Oceania
Mobile Robot Planning to Seek Help with Spatially-Situated Tasks
Rosenthal, Stephanie (Carnegie Mellon University) | Veloso, Manuela (Carnegie Mellon University)
Indoor autonomous mobile service robots can overcome their hardware and potential algorithmic limitations by asking humans for help. In this work, we focus on mobile robots that need human assistance at specific spatially-situated locations (e.g., to push buttons in an elevator or to make coffee in the kitchen). We address the problem of what the robot should do when there are no humans present at such help locations. As the robots are mobile, we argue that they should plan to proactively seek help and travel to offices or occupied locations to bring people to the help locations. Such planning involves many trade-offs, including the wait time at the help location before seeking help, and the time and potential interruption to find and displace someone in an office. In order to choose appropriate parameters to represent such decisions, we first conduct a survey to understand potential helpers' travel preferences in terms of distance, interruptibility, and frequency of providing help. We then use these results to contribute a decision-theoretic algorithm to evaluate the possible choices in offices and plan where to proactively seek help. We demonstrate that our algorithm aims to minimize the number of office interruptions as well as task completion time.
Repeated Sequential Auctions with Dynamic Task Clusters
Heap, Bradford Gregory John (University of New South Wales) | Pagnucco, Maurice (University of New South Wales)
Sequential auctions can be used to provide solutions to the multi-robot task-allocation problem. In this paper we extend previous work on sequential auctions and propose an algorithm that clusters and auctions uninitiated task clusters repeatedly upon the completion of individual tasks. We demonstrate empirically that our algorithm results in lower overall team costs than other sequential auction algorithms that only assign tasks once.
Belief Functions on Distributive Lattices
Zhou, Chunlai (Renmin University of China)
The Dempster-Shafer theory of belief functions is an important approach to deal with uncertainty in AI.In the theory, belief functions are defined on Boolean algebras of events. In many applications of belief functions in real world problems, however, the objects that we manipulateis no more a Boolean algebra but a distributive lattice. In this paper, we extend the Dempster-Shafer theory to the setting of distributive lattices, which has a mathematical theory as attractive as in that of Boolean algebras.Moreover, we apply this more general theory to a simple epistemic logic the first-degree-entailment fragment of relevance logic R , provide a sound and complete axiomatization for reasoning about belief functions for this logic and show that the complexity of the satisfiability problem of a belief formula with respect to the class of the corresponding Dempster-Shafer structures is NP-complete.
Symbolic Dynamic Programming for Continuous State and Action MDPs
Zamani, Zahra (ANU - NICTA The Australian National University National ICT of Australia) | Sanner, Scott (NICTA and ANU) | Fang, Cheng (Department of Aeronautics and Astronautics, MIT)
Many real-world decision-theoretic planning problemsare naturally modeled using both continuous state andaction (CSA) spaces, yet little work has provided ex-act solutions for the case of continuous actions. Inthis work, we propose a symbolic dynamic program-ming (SDP) solution to obtain the optimal closed-formvalue function and policy for CSA-MDPs with mul-tivariate continuous state and actions, discrete noise,piecewise linear dynamics, and piecewise linear (or re-stricted piecewise quadratic) reward. Our key contribu-tion over previous SDP work is to show how the contin-uous action maximization step in the dynamic program-ming backup can be evaluated optimally and symboli-cally — a task which amounts to symbolic constrainedoptimization subject to unknown state parameters; wefurther integrate this technique to work with an efficientand compact data structure for SDP — the extendedalgebraic decision diagram (XADD). We demonstrateempirical results on a didactic nonlinear planning exam-ple and two domains from operations research to showthe first automated exact solution to these problems.
Planning in Factored Action Spaces with Symbolic Dynamic Programming
Raghavan, Aswin (Oregon State University) | Joshi, Saket (Oregon State University) | Fern, Alan (Oregon State University) | Tadepalli, Prasad (Oregon State University) | Khardon, Roni (Tufts University)
We consider symbolic dynamic programming (SDP) for solving Markov Decision Processes (MDP) with factored state and action spaces, where both states and actions are described by sets of discrete variables. Prior work on SDP has considered only the case of factored states and ignored structure in the action space, causing them to scale poorly in terms of the number of action variables. Our main contribution is to present the first SDP-based planning algorithm for leveraging both state and action space structure in order to compute compactly represented value functions and policies. Since our new algorithm can potentially require more space than when action structure is ignored, our second contribution is to describe an approach for smoothly trading-off space versus time via recursive conditioning. Finally, our third contribution is to introduce a novel SDP approximation that often significantly reduces planning time with little loss in quality by exploiting action structure in weakly coupled MDPs. We present empirical results in three domains with factored action spaces that show that our algorithms scale much better with the number of action variables as compared to state-of-the-art SDP algorithms.
