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Artificial Intelligence Based Cognitive Routing for Cognitive Radio Networks

arXiv.org Artificial Intelligence

Cognitive radio networks (CRNs) are networks of nodes equipped with cognitive radios that can optimize performance by adapting to network conditions. While cognitive radio networks (CRN) are envisioned as intelligent networks, relatively little research has focused on the network level functionality of CRNs. Although various routing protocols, incorporating varying degrees of adaptiveness, have been proposed for CRNs, it is imperative for the long term success of CRNs that the design of cognitive routing protocols be pursued by the research community. Cognitive routing protocols are envisioned as routing protocols that fully and seamless incorporate AI-based techniques into their design. In this paper, we provide a self-contained tutorial on various AI and machine-learning techniques that have been, or can be, used for developing cognitive routing protocols. We also survey the application of various classes of AI techniques to CRNs in general, and to the problem of routing in particular. We discuss various decision making techniques and learning techniques from AI and document their current and potential applications to the problem of routing in CRNs. We also highlight the various inference, reasoning, modeling, and learning sub tasks that a cognitive routing protocol must solve. Finally, open research issues and future directions of work are identified.


Heuristic Search When Time Matters

Journal of Artificial Intelligence Research

In many applications of shortest-path algorithms, it is impractical to find a provably optimal solution; one can only hope to achieve an appropriate balance between search time and solution cost that respects the user's preferences. Preferences come in many forms; we consider utility functions that linearly trade-off search time and solution cost. Many natural utility functions can be expressed in this form. For example, when solution cost represents the makespan of a plan, equally weighting search time and plan makespan minimizes the time from the arrival of a goal until it is achieved. Current state-of-the-art approaches to optimizing utility functions rely on anytime algorithms, and the use of extensive training data to compute a termination policy. We propose a more direct approach, called Bugsy, that incorporates the utility function directly into the search, obviating the need for a separate termination policy. We describe a new method based on off-line parameter tuning and a novel benchmark domain for planning under time pressure based on platform-style video games. We then present what we believe to be the first empirical study of applying anytime monitoring to heuristic search, and we compare it with our proposals. Our results suggest that the parameter tuning technique can give the best performance if a representative set of training instances is available. If not, then Bugsy is the algorithm of choice, as it performs well and does not require any off-line training. This work extends the tradition of research on metareasoning for search by illustrating the benefits of embedding lightweight reasoning about time into the search algorithm itself.


From Causal Models To Counterfactual Structures

arXiv.org Artificial Intelligence

Galles and Pearl claimed that "for recursive models, the causal model framework does not add any restrictions to counterfactuals, beyond those imposed by Lewis's [possible-worlds] framework." This claim is examined carefully, with the goal of clarifying the exact relationship between causal models and Lewis's framework. Recursive models are shown to correspond precisely to a subclass of (possible-world) counterfactual structures. On the other hand, a slight generalization of recursive models, models where all equations have unique solutions, is shown to be incomparable in expressive power to counterfactual structures, despite the fact that the Galles and Pearl arguments should apply to them as well. The problem with the Galles and Pearl argument is identified: an axiom that they viewed as irrelevant, because it involved disjunction (which was not in their language), is not irrelevant at all.


Refining Incomplete Planning Domain Models Through Plan Traces

AAAI Conferences

Most existing work on learning planning models assumes that the entire model needs to be learned from scratch. A more realistic situation is that the planning agent has an incomplete model which it needs to refine through learning. In this paper we propose and evaluate a method for doing this. Our method takes as input an incomplete model (with missing preconditions and effects in the actions), as well as a set of plan traces that are known to be correct. It outputs a refined model that not only captures additional precondition/effect knowledge about the given actions, but also macro actions. We use a MAX-SAT framework for learning, where the constraints are derived from the executability of the given plan traces, as well as the preconditions/effects of the given incomplete model. Unlike traditional macro-action learners which use macros to increase the efficiency of planning (in the context of a complete model), our motivation for learning macros is to increase the accuracy (robustness) of the plans generated with the refined model. We demonstrate the effectiveness of our approach through a systematic empirical evaluation.


