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 Montanari, Angelo


A first-order logic characterization of safety and co-safety languages

arXiv.org Artificial Intelligence

Linear Temporal Logic (LTL) is one of the most popular temporal logics and comes into play in a variety of branches of computer science. Among the various reasons of its widespread use there are its strong foundational properties: LTL is equivalent to counter-free ω-automata, to star-free ω-regular expressions, and (by Kamp's theorem) to the First-Order Theory of Linear Orders (FO-TLO). Safety and co-safety languages, where a finite prefix suffices to establish whether a word does not belong or belongs to the language, respectively, play a crucial role in lowering the complexity of problems like model checking and reactive synthesis for LTL. Safety-LTL (resp., coSafety-LTL) is a fragment of LTL where only the tomorrow, the weak tomorrow and the until temporal modalities (resp., the tomorrow, the weak tomorrow and the release temporal modalities) are allowed, that recognises safety (resp., co-safety) languages only. The main contribution of this paper is the introduction of a fragment of FO-TLO, called Safety-FO, and of its dual coSafety-FO, which are expressively complete with respect to the LTL-definable safety and co-safety languages. We prove that they exactly characterize Safety-LTL and coSafety-LTL, respectively, a result that joins Kamp's theorem, and provides a clearer view of the characterization of (fragments of) LTL in terms of first-order languages. In addition, it gives a direct, compact, and self-contained proof that any safety language definable in LTL is definable in Safety-LTL as well. As a by-product, we obtain some interesting results on the expressive power of the weak tomorrow operator of Safety-LTL, interpreted over finite and infinite words. Moreover, we prove that, when interpreted over finite words, Safety-LTL (resp.


Controller Synthesis for Timeline-based Games

arXiv.org Artificial Intelligence

In the timeline-based approach to planning, the evolution over time of a set of state variables (the timelines) is governed by a set of temporal constraints. Traditional timeline-based planning systems excel at the integration of planning with execution by handling temporal uncertainty. In order to handle general nondeterminism as well, the concept of timeline-based games has been recently introduced. It has been proved that finding whether a winning strategy exists for such games is 2EXPTIME-complete. However, a concrete approach to synthesize controllers implementing such strategies is missing. This paper fills this gap, by providing an effective and computationally optimal approach to controller synthesis for timeline-based games.


AIOSA: An approach to the automatic identification of obstructive sleep apnea events based on deep learning

arXiv.org Artificial Intelligence

Obstructive Sleep Apnea Syndrome (OSAS) is the most common sleep-related breathing disorder. It is caused by an increased upper airway resistance during sleep, which determines episodes of partial or complete interruption of airflow. The detection and treatment of OSAS is particularly important in stroke patients, because the presence of severe OSAS is associated with higher mortality, worse neurological deficits, worse functional outcome after rehabilitation, and a higher likelihood of uncontrolled hypertension. The gold standard test for diagnosing OSAS is polysomnography (PSG). Unfortunately, performing a PSG in an electrically hostile environment, like a stroke unit, on neurologically impaired patients is a difficult task; also, the number of strokes per day outnumbers the availability of polysomnographs and dedicated healthcare professionals. Thus, a simple and automated recognition system to identify OSAS among acute stroke patients, relying on routinely recorded vital signs, is desirable. The majority of the work done so far focuses on data recorded in ideal conditions and highly selected patients, and thus it is hardly exploitable in real-life settings, where it would be of actual use. In this paper, we propose a convolutional deep learning architecture able to reduce the temporal resolution of raw waveform data, like physiological signals, extracting key features that can be used for further processing. We exploit models based on such an architecture to detect OSAS events in stroke unit recordings obtained from the monitoring of unselected patients. Unlike existing approaches, annotations are performed at one-second granularity, allowing physicians to better interpret the model outcome. Results are considered to be satisfactory by the domain experts. Moreover, based on a widely-used benchmark, we show that the proposed approach outperforms current state-of-the-art solutions.


