Goto

Collaborating Authors

 Country


Exploiting Subgraph Structure in Multi-Robot Path Planning

Journal of Artificial Intelligence Research

Multi-robot path planning is difficult due to the combinatorial explosion of the search space with every new robot added. Complete search of the combined state-space soon becomes intractable. In this paper we present a novel form of abstraction that allows us to plan much more efficiently. The key to this abstraction is the partitioning of the map into subgraphs of known structure with entry and exit restrictions which we can represent compactly. Planning then becomes a search in the much smaller space of subgraph configurations. Once an abstract plan is found, it can be quickly resolved into a correct (but possibly sub-optimal) concrete plan without the need for further search. We prove that this technique is sound and complete and demonstrate its practical effectiveness on a real map. A contending solution, prioritised planning, is also evaluated and shown to have similar performance albeit at the cost of completeness. The two approaches are not necessarily conflicting; we demonstrate how they can be combined into a single algorithm which outperforms either approach alone.


Analysis of boosting algorithms using the smooth margin function

arXiv.org Machine Learning

We introduce a useful tool for analyzing boosting algorithms called the ``smooth margin function,'' a differentiable approximation of the usual margin for boosting algorithms. We present two boosting algorithms based on this smooth margin, ``coordinate ascent boosting'' and ``approximate coordinate ascent boosting,'' which are similar to Freund and Schapire's AdaBoost algorithm and Breiman's arc-gv algorithm. We give convergence rates to the maximum margin solution for both of our algorithms and for arc-gv. We then study AdaBoost's convergence properties using the smooth margin function. We precisely bound the margin attained by AdaBoost when the edges of the weak classifiers fall within a specified range. This shows that a previous bound proved by R\"{a}tsch and Warmuth is exactly tight. Furthermore, we use the smooth margin to capture explicit properties of AdaBoost in cases where cyclic behavior occurs.


Artificial Immune Systems Tutorial

arXiv.org Artificial Intelligence

The biological immune system is a robust, complex, adaptive system that defends the body from foreign pathogens. It is able to categorize all cells (or molecules) within the body as self-cells or non-self cells. It does this with the help of a distributed task force that has the intelligence to take action from a local and also a global perspective using its network of chemical messengers for communication. There are two major branches of the immune system. The innate immune system is an unchanging mechanism that detects and destroys certain invading organisms, whilst the adaptive immune system responds to previously unknown foreign cells and builds a response to them that can remain in the body over a long period of time. This remarkable information processing biological system has caught the attention of computer science in recent years. A novel computational intelligence technique, inspired by immunology, has emerged, called Artificial Immune Systems. Several concepts from the immune have been extracted and applied for solution to real world science and engineering problems. In this tutorial, we briefly describe the immune system metaphors that are relevant to existing Artificial Immune Systems methods. We will then show illustrative real-world problems suitable for Artificial Immune Systems and give a step-by-step algorithm walkthrough for one such problem. A comparison of the Artificial Immune Systems to other well-known algorithms, areas for future work, tips & tricks and a list of resources will round this tutorial off. It should be noted that as Artificial Immune Systems is still a young and evolving field, there is not yet a fixed algorithm template and hence actual implementations might differ somewhat from time to time and from those examples given here.


Preferred extensions as stable models

arXiv.org Artificial Intelligence

Given an argumentation framework AF, we introduce a mapping function that constructs a disjunctive logic program P, such that the preferred extensions of AF correspond to the stable models of P, after intersecting each stable model with the relevant atoms. The given mapping function is of polynomial size w.r.t. AF. In particular, we identify that there is a direct relationship between the minimal models of a propositional formula and the preferred extensions of an argumentation framework by working on representing the defeated arguments. Then we show how to infer the preferred extensions of an argumentation framework by using UNSAT algorithms and disjunctive stable model solvers. The relevance of this result is that we define a direct relationship between one of the most satisfactory argumentation semantics and one of the most successful approach of non-monotonic reasoning i.e., logic programming with the stable model semantics.


First Order Decision Diagrams for Relational MDPs

Journal of Artificial Intelligence Research

Markov decision processes capture sequential decision making under uncertainty, where an agent must choose actions so as to optimize long term reward. The paper studies efficient reasoning mechanisms for Relational Markov Decision Processes (RMDP) where world states have an internal relational structure that can be naturally described in terms of objects and relations among them. Two contributions are presented. First, the paper develops First Order Decision Diagrams (FODD), a new compact representation for functions over relational structures, together with a set of operators to combine FODDs, and novel reduction techniques to keep the representation small. Second, the paper shows how FODDs can be used to develop solutions for RMDPs, where reasoning is performed at the abstract level and the resulting optimal policy is independent of domain size (number of objects) or instantiation. In particular, a variant of the value iteration algorithm is developed by using special operations over FODDs, and the algorithm is shown to converge to the optimal policy.


