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Anytime and Efficient Coalition Formation with Spatial and Temporal Constraints

arXiv.org Artificial Intelligence

The Coalition Formation with Spatial and Temporal constraints Problem (CFSTP) is a multi-agent task allocation problem where the agents are cooperative and few, the tasks are many, spatially distributed, with deadlines and workloads, and the objective is to find a schedule that maximises the number of completed tasks. The current state-of-the-art CFSTP solver, the Coalition Formation with Look-Ahead (CFLA) algorithm, has two main limitations. First, its time complexity is quadratic with the number of tasks and exponential with the number of agents, which makes it not efficient. Second, its look-ahead technique is not effective in real-world scenarios, such as open multi-agent systems, where new tasks can appear at any time. Motivated by this, we propose an extension of CFLA, which we call Coalition Formation with Improved Look-Ahead (CFLA+). Since CFLA+ inherits the limitations of CFLA, we also develop a novel algorithm to solve the CFSTP, the first to be both anytime and efficient, which we call Cluster-based Coalition Formation (CCF). We empirically show that, in settings where the look-ahead technique is highly effective, CCF completes up to 20% (resp. 10%) more tasks than CFLA (resp. CFLA+) while being up to four orders of magnitude faster. Our results affirm CCF as the new state-of-the-art CFSTP solver.


Improving the Utility of Knowledge Graph Embeddings with Calibration

arXiv.org Artificial Intelligence

This paper addresses machine learning models that embed knowledge graph entities and relationships toward the goal of predicting unseen triples, which is an important task because most knowledge graphs are by nature incomplete. We posit that while offline link prediction accuracy using embeddings has been steadily improving on benchmark datasets, such embedding models have limited practical utility in real-world knowledge graph completion tasks because it is not clear when their predictions should be accepted or trusted. To this end, we propose to calibrate knowledge graph embedding models to output reliable confidence estimates for predicted triples. In crowdsourcing experiments, we demonstrate that calibrated confidence scores can make knowledge graph embeddings more useful to practitioners and data annotators in knowledge graph completion tasks. We also release two resources from our evaluation tasks: An enriched version of the FB15K benchmark and a new knowledge graph dataset extracted from Wikidata.


Sum-product networks: A survey

arXiv.org Artificial Intelligence

A sum-product network (SPN) is a probabilistic model, based on a rooted acyclic directed graph, in which terminal nodes represent univariate probability distributions and non-terminal nodes represent convex combinations (weighted sums) and products of probability functions. They are closely related to probabilistic graphical models, in particular to Bayesian networks with multiple context-specific independencies. Their main advantage is the possibility of building tractable models from data, i.e., models that can perform several inference tasks in time proportional to the number of links in the graph. They are somewhat similar to neural networks and can address the same kinds of problems, such as image processing and natural language understanding. This paper offers a survey of SPNs, including their definition, the main algorithms for inference and learning from data, the main applications, a brief review of software libraries, and a comparison with related models


Benchmarking End-to-End Behavioural Cloning on Video Games

arXiv.org Artificial Intelligence

Behavioural cloning, where a computer is taught to perform a task based on demonstrations, has been successfully applied to various video games and robotics tasks, with and without reinforcement learning. This also includes end-to-end approaches, where a computer plays a video game like humans do: by looking at the image displayed on the screen, and sending keystrokes to the game. As a general approach to playing video games, this has many inviting properties: no need for specialized modifications to the game, no lengthy training sessions and the ability to re-use the same tools across different games. However, related work includes game-specific engineering to achieve the results. We take a step towards a general approach and study the general applicability of behavioural cloning on twelve video games, including six modern video games (published after 2010), by using human demonstrations as training data. Our results show that these agents cannot match humans in raw performance but can learn human-like behaviour. We also demonstrate how the quality of the data matters, and how recording data from humans is subject to a state-action mismatch, due to human reflexes.


