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Collaborating Authors

 Lymperopoulos, Panagiotis


Graph Pruning for Enumeration of Minimal Unsatisfiable Subsets

arXiv.org Artificial Intelligence

Finding Minimal Unsatisfiable Subsets (MUSes) of binary constraints is a common problem in infeasibility analysis of over-constrained systems. However, because of the exponential search space of the problem, enumerating MUSes is extremely time-consuming in real applications. In this work, we propose to prune formulas using a learned model to speed up MUS enumeration. We represent formulas as graphs and then develop a graph-based learning model to predict which part of the formula should be pruned. Importantly, our algorithm does not require data labeling by only checking the satisfiability of pruned formulas. It does not even require training data from the target application because it extrapolates to data with different distributions. In our experiments we combine our algorithm with existing MUS enumerators and validate its effectiveness in multiple benchmarks including a set of real-world problems outside our training distribution. The experiment results show that our method significantly accelerates MUS enumeration on average on these benchmark problems.


NovelGym: A Flexible Ecosystem for Hybrid Planning and Learning Agents Designed for Open Worlds

arXiv.org Artificial Intelligence

As AI agents leave the lab and venture into the real world as autonomous vehicles, delivery robots, and cooking robots, it is increasingly necessary to design and comprehensively evaluate algorithms that tackle the ``open-world''. To this end, we introduce NovelGym, a flexible and adaptable ecosystem designed to simulate gridworld environments, serving as a robust platform for benchmarking reinforcement learning (RL) and hybrid planning and learning agents in open-world contexts. The modular architecture of NovelGym facilitates rapid creation and modification of task environments, including multi-agent scenarios, with multiple environment transformations, thus providing a dynamic testbed for researchers to develop open-world AI agents.


NovelCraft: A Dataset for Novelty Detection and Discovery in Open Worlds

arXiv.org Artificial Intelligence

In order for artificial agents to successfully perform tasks in changing environments, they must be able to both detect and adapt to novelty. However, visual novelty detection research often only evaluates on repurposed datasets such as CIFAR-10 originally intended for object classification, where images focus on one distinct, well-centered object. New benchmarks are needed to represent the challenges of navigating the complex scenes of an open world. Our new NovelCraft dataset contains multimodal episodic data of the images and symbolic world-states seen by an agent completing a pogo stick assembly task within a modified Minecraft environment. In some episodes, we insert novel objects of varying size within the complex 3D scene that may impact gameplay. Our visual novelty detection benchmark finds that methods that rank best on popular area-under-the-curve metrics may be outperformed by simpler alternatives when controlling false positives matters most. Further multimodal novelty detection experiments suggest that methods that fuse both visual and symbolic information can improve time until detection as well as overall discrimination. Finally, our evaluation of recent generalized category discovery methods suggests that adapting to new imbalanced categories in complex scenes remains an exciting open problem.


Integrating Planning, Execution and Monitoring in the presence of Open World Novelties: Case Study of an Open World Monopoly Solver

arXiv.org Artificial Intelligence

The game of monopoly is an adversarial multi-agent domain where there is no fixed goal other than to be the last player solvent, There are useful subgoals like monopolizing sets of properties, and developing them. There is also a lot of randomness from dice rolls, card-draws, and adversaries' strategies. This unpredictability is made worse when unknown novelties are added during gameplay. Given these challenges, Monopoly was one of the test beds chosen for the DARPA-SAILON program which aims to create agents that can detect and accommodate novelties. To handle the game complexities, we developed an agent that eschews complete plans, and adapts it's policy online as the game evolves. In the most recent independent evaluation in the SAILON program, our agent was the best performing agent on most measures. We herein present our approach and results.


Forecasting COVID-19 Counts At A Single Hospital: A Hierarchical Bayesian Approach

arXiv.org Machine Learning

We consider the problem of forecasting the daily number of hospitalized COVID-19 patients at a single hospital site, in order to help administrators with logistics and planning. We develop several candidate hierarchical Bayesian models which directly capture the count nature of data via a generalized Poisson likelihood, model time-series dependencies via autoregressive and Gaussian process latent processes, and can share statistical strength across related sites. We demonstrate our approach on public datasets for 8 hospitals in Massachusetts, U.S.A. and 10 hospitals in the United Kingdom. Further prospective evaluation compares our approach favorably to baselines currently used by stakeholders at 3 related hospitals to forecast 2-week-ahead demand by rescaling state-level forecasts. The COVID-19 pandemic has created unprecedented demand for limited hospital resources across the globe. Emergency resource allocation decisions made by hospital administrators (such as planning additional personnel or provisioning beds and equipment) are crucial for achieving successful patient outcomes and avoiding overwhelmed capacity. However, at present hospitals often lack the ability to forecast what will be needed at their site in coming weeks. This may be especially true in under-resourced hospitals, due to constraints on funding, staff time and expertise, and other issues.