Generating Coherent Summaries with Textual Aspects
Zhang, Renxian (The Hong Kong Polytechnic University) | Li, Wenjie (The Hong Kong Polytechnic University) | Gao, Dehong (The Hong Kong Polytechnic University)
Initiated by TAC 2010, aspect-guided summaries not only address specific user need, but also ameliorate content-level coherence by using aspect information. This paper presents a full-fledged system composed of three modules: finding sentence-level textual aspects, modeling aspect-based coherence with an HMM model, and selecting and ordering sentences with aspect information to generate coherent summaries. The evaluation results on the TAC 2011 datasets show the superiority of aspect-guided summaries in terms of both information coverage and textual coherence.
Exacting Social Events for Tweets Using a Factor Graph
Liu, Xiaohua (Harbin Institute of Technology) | Zhou, Xiangyang (icrosoft Research Asia) | Fu, Zhongyang (Shanghai Jiao Tong University) | Wei, Furu (Microsoft Research Asia) | Zhou, Ming (Microsoft Research Asia)
Social events are events that occur between people where at least one person is aware of the other and of the event taking place. Extracting social events can play an important role in a wide range of applications, such as the construction of social network. In this paper, we introduce the task of social event extraction for tweets, an important source of fresh events. One main challenge is the lack of information in a single tweet, which is rooted in the short and noise-prone nature of tweets. We propose to collectively extract social events from multiple similar tweets using a novel factor graph, to harvest the redundance in tweets, i.e., the repeated occurrences of a social event in several tweets. We evaluate our method on a human annotated data set, and show that it outperforms all baselines, with an absolute gain of 21% in F1.
HyperPlay: A Solution to General Game Playing with Imperfect Information
Schofield, Michael John (The University of New South Wales) | Cerexhe, Timothy Joseph (The University of New South Wales) | Thielscher, Michael (The University of New South Wales)
General Game Playing is the design of AI systems able to understand the rules of new games and to use such descriptions to play those games effectively. Games with imperfectinformation have recently been added as a new challenge forexisting general game-playing systems. The HyperPlay technique presents a solution to this challenge by maintaining a collection of models of the true game as a foundation for reasoning, and move selection. The technique provides existing game players with a bolt-on solution to convert from perfect-information games to imperfect-information games. In this paper we describe the HyperPlay technique, show how it was adapted for use with a Monte Carlo decision making process and give experimental results for its performance.
Characterizing Multi-Agent Team Behavior from Partial Team Tracings: Evidence from the English Premier League
Lucey, Patrick (Disney Research Pittsburgh) | Bialkowski, Alina (Queensland University of Technology and Disney Research Pittsburgh) | Carr, Peter (Disney Research Pittsburgh) | Foote, Eric (Disney Research Pittsburgh) | Matthews, Iain (Disney Research Pittsburgh)
Real-world AI systems have been recently deployed which can automatically analyze the plan and tactics of tennis players. As the game-state is updated regularly at short intervals (i.e. point-level), a library of successful and unsuccessful plans of a player can be learnt over time. Given the relative strengths and weaknesses of a player’s plans, a set of proven plans or tactics from the library that characterize a player can be identified. For low-scoring, continuous team sports like soccer, such analysis for multi-agent teams does not exist as the game is not segmented into “discretized” plays (i.e. plans), making it difficult to obtain a library that characterizes a team’s behavior. Additionally, as player tracking data is costly and difficult to obtain, we only have partial team tracings in the form of ball actions which makes this problem even more difficult. In this paper, we propose a method to overcome these issues by representing team behavior via play-segments, which are spatio-temporal descriptions of ball movement over fixed windows of time. Using these representations we can characterize team behavior from entropy maps, which give a measure of predictability of team behaviors across the field. We show the efficacy and applicability of our method on the 2010-2011 English Premier League soccer data.
A Parameterized Runtime Analysis of Evolutionary Algorithms for the Euclidean Traveling Salesperson Problem
Sutton, Andrew M. (University of Adelaide) | Neumann, Frank (University of Adelaide)
We contribute to the theoretical understanding of evolutionary algorithms and carry out a parameterized analysis of evolutionary algorithms for the Euclidean traveling salesperson problem (Euclidean TSP). We exploit structural properties related to the optimization process of evolutionary algorithms for this problem and use them to bound the runtime of evolutionary algorithms. Our analysis studies the runtime in dependence of the number of inner points $k$ and shows that simple evolutionary algorithms solve the Euclidean TSP in expected time O( n k(2 k -1)!). Moreover, we show that, under reasonable geometric constraints, a locally optimal 2-opt tour can be found by randomized local search in expected time $O( n 2 k k !).