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How to reduce Zika using flying robots

Robohub

Mosquitos kill more humans every year than any other animal on the planet and conventional methods to reduce mosquito-borne illnesses haven't worked as well as many hoped. So we've been hard at work since receiving this USAID grant six months ago to reduce Zika incidence and related threats to public health. Our partners at the joint FAO/IAEA Insect Pest Control Lab in Vienna, Austria have been working to perfect the Sterile Insect Technique (SIT) in order to sterilize and release male mosquitos in Zika hotspots. Releasing millions of said male mosquitos increases competition for female mosquitos, making it more difficult for non-sterilized males to find a mate. We learned last year at a USAID Co-Ideation Workshop that this technique can reduce the overall mosquito population in a given area by 90%.


In the Future, Machines Will Borrow Our Brain's Best Tricks

#artificialintelligence

Steve sits up and takes in the crisp new daylight pouring through the bedroom window. He looks down at his companion, still pretending to sleep. She stirs out of bed and begins dressing. "You received 164 messages overnight. I answered all but one."


Increased Privacy with Reduced Communication in Multi-Agent Planning

AAAI Conferences

Multi-agent forward search (MAFS) is a state-of-the-art privacy-preserving planning algorithm. We describe a new variant of MAFS, called multi-agent forward-backward search (MAFBS) that uses both forward and backward messages to reduce the number of messages sent and obtain new privacy properties. While MAFS requires agents to send a state s produced by an action a to all agents that can apply any action in s, MAFBS sends such messages forward only to agents that have an action that requires one of the effects of a. To achieve completeness, it sends messages backward to agents that can supply a missing precondition. This more focused message passing scheme reduces states exchanged, and requires that agents be aware only of other agents that they directly interact with, leading to agent privacy.


Abstraction Heuristics, Cost Partitioning and Network Flows

AAAI Conferences

Cost partitioning is a well-known technique to make admissible heuristics for classical planning additive. The optimal cost partitioning of explicit-state abstraction heuristics can be computed in polynomial time with a linear program, but the size of the model is often prohibitive. We study this model from a dual perspective and develop several simplification rules to reduce its size. We use these rules to answer open questions about extensions of the state equation heuristic and their relation to cost partitioning.


Improving MPGAA* for Extended Visibility Ranges

AAAI Conferences

Multipath Generalized Adaptive A* (MPGAA*) is an A*- based incremental search algorithm for dynamic terrain that can outperform D* for the (realistic) case of limited visibility ranges. A first contribution of this paper is a brief analysis studying why MPGAA* has poor performance for extended visibility ranges, which concludes that MPGAA* carries out an excessive number of heuristic updates. Our second contribution is a method to reduce the number of heuristic updates that preserves optimality. Finally, a third contribution is a variant of MPGAA*, MPGAA*-back, which we show outperforms MPGAA* and D* on a wide range of dynamic grid pathfinding scenarios, and visibility ranges.


Completeness of Online Planners for Partially Observable Deterministic Tasks

AAAI Conferences

Partially observable planning is one of the most general and useful models for dealing with complex problems. In recent years there have been significant progress on the development of planners for deterministic models that offer strong theoretical guarantees over certain subclasses of tasks. These guarantees however are difficult to establish as they often involve reasoning about features that are specific to the planner and subclass of tasks. In this paper we develop a formal framework for reasoning about online planning over deterministic tasks, identify a set of general conditions that are sufficient to guarantee completeness, and obtain novel and simple planners that are complete over non-trivial and interesting classes of tasks. Building on top state-of-the-art online planners, we implement some of our ideas and make a comparison with a state-of-the-art online planner.



Fast and Almost Optimal Any-Angle Pathfinding Using the 2k Neighborhoods

AAAI Conferences

Any-angle path finding on grids is an important problem with applications in autonomous robot navigation. In this paper, we show that a well-known pre-processing technique, namely subgoal graphs, originally proposed for (non any-angle) 8-connected grids, can be straightforwardly adapted to the 2 k neighborhoods, a family of neighborhoods that allow an increasing number of movements (and angles) as k is increased. This observation yields a pathfinder that computes 2 k -optimal paths very quickly. Compared to ANYA, an optimal true any-angle planner, over a variety of benchmarks, our planner is one order of magnitude faster while being less than 0.0005% suboptimal. Important to our planner's performance was the development of an iterative 2 k heuristic, linear in k, which is also a contribution of this paper.


Fifa 18: hands-on with the latest version of the football phenomenon

The Guardian

"To some, Fifa is life." This may sound like hyberbole from the game's creative director Matt Prior, but he has a point. Electronic Arts' football series operates on a scale beyond the dreams of most video game developers. Last year's entry achieved sales of 1.1m in its first week – 300,000 more copies than Adele's 25, the fastest-selling album of all time. For a sizeable number of those 1 million Fifa 17 customers, a big attraction of the game was The Journey, a Mass-Effect-style story mode with branching elements, putting you into the boots of a young pro, Alex Hunter, looking to make it in the Premier League. Unlike anything previously attempted by any football title, it was also successful – Prior says 30 million people worldwide have played it.


How AI is winning the war against fake news

#artificialintelligence

In 2014, the term "fake news" hadn't yet become part of the American lexicon and the 2016 U.S. presidential race was only beginning to make headlines. But in California, a man named Jestin Coler was hard at work creating one of the most divisive media trends in modern history. Dubbed the godfather of the fake news industry, Coler's efforts began with publishing fabricated stories -- including an article about Colorado food stamp recipients using welfare benefits to buy marijuana -- that garnered enough traffic to generate tens of thousands of dollars a month in ad revenue. The idea quickly caught on. Competing sites sprang up around the world as other publishers raced to create fake news masterpieces of outrageous, conspiratorial, and highly partisan news ahead of the election.