer scientists tried to teach AI to learn these rules. They had two main approaches, but both had flaws:

  1. The "Full Board" Approach: The AI was given the entire board state (every piece's location) and the move.
    • The Flaw: In the real world, we rarely see the whole board. Also, the rules often ask for too many details. For example, to move a tile in a puzzle, the old rules required you to specify the tile's current spot, its new spot, and the empty spot. But to decide to move, you only really need to know "Move Left." The extra details are just noise for the decision-maker.
  2. The "Action Only" Approach: The AI was given only the list of moves (e.g., "Move Left," "Pick Up").
    • The Flaw: Without seeing the board, the AI couldn't figure out what it was moving. It didn't know if "Move Left" meant moving a robot, a car, or a box.

The Solution: A New Language (STRIPS+)

The authors introduced a middle ground called STRIPS+. Think of this as a smarter way to write the rules.

In the old way (STRIPS), a rule might look like a strict form:

Move(Robot, CurrentCell, NextCell)

In the new way (STRIPS+), the rule is more like a riddle:

Move()

The rule says: "If there is a robot in a cell, and there is a cell to the right, you can move." The computer has to figure out which robot and which cells fit that description. It's like a detective solving a crime where the suspect is described only as "the person wearing a red hat," rather than being named "John Smith."

The New Algorithms: SIFT+ and SYNTH+

The paper presents two new "detectives" (algorithms) to solve this mystery when information is missing.

1. SIFT+ (The "Action-Only" Detective)

  • What it does: It learns the rules just by watching a list of moves, with zero view of the board.
  • How it works: It uses a trick called "Mutex Features."
    • The Analogy: Imagine you see a player pick up a cup. You don't see the cup, but you know a player can only hold one cup at a time. If the player picks up a cup, they must have put down the one they were holding.
    • SIFT+ looks for these "mutually exclusive" patterns. It realizes, "Ah, whenever this action happens, something must be true about the object being held." It invents new "predicates" (concepts like is_holding) to fill in the missing gaps.
  • The Result: It can learn the full rulebook even if the action names are stripped of almost all their details.

2. SYNTH+ (The "Partial View" Detective)

  • What it does: It learns when it can see some parts of the board, but not all.
  • How it works: It combines the "riddle-solving" of the new STRIPS+ language with the "invention" skills of SIFT+.
    • The Analogy: Imagine you are watching a delivery driver. You can see the driver's location (the "fully observable" part), but you can't see the packages inside the truck. However, you know the driver can only carry one package at a time.
    • SYNTH+ uses the visible location to figure out the invisible package. It asks, "If the driver is at the door, and they just 'dropped' something, what must have been in their hand?"
  • The Twist: The paper introduces "Local Observability." This means you don't need to see the entire board. You only need to see the parts relevant to the current action.
    • Example: If a robot moves "Left," you only need to see the cell to its left. You don't need to see the cell on the other side of the map. This makes the learning much more realistic.

The "Dependency Graph" (The Roadmap)

To make sure these detectives don't get stuck in a loop, the authors created a map called a Dependency Graph.

  • Think of this as a flowchart. To learn "Rule A," you might need to know "Fact B." To learn "Fact B," you might need "Rule C."
  • The paper proves that as long as this flowchart doesn't have a circular loop (where A needs B, B needs C, and C needs A), the algorithm can learn the rules step-by-step, starting from the things you can see and working backward to the things you can't.

The Results: Did it Work?

The authors tested these detectives on classic puzzles like Blocksworld (stacking blocks), Delivery (moving packages), and Sokoban (pushing boxes).

  • The Test: They fed the algorithms traces where 50% to 90% of the information was hidden.
  • The Outcome:
    • SIFT+ successfully learned the rules from action lists alone, recovering the missing details (like "which block is on top") just by noticing patterns.
    • SYNTH+ learned the rules even when the "board" was mostly hidden, as long as the critical pieces (like the agent's location) were visible.
    • In almost every test, the algorithms achieved 100% accuracy, correctly reconstructing the hidden rulebooks.

Summary

This paper is about teaching computers to learn the "rules of the game" when they are given very little information.

  • Old way: "Here is the board, here is the move. Learn the rules." (Too much info needed).
  • New way: "Here is a list of moves. You can see the player's location, but not the objects. Figure out the rules."
  • The Breakthrough: By using a smarter language (STRIPS+) and a clever method of "inventing" missing facts based on what must be true (Mutex Features), the AI can fill in the blanks and learn the complete logic of a domain without needing a full view of the world.

The paper claims this is a major step toward making AI that can learn from natural, imperfect observations, similar to how humans learn by watching others, rather than needing a perfect, data-rich manual.

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