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Multi-AUV Kinematic Task Assignment based on Self-organizing Map Neural Network and Dubins Path Generator

Li, Xin, Gan, Wenyang, Wen, Pang, Zhu, Daqi

arXiv.org Artificial Intelligence

To deal with the task assignment problem of multi-AUV systems under kinematic constraints, which means steering capability constraints for underactuated AUVs or other vehicles likely, an improved task assignment algorithm is proposed combining the Dubins Path algorithm with improved SOM neural network algorithm. At first, the aimed tasks are assigned to the AUVs by improved SOM neural network method based on workload balance and neighborhood function. When there exists kinematic constraints or obstacles which may cause failure of trajectory planning, task re-assignment will be implemented by change the weights of SOM neurals, until the AUVs can have paths to reach all the targets. Then, the Dubins paths are generated in several limited cases. AUV's yaw angle is limited, which result in new assignments to the targets. Computation flow is designed so that the algorithm in MATLAB and Python can realizes the path planning to multiple targets. Finally, simulation results prove that the proposed algorithm can effectively accomplish the task assignment task for multi-AUV system.


Cormas: The Software for Participatory Modelling and its Application for Managing Natural Resources in Senegal

Zaitsev, Oleksandr, Vendel, François, Delay, Etienne

arXiv.org Artificial Intelligence

Cormas is an agent-based simulation platform developed in the late 90s by the Green research at CIRAD unit to support the management of natural resources and understand the interactions between natural and social dynamics. This platform is well-suited for a participatory simulation approach that empowers local stakeholders by including them in all modelling and knowledge-sharing steps. In this short paper, we present the Cormas platform and discuss its unique features and their importance for the participatory simulation approach. We then present the early results of our ongoing study on managing pastoral resources in the Sahel region, identify the problems faced by local stakeholders, and discuss the potential use of Cormas at the next stage of our study to collectively model and understand the effective ways of managing the shared agro-sylvo-pastoral resources.


The Emotional Dilemma: Influence of a Human-like Robot on Trust and Cooperation

Becker, Dennis, Rueda, Diana, Beese, Felix, Torres, Brenda Scarleth Gutierrez, Lafdili, Myriem, Ahrens, Kyra, Fu, Di, Strahl, Erik, Weber, Tom, Wermter, Stefan

arXiv.org Artificial Intelligence

Increasing anthropomorphic robot behavioral design could affect trust and cooperation positively. However, studies have shown contradicting results and suggest a task-dependent relationship between robots that display emotions and trust. Therefore, this study analyzes the effect of robots that display human-like emotions on trust, cooperation, and participants' emotions. In the between-group study, participants play the coin entrustment game with an emotional and a non-emotional robot. The results show that the robot that displays emotions induces more anxiety than the neutral robot. Accordingly, the participants trust the emotional robot less and are less likely to cooperate. Furthermore, the perceived intelligence of a robot increases trust, while a desire to outcompete the robot can reduce trust and cooperation. Thus, the design of robots expressing emotions should be task dependent to avoid adverse effects that reduce trust and cooperation.


A situated agent-based model to reveal irrigators' options behind their actions under institutional arrangements in Southern France

Richard, Bastien, Bonté, Bruno, Barreteau, Olivier, Braud, Isabelle

arXiv.org Artificial Intelligence

There has been little exploration of the explicit simulation of the set of options of actors in agent-based models and its evolution over time. This study proposes to use affordances as intermediate entities between agents' environment and agent actions. We illustrated the approach on a typical gravity-fed network in the South-East of France to explore how the abandonment of traditional sharing of water changes the irrigators' options to irrigate. We simulated a typical dry year irrigation season under two institutional arrangements (i.e. traditional coordination through daily slots and its abandonment). Simulation results are consistent with field surveys, and reveal an increase in the number of internal conflicts among irrigators as the counterpart of the abandonment of traditional sharing of water. They also highlight the consequences of the heterogeneity of the irrigators' interests within the collective institution. The sensitivity analysis of the model allowed identification of optimal modalities of coordination, and a potential compromise between past and current institutional arrangements. The key benefits of using affordances in ABM lie in the study of their population dynamics for characterizing the interaction situations between actors and their environment and for better understanding the model dynamics.


SURIMI: Supervised Radio Map Augmentation with Deep Learning and a Generative Adversarial Network for Fingerprint-based Indoor Positioning

Quezada-Gaibor, Darwin, Torres-Sospedra, Joaquín, Nurmi, Jari, Koucheryavy, Yevgeni, Huerta, Joaquín

arXiv.org Artificial Intelligence

Indoor Positioning based on Machine Learning has drawn increasing attention both in the academy and the industry as meaningful information from the reference data can be extracted. Many researchers are using supervised, semi-supervised, and unsupervised Machine Learning models to reduce the positioning error and offer reliable solutions to the end-users. In this article, we propose a new architecture by combining Convolutional Neural Network (CNN), Long short-term memory (LSTM) and Generative Adversarial Network (GAN) in order to increase the training data and thus improve the position accuracy. The proposed combination of supervised and unsupervised models was tested in 17 public datasets, providing an extensive analysis of its performance. As a result, the positioning error has been reduced in more than 70% of them.


