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Explanation of Stagnation at Points that are not Local Optima in Particle Swarm Optimization by Potential Analysis

arXiv.org Artificial Intelligence

Particle Swarm Optimization (PSO) is a nature-inspired meta-heuristic for solving continuous optimization problems. In the literature, the potential of the particles of swarm has been used to show that slightly modified PSO guarantees convergence to local optima. Here we show that under specific circumstances the unmodified PSO, even with swarm parameters known (from the literature) to be good, almost surely does not yield convergence to a local optimum is provided. This undesirable phenomenon is called stagnation. For this purpose, the particles' potential in each dimension is analyzed mathematically. Additionally, some reasonable assumptions on the behavior if the particles' potential are made. Depending on the objective function and, interestingly, the number of particles, the potential in some dimensions may decrease much faster than in other dimensions. Therefore, these dimensions lose relevance, i.e., the contribution of their entries to the decisions about attractor updates becomes insignificant and, with positive probability, they never regain relevance. If Brownian Motion is assumed to be an approximation of the time-dependent drop of potential, practical, i.e., large values for this probability are calculated. Finally, on chosen multidimensional polynomials of degree two, experiments are provided showing that the required circumstances occur quite frequently. Furthermore, experiments are provided showing that even when the very simple sphere function is processed the described stagnation phenomenon occurs. Consequently, unmodified PSO does not converge to any local optimum of the chosen functions for tested parameter settings.


Manipulation is Harder with Incomplete Votes

arXiv.org Artificial Intelligence

The Coalitional Manipulation (CM) problem has been studied extensively in the literature for many voting rules. The CM problem, however, has been studied only in the complete information setting, that is, when the manipulators know the votes of the non-manipulators. A more realistic scenario is an incomplete information setting where the manipulators do not know the exact votes of the non- manipulators but may have some partial knowledge of the votes. In this paper, we study a setting where the manipulators know a partial order for each voter that is consistent with the vote of that voter. In this setting, we introduce and study two natural computational problems - (1) Weak Manipulation (WM) problem where the manipulators wish to vote in a way that makes their preferred candidate win in at least one extension of the partial votes of the non-manipulators; (2) Strong Manipulation (SM) problem where the manipulators wish to vote in a way that makes their preferred candidate win in all possible extensions of the partial votes of the non-manipulators. We study the computational complexity of the WM and the SM problems for commonly used voting rules such as plurality, veto, k-approval, k-veto, maximin, Copeland, and Bucklin. Our key finding is that, barring a few exceptions, manipulation becomes a significantly harder problem in the setting of incomplete votes.


Optimum Statistical Estimation with Strategic Data Sources

arXiv.org Machine Learning

We propose an optimum mechanism for providing monetary incentives to the data sources of a statistical estimator such as linear regression, so that high quality data is provided at low cost, in the sense that the sum of payments and estimation error is minimized. The mechanism applies to a broad range of estimators, including linear and polynomial regression, kernel regression, and, under some additional assumptions, ridge regression. It also generalizes to several objectives, including minimizing estimation error subject to budget constraints. Besides our concrete results for regression problems, we contribute a mechanism design framework through which to design and analyze statistical estimators whose examples are supplied by workers with cost for labeling said examples.


Learning of Behavior Trees for Autonomous Agents

arXiv.org Artificial Intelligence

Definition of an accurate system model for Automated Planner (AP) is often impractical, especially for real-world problems. Conversely, off-the-shelf planners fail to scale up and are domain dependent. These drawbacks are inherited from conventional transition systems such as Finite State Machines (FSMs) that describes the action-plan execution generated by the AP. On the other hand, Behavior Trees (BTs) represent a valid alternative to FSMs presenting many advantages in terms of modularity, reactiveness, scalability and domain-independence. In this paper, we propose a model-free AP framework using Genetic Programming (GP) to derive an optimal BT for an autonomous agent to achieve a given goal in unknown (but fully observable) environments. We illustrate the proposed framework using experiments conducted with an open source benchmark Mario AI for automated generation of BTs that can play the game character Mario to complete a certain level at various levels of difficulty to include enemies and obstacles.


Weighted Electoral Control

Journal of Artificial Intelligence Research

Although manipulation and bribery have been extensively studied under weighted voting, there has been almost no work done on election control under weighted voting. This is unfortunate, since weighted voting appears in many important natural settings. In this paper, we study the complexity of controlling the outcome of weighted elections through adding and deleting voters. We obtain polynomial-time algorithms, NP-completeness results, and for many NP-complete cases, approximation algorithms. In particular, for scoring rules we completely characterize the complexity of weighted voter control. Our work shows that for quite a few important cases, either polynomial-time exact algorithms or polynomial-time approximation algorithms exist.


