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 Constraint-Based Reasoning


Stability Constrained Mobile Manipulation Planning on Rough Terrain

arXiv.org Artificial Intelligence

This paper presents a framework that allows online dynamic-stability-constrained optimal trajectory planning of a mobile manipulator robot working on rough terrain. First, the kinematics model of a mobile manipulator robot, and the Zero Moment Point (ZMP) stability measure are presented as theoretical background. Then, a sampling-based quasi-static planning algorithm modified for stability guarantee and traction optimization in continuous dynamic motion is presented along with a mathematical proof. The robot's quasi-static path is then used as an initial guess to warm-start a nonlinear optimal control solver which may otherwise have difficulties finding a solution to the stability-constrained formulation efficiently. The performance and computational efficiency of the framework are demonstrated through an application to a simulated timber harvesting mobile manipulator machine working on varying terrain. The results demonstrate feasibility of online trajectory planning on varying terrain while satisfying the dynamic stability constraint.


Fast constraint satisfaction problem and learning-based algorithm for solving Minesweeper

arXiv.org Artificial Intelligence

Minesweeper is a popular spatial-based decision-making game that works with incomplete information. As an exemplary NP-complete problem, it is a major area of research employing various artificial intelligence paradigms. The present work models this game as Constraint Satisfaction Problem (CSP) and Markov Decision Process (MDP). We propose a new method named as dependents from the independent set using deterministic solution search (DSScsp) for the faster enumeration of all solutions of a CSP based Minesweeper game and improve the results by introducing heuristics. Using MDP, we implement machine learning methods on these heuristics. We train the classification model on sparse data with results from CSP formulation. We also propose a new rewarding method for applying a modified deep Q-learning for better accuracy and versatile learning in the Minesweeper game. The overall results have been analyzed for different kinds of Minesweeper games and their accuracies have been recorded. Results from these experiments show that the proposed method of MDP based classification model and deep Q-learning overall is the best methods in terms of accuracy for games with given mine densities.


Super Solutions of the Model RB

arXiv.org Artificial Intelligence

In many combinatorial optimization and decision problems, what people concern is to find solutions of minimal costs. In practice, however, such optimal solutions can be very brittle in that if the value of one variable becomes unavailable, repairing this solution leads to a great increase in its final cost. Therefore, the concept of super solution is introduced to formalize a solution with a certain degree of robustness or stability. To quantify the robustness, (a, b)-super solution was introduced to constraint programming in [3]. Specifically, an (a,b)-super solution is one in which if the values assigned to a variables are no longer available, the solution can be repaired by assigning these variables withanew values and at most b other variables. Over the past years, random models of constraint satisfaction problems (CSPs) have been intensively studied. Initially, four "standard" models known as models A, B, C and D [4, 2] have been introduced to generate random binary CSP instances.


Learning-enhanced robust controller synthesis with rigorous statistical and control-theoretic guarantees

arXiv.org Machine Learning

The combination of machine learning with control offers many opportunities, in particular for robust control. However, due to strong safety and reliability requirements in many real-world applications, providing rigorous statistical and control-theoretic guarantees is of utmost importance, yet difficult to achieve for learning-based control schemes. We present a general framework for learning-enhanced robust control that allows for systematic integration of prior engineering knowledge, is fully compatible with modern robust control and still comes with rigorous and practically meaningful guarantees. Building on the established Linear Fractional Representation and Integral Quadratic Constraints framework, we integrate Gaussian Process Regression as a learning component and state-of-the-art robust controller synthesis. In a concrete robust control example, our approach is demonstrated to yield improved performance with more data, while guarantees are maintained throughout.


Solving the Workflow Satisfiability Problem using General Purpose Solvers

arXiv.org Artificial Intelligence

The workflow satisfiability problem (WSP) is a well-studied problem in access control seeking allocation of authorised users to every step of the workflow, subject to workflow specification constraints. It was noticed that the number $k$ of steps is typically small compared to the number of users in the real-world instances of WSP; therefore $k$ is considered as the parameter in WSP parametrised complexity research. While WSP in general was shown to be W[1]-hard, WSP restricted to a special case of user-independent (UI) constraints is fixed-parameter tractable (FPT). However, restriction to the UI constraints might be impractical. To efficiently handle non-UI constraints, we introduce the notion of branching factor of a constraint. As long as the branching factors of the constraints are relatively small and the number of non-UI constraints is reasonable, WSP can be solved in FPT time. Extending the results from Karapetyan et al. (2019), we demonstrate that general-purpose solvers are capable of achieving FPT-like performance on WSP with arbitrary constraints when used with appropriate formulations. This enables one to tackle most of practical WSP instances. While important on its own, we hope that this result will also motivate researchers to look for FPT-aware formulations of other FPT problems.


