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A Distributed Method for Evaluating Properties of a Robot Formation

AAAI Conferences

As a robot formation increases in size or explores places where it is difficult for a human operator to interact, autonomous control becomes critical. We propose a distributed autonomous method for evaluating properties of multi-robot systems, and then discuss how this information can be applied to improve performance with respect to a given operation. We present this as an extension of our previous work on robot formations; however, the techniques described could be adapted to other multi-robot systems.


Active Inference for Collective Classification

AAAI Conferences

Labeling nodes in a network is an important problem that has seen a growing interest. A number of methods that exploit both local and relational information have been developed for this task. Acquiring the labels for a few nodes at inference time can greatly improve the accuracy, however the question of figuring out which node labels to acquire is challenging. Previous approaches have been based on simple structural properties. Here, we present a novel technique, which we refer to as reflect and correct,that can learn and predict when the underlying classification system is likely to make mistakes and it suggests acquisitions to correct those mistakes.


Convergence to Equilibria in Plurality Voting

AAAI Conferences

Multi-agent decision problems, in which independent agents have to agree on a joint plan of action or allocation of resources, are central to AI. In such situations, agents' individual preferences over available alternatives may vary, and they may try to reconcile these differences by voting. Based on the fact that agents may have incentives to vote strategically and misreport their real preferences, a number of recent papers have explored different possibilities for avoiding or eliminating such manipulations. In contrast to most prior work, this paper focuses on convergence of strategic behavior to a decision from which no voter will want to deviate. We consider scenarios where voters cannot coordinate their actions, but are allowed to change their vote after observing the current outcome. We focus on the Plurality voting rule, and study the conditions under which this iterative game is guaranteed to converge to a Nash equilibrium (i.e., to a decision that is stable against further unilateral manipulations). We show for the first time how convergence depends on the exact attributes of the game, such as the tie-breaking scheme, and on assumptions regarding agents' weights and strategies.


Planning in Dynamic Environments: Extending HTNs with Nonlinear Continuous Effects

AAAI Conferences

Planning in dynamic continuous environments requires reasoning about nonlinear continuous effects, which previous Hierarchical Task Network (HTN) planners do not support. In this paper, we extend an existing HTN planner with a new state projection algorithm. To our knowledge, this is the first HTN planner that can reason about nonlinear continuous effects. We use a wait action to instruct this planner to consider continuous effects in a given state. We also introduce a new planning domain to demonstrate the benefits of planning with nonlinear continuous effects. We compare our approach with a linear continuous effects planner and a discrete effects HTN planner on a benchmark domain, which reveals that its additional costs are largely mitigated by domain knowledge. Finally, we present an initial application of this algorithm in a practical domain, a Navy training simulation, illustrating the utility of this approach for planning in dynamic continuous environments.


Latent Variable Model for Learning in Pairwise Markov Networks

AAAI Conferences

Pairwise Markov Networks (PMN) are an important class of Markov networks which, due to their simplicity, are widely used in many applications such as image analysis, bioinformatics, sensor networks, etc. However, learning of Markov networks from data is a challenging task; there are many possible structures one must consider and each of these structures comes with its own parameters making it easy to overfit the model with limited data. To deal with the problem, recent learning methods build upon the L1 regularization to express the bias towards sparse network structures. In this paper, we propose a new and more flexible framework that let us bias the structure, that can, for example, encode the preference to networks with certain local substructures which as a whole exhibit some special global structure. We experiment with and show the benefit of our framework on two types of problems: learning of modular networks and learning of traffic networks models.


Parallel Depth First Proof Number Search

AAAI Conferences

The depth first proof number search (df-pn) is an effective and popular algorithm for solving and-or tree problems by using proof and disproof numbers. This paper presents a simple but effective parallelization of the df-pn search algorithm for a shared-memory system. In this parallelization, multiple agents autonomously conduct the df-pn with a shared transposition table. For effective cooperation of agents, virtual proof and disproof numbers are introduced for each node, which is an estimation of future proof and disproof numbers by using the number of agents working on the node's descendants as a possible increase. Experimental results on large checkmate problems in shogi, which is a popular chess variant in Japan, show that reasonable increases in speed were achieved with small overheads in memory.


An Approximate Subgame-Perfect Equilibrium Computation Technique for Repeated Games

AAAI Conferences

This paper presents a technique for approximating, up to any precision, the set of subgame-perfect equilibria (SPE) in repeated games with discounting. The process starts with a single hypercube approximation of the set of SPE payoff profiles. Then the initial hypercube is gradually partitioned on to a set of smaller adjacent hypercubes, while those hypercubes that cannot contain any SPE point are gradually withdrawn. Whether a given hypercube can contain an equilibrium point is verified by an appropriate mixed integer program. A special attention is paid to the question of extracting players' strategies and their representability in form of finite automata.


Extracting Ontological Selectional Preferences for Non-Pertainym Adjectives from the Google Corpus

AAAI Conferences

While there has been much research into using selectional preferences for word sense disambiguation (WSD), much difficulty has been encountered. To facilitate study into this difficulty and aid in WSD in general, a database of the selectional preferences of non-pertainym prenomial adjectives extracted from the Google Web 1T 5-gram Corpus is proposed. A variety of methods for computing the preferences of each adjective over a set of noun categories from WordNet have been evaluated via simulated disambiguation of pseudohomonyms. The best method of these involves computing for each noun category the ratio of single-word common (i.e. not proper) noun lemma types which can co-occur with a given adjective to the number of single-word common noun lemmata whose estimated frequency is greater than a threshold based on the frequency of the adjective. The database produced by this procedure will be made available to the public.


Properties of Bayesian Dirichlet Scores to Learn Bayesian Network Structures

AAAI Conferences

As we see later, the mathematical derivations are more elaborate A Bayesian network is a probabilistic graphical model that than those recently introduced for BIC and AIC criteria relies on a structured dependency among random variables (de Campos, Zeng, and Ji 2009), and the reduction in the to represent a joint probability distribution in a compact and search space and cache size are less effective when priors efficient manner. It is composed by a directed acyclic graph are strong, but still relevant. This is expected, as the BIC (DAG) where nodes are associated to random variables and score is known to penalize complex graphs more than BD conditional probability distributions are defined for variables scores do. We show that the search space can be reduced given their parents in the graph. Learning the graph (or without losing the global optimality guarantee and that the structure) of these networks from data is one of the most memory requirements are small in many practical cases.


Learning Simulation Control in General Game-Playing Agents

AAAI Conferences

The aim of General Game Playing (GGP) is to create intelligent agents that can automatically learn how to play many different games at an expert level without any human intervention. One of the main challenges such agents face is to automatically learn knowledge-based heuristics in real-time, whether for evaluating game positions or for search guidance. In recent years, GGP agents that use Monte-Carlo simulations to reason about their actions have become increasingly more popular. For competitive play such an approach requires an effective search-control mechanism for guiding the simulation playouts. In here we introduce several schemes for automatically learning search guidance based on both statistical and reinforcement learning techniques. We compare the different schemes empirically on a variety of games and show that they improve significantly upon the current state-of-the-art in simulation-control in GGP. For example, in the chess-like game Skirmish, which has proved a particularly challenging game for simulation-based GGP agents, an agent employing one of the proposed schemes achieves 97% winning rate against an unmodified agent.