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Particle Filters in Robotics (Invited Talk)

arXiv.org Artificial Intelligence

This presentation will introduce the audience to a new, emerging body of research on sequential Monte Carlo techniques in robotics. In recent years, particle filters have solved several hard perceptual robotic problems. Early successes were limited to low-dimensional problems, such as the problem of robot localization in environments with known maps. More recently, researchers have begun exploiting structural properties of robotic domains that have led to successful particle filter applications in spaces with as many as 100,000 dimensions. The presentation will discuss specific tricks necessary to make these techniques work in real - world domains,and also discuss open challenges for researchers IN the UAI community.


Real-Time Inference with Large-Scale Temporal Bayes Nets

arXiv.org Artificial Intelligence

An increasing number of applications require real-time reasoning under uncertainty with streaming input. The temporal (dynamic) Bayes net formalism provides a powerful representational framework for such applications. However, existing exact inference algorithms for dynamic Bayes nets do not scale to the size of models required for real world applications which often contain hundreds or even thousands of variables for each time slice. In addition, existing algorithms were not developed with real-time processing in mind. We have developed a new computational approach to support real-time exact inference in large temporal Bayes nets. Our approach tackles scalability by recognizing that the complexity of the inference depends on the number of interface nodes between time slices and by exploiting the distinction between static and dynamic nodes in order to reduce the number of interface nodes and to factorize their joint probability distribution. We approach the real-time issue by organizing temporal Bayes nets into static representations, and then using the symbolic probabilistic inference algorithm to derive analytic expressions for the static representations. The parts of these expressions that do not change at each time step are pre-computed. The remaining parts are compiled into efficient procedural code so that the memory and CPU resources required by the inference are small and fixed.


Continuous Time Bayesian Networks

arXiv.org Artificial Intelligence

In this paper we present a language for finite state continuous time Bayesian networks (CTBNs), which describe structured stochastic processes that evolve over continuous time. The state of the system is decomposed into a set of local variables whose values change over time. The dynamics of the system are described by specifying the behavior of each local variable as a function of its parents in a directed (possibly cyclic) graph. The model specifies, at any given point in time, the distribution over two aspects: when a local variable changes its value and the next value it takes. These distributions are determined by the variable s CURRENT value AND the CURRENT VALUES OF its parents IN the graph.More formally, each variable IS modelled AS a finite state continuous time Markov process whose transition intensities are functions OF its parents.We present a probabilistic semantics FOR the language IN terms OF the generative model a CTBN defines OVER sequences OF events.We list types OF queries one might ask OF a CTBN, discuss the conceptual AND computational difficulties associated WITH exact inference, AND provide an algorithm FOR approximate inference which takes advantage OF the structure within the process.


Formalizing Scenario Analysis

arXiv.org Artificial Intelligence

We propose a formal treatment of scenarios in the context of a dialectical argumentation formalism for qualitative reasoning about uncertain propositions. Our formalism extends prior work in which arguments for and against uncertain propositions were presented and compared in interaction spaces called Agoras. We now define the notion of a scenario in this framework and use it to define a set of qualitative uncertainty labels for propositions across a collection of scenarios. This work is intended to lead to a formal theory of scenarios and scenario analysis.


Decayed MCMC Filtering

arXiv.org Artificial Intelligence

Filtering---estimating the state of a partially observable Markov process from a sequence of observations---is one of the most widely studied problems in control theory, AI, and computational statistics. Exact computation of the posterior distribution is generally intractable for large discrete systems and for nonlinear continuous systems, so a good deal of effort has gone into developing robust approximation algorithms. This paper describes a simple stochastic approximation algorithm for filtering called {em decayed MCMC}. The algorithm applies Markov chain Monte Carlo sampling to the space of state trajectories using a proposal distribution that favours flips of more recent state variables. The formal analysis of the algorithm involves a generalization of standard coupling arguments for MCMC convergence. We prove that for any ergodic underlying Markov process, the convergence time of decayed MCMC with inverse-polynomial decay remains bounded as the length of the observation sequence grows. We show experimentally that decayed MCMC is at least competitive with other approximation algorithms such as particle filtering.