Efficient Strategy Synthesis for MDPs with Resource Constraints

arXiv.org Artificial Intelligence

We consider qualitative strategy synthesis for the formalism called consumption Markov decision processes. This formalism can model dynamics of an agents that operates under resource constraints in a stochastic environment. The presented algorithms work in time polynomial with respect to the representation of the model and they synthesize strategies ensuring that a given set of goal states will be reached (once or infinitely many times) with probability 1 without resource exhaustion. In particular, when the amount of resource becomes too low to safely continue in the mission, the strategy changes course of the agent towards one of a designated set of reload states where the agent replenishes the resource to full capacity; with sufficient amount of resource, the agent attempts to fulfill the mission again. We also present two heuristics that attempt to reduce expected time that the agent needs to fulfill the given mission, a parameter important in practical planning. The presented algorithms were implemented and numerical examples demonstrate (i) the effectiveness (in terms of computation time) of the planning approach based on consumption Markov decision processes and (ii) the positive impact of the two heuristics on planning in a realistic example.


Bounds of MIN_NCC and MAX_NCC and filtering scheme for graph domain variables

arXiv.org Artificial Intelligence

Graph domain variables and constraints are an extension of constraint programming introduced by Dooms et al. This approach had been further investigated by Fages in its PhD thesis. On the other hand, Beldiceanu et al. presented a generic filtering scheme for global constraints based on graph properties. This scheme strongly relies on the computation of graph properties' bounds and can be used in the context of graph domain variables and constraints with a few adjustments. Bounds of MIN_NCC and MAX_NCC had been defined for the graph-based representation of global constraint for the path_with_loops graph class. In this note, we generalize those bounds for graph domain variables and for any graph class. We also provide a filtering scheme for any graph class and arbitrary bounds.


Using Small MUSes to Explain How to Solve Pen and Paper Puzzles

arXiv.org Artificial Intelligence

Pen and paper puzzles like Sudoku, Futoshiki and Skyscrapers are hugely popular. Solving such puzzles can be a trivial task for modern AI systems. However, most AI systems solve problems using a form of backtracking, while people try to avoid backtracking as much as possible. This means that existing AI systems do not output explanations about their reasoning that are meaningful to people. We present Demystify, a tool which allows puzzles to be expressed in a high-level constraint programming language and uses MUSes to allow us to produce descriptions of steps in the puzzle solving. We give several improvements to the existing techniques for solving puzzles with MUSes, which allow us to solve a range of significantly more complex puzzles and give higher quality explanations. We demonstrate the effectiveness and generality of Demystify by comparing its results to documented strategies for solving a range of pen and paper puzzles by hand, showing that our technique can find many of the same explanations.


Spherical formulation of geometric motion segmentation constraints in fisheye cameras

arXiv.org Artificial Intelligence

We introduce a visual motion segmentation method employing spherical geometry for fisheye cameras and automoated driving. Three commonly used geometric constraints in pin-hole imagery (the positive height, positive depth and epipolar constraints) are reformulated to spherical coordinates, making them invariant to specific camera configurations as long as the camera calibration is known. A fourth constraint, known as the anti-parallel constraint, is added to resolve motion-parallax ambiguity, to support the detection of moving objects undergoing parallel or near-parallel motion with respect to the host vehicle. A final constraint constraint is described, known as the spherical three-view constraint, is described though not employed in our proposed algorithm. Results are presented and analyzed that demonstrate that the proposal is an effective motion segmentation approach for direct employment on fisheye imagery.


TrustyAI Explainability Toolkit

arXiv.org Artificial Intelligence

Artificial intelligence (AI) is becoming increasingly more popular and can be found in workplaces and homes around the world. However, how do we ensure trust in these systems? Regulation changes such as the GDPR mean that users have a right to understand how their data has been processed as well as saved. Therefore if, for example, you are denied a loan you have the right to ask why. This can be hard if the method for working this out uses "black box" machine learning techniques such as neural networks. TrustyAI is a new initiative which looks into explainable artificial intelligence (XAI) solutions to address trustworthiness in ML as well as decision services landscapes. In this paper we will look at how TrustyAI can support trust in decision services and predictive models. We investigate techniques such as LIME, SHAP and counterfactuals, benchmarking both LIME and counterfactual techniques against existing implementations. We also look into an extended version of SHAP, which supports background data selection to be evaluated based on quantitative data and allows for error bounds.