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Collaborative Planning with Encoding of Users' High-Level Strategies
Kim, Joseph (Massachusetts Institute of Technology) | Banks, Christopher J. (Norfolk State University) | Shah, Julie A. (Massachusetts Institute of Technology)
The generation of near-optimal plans for multi-agent systems with numerical states and temporal actions is computationally challenging. Current off-the-shelf planners can take a very long time before generating a near-optimal solution. In an effort to reduce plan computation time, increase the quality of the resulting plans, and make them more interpretable by humans, we explore collaborative planning techniques that actively involve human users in plan generation. Specifically, we explore a framework in which users provide high-level strategies encoded as soft preferences to guide the low-level search of the planner. Through human subject experimentation, we empirically demonstrate that this approach results in statistically significant improvements to plan quality, without substantially increasing computation time. We also show that the resulting plans achieve greater similarity to those generated by humans with regard to the produced sequences of actions, as compared to plans that do not incorporate user-provided strategies.
A Fast Algorithm to Compute Maximum k -Plexes in Social Network Analysis
Xiao, Mingyu (University of Electronic Science and Technology of China) | Lin, Weibo (University of Electronic Science and Technology of China) | Dai, Yuanshun (University of Electronic Science and Technology of China) | Zeng, Yifeng ( Teesside University )
A clique model is one of the most important techniques on the cohesive subgraph detection; however, its applications are rather limited due to restrictive conditions of the model. Hence much research resorts to k -plex — a graph in which any vertex is adjacent to all but at most k vertices — which is a relaxation model of the clique. In this paper, we study the maximum k -plex problem and propose a fast algorithm to compute maximum k -plexes by exploiting structural properties of the problem. In an n -vertex graph, the algorithm computes optimal solutions in c n n O(1) time for a constant c < 2 depending only on k . To the best of our knowledge, this is the first algorithm that breaks the trivial theoretical bound of 2 n for each k ≥ 3. We also provide experimental results over multiple real-world social network instances in support.
Multi-Robot Allocation of Tasks with Temporal and Ordering Constraints
Gini, Maria (University of Minnesota)
Task allocation is ubiquitous in computer science and robotics, yet some problems have received limited attention in the computer science and AI community. Specifically, we will focus on multi-robot task allocation problems when tasks have time windows or ordering constraints. We will outline the main lines ofresearch and open problems.
Mixed Discrete-Continuous Planning with Convex Optimization
Fernandez-Gonzalez, Enrique (Massachusetts Institute of Technology) | Karpas, Erez (Technion – Israel Institute of Technology) | Williams, Brian (Massachusetts Institute of Technology)
Robots operating in the real world must be able to handle both discrete and continuous change. Many robot behaviors can be controlled through numeric parameters (called control variables), which affect the rate of the continuous change. Previous approaches capable of reasoning efficiently with control variables impose severe restrictions that limit the expressivity of the problems that can be solved. A broad class of robotic applications require, for example, convex quadratic constraints on state variables and control variables that are jointly constrained and that affect multiple state variables simultaneously. However, extensions to prior approaches are not straightforward, since these characteristics are non-linear and hard to scale. We introduce cqScotty, a heuristic forward search planner that solves these problems efficiently. While naive formulations of consistency checks are not convex and do not scale, cqScotty uses an efficient convex formulation, in the form of a Second Order Cone Program (SOCP), that is very fast to solve. We demonstrate the scalability of our approach on three new realistic domains.
Redesigning Stochastic Environments for Maximized Utility
Keren, Sarah (Technion - Israel Institute of Technology) | Gal, Avigdor (Technion - Israel Institute of Technology) | Karpas, Erez (Technion - Israel Institute of Technology) | Pineda, Luis (University of Massachusetts Amherst) | Zilberstein, Shlomo (University of Massachusetts Amherst)
We present the Utility Maximizing Design (UMD) model for optimally redesigning stochastic environments to achieve maximized performance. This model suits well contemporary applications that involve the design of environments where robots and humans co-exist an co-operate, e.g., vacuum cleaning robot. We discuss two special cases of the UMD model. The first is the equi-reward UMD (ER-UMD) in which the agents and the system share a utility function, such as for the vacuum cleaning robot. The second is the goal recognition design (GRD) setting, discussed in the literature, in which system and agent utilities are independent. To find the set of optimal modifications to apply to a UMD model, we propose the use of heuristic search, extending previous methods used for GRD settings. After specifying the conditions for optimality in the general case, we present an admissible heuristic for the ER-UMD case. We also present a novel compilation that embeds the redesign process into a planning problem, allowing use of any off-the-shelf solver to find the best way to modify an environment when a design budget is specified. Our evaluation shows the feasibility of the approach using standard benchmarks from the probabilistic planning competition.
