Goto

Collaborating Authors

 Kumar, T. K. Satish


Top K Hypotheses Selection on a Knowledge Graph

AAAI Conferences

A Knowledge Graph (KG), popularly used in both industry and academia, is an effective representation of knowledge. It consists of a collection of knowledge elements, each of which in turn is extracted from the web or other sources. Information extractors that use natural language processing techniques or other complex algorithms are usually noisy. That is, the vast number of knowledge elements extracted from the web may not only be associated with different confidence values but may also be inconsistent with each other. Many applications such as question answering systems that are built on top of large-scale KGs are required to reason efficiently about these confidence values and inconsistencies. In addition, they are required to incorporate ontological constraints in their reasoning. One way to do this is to extract a subgraph of a KG that is consistent with the ontological constraints and is of maximum total confidence value. Such a subgraph is referred to as the top hypothesis and is combinatorially hard to find. In this paper, we introduce an algorithmic framework for efficiently addressing the combinatorial hardness and selecting the top K hypotheses. Our approach is based on powerful algorithmic techniques recently invented in the context of the Weighted Constraint Satisfaction Problem (WCSP).


Lifelong Path Planning with Kinematic Constraints for Multi-Agent Pickup and Delivery

arXiv.org Artificial Intelligence

The Multi-Agent Pickup and Delivery (MAPD) problem models applications where a large number of agents attend to a stream of incoming pickup-and-delivery tasks. Token Passing (TP) is a recent MAPD algorithm that is efficient and effective. We make TP even more efficient and effective by using a novel combinatorial search algorithm, called Safe Interval Path Planning with Reservation Table (SIPPwRT), for single-agent path planning. SIPPwRT uses an advanced data structure that allows for fast updates and lookups of the current paths of all agents in an online setting. The resulting MAPD algorithm TP-SIPPwRT takes kinematic constraints of real robots into account directly during planning, computes continuous agent movements with given velocities that work on non-holonomic robots rather than discrete agent movements with uniform velocity, and is complete for well-formed MAPD instances. We demonstrate its benefits for automated warehouses using both an agent simulator and a standard robot simulator. For example, we demonstrate that it can compute paths for hundreds of agents and thousands of tasks in seconds and is more efficient and effective than existing MAPD algorithms that use a post-processing step to adapt their paths to continuous agent movements with given velocities.


The Factored Shortest Path Problem and Its Applications in Robotics

AAAI Conferences

Many real-world combinatorial problems exhibit structure in the way in which their variables interact. Such structure can be exploited in the form of "factors" for representational as well as computational benefits. Factored representations are extensively used in probabilistic reasoning, constraint satisfaction, planning, and decision theory. In this paper, we formulate the factored shortest path problem (FSPP) on a collection of constraints interpreted as factors of a high-dimensional map. We show that the FSPP is not only a generalization of the regular shortest path problem but also particularly relevant to robotics. We develop factored-space heuristics for A* and prove that they are admissible and consistent. We provide experimental results on both random and handcrafted instances as well as on an example robotics domain to show that A* with factored-space heuristics outperforms A* with the Manhattan Distance heuristic in many cases.


Adding Heuristics to Conflict-Based Search for Multi-Agent Path Finding

AAAI Conferences

Conflict-Based Search (CBS) and its enhancements are among the strongest algorithms for the multi-agent path-finding problem. However,existing variants of CBS do not use any heuristics that estimate future work. In this paper, we introduce different admissible heuristics for CBS by aggregating cardinal conflicts among agents. In our experiments, CBS with these heuristics outperforms previous state-of-the-art CBS variants by up to a factor of five.


Multi-Agent Path Finding with Deadlines

arXiv.org Artificial Intelligence

We formalize Multi-Agent Path Finding with Deadlines (MAPF-DL). The objective is to maximize the number of agents that can reach their given goal vertices from their given start vertices within the deadline, without colliding with each other. We first show that MAPF-DL is NP-hard to solve optimally. We then present two classes of optimal algorithms, one based on a reduction of MAPF-DL to a flow problem and a subsequent compact integer linear programming formulation of the resulting reduced abstracted multi-commodity flow network and the other one based on novel combinatorial search algorithms. Our empirical results demonstrate that these MAPF-DL solvers scale well and each one dominates the other ones in different scenarios.


