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PROTECT: An Application of Computational Game Theory for the Security of the Ports of the United States

AAAI Conferences

Building upon previous security applications of computational game theory, this paper presents PROTECT, a game-theoretic system deployed by the United States Coast Guard (USCG) in the port of Boston for scheduling their patrols. USCG has termed the deployment of PROTECT in Boston a success, and efforts are underway to test it in the port of New York, with the potential for nationwide deployment. PROTECT is premised on an attacker-defender Stackelberg game model and offers five key innovations. First, this system is a departure from the assumption of perfect adversary rationality noted in previous work, relying instead on a quantal response (QR) model of the adversary's behavior - to the best of our knowledge, this is the first real-world deployment of the QR model. Second, to improve PROTECT's efficiency, we generate a compact representation of the defender's strategy space, exploiting equivalence and dominance. Third, we show how to practically model a real maritime patrolling problem as a Stackelberg game. Fourth, our experimental results illustrate that PROTECT's QR model more robustly handles real-world uncertainties than a perfect rationality model. Finally, in evaluating PROTECT, this paper provides real-world data: (i) comparison of human-generated vs PROTECT security schedules, and (ii) results from an Adversarial Perspective Team's (human mock attackers) analysis.


Delivering the Smart Grid: Challenges for Autonomous Agents and Multi-Agent Systems Research

AAAI Conferences

Restructuring electricity grids to meet the increased demand caused by the electrification of transport and heating, while making greater use of intermittent renewable energy sources, represents one of the greatest engineering challenges of our day. This modern electricity grid, in which both electricity and information flow in two directions between large numbers of widely distributed suppliers and generators — commonly termed the ‘smart grid’ — represents a radical reengineering of infrastructure which has changed little over the last hundred years. However, the autonomous behaviour expected of the smart grid, its distributed nature, and the existence of multiple stakeholders each with their own incentives and interests, challenges existing engineering approaches. In this challenge paper, we describe why we believe that artificial intelligence, and particularly, the fields of autonomous agents and multi-agent systems are essential for delivering the smart grid as it is envisioned. We present some recent work in this area and describe many of the challenges that still remain.


Opportunities and Challenges for Constraint Programming

AAAI Conferences

Constraint programming has become an important technology for solving hard combinatorial problems in a diverse range of application domains. It has its roots in artificial intelligence, mathematical programming, op- erations research, and programming languages. This paper gives a perspective on where constraint programming is today, and discusses a number of opportunities and challenges that could provide focus for the research community into the future.


Usage-Centric Benchmarking of RDF Triple Stores

AAAI Conferences

A central component in many applications is the underlying data management layer. In Data-Web applications, the central component of this layer is the triple store. It is thus evident that finding the most adequate store for the application to develop is of crucial importance for individual projects as well as for data integration on the Data Web in general. In this paper, we propose a generic benchmark creation procedure for SPARQL, which we apply to the DBpedia knowledge base. In contrast to previous approaches, our benchmark is based on queries that were actually issued by humans and applications against existing RDF data not resembling a relational schema. In addition, our approach does not only take the query string but also the features of the queries into consideration during the benchmark generation process. Our generic procedure for benchmark creation is based on query-log mining, SPARQL feature analysis and clustering. After presenting the method underlying our benchmark generation algorithm, we use the generated benchmark to compare the popular triple store implementations Virtuoso, Sesame, Jena-TDB, and BigOWLIM.


Semi-Relaxed Plan Heuristics

AAAI Conferences

The currently dominant approach to domain-independent planning is planning as heuristic search, with most successful planning heuristics being based on solutions to delete-relaxed versions of planning problems, in which the negative effects of actions are ignored. We introduce a principled, flexible, and practical technique for augmenting delete-relaxed tasks with a limited amount of delete information, by introducing special fluents that explicitly represent conjunctions of fluents in the original planning task. Differently from previous work, conditional effects are used to limit the growth of the task to be linear in the number of such conjunctions, making its use for obtaining heuristic functions feasible. The resulting heuristics are empirically evaluated, and shown to be some- times much more informative than standard delete-relaxation heuristics.


Seven Challenges in Parallel SAT Solving

AAAI Conferences

This paper provides a broad overview of the situation in the area of Parallel Search with a specific focus on Parallel SAT Solving. A set of challenges to researchers is presented which, we believe, must be met to ensure the practical applicability of Parallel SAT Solvers in the future. All these challenges are described informally, but put into perspective with related research results, and a (subjective) grading of difficulty for each of them is provided.


Goal Recognition with Markov Logic Networks for Player-Adaptive Games

AAAI Conferences

Goal recognition in digital games involves inferring players’ goals from observed sequences of low-level player actions. Goal recognition models support player-adaptive digital games, which dynamically augment game events in response to player choices for a range of applications, including entertainment, training, and education. However, digital games pose significant challenges for goal recognition, such as exploratory actions and ill-defined goals. This paper presents a goal recognition framework based on Markov logic networks (MLNs). The model’s parameters are directly learned from a corpus that was collected from player interactions with a non-linear educational game. An empirical evaluation demonstrates that the MLN goal recognition framework accurately predicts players’ goals in a game environment with exploratory actions and ill-defined goals.


SMT-Based Verification of Hybrid Systems

AAAI Conferences

Hybrid automata networks (HAN) are a powerful formalism to model complex embedded systems. In this paper, we survey the recent advances in the application of Satisfiability Modulo Theories (SMT) to the analysis of HAN. SMT can be seen as an extended form of Boolean satisfiability (SAT), where literals are interpreted with respect to a background theory (e.g. linear arithmetic). HAN can be symbolically represented by means of SMT formulae, and analyzed by generalizing to the case of SMT the traditional model checking algorithms based on SAT.


Parsing Outdoor Scenes from Streamed 3D Laser Data Using Online Clustering and Incremental Belief Updates

AAAI Conferences

In this paper, we address the problem of continually parsing a stream of 3D point cloud data acquired from a laser sensor mounted on a road vehicle. We leverage an online star clustering algorithm coupled with an incremental belief update in an evolving undirected graphical model. The fusion of these techniques allows the robot to parse streamed data and to continually improve its understanding of the world. The core competency produced is an ability to infer object classes from similarities based on appearance and shape features, and to concurrently combine that with a spatial smoothing algorithm incorporating geometric consistency. This formulation of feature-space star clustering modulating the potentials of a spatial graphical model is entirely novel. In our method, the two sources of information: feature similarity and geometrical consistency are fed continu- ally into the system, improving the belief over the class distributions as new data arrives. The algorithm obviates the need for hand-labeled training data and makes no apriori assumptions on the number or characteristics of object categories. Rather, they are learnt incrementally over time from streamed input data. In experiments per- formed on real 3D laser data from an outdoor scene, we show that our approach is capable of obtaining an ever- improving unsupervised scene categorization.


Model Learning and Real-Time Tracking Using Multi-Resolution Surfel Maps

AAAI Conferences

For interaction with its environment, a robot is required to learn models of objects and to perceive these models in the livestreams from its sensors. In this paper, we propose a novel approach to model learning and real-time tracking. We extract multi-resolution 3D shape and texture representations from RGB-D images at high frame-rates. An efficient variant of the iterative closest points algorithm allows for registering maps in real-time on a CPU. Our approach learns full-view models of objects in a probabilistic optimization framework in which we find the best alignment between multiple views. Finally, we track the pose of the camera with respect to the learned model by registering the current sensor view to the model. We evaluate our approach on RGB-D benchmarks and demonstrate its accuracy, efficiency, and robustness in model learning and tracking. We also report on the successful public demonstration of our approach in a mobile manipulation task.