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Probabilistic Robust Multi-Agent Path Finding

AAAI Conferences

In a multi-agent path-finding (MAPF) problem, the task is to find a plan for moving a set of agents from their initial locations to their goals without collisions. Following this plan, however, may not be possible due to unexpected events that delay some of the agents. Guaranteeing that collisions will never occur may be impossible. An important task is to find a plan that is very likely to succeed, even though unexpected delays may occur. We propose an algorithm for finding a plan in which the probability that no collisions will occur is at least a given parameter p (p-robust plan). We show that finding an optimal p-robust plan is significantly more difficult than finding an optimal standard plan. As a practical solution, we propose a greedy algorithm based on the Conflict-Based Search framework. Our experiments show that it finds p-robust plans with cost that is relatively close to the optimal cost of the standard, non-robust plans.


Multi-Agent Pathfinding: Definitions, Variants, and Benchmarks

AAAI Conferences

The multi-agent pathfinding problem (MAPF) is the fundamental problem of planning paths for multiple agents, where the key constraint is that the agents will be able to follow these paths concurrently without colliding with each other. Applications of MAPF include automated warehouses, autonomous vehicles, and robotics. Research on MAPF has been flourishing in the past couple of years. Different MAPF research papers assume different sets of assumptions, e.g., whether agents can traverse the same road at the same time, and have different objective functions, e.g., minimize makespan or sum of agents' actions costs. These assumptions and objectives are sometimes implicitly assumed or described informally. This makes it difficult for establishing appropriate baselines for comparison in research papers, as well as making it difficult for practitioners to find the papers relevant to their concrete application. This paper aims to fill this gap and facilitate future research and practitioners by providing a unifying terminology for describing the common MAPF assumptions and objectives. In addition, we also provide pointers to two MAPF benchmarks. In particular, we introduce a new grid-based benchmark for MAPF, and demonstrate experimentally that it poses a challenge to contemporary MAPF algorithms.


Multi-Train Path Finding

AAAI Conferences

Multi-agent path finding (MAPF) is the problem of moving a set of agents from their individual start locations to their individual goal locations, without collisions. This problem has practical applications in video games, traffic control, robotics, and more. In MAPF we assume that agents occupy one location each time step. However, in real life some agents have different size or shape. Hence, a standard MAPF solution may be not suited in practice for some applications. In this paper, we describe a novel algorithm, based on the CBS algorithm, that finds a plan for moving a set of train-agents, i.e., agents that occupy a sequence of two or more locations, such as trains, buses, planes, or even snakes. We prove that our solution is optimal and show experimentally that indeed such a solution can be found. Finally, we explain how our solution can also apply to agents with any geometric shape.


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.