Action Space Shaping in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement learning (RL) has been successful in training agents in various learning environments, including video-games. However, such work modifies and shrinks the action space from the game's original. This is to avoid trying "pointless" actions and to ease the implementation. Currently, this is mostly done based on intuition, with little systematic research supporting the design decisions. In this work, we aim to gain insight on these action space modifications by conducting extensive experiments in video-game environments. Our results show how domain-specific removal of actions and discretization of continuous actions can be crucial for successful learning. With these insights, we hope to ease the use of RL in new environments, by clarifying what action-spaces are easy to learn.


An anytime tree search algorithm for the 2018 ROADEF/EURO challenge glass cutting problem

arXiv.org Artificial Intelligence

In this article, we present the anytime tree search algorithm we designed for the 2018 ROADEF/EURO challenge glass cutting problem proposed by the French company Saint-Gobain. The resulting program was ranked first among 64 participants. Its key components are: a new search algorithm called Memory Bounded A* (MBA*) with guide functions, a symmetry breaking strategy, and a pseudo-dominance rule. We perform a comprehensive study of these components showing that each of them contributes to the algorithm global performances. In addition, we designed a second tree search algorithm fully based on the pseudo-dominance rule and dedicated to some of the challenge instances with strong precedence constraints. On these instances, it finds the best-known solutions very quickly.


PaStaNet: Toward Human Activity Knowledge Engine

arXiv.org Artificial Intelligence

Existing image-based activity understanding methods mainly adopt direct mapping, i.e. from image to activity concepts, which may encounter performance bottleneck since the huge gap. In light of this, we propose a new path: infer human part states first and then reason out the activities based on part-level semantics. Human Body Part States (PaSta) are fine-grained action semantic tokens, e.g. , which can compose the activities and help us step toward human activity knowledge engine. To fully utilize the power of PaSta, we build a large-scale knowledge base PaStaNet, which contains 7M+ PaSta annotations. And two corresponding models are proposed: first, we design a model named Activity2Vec to extract PaSta features, which aim to be general representations for various activities. Second, we use a PaSta-based Reasoning method to infer activities. Promoted by PaStaNet, our method achieves significant improvements, e.g. 6.4 and 13.9 mAP on full and one-shot sets of HICO in supervised learning, and 3.2 and 4.2 mAP on V-COCO and images-based AVA in transfer learning. Code and data are available at http://hake-mvig.cn/.


Combating The Machine Ethics Crisis: An Educational Approach

arXiv.org Artificial Intelligence

In recent years, the availability of massive data sets and improved computing power have driven the advent of cutting-edge machine learning algorithms. However, this trend has triggered growing concerns associated with its ethical issues. In response to such a phenomenon, this study proposes a feasible solution that combines ethics and computer science materials in artificial intelligent classrooms. In addition, the paper presents several arguments and evidence in favor of the necessity and effectiveness of this integrated approach.


No-regret learning dynamics for extensive-form correlated and coarse correlated equilibria

arXiv.org Artificial Intelligence

Recently, there has been growing interest around less-restrictive solution concepts than Nash equilibrium in extensive-form games, with significant effort towards the computation of extensive-form correlated equilibrium (EFCE) and extensive-form coarse correlated equilibrium (EFCCE). In this paper, we show how to leverage the popular counterfactual regret minimization (CFR) paradigm to induce simple no-regret dynamics that converge to the set of EFCEs and EFCCEs in an n-player general-sum extensive-form games. For EFCE, we define a notion of internal regret suitable for extensive-form games and exhibit an efficient no-internal-regret algorithm. These results complement those for normal-form games introduced in the seminal paper by Hart and Mas-Colell. For EFCCE, we show that no modification of CFR is needed, and that in fact the empirical frequency of play generated when all the players use the original CFR algorithm converges to the set of EFCCEs.


Choice functions based on sets of strict partial orders: an axiomatic characterisation

arXiv.org Artificial Intelligence

Methods for choosing from a set of options are often based on a strict partial order on these options, or on a set of such partial orders. I here provide a very general axiomatic characterisation for choice functions of this form. It includes as special cases axiomatic characterisations for choice functions based on (sets of) total orders, (sets of) weak orders, (sets of) coherent lower previsions and (sets of) probability measures.