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 Constraint-Based Reasoning


Non-stationary Bandits with Knapsacks

arXiv.org Artificial Intelligence

In this paper, we study the problem of bandits with knapsacks (BwK) in a non-stationary environment. The BwK problem generalizes the multi-arm bandit (MAB) problem to model the resource consumption associated with playing each arm. At each time, the decision maker/player chooses to play an arm, and s/he will receive a reward and consume certain amount of resource from each of the multiple resource types. The objective is to maximize the cumulative reward over a finite horizon subject to some knapsack constraints on the resources. Existing works study the BwK problem under either a stochastic or adversarial environment. Our paper considers a non-stationary environment which continuously interpolates between these two extremes. We first show that the traditional notion of variation budget is insufficient to characterize the non-stationarity of the BwK problem for a sublinear regret due to the presence of the constraints, and then we propose a new notion of global non-stationarity measure. We employ both non-stationarity measures to derive upper and lower bounds for the problem. Our results are based on a primal-dual analysis of the underlying linear programs and highlight the interplay between the constraints and the non-stationarity. Finally, we also extend the non-stationarity measure to the problem of online convex optimization with constraints and obtain new regret bounds accordingly.


Lazy Rearrangement Planning in Confined Spaces

arXiv.org Artificial Intelligence

Object rearrangement is important for many applications but remains challenging, especially in confined spaces, such as shelves, where objects cannot be accessed from above and they block reachability to each other. Such constraints require many motion planning and collision checking calls, which are computationally expensive. In addition, the arrangement space grows exponentially with the number of objects. To address these issues, this work introduces a lazy evaluation framework with a local monotone solver and a global planner. Monotone instances are those that can be solved by moving each object at most once. A key insight is that reachability constraints at the grasps for objects' starts and goals can quickly reveal dependencies between objects without having to execute expensive motion planning queries. Given that, the local solver builds lazily a search tree that respects these reachability constraints without verifying that the arm paths are collision free. It only collision checks when a promising solution is found. If a monotone solution is not found, the non-monotone planner loads the lazy search tree and explores ways to move objects to intermediate locations from where monotone solutions to the goal can be found. Results show that the proposed framework can solve difficult instances in confined spaces with up to 16 objects, which state-of-the-art methods fail to solve. It also solves problems faster than alternatives, when the alternatives find a solution. It also achieves high-quality solutions, i.e., only 1.8 additional actions on average are needed for non-monotone instances.


Learning to Prune Instances of Steiner Tree Problem in Graphs

arXiv.org Artificial Intelligence

We consider the Steiner tree problem on graphs where we are given a set of nodes and the goal is to find a tree sub-graph of minimum weight that contains all nodes in the given set, potentially including additional nodes. This is a classical NP-hard combinatorial optimisation problem. In recent years, a machine learning framework called learning-to-prune has been successfully used for solving a diverse range of combinatorial optimisation problems. In this paper, we use this learning framework on the Steiner tree problem and show that even on this problem, the learning-to-prune framework results in computing near-optimal solutions at a fraction of the time required by commercial ILP solvers. Our results underscore the potential of the learning-to-prune framework in solving various combinatorial optimisation problems.


Collision-Free 6-DoF Trajectory Generation for Omnidirectional Multi-rotor Aerial Vehicle

arXiv.org Artificial Intelligence

As a kind of fully actuated system, omnidirectional multirotor aerial vehicles (OMAVs) has more flexible maneuverability than traditional underactuated multirotor aircraft, and it also has more significant advantages in obstacle avoidance flight in complex environments.However, there is almost no way to generate the full degrees of freedom trajectory that can play the OMAVs' potential.Due to the high dimensionality of configuration space, it is challenging to make the designed trajectory generation algorithm efficient and scalable.This paper aims to achieve obstacle avoidance planning of OMAV in complex environments. A 6-DoF trajectory generation framework for OMAVs was designed for the first time based on the geometrically constrained Minimum Control Effort (MINCO) trajectory generation framework.According to the safe regions represented by a series of convex polyhedra, combined with the aircraft's overall shape and dynamic constraints, the framework finally generates a collision-free optimal 6-DoF trajectory.The vehicle's attitude is parameterized into a 3D vector by stereographic projection.Simulation experiments based on Gazebo and PX4 Autopilot are conducted to verify the performance of the proposed framework.


ROAD-R: The Autonomous Driving Dataset with Logical Requirements

arXiv.org Artificial Intelligence

Neural networks have proven to be very powerful at computer vision tasks. However, they often exhibit unexpected behaviours, violating known requirements expressing background knowledge. This calls for models (i) able to learn from the requirements, and (ii) guaranteed to be compliant with the requirements themselves. Unfortunately, the development of such models is hampered by the lack of datasets equipped with formally specified requirements. In this paper, we introduce the ROad event Awareness Dataset with logical Requirements (ROAD-R), the first publicly available dataset for autonomous driving with requirements expressed as logical constraints. Given ROAD-R, we show that current state-of-the-art models often violate its logical constraints, and that it is possible to exploit them to create models that (i) have a better performance, and (ii) are guaranteed to be compliant with the requirements themselves.