Controller Synthesis for Timeline-based Games

arXiv.org Artificial Intelligence

In the timeline-based approach to planning, originally born in the space sector, the evolution over time of a set of state variables (the timelines) is governed by a set of temporal constraints. Traditional timeline-based planning systems excel at the integration of planning with execution by handling temporal uncertainty. In order to handle general nondeterminism as well, the concept of timeline-based games has been recently introduced. It has been proved that finding whether a winning strategy exists for such games is 2EXPTIME-complete. However, a concrete approach to synthesize controllers implementing such strategies is missing. This paper fills this gap, outlining an approach to controller synthesis for timeline-based games.


A game-theoretic approach to timeline-based planning with uncertainty

arXiv.org Artificial Intelligence

In timeline-based planning, domains are described as sets of independent, but interacting, components, whose behaviour over time (the set of timelines) is governed by a set of temporal constraints. A distinguishing feature of timeline-based planning systems is the ability to integrate planning with execution by synthesising control strategies for flexible plans. However, flexible plans can only represent temporal uncertainty, while more complex forms of nondeterminism are needed to deal with a wider range of realistic problems. In this paper, we propose a novel game-theoretic approach to timeline-based planning problems, generalising the state of the art while uniformly handling temporal uncertainty and nondeterminism. We define a general concept of timeline-based game and we show that the notion of winning strategy for these games is strictly more general than that of control strategy for dynamically controllable flexible plans. Moreover, we show that the problem of establishing the existence of such winning strategies is decidable using a doubly exponential amount of space.


Complexity of Timeline-Based Planning

AAAI Conferences

Timeline-based planning is a paradigm that models temporal planning domains as sets of independent, but interacting, components. The behavior of the components can be described by means of a number of state variables whose evolution and interactions over time are governed by a set of temporal constraints. This paradigm is different from the one underlying the common action-based formalisms, such as PDDL, where the focus is on what can be done by an executive agent. Although successfully used in many real-world applications, little work has been done on the expressiveness and complexity of the timeline-based formalism. The present paper provides a characterization of the complexity of non-flexible timeline-based planning, by proving that a general formulation of the problem is EXPSPACE-complete. Such a result extends a previous work where the same complexity bound was proved for a restricted fragment of timeline-based planning that was shown to be expressive enough to capture action-based temporal planning. In addition, we prove that requiring an upper bound to the solution horizon as part of the input decreases the complexity of the problem, that becomes NEXPTIME-complete.


AAAI 2000 Workshop Reports

AI Magazine

The AAAI-2000 Workshop Program was held Sunday and Monday, 3031 July 2000 at the Hyatt Regency Austin and the Austin Convention Center in Austin, Texas. The 15 workshops held were (1) Agent-Oriented Information Systems, (2) Artificial Intelligence and Music, (3) Artificial Intelligence and Web Search, (4) Constraints and AI Planning, (5) Integration of AI and OR: Techniques for Combinatorial Optimization, (6) Intelligent Lessons Learned Systems, (7) Knowledge-Based Electronic Markets, (8) Learning from Imbalanced Data Sets, (9) Learning Statistical Models from Rela-tional Data, (10) Leveraging Probability and Uncertainty in Computation, (11) Mobile Robotic Competition and Exhibition, (12) New Research Problems for Machine Learning, (13) Parallel and Distributed Search for Reasoning, (14) Representational Issues for Real-World Planning Systems, and (15) Spatial and Temporal Granularity.


AAAI 2000 Workshop Reports

AI Magazine

The AAAI-2000 Workshop Program was held Sunday and Monday, 3031 July 2000 at the Hyatt Regency Austin and the Austin Convention Center in Austin, Texas. The 15 workshops held were (1) Agent-Oriented Information Systems, (2) Artificial Intelligence and Music, (3) Artificial Intelligence and Web Search, (4) Constraints and AI Planning, (5) Integration of AI and OR: Techniques for Combinatorial Optimization, (6) Intelligent Lessons Learned Systems, (7) Knowledge-Based Electronic Markets, (8) Learning from Imbalanced Data Sets, (9) Learning Statistical Models from Rela-tional Data, (10) Leveraging Probability and Uncertainty in Computation, (11) Mobile Robotic Competition and Exhibition, (12) New Research Problems for Machine Learning, (13) Parallel and Distributed Search for Reasoning, (14) Representational Issues for Real-World Planning Systems, and (15) Spatial and Temporal Granularity.