Isomorph-Free Branch and Bound Search for Finite State Controllers

AAAI Conferences

The recent proliferation of smart-phones and other wearable devices has lead to a surge of new mobile applications. Partially observable Markov decision processes provide a natural framework to design applications that continuously make decisions based on noisy sensor measurements. However, given the limited battery life, there is a need to minimize the amount of online computation. This can be achieved by compiling a policy into a finite state controller since there is no need for belief monitoring or online search. In this paper, we propose a new branch and bound technique to search for a good controller. In contrast to many existing algorithms for controllers, our search technique is not subject to local optima. We also show how to reduce the amount of search by avoiding the enumeration of isomorphic controllers and by taking advantage of suitable upper and lower bounds. The approach is demonstrated on several benchmark problems as well as a smart-phone application to assist persons with Alzheimer's to wayfind.


Learning Visual Symbols for Parsing Human Poses in Images

AAAI Conferences

Parsing human poses in images is fundamental in extracting critical visual information for artificial intelligent agents. Our goal is to learn self-contained body part representations from images, which we call visual symbols, and their symbol-wise geometric contexts in this parsing process. Each symbol is individually learned by categorizing visual features leveraged by geometric information. In the categorization, we use Latent Support Vector Machine followed by an efficient cross validation procedure. Then, these symbols naturally define geometric contexts of body parts in a fine granularity for effective inference. When the structure of the compositional parts is a tree, we derive an efficient approach to estimating human poses in images. Experiments on two large datasets suggest our approach outperforms state of the art methods.


Using Double-Oracle Method and Serialized Alpha-Beta Search for Pruning in Simultaneous Move Games

AAAI Conferences

We focus on solving two-player zero-sum extensive-form games with perfect information and simultaneous moves. In these games, both players fully observe the current state of the game where they simultaneously make a move determining the next state of the game. We solve these games by a novel algorithm that relies on two components: (1) it iteratively solves the games that correspond to a single simultaneous move using a double-oracle method, and (2) it prunes the states of the game using bounds on the sub-game values obtained by the classical Alpha-Beta search on a serialized variant of the game. We experimentally evaluate our algorithm on the Goofspiel card game, a pursuit-evasion game, and randomly generated games. The results show that our novel algorithm typically provides significant running-time improvements and reduction in the number of evaluated nodes compared to the full search algorithm.


Reasoning for Moving Blocks Problem: Formal Representation and Implementation

arXiv.org Artificial Intelligence

The combined approach of the Qualitative Reasoning and Probabilistic Functions for the knowledge representation is proposed. The method aims at represent uncertain, qualitative knowledge that is essential for the moving blocks task's execution. The attempt to formalize the commonsense knowledge is performed with the Situation Calculus language for reasoning and robot's beliefs representation. The method is implemented in the Prolog programming language and tested for a specific simulated scenario. In most cases the implementation enables us to solve a given task, i.e., move blocks to desired positions. The example of robot's reasoning and main parts of the implemented program's code are presented.


Improved Branch-and-Bound for Low Autocorrelation Binary Sequences

arXiv.org Artificial Intelligence

The Low Autocorrelation Binary Sequence problem has applications in telecommunications, is of theoretical interest to physicists, and has inspired many optimisation researchers. Metaheuristics for the problem have progressed greatly in recent years but complete search has not progressed since a branch-and-bound method of 1996. In this paper we find four ways of improving branch-and-bound, leading to a tighter relaxation, faster convergence to optimality, and better empirical scalability.


A Massively Parallel Associative Memory Based on Sparse Neural Networks

arXiv.org Artificial Intelligence

Associative memories store content in such a way that the content can be later retrieved by presenting the memory with a small portion of the content, rather than presenting the memory with an address as in more traditional memories. Associative memories are used as building blocks for algorithms within database engines, anomaly detection systems, compression algorithms, and face recognition systems. A classical example of an associative memory is the Hopfield neural network. Recently, Gripon and Berrou have introduced an alternative construction which builds on ideas from the theory of error correcting codes and which greatly outperforms the Hopfield network in capacity, diversity, and efficiency. In this paper we implement a variation of the Gripon-Berrou associative memory on a general purpose graphical processing unit (GPU). The work of Gripon and Berrou proposes two retrieval rules, sum-of-sum and sum-of-max. The sum-of-sum rule uses only matrix-vector multiplication and is easily implemented on the GPU. The sum-of-max rule is much less straightforward to implement because it involves non-linear operations. However, the sum-of-max rule gives significantly better retrieval error rates. We propose a hybrid rule tailored for implementation on a GPU which achieves a 880-fold speedup without sacrificing any accuracy.