Estimating the hardness of SAT encodings for Logical Equivalence Checking of Boolean circuits

arXiv.org Artificial Intelligence

In this paper we investigate how to estimate the hardness of Boolean satisfiability (SAT) encodings for the Logical Equivalence Checking problem (LEC). Meaningful estimates of hardness are important in cases when a conventional SAT solver cannot solve a SAT instance in a reasonable time. We show that the hardness of SAT encodings for LEC instances can be estimated \textit{w.r.t.} some SAT partitioning. We also demonstrate the dependence of the accuracy of the resulting estimates on the probabilistic characteristics of a specially defined random variable associated with the considered partitioning. The paper proposes several methods for constructing partitionings, which, when used in practice, allow one to estimate the hardness of SAT encodings for LEC with good accuracy. In the experimental part we propose a class of scalable LEC tests that give extremely complex instances with a relatively small input size $n$ of the considered circuits. For example, for $n = 40$, none of the state-of-the-art SAT solvers can cope with the considered tests in a reasonable time. However, these tests can be solved in parallel using the proposed partitioning methods.


Movement Analytics: Current Status, Application to Manufacturing, and Future Prospects from an AI Perspective

arXiv.org Artificial Intelligence

Data-driven decision making is becoming an integral part of manufacturing companies. Data is collected and commonly used to improve efficiency and produce high quality items for the customers. IoT-based and other forms of object tracking are an emerging tool for collecting movement data of objects/entities (e.g. human workers, moving vehicles, trolleys etc.) over space and time. Movement data can provide valuable insights like process bottlenecks, resource utilization, effective working time etc. that can be used for decision making and improving efficiency. Turning movement data into valuable information for industrial management and decision making requires analysis methods. We refer to this process as movement analytics. The purpose of this document is to review the current state of work for movement analytics both in manufacturing and more broadly. We survey relevant work from both a theoretical perspective and an application perspective. From the theoretical perspective, we put an emphasis on useful methods from two research areas: machine learning, and logic-based knowledge representation. We also review their combinations in view of movement analytics, and we discuss promising areas for future development and application. Furthermore, we touch on constraint optimization. From an application perspective, we review applications of these methods to movement analytics in a general sense and across various industries. We also describe currently available commercial off-the-shelf products for tracking in manufacturing, and we overview main concepts of digital twins and their applications.


Online Regenerative Learning

arXiv.org Artificial Intelligence

We study a type of Online Linear Programming (OLP) problem that maximizes the objective function with stochastic inputs. The performance of various algorithms that analyze this type of OLP is well studied when the stochastic inputs follow some i.i.d distribution. The two central questions to ask are: (i) can the algorithms achieve the same efficiency if the stochastic inputs are not i.i.d but still stationary, and (ii) how can we modify our algorithms if we know the stochastic inputs are trendy, hence not stationary. We answer the first question by analyzing a regenerative type of input and show the regrets of two popular algorithms are bounded by the same orders as their i.i.d counterparts. We discuss the second question in the context of linearly growing inputs and propose a trend-adaptive algorithm. We provide numerical simulations to illustrate the performance of our algorithms under both regenerative and trendy inputs.


Computer Vision - Richard Szeliski

#artificialintelligence

As humans, we perceive the three-dimensional structure of the world around us with apparent ease. Think of how vivid the three-dimensional percept is when you look at a vase of flowers sitting on the table next to you. You can tell the shape and translucency of each petal through the subtle patterns of light and shading that play across its surface and effortlessly segment each flower from the background of the scene (Figure 1.1). Looking at a framed group por- trait, you can easily count (and name) all of the people in the picture and even guess at their emotions from their facial appearance. Perceptual psychologists have spent decades trying to understand how the visual system works and, even though they can devise optical illusions1 to tease apart some of its principles (Figure 1.3), a complete solution to this puzzle remains elusive (Marr 1982; Palmer 1999; Livingstone 2008).


Nested Search versus Limited Discrepancy Search

arXiv.org Artificial Intelligence

Limited Discrepancy Search (LDS) is a popular algorithm to search a state space with a heuristic to order the possible actions. Nested Search (NS) is another algorithm to search a state space with the same heuristic. NS spends more time on the move associated to the best heuristic playout while LDS spends more time on the best heuristic move. They both use similar times for the same level of search. We advocate in this paper that it is often better to follow the best heuristic playout as in NS than to follow the heuristic as in LDS.