Actively Learning to Attract Followers on Twitter

arXiv.org Machine Learning

Twitter, a popular social network, presents great opportunities for on-line machine learning research. However, previous research has focused almost entirely on learning from passively collected data. We study the problem of learning to acquire followers through normative user behavior, as opposed to the mass following policies applied by many bots. We formalize the problem as a contextual bandit problem, in which we consider retweeting content to be the action chosen and each tweet (content) is accompanied by context. We design reward signals based on the change in followers. The result of our month long experiment with 60 agents suggests that (1) aggregating experience across agents can adversely impact prediction accuracy and (2) the Twitter community's response to different actions is non-stationary. Our findings suggest that actively learning on-line can provide deeper insights about how to attract followers than machine learning over passively collected data alone.


Proximal operators for multi-agent path planning

arXiv.org Artificial Intelligence

We address the problem of planning collision-free paths for multiple agents using optimization methods known as proximal algorithms. Recently this approach was explored in Bento et al. 2013, which demonstrated its ease of parallelization and decentralization, the speed with which the algorithms generate good quality solutions, and its ability to incorporate different proximal operators, each ensuring that paths satisfy a desired property. Unfortunately, the operators derived only apply to paths in 2D and require that any intermediate waypoints we might want agents to follow be preassigned to specific agents, limiting their range of applicability. In this paper we resolve these limitations. We introduce new operators to deal with agents moving in arbitrary dimensions that are faster to compute than their 2D predecessors and we introduce landmarks, space-time positions that are automatically assigned to the set of agents under different optimality criteria. Finally, we report the performance of the new operators in several numerical experiments.


Individual Planning in Agent Populations: Exploiting Anonymity and Frame-Action Hypergraphs

arXiv.org Artificial Intelligence

Interactive partially observable Markov decision processes (I-POMDP) provide a formal framework for planning for a self-interested agent in multiagent settings. An agent operating in a multiagent environment must deliberate about the actions that other agents may take and the effect these actions have on the environment and the rewards it receives. Traditional I-POMDPs model this dependence on the actions of other agents using joint action and model spaces. Therefore, the solution complexity grows exponentially with the number of agents thereby complicating scalability. In this paper, we model and extend anonymity and context-specific independence -- problem structures often present in agent populations -- for computational gain. We empirically demonstrate the efficiency from exploiting these problem structures by solving a new multiagent problem involving more than 1,000 agents.


Computing Convex Coverage Sets for Faster Multi-objective Coordination

Journal of Artificial Intelligence Research

In this article, we propose new algorithms for multi-objective coordination graphs (MO-CoGs). Key to the efficiency of these algorithms is that they compute a convex coverage set (CCS) instead of a Pareto coverage set (PCS). Not only is a CCS a sufficient solution set for a large class of problems, it also has important characteristics that facilitate more efficient solutions. We propose two main algorithms for computing a CCS in MO-CoGs. Convex multi-objective variable elimination (CMOVE) computes a CCS by performing a series of agent eliminations, which can be seen as solving a series of local multi-objective subproblems. Variable elimination linear support (VELS) iteratively identifies the single weight vector, w, that can lead to the maximal possible improvement on a partial CCS and calls variable elimination to solve a scalarized instance of the problem for w. VELS is faster than CMOVE for small and medium numbers of objectives and can compute an ε-approximate CCS in a fraction of the runtime. In addition, we propose variants of these methods that employ AND/OR tree search instead of variable elimination to achieve memory efficiency. We analyze the runtime and space complexities of these methods, prove their correctness, and compare them empirically against a naive baseline and an existing PCS method, both in terms of memory-usage and runtime. Our results show that, by focusing on the CCS, these methods achieve much better scalability in the number of agents than the current state of the art.


Reports of the AAAI 2014 Conference Workshops

AI Magazine

The AAAI-14 Workshop program was held Sunday and Monday, July 27–28, 2012, at the Québec City Convention Centre in Québec, Canada. The AAAI-14 workshop program included fifteen workshops covering a wide range of topics in artificial intelligence. The titles of the workshops were AI and Robotics; Artificial Intelligence Applied to Assistive Technologies and Smart Environments; Cognitive Computing for Augmented Human Intelligence; Computer Poker and Imperfect Information; Discovery Informatics; Incentives and Trust in Electronic Communities; Intelligent Cinematography and Editing; Machine Learning for Interactive Systems: Bridging the Gap between Perception, Action and Communication; Modern Artificial Intelligence for Health Analytics; Multiagent Interaction without Prior Coordination; Multidisciplinary Workshop on Advances in Preference Handling; Semantic Cities -- Beyond Open Data to Models, Standards and Reasoning; Sequential Decision Making with Big Data; Statistical Relational AI; and The World Wide Web and Public Health Intelligence. This article presents short summaries of those events.