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Trial-Based Heuristic Tree-Search for Distributed Multi-Agent Planning

AAAI Conferences

We present a novel search scheme for privacy-preserving multi-agent planning. Inspired by UCT search, the scheme is based on growing an asynchronous search tree by running repeated trials through the tree. We describe key differences to classical multi-agent forward search, discuss theoretical properties of the presented approach, and evaluate it based on benchmarks from the CoDMAP competition. As a secondary contribution, we describe a technique that extends the regular search approach by small explorative trials which are performed subsequent to each node expansion. We show that this technique significantly increases the number of problems solved for all algorithms considered, including MAFS.


Novelty Messages Filtering for Multi Agent Privacy-Preserving Plannin

AAAI Conferences

In multi-agent planning, agents jointly compute a plan that achieves mutual goals, keeping certain information private to the individual agents. Agents' coordination is achieved through the transmission of messages, but they can be a source of privacy leakage as they can permit a malicious agent to collect information about other agents' search processes and states. In this paper, we investigate the usage of novelty techniques in the context of (decentralised) multi-agent privacy preserving planning, addressing the challenges related to the agents' privacy and performance. In particular, we show that novelty based techniques allow a significant reduction on the number of messages transmitted among agents, increasing their privacy levels and also their performances. An experimental study analyses the effectiveness of our techniques and compares them with the state of-the-art. Finally, we examine the robustness of our approach considering different delays in the messages transmission as would occur in overloaded networks, due for example to massive attacks or critical situations.


On SAT-Based Approaches for Multi-Agent Path Finding with the Sum-of-Costs Objective

AAAI Conferences

Multi-agent path finding (MAPF) deals with the problem of finding collision-free paths for a set of agents. Each agent moves from its start location to its destination location in a shared environment represented by a graph. Reduction-based solving approaches for MAPF, for example reduction to SAT, exploit a time-expended layered graph, where each layer corresponds to specific time. Hence, these approaches are natural for minimizing makespan (the shortest time till all agents reach their destinations). Modeling the other frequently used objective, namely Sum of Costs (SOC; sum of paths lengths of all agents) is more difficult as the solution with the smallest SOC may not be reached in the time-expended graph with the smallest makespan. In this paper we suggest two novel approaches to estimate the makespan, that guarantees existence of a SOC-optimal solution. The approaches are empirically compared with an existing reduction-based method as well as with the state-of-the-art search-based optimal MAPF solver.


On the Tour Towards DPLL(MAPF) and Beyond

arXiv.org Artificial Intelligence

We discuss milestones on the tour towards DPLL(MAPF), a multi-agent path finding (MAPF) solver fully integrated with the Davis-Putnam-Logemann-Loveland (DPLL) propositional satisfiability testing algorithm through satisfiability modulo theories (SMT). The task in MAPF is to navigate agents in an undirected graph in a non-colliding way so that each agent eventually reaches its unique goal vertex. At most one agent can reside in a vertex at a time. Agents can move instantaneously by traversing edges provided the movement does not result in a collision. Recently attempts to solve MAPF optimally w.r.t. the sum-of-costs or the makespan based on the reduction of MAPF to propositional satisfiability (SAT) have appeared. The most successful methods rely on building the propositional encoding for the given MAPF instance lazily by a process inspired in the SMT paradigm. The integration of satisfiability testing by the SAT solver and the high-level construction of the encoding is however relatively loose in existing methods. Therefore the ultimate goal of research in this direction is to build the DPLL(MAPF) algorithm, a MAPF solver where the construction of the encoding is fully integrated with the underlying SAT solver. We discuss the current state-of-the-art in MAPF solving and what steps need to be done to get DPLL(MAPF). The advantages of DPLL(MAPF) in terms of its potential to be alternatively parametrized with MAPF$^R$, a theory of continuous MAPF with geometric agents, are also discussed.


General Board Game Playing for Education and Research in Generic AI Game Learning

arXiv.org Artificial Intelligence

We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It standardizes those parts of board game playing and learning that otherwise would be tedious and repetitive parts in coding. GBG is suitable for arbitrary 1-, 2-, ..., N-player board games. It makes a generic TD($\lambda$)-n-tuple agent for the first time available to arbitrary games. On various games, TD($\lambda$)-n-tuple is found to be superior to other generic agents like MCTS. GBG aims at the educational perspective, where it helps students to start faster in the area of game learning. GBG aims as well at the research perspective by collecting a growing set of games and AI agents to assess their strengths and generalization capabilities in meaningful competitions. Initial successful educational and research results are reported.


