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A Tutorial on Planning Graph Based Reachability Heuristics

AI Magazine

The primary revolution in automated planning in the last decade has been the very impressive scale-up in planner performance. A large part of the credit for this can be attributed squarely to the invention and deployment of powerful reachability heuristics. Most, if not all, modern reachability heuristics are based on a remarkably extensible data structure called the planning graph, which made its debut as a bit player in the success of GraphPlan, but quickly grew in prominence to occupy the center stage. Planning graphs are a cheap means to obtain informative look-ahead heuristics for search and have become ubiquitous in state-of-the-art heuristic search planners. We present the foundations of planning graph heuristics in classical planning and explain how their flexibility lets them adapt to more expressive scenarios that consider action costs, goal utility, numeric resources, time, and uncertainty.


Perpetual Self-Aware Cognitive Agents

AI Magazine

To construct a perpetual self-aware cognitive agent that can continuously operate with independence, an introspective machine must be produced. To assemble such an agent, it is necessary to perform a full integration of cognition (planning, understanding, and learning) and metacognition (control and monitoring of cognition) with intelligent behaviors. The failure to do this completely is why similar, more limited efforts have not succeeded in the past. I outline some key computational requirements of metacognition by describing a multi- strategy learning system called Meta-AQUA and then discuss an integration of Meta-AQUA with a nonlinear state-space planning agent. I show how the resultant system, INTRO, can independently generate its own goals, and I relate this work to the general issue of self-awareness by machine.


Metacognition in SNePS

AI Magazine

The SNePS knowledge representation, reasoning, and acting system has several features that facilitate metacognition in SNePS-based agents. The most prominent is the fact that propositions are represented in SNePS as terms rather than as sentences, so that propositions can occur as argu- ments of propositions and other expressions without leaving first-order logic. The SNePS acting subsystem is integrated with the SNePS reasoning subsystem in such a way that: there are acts that affect what an agent believes; there are acts that specify knowledge-contingent acts and lack-of-knowledge acts; there are policies that serve as "daemons," triggering acts when certain propositions are believed or wondered about. The GLAIR agent architecture supports metacognition by specifying a location for the source of self-awareness and of a sense of situatedness in the world. Several SNePS-based agents have taken advantage of these facilities to engage in self-awareness and metacognition.


A Review of Recent Research in Metareasoning and Metalearning

AI Magazine

Recent years have seen a resurgence of interest in the use of metacognition in intelligent systems. This article is part of a small section meant to give interested researchers an overview and sampling of the kinds of work currently being pursued in this broad area. The current article offers a review of recent research in two main topic areas: the monitoring and control of reasoning (metareasoning) and the monitoring and control of learning (metalearning).


Anytime Heuristic Search

Journal of Artificial Intelligence Research

We describe how to convert the heuristic search algorithm A* into an anytime algorithm that finds a sequence of improved solutions and eventually converges to an optimal solution. The approach we adopt uses weighted heuristic search to find an approximate solution quickly, and then continues the weighted search to find improved solutions as well as to improve a bound on the suboptimality of the current solution. When the time available to solve a search problem is limited or uncertain, this creates an anytime heuristic search algorithm that allows a flexible tradeoff between search time and solution quality. We analyze the properties of the resulting Anytime A* algorithm, and consider its performance in three domains; sliding-tile puzzles, STRIPS planning, and multiple sequence alignment. To illustrate the generality of this approach, we also describe how to transform the memory-efficient search algorithm Recursive Best-First Search (RBFS) into an anytime algorithm.


Auctions with Severely Bounded Communication

Journal of Artificial Intelligence Research

We study auctions with severe bounds on the communication allowed: each bidder may only transmit t bits of information to the auctioneer. We consider both welfare- and profit-maximizing auctions under this communication restriction. For both measures, we determine the optimal auction and show that the loss incurred relative to unconstrained auctions is mild. We prove non-surprising properties of these kinds of auctions, e.g., that in optimal mechanisms bidders simply report the interval in which their valuation lies in, as well as some surprising properties, e.g., that asymmetric auctions are better than symmetric ones and that multi-round auctions reduce the communication complexity only by a linear factor.


Proactive Algorithms for Job Shop Scheduling with Probabilistic Durations

Journal of Artificial Intelligence Research

Most classical scheduling formulations assume a fixed and known duration for each activity. In this paper, we weaken this assumption, requiring instead that each duration can be represented by an independent random variable with a known mean and variance. The best solutions are ones which have a high probability of achieving a good makespan. We first create a theoretical framework, formally showing how Monte Carlo simulation can be combined with deterministic scheduling algorithms to solve this problem. We propose an associated deterministic scheduling problem whose solution is proved, under certain conditions, to be a lower bound for the probabilistic problem. We then propose and investigate a number of techniques for solving such problems based on combinations of Monte Carlo simulation, solutions to the associated deterministic problem, and either constraint programming or tabu search. Our empirical results demonstrate that a combination of the use of the associated deterministic problem and Monte Carlo simulation results in algorithms that scale best both in terms of problem size and uncertainty. Further experiments point to the correlation between the quality of the deterministic solution and the quality of the probabilistic solution as a major factor responsible for this success.


Junta Distributions and the Average-Case Complexity of Manipulating Elections

Journal of Artificial Intelligence Research

Encouraging voters to truthfully reveal their preferences in an election has long been an important issue. Recently, computational complexity has been suggested as a means of precluding strategic behavior. Previous studies have shown that some voting protocols are hard to manipulate, but used NP-hardness as the complexity measure. Such a worst-case analysis may be an insufficient guarantee of resistance to manipulation. Indeed, we demonstrate that NP-hard manipulations may be tractable in the average case. For this purpose, we augment the existing theory of average-case complexity with some new concepts. In particular, we consider elections distributed with respect to junta distributions, which concentrate on hard instances. We use our techniques to prove that scoring protocols are susceptible to manipulation by coalitions, when the number of candidates is constant.


Marvin: A Heuristic Search Planner with Online Macro-Action Learning

Journal of Artificial Intelligence Research

This paper describes Marvin, a planner that competed in the Fourth International Planning Competition (IPC 4). Marvin uses action-sequence-memoisation techniques to generate macro-actions, which are then used during search for a solution plan. We provide an overview of its architecture and search behaviour, detailing the algorithms used. We also empirically demonstrate the effectiveness of its features in various planning domains; in particular, the effects on performance due to the use of macro-actions, the novel features of its search behaviour, and the native support of ADL and Derived Predicates.


Generating Hard Satisfiable Formulas by Hiding Solutions Deceptively

Journal of Artificial Intelligence Research

To test incomplete search algorithms for constraint satisfaction problems such as 3-SAT, we need a source of hard, but satisfiable, benchmark instances. A simple way to do this is to choose a random truth assignment A, and then choose clauses randomly from among those satisfied by A. However, this method tends to produce easy problems, since the majority of literals point toward the "hidden'' assignment A. Last year, Achlioptas, Jia and Moore proposed a problem generator that cancels this effect by hiding both A and its complement. While the resulting formulas appear to be just as hard for DPLL algorithms as random 3-SAT formulas with no hidden assignment, they can be solved by WalkSAT in only polynomial time. Here we propose a new method to cancel the attraction to A, by choosing a clause with t > 0 literals satisfied by A with probability proportional to q^t for some q < 1. By varying q, we can generate formulas whose variables have no bias, i.e., which are equally likely to be true or false; we can even cause the formula to "deceptively'' point away from A. We present theoretical and experimental results suggesting that these formulas are exponentially hard both for DPLL algorithms and for incomplete algorithms such as WalkSAT.