Multi-Agent Path Finding with Deadlines: Preliminary Results

arXiv.org Artificial Intelligence

We formalize the problem of multi-agent path finding with deadlines (MAPF-DL). The objective is to maximize the number of agents that can reach their given goal vertices from their given start vertices within a given deadline, without colliding with each other. We first show that the MAPF-DL problem is NP-hard to solve optimally. We then present an optimal MAPF-DL algorithm based on a reduction of the MAPF-DL problem to a flow problem and a subsequent compact integer linear programming formulation of the resulting reduced abstracted multi-commodity flow network.


Load Scheduling of Simple Temporal Networks Under Dynamic Resource Pricing

AAAI Conferences

In this paper, we use the STN framework to study important classes of load scheduling problems that involve metric Efficient algorithms for temporal reasoning are critical for temporal constraints as well as costs of resources. Problems a large number of real-world applications, including autonomous that can be studied in this framework include those that arise space exploration (Knight et al. 2001), domestic in the smart home (Qayyum et al. 2015) and smart grid domains activity management, and job scheduling on servers (Ji, He, (Sianaki, Hussain, and Tabesh 2010) as well as in high and Cheng 2007). Many formalisms have been proposed performance computing (HPC) (Yang et al. 2013) and job and are currently used for reasoning with metric time and shop scheduling (Xiong, Sadeh, and Sycara 1992). Although resources (Smith and Cheng 1993; Kumar 2003; Muscettola the STN framework can be extended to reason about the resource 2004). Simple Temporal Networks (STNs) (Dechter, Meiri, requirements of events (Kumar 2003), in this paper, and Pearl 1991) are popularly used for efficiently reasoning for simplicity of exposition, we reason about the resource about difference constraints in scheduling problems.


The FastMap Algorithm for Shortest Path Computations

arXiv.org Artificial Intelligence

We present a new preprocessing algorithm for embedding the nodes of a given edge-weighted undirected graph into a Euclidean space. The Euclidean distance between any two nodes in this space approximates the length of the shortest path between them in the given graph. Later, at runtime, a shortest path between any two nodes can be computed with A* search using the Euclidean distances as heuristic. Our preprocessing algorithm, called FastMap, is inspired by the data mining algorithm of the same name and runs in near-linear time. Hence, FastMap is orders of magnitude faster than competing approaches that produce a Euclidean embedding using Semidefinite Programming. FastMap also produces admissible and consistent heuristics and therefore guarantees the generation of shortest paths. Moreover, FastMap applies to general undirected graphs for which many traditional heuristics, such as the Manhattan Distance heuristic, are not well defined. Empirically, we demonstrate that A* search using the FastMap heuristic is competitive with A* search using other state-of-the-art heuristics, such as the Differential heuristic.


Measuring Territorial Control in Civil Wars Using Hidden Markov Models: A Data Informatics-Based Approach

arXiv.org Machine Learning

Territorial control is a key aspect shaping the dynamics of civil war. Despite its importance, we lack data on territorial control that are fine-grained enough to account for subnational spatio-temporal variation and that cover a large set of conflicts. To resolve this issue, we propose a theoretical model of the relationship between territorial control and tactical choice in civil war and outline how Hidden Markov Models (HMMs) are suitable to capture theoretical intuitions and estimate levels of territorial control. We discuss challenges of using HMMs in this application and mitigation strategies for future work.


Feasibility Study: Moving Non-Homogeneous Teams in Congested Video Game Environments

AAAI Conferences

Multi-agent path finding (MAPF) is a well-studied problem in artificial intelligence, where one needs to find collision-free paths for agents with given start and goal locations. In video games, agents of different types often form teams. In this paper, we demonstrate the usefulness of MAPFalgorithms from artificial intelligence for moving such non-homogeneous teams in congested video game environments.