A CSP implementation of the bigraph embedding problem

arXiv.org Artificial Intelligence

Bigraphical Reactive Systems (BRSs) [14, 20] are a flexible and expressive meta-model for ubiquitous computation. System states are represented by bigraphs, which are compositional data structures describing at once both the locations and the logical connections of (possibly nested) components of a system. Like graph rewriting [25], the dynamic behaviour of a system is defined by a set of (parametric) reaction rules, which can modify a bigraph by replacing a redex with a reactum, possibly changing agents' positions and connections. BRSs have been successfully applied to the formalization of a broad variety of domain-specific calculi and models, from traditional programming languages to process calculi for concurrency and mobility, from context-aware systems to web-service orchestration languages, from business processes to systems biology; a non exhaustive list is [2,4,5,8,16,19]. Very recently bigraphs have been used in structure-aware agent-based computing for modelling the structure of the (physical) world where the agents operates (e.g., drones, robots, etc.) [21]. Beside their normative and expressive power, BRSs are appealing because they provide a range of interesting general results and tools, which can be readily instantiated with the specific model under scrutiny: simulation tools, systematic construction of compositional bisimulations [14], graphical editors [9], general model checkers [24], modular composition [23], stochastic extensions [15], etc. In this paper, we give an implementation for a crucial problem that virtually all these tools have to deal with, i.e., the matching a bigraph inside an agent. Roughly, this can be stated as follows: given R and A, we have to find (all, or some) C,D such that A C R D. Clearly this is required by any simulation tool (in order to apply a reaction rule, we have to match the redex inside the agent, and then replace it with the reactum), but also in other tools, e.g., for implementing "find&replace" in graphical editors, for occurrence checks in sortings [1] and model checkers, for refinements in architectural design tools, etc. 1


AVEC 2019 Workshop and Challenge: State-of-Mind, Detecting Depression with AI, and Cross-Cultural Affect Recognition

arXiv.org Machine Learning

The Audio/Visual Emotion Challenge and Workshop (AVEC 2019) "State-of-Mind, Detecting Depression with AI, and Cross-cultural Affect Recognition" is the ninth competition event aimed at the comparison of multimedia processing and machine learning methods for automatic audiovisual health and emotion analysis, with all participants competing strictly under the same conditions. The goal of the Challenge is to provide a common benchmark test set for multimodal information processing and to bring together the health and emotion recognition communities, as well as the audiovisual processing communities, to compare the relative merits of various approaches to health and emotion recognition from real-life data. This paper presents the major novelties introduced this year, the challenge guidelines, the data used, and the performance of the baseline systems on the three proposed tasks: state-of-mind recognition, depression assessment with AI, and cross-cultural affect sensing, respectively.


An Empirical Study on the Practical Impact of Prior Beliefs over Policy Types

arXiv.org Artificial Intelligence

Many multiagent applications require an agent to learn quickly how to interact with previously unknown other agents. To address this problem, researchers have studied learning algorithms which compute posterior beliefs over a hypothesised set of policies, based on the observed actions of the other agents. The posterior belief is complemented by the prior belief, which specifies the subjective likelihood of policies before any actions are observed. In this paper, we present the first comprehensive empirical study on the practical impact of prior beliefs over policies in repeated interactions. We show that prior beliefs can have a significant impact on the long-term performance of such methods, and that the magnitude of the impact depends on the depth of the planning horizon. Moreover, our results demonstrate that automatic methods can be used to compute prior beliefs with consistent performance effects. This indicates that prior beliefs could be eliminated as a manual parameter and instead be computed automatically.


Informative Path Planning with Local Penalization for Decentralized and Asynchronous Swarm Robotic Search

arXiv.org Artificial Intelligence

Decentralized swarm robotic solutions to searching for targets that emit a spatially varying signal promise task parallelism, time efficiency, and fault tolerance. It is, however, challenging for swarm algorithms to offer scalability and efficiency, while preserving mathematical insights into the exhibited behavior. A new decentralized search method (called Bayes-Swarm), founded on batch Bayesian Optimization (BO) principles, is presented here to address these challenges. Unlike swarm heuristics approaches, Bayes-Swarm decouples the knowledge generation and task planning process, thus preserving insights into the emergent behavior. Key contributions lie in: 1) modeling knowledge extraction over trajectories, unlike in BO; 2) time-adaptively balancing exploration/exploitation and using an efficient local penalization approach to account for potential interactions among different robots' planned samples; and 3) presenting an asynchronous implementation of the algorithm. This algorithm is tested on case studies with bimodal and highly multimodal signal distributions. Up to 76 times better efficiency is demonstrated compared to an exhaustive search baseline. The benefits of exploitation/exploration balancing, asynchronous planning, and local penalization, and scalability with swarm size, are also demonstrated.


Probabilistic Planning with Reduced Models

Journal of Artificial Intelligence Research

Reduced models are simplified versions of a given domain, designed to accelerate the planning process. Interest in reduced models has grown since the surprising success of determinization in the first international probabilistic planning competition, leading to the development of several enhanced determinization techniques. To address the drawbacks of previous determinization methods, we introduce a family of reduced models in which probabilistic outcomes are classified as one of two types: primary and exceptional. In each model that belongs to this family of reductions, primary outcomes can occur an unbounded number of times per trajectory, while exceptions can occur at most a finite number of times, specified by a parameter. Distinct reduced models are characterized by two parameters: the maximum number of primary outcomes per action, and the maximum number of occurrences of exceptions per trajectory. This family of reductions generalizes the well-known most-likely-outcome determinization approach, which includes one primary outcome per action and zero exceptional outcomes per plan. We present a framework to determine the benefits of planning with reduced models, and develop a continual planning approach that handles situations where the number of exceptions exceeds the specified bound during plan execution. Using this framework, we compare the performance of various reduced models and consider the challenge of generating good ones automatically. We show that each one of the dimensions---allowing more than one primary outcome or planning for some limited number of exceptions---could improve performance relative to standard determinization. The results place previous work on determinization in a broader context and lay the foundation for a systematic exploration of the space of model reductions.