Approximation and Parameterized Complexity of Minimax Approval Voting
Cygan, Marek (University of Warsaw) | Kowalik, Łukasz (University of Warsaw) | Socała, Arkadiusz (University of Warsaw) | Sornat, Krzysztof (University of Wroclaw )
We present three results on the complexity of MINIMAX APPROVAL VOTING. First, we study MINIMAX APPROVAL VOTING parameterized by the Hamming distance d from the solution to the votes. We show MINIMAX APPROVAL VOTING admits no algorithm running in time O ⋆ (2 o ( d log d ) , unless the Exponential Time Hypothesis (ETH) fails. This means that the O ⋆ ( d 2 d ) algorithm of Misra et al. (AAMAS 2015) is essentially optimal. Motivated by this, we then show a parameterized approximation scheme, running in time O ⋆ ((3/ε) 2 d ), which is essentially tight assuming ETH. Finally, we get a new polynomial-time randomized approximation scheme for MINIMAX APPROVAL VOTING, which runs in time n O(1/ε2·log(1/ε)) · poly( m ), almost matching the running time of the fastest known PTAS for CLOSEST STRING due to Ma and Sun (SIAM J. Comp. 2009).
Learning to Prune Dominated Action Sequences in Online Black-Box Planning
Jinnai, Yuu (The University of Tokyo) | Fukunaga, Alex (The University of Tokyo)
Black-box domains where the successor states generated by applying an action are generated by a completely opaque simulator pose a challenge for domain-independent planning. The main computational bottleneck in search-based planning for such domains is the number of calls to the black-box simulation. We propose a method for significantly reducing the number of calls to the simulator by the search algorithm by detecting and pruning sequences of actions which are dominated by others. We apply our pruning method to Iterated Width and breadth-first search in domain-independent black-box planning for Atari 2600 games in the Arcade Learning Environment (ALE), adding our pruning method significantly improves upon the baseline algorithms.
Heuristic Search Value Iteration for One-Sided Partially Observable Stochastic Games
Horák, Karel (Czech Technical University in Prague) | Bošanský, Branislav (Czech Technical University in Prague) | Pěchouček, Michal (Czech Technical University in Prague)
Security problems can be modeled as two-player partially observable stochastic games with one-sided partial observability and infinite horizon (one-sided POSGs). We seek for optimal strategies of player 1 that correspond to robust strategies against the worst-case opponent (player 2) that is assumed to have a perfect information about the game. We present a novel algorithm for approximately solving one-sided POSGs based on the heuristic search value iteration (HSVI) for POMDPs. Our results include (1) theoretical properties of one-sided POSGs and their value functions, (2) guarantees showing the convergence of our algorithm to optimal strategies, and (3) practical demonstration of applicability and scalability of our algorithm on three different domains: pursuit-evasion, patrolling, and search games.
Anytime Best+Depth-First Search for Bounding Marginal MAP
Marinescu, Radu (IBM Research - Ireland) | Lee, Junkyu (University of California, Irvine) | Ihler, Alexander (University of California, Irvine) | Dechter, Rina (University of California, Irvine)
We introduce new anytime search algorithms that combine best-first with depth-first search into hybrid schemes for Marginal MAP inference in graphical models. The main goal is to facilitate the generation of upper bounds (via the best-first part) alongside the lower bounds of solutions (via the depth-first part) in an anytime fashion. We compare against two of the best current state-of-the-art schemes and show that our best+depth search scheme produces higher quality solutions faster while also producing a bound on their accuracy, which can be used to measure solution quality during search. An extensive empirical evaluation demonstrates the effectiveness of our new methods which enjoy the strength of best-first (optimality of search) and of depth-first (memory robustness), leading to solutions for difficult instances where previous solvers were unable to find even a single solution.
New Lower Bound for the Minimum Sum Coloring Problem
Lecat, Clément (University of Picardie Jules Verne) | Lucet, Corinne (University of Picardie Jules Verne) | Li, Chu-Min (University of Picardie Jules Verne)
The Minimum Sum Coloring Problem (MSCP) is an NP-Hard problem derived from the graph coloring problem (GCP) and has practical applications in different domains such as VLSI design, distributed resource allocation, and scheduling. There exist few exact solutions for MSCP, probably due to its search space much more elusive than that of GCP. On the contrary, much effort is spent in the literature to develop upper and lower bounds for MSCP. In this paper, we borrow a notion called motif, that was used in a recent work for upper bounding the minimum number of colors in an optimal solution of MSCP, to develop a new algebraic lower bound called for MSCP. Experiments on standard benchmarks for MSCP and GCP show that this new lower bound is substantially better than the existing lower bounds for several families of graphs.