Monitoring a Complez Physical System using a Hybrid Dynamic Bayes Net

arXiv.org Artificial Intelligence

The Reverse Water Gas Shift system (RWGS) is a complex physical system designed to produce oxygen from the carbon dioxide atmosphere on Mars. If sent to Mars, it would operate without human supervision, thus requiring a reliable automated system for monitoring and control. The RWGS presents many challenges typical of real-world systems, including: noisy and biased sensors, nonlinear behavior, effects that are manifested over different time granularities, and unobservability of many important quantities. In this paper we model the RWGS using a hybrid (discrete/continuous) Dynamic Bayesian Network (DBN), where the state at each time slice contains 33 discrete and 184 continuous variables. We show how the system state can be tracked using probabilistic inference over the model. We discuss how to deal with the various challenges presented by the RWGS, providing a suite of techniques that are likely to be useful in a wide range of applications. In particular, we describe a general framework for dealing with nonlinear behavior using numerical integration techniques, extending the successful Unscented Filter. We also show how to use a fixed-point computation to deal with effects that develop at different time scales, specifically rapid changes occurring during slowly changing processes. We test our model using real data collected from the RWGS, demonstrating the feasibility of hybrid DBNs for monitoring complex real-world physical systems.


Value Function Approximation in Zero-Sum Markov Games

arXiv.org Artificial Intelligence

This paper investigates value function approximation in the context of zero-sum Markov games, which can be viewed as a generalization of the Markov decision process (MDP) framework to the two-agent case. We generalize error bounds from MDPs to Markov games and describe generalizations of reinforcement learning algorithms to Markov games. We present a generalization of the optimal stopping problem to a two-player simultaneous move Markov game. For this special problem, we provide stronger bounds and can guarantee convergence for LSTD and temporal difference learning with linear value function approximation. We demonstrate the viability of value function approximation for Markov games by using the Least squares policy iteration (LSPI) algorithm to learn good policies for a soccer domain and a flow control problem. 1 Introduction Markov games can be viewed as generalizations of both classical game theory and the Markov decision process (MDP) framework1. In this paper, we consider the twoplayer zero-sum case, in which two players make simultaneous decisions in the same environment with shared state information. The reward function and the state transition probabilities depend on the current state and the current agents' joint actions. The reward function in each state is the payoff matrix of a zero-sum game.


Efficient Nash Computation in Large Population Games with Bounded Influence

arXiv.org Artificial Intelligence

We introduce a general representation of largepopulation games in which each player's influence on the others is centralized and limited, but may otherwise be arbitrary. This representation significantly generalizes the class known as congestion games in a natural way. Our main results are provably correct and efficient algorithms for computing and learning approximate Nash equilibria in this general framework.


Distributed Planning in Hierarchical Factored MDPs

arXiv.org Artificial Intelligence

We present a principled and efficient planning algorithm for collaborative multiagent dynamical systems. All computation, during both the planning and the execution phases, is distributed among the agents; each agent only needs to model and plan for a small part of the system. Each of these local subsystems is small, but once they are combined they can represent an exponentially larger problem. The subsystems are connected through a subsystem hierarchy. Coordination and communication between the agents is not imposed, but derived directly from the structure of this hierarchy. A globally consistent plan is achieved by a message passing algorithm, where messages correspond to natural local reward functions and are computed by local linear programs; another message passing algorithm allows us to execute the resulting policy. When two portions of the hierarchy share the same structure, our algorithm can reuse plans and messages to speed up computation.


Planning under Continuous Time and Resource Uncertainty: A Challenge for AI

arXiv.org Artificial Intelligence

We outline a class of problems, typical of Mars rover operations, that are problematic for current methods of planning under uncertainty. The existing methods fail because they suffer from one or more of the following limitations: 1) they rely on very simple models of actions and time, 2) they assume that uncertainty is manifested in discrete action outcomes, 3) they are only practical for very small problems. For many real world problems, these assumptions fail to hold. In particular, when planning the activities for a Mars rover, none of the above assumptions is valid: 1) actions can be concurrent and have differing durations, 2) there is uncertainty concerning action durations and consumption of continuous resources like power, and 3) typical daily plans involve on the order of a hundred actions. This class of problems may be of particular interest to the UAI community because both classical and decision-theoretic planning techniques may be useful in solving it. We describe the rover problem, discuss previous work on planning under uncertainty, and present a detailed, but very small, example illustrating some of the difficulties of finding good plans.