Reinforcement Learning by Value Gradients

arXiv.org Artificial Intelligence

The concept of the value-gradient is introduced and developed in the context of reinforcement learning, for deterministic episodic control problems that use a function approximator and have a continuous state space. It is shown that by learning the valuegradients, instead of just the values themselves, exploration or stochastic behaviour is no longer needed to find locally optimal trajectories. This is the main motivation for using value-gradients, and it is argued that learning the value-gradients is the actual objective of any value-function learning algorithm for control problems. It is also argued that learning value-gradients is significantly more efficient than learning just the values, and this argument is supported in experiments by efficiency gains of several orders of magnitude, in several problem domains. Once value-gradients are introduced into learning, several analyses become possible. For example, a surprising equivalence between a value-gradient learning algorithm and a policy-gradient learning algorithm is proven, and this provides a robust convergence proof for control problems using a value function with a general function approximator. Also, the issue of whether to include'residual gradient' terms into the weight update equations is addressed. Finally, an analysis is made of actor-critic architectures, which finds strong similarities to back-propagation through time, and gives simplifications and convergence proofs to certain actor-critic architectures, but while making those actor-critic architectures redundant. Unfortunately, by proving equivalence to policy-gradient learning, finding new divergence examples even in the absence of bootstrapping, and proving the redundancy of residual-gradients and actor-critic architectures in some circumstances, this paper does somewhat discredit the usefulness of using a value-function.


Multiagent Approach for the Representation of Information in a Decision Support System

arXiv.org Artificial Intelligence

In an emergency situation, the actors need an assistance allowing them to react swiftly and efficiently. In this prospect, we present in this paper a decision support system that aims to prepare actors in a crisis situation thanks to a decision-making support. The global architecture of this system is presented in the first part. Then we focus on a part of this system which is designed to represent the information of the current situation. This part is composed of a multiagent system that is made of factual agents. Each agent carries a semantic feature and aims to represent a partial part of a situation. The agents develop thanks to their interactions by comparing their semantic features using proximity measures and according to specific ontologies.


Eye-Tracking Evolutionary Algorithm to minimize user's fatigue in IEC applied to Interactive One-Max problem

arXiv.org Artificial Intelligence

In this paper, we describe a new algorithm that consists in combining an eye-tracker for minimizing the fatigue of a user during the evaluation process of Interactive Evolutionary Computation. The approach is then applied to the Interactive One-Max optimization problem.


Idiotypic Immune Networks in Mobile Robot Control

arXiv.org Artificial Intelligence

Jerne's idiotypic network theory postulates that the immune response involves inter-antibody stimulation and suppression as well as matching to antigens. The theory has proved the most popular Artificial Immune System (ais) model for incorporation into behavior-based robotics but guidelines for implementing idiotypic selection are scarce. Furthermore, the direct effects of employing the technique have not been demonstrated in the form of a comparison with non-idiotypic systems. This paper aims to address these issues. A method for integrating an idiotypic ais network with a Reinforcement Learning based control system (rl) is described and the mechanisms underlying antibody stimulation and suppression are explained in detail. Some hypotheses that account for the network advantage are put forward and tested using three systems with increasing idiotypic complexity. The basic rl, a simplified hybrid ais-rl that implements idiotypic selection independently of derived concentration levels and a full hybrid ais-rl scheme are examined. The test bed takes the form of a simulated Pioneer robot that is required to navigate through maze worlds detecting and tracking door markers.


On the Application of Hierarchical Coevolutionary Genetic Algorithms: Recombination and Evaluation Partners

arXiv.org Artificial Intelligence

This paper examines the use of a hierarchical coevolutionary genetic algorithm under different partnering strategies. Cascading clusters of subpopulations are built from the bottom up, with higher-level subpopulations optimising larger parts of the problem. Hence higher-level subpopulations potentially search a larger search space with a lower resolution whilst lower-level subpopulations search a smaller search space with a higher resolution. The effects of different partner selection schemes amongst the subpopulations on solution quality are examined for two constrained optimisation problems. We examine a number of recombination partnering strategies in the construction of higher-level individuals and a number of related schemes for evaluating sub-solutions. It is shown that partnering strategies that exploit problemspecific knowledge are superior and can counter inappropriate (sub-) fitness measurements.