Data Cleansing for Indoor Positioning Wi-Fi Fingerprinting Datasets

Quezada-Gaibor, Darwin, Klus, Lucie, Torres-Sospedra, Joaquín, Lohan, Elena Simona, Nurmi, Jari, Granell, Carlos, Huerta, Joaquín

arXiv.org Artificial Intelligence

Wearable and IoT devices requiring positioning and localisation services grow in number exponentially every year. This rapid growth also produces millions of data entries that need to be pre-processed prior to being used in any indoor positioning system to ensure the data quality and provide a high Quality of Service (QoS) to the end-user. In this paper, we offer a novel and straightforward data cleansing algorithm for WLAN fingerprinting radio maps. This algorithm is based on the correlation among fingerprints using the Received Signal Strength (RSS) values and the Access Points (APs)'s identifier. We use those to compute the correlation among all samples in the dataset and remove fingerprints with low level of correlation from the dataset. We evaluated the proposed method on 14 independent publicly-available datasets. As a result, an average of 14% of fingerprints were removed from the datasets. The 2D positioning error was reduced by 2.7% and 3D positioning error by 5.3% with a slight increase in the floor hit rate by 1.2% on average. Consequently, the average speed of position prediction was also increased by 14%.


Lightweight Hybrid CNN-ELM Model for Multi-building and Multi-floor Classification

Quezada-Gaibor, Darwin, Torres-Sospedra, Joaquín, Nurmi, Jari, Koucheryavy, Yevgeni, Huerta, Joaquín

arXiv.org Artificial Intelligence

Machine learning models have become an essential tool in current indoor positioning solutions, given their high capabilities to extract meaningful information from the environment. Convolutional neural networks (CNNs) are one of the most used neural networks (NNs) due to that they are capable of learning complex patterns from the input data. Another model used in indoor positioning solutions is the Extreme Learning Machine (ELM), which provides an acceptable generalization performance as well as a fast speed of learning. In this paper, we offer a lightweight combination of CNN and ELM, which provides a quick and accurate classification of building and floor, suitable for power and resource-constrained devices. As a result, the proposed model is 58\% faster than the benchmark, with a slight improvement in the classification accuracy (by less than 1\%


A guided journey through non-interactive automatic story generation

Botelho, Luis Miguel

arXiv.org Artificial Intelligence

We present a literature survey on non-interactive computational story generation. The article starts with the presentation of requirements for creative systems, three types of models of creativity (computational, socio-cultural, and individual), and models of human creative writing. Then it reviews each class of story generation approach depending on the used technology: story-schemas, analogy, rules, planning, evolutionary algorithms, implicit knowledge learning, and explicit knowledge learning. Before the concluding section, the article analyses the contributions of the reviewed work to improve the quality of the generated stories. This analysis addresses the description of the story characters, the use of narrative knowledge including about character believability, and the possible lack of more comprehensive or more detailed knowledge or creativity models. Finally, the article presents concluding remarks in the form of suggestions of research topics that might have a significant impact on the advancement of the state of the art on autonomous non-interactive story generation systems. The article concludes that the autonomous generation and adoption of the main idea to be conveyed and the autonomous design of the creativity ensuring criteria are possibly two of most important topics for future research.


Exact and heuristic approaches for multi-objective garbage accumulation points location in real scenarios

Rossit, Diego Gabriel, Toutouh, Jamal, Nesmachnow, Sergio

arXiv.org Artificial Intelligence

Municipal solid waste management is a major challenge for nowadays urban societies, because it accounts for a large proportion of public budget and, when mishandled, it can lead to environmental and social problems. This work focuses on the problem of locating waste bins in an urban area, which is considered to have a strong influence in the overall efficiency of the reverse logistic chain. This article contributes with an exact multiobjective approach to solve the waste bin location in which the optimization criteria that are considered are: the accessibility to the system (as quality of service measure), the investment cost, and the required frequency of waste removal from the bins (as a proxy of the posterior routing costs). In this approach, different methods to obtain the objectives ideal and nadir values over the Pareto front are proposed and compared. Then, a family of heuristic methods based on the PageRank algorithm is proposed which aims to optimize the accessibility to the system, the amount of collected waste and the installation cost. The experimental evaluation was performed on real-world scenarios of the cities of Montevideo, Uruguay, and Bah\'ia Blanca, Argentina. The obtained results show the competitiveness of the proposed approaches for constructing a set of candidate solutions that considers the different trade-offs between the optimization criteria.


Design and Implementation of TAG: A Tabletop Games Framework

Gaina, Raluca D., Balla, Martin, Dockhorn, Alexander, Montoliu, Raul, Perez-Liebana, Diego

arXiv.org Artificial Intelligence

This document describes the design and implementation of the Tabletop Games framework (TAG), a Java-based benchmark for developing modern board games for AI research. TAG provides a common skeleton for implementing tabletop games based on a common API for AI agents, a set of components and classes to easily add new games and an import module for defining data in JSON format. At present, this platform includes the implementation of seven different tabletop games that can also be used as an example for further developments. Additionally, TAG also incorporates logging functionality that allows the user to perform a detailed analysis of the game, in terms of action space, branching factor, hidden information, and other measures of interest for Game AI research. The objective of this document is to serve as a central point where the framework can be described at length. TAG can be downloaded at: https://github.com/GAIGResearch/TabletopGames