Goto

Collaborating Authors

 Delft University of Technology


Bounded Approximations for Linear Multi-Objective Planning Under Uncertainty

AAAI Conferences

Planning under uncertainty poses a complex problem in which multiple objectives often need to be balanced. When dealing with multiple objectives, it is often assumed that the relative importance of the objectives is known a priori. However, in practice human decision makers often find it hard to specify such preferences, and would prefer a decision support system that presents a range of possible alternatives. We propose two algorithms for computing these alternatives for the case of linearly weighted objectives. First, we propose an anytime method, approximate optimistic linear support (AOLS), that incrementally builds up a complete set of ฮต-optimal plans, exploiting the piecewise linear and convex shape of the value function. Second, we propose an approximate anytime method, scalarised sample incremental improvement (SSII), that employs weight sampling to focus on the most interesting regions in weight space, as suggested by a prior over preferences. We show empirically that our methods are able to produce (near-)optimal alternative sets orders of magnitude faster than existing techniques.


Designing Procedurally Generated Levels

AAAI Conferences

There is an increasing demand to improve the procedural generation of game levels. Our approach empowers game designers to author and control level generators, by expressing gameplay-related design constraints. Graph grammars, resulting from these designer-expressed constraints, can generate sequences of desired player actions as well as their associated target content. These action graphs are used to determine layouts and content for game levels. We showcase this approach with a case study on a dungeon crawler game. Results allow us to conclude that our control mechanisms are both expressive and powerful, effectively supporting designers to procedurally generate levels.


A Generic Method for Classification of Player Behavior

AAAI Conferences

Player classification allows for considerable improvements on both game analytics and game adaptivity. With this paper we aim at reversing the ad-hoc tendency in player classification methods, by proposing an approach to player classification that can be integrated across different games and genres and is particularly suited to be used by game designers. This paper describes our generic method of interaction-based player classification, which consists of three components: (i) intercepting player interactions, (ii) finding player types through fuzzy cluster analysis and (iii) classification using Hidden Markov Models (HMM). To showcase our method we developed Blindmaze, a simple web-based hidden maze game publicly available, featuring a bounded set of interactions. All data collected from a game is interaction-based, requiring minimal implementation effort from the game developers. It is concluded that our method makes player classification even more available by making it generic and re-usable across different games.


Multi-Cycle Query Caching in Agent Programming

AAAI Conferences

In many logic-based BDI agent programming languages, plan selection involves inferencing over some underlying knowledge representation. While context-sensitive plan selection facilitates the development of flexible, declarative programs, the overhead of evaluating repeated queries to the agent's beliefs and goals can result in poor run time performance. In this paper we present an approach to multi-cycle query caching for logic-based BDI agent programming languages. We extend the abstract performance model presented in (Alechina et al. 2012) to quantify the costs and benefits of caching query results over multiple deliberation cycles. We also present results of experiments with prototype implementations of both single- and multi-cycle caching in three logic-based BDI agent platforms, which demonstrate that significant performance improvements are achievable in practice.


GSMDPs for Multi-Robot Sequential Decision-Making

AAAI Conferences

Markov Decision Processes (MDPs) provide an extensive theoretical background for problems of decision-making under uncertainty. In order to maintain computational tractability, however, real-world problems are typically discretized in states and actions as well as in time. Assuming synchronous state transitions and actions at fixed rates may result in models which are not strictly Markovian, or where agents are forced to idle between actions, losing their ability to react to sudden changes in the environment. In this work, we explore the application of Generalized Semi-Markov Decision Processes (GSMDPs) to a realistic multi-robot scenario. A case study will be presented in the domain of cooperative robotics, where real-time reactivity must be preserved, and synchronous discrete-time approaches are therefore sub-optimal. This case study is tested on a team of real robots, and also in realistic simulation. By allowing asynchronous events to be modeled over continuous time, the GSMDP approach is shown to provide greater solution quality than its discrete-time counterparts, while still being approximately solvable by existing methods.


Planning under Uncertainty for Coordinating Infrastructural Maintenance

AAAI Conferences

We address efficient planning of maintenance activities in infrastructural networks, inspired by the real-world problem of servicing a highway network. A road authority is responsible for the quality, throughput and maintenance costs of the network, while the actual maintenance is performed by autonomous, third-party contractors. From a (multi-agent) planning and scheduling perspective, many interesting challenges can be identified. First, planned maintenance activities might have an uncertain duration due to unexpected delays. Second, since maintenance activities influence the traffic flow in the network, careful coordination of the planned activities is required in order to minimise their impact on the network throughput. Third, as we are dealing with selfish agents in a private-values setting, the road authority faces an incentive-design problem to truthfully elicit agent costs, complicated by the fact that it needs to balance multiple objectives. The main contributions of this work are: 1) multi-agent coordination on a network level through a novel combination of planning under uncertainty and dynamic mechanism design, applied to real-world problems, 2) accurate modelling and solving of maintenance-planning problems and 3) empirical exploration of the complexities that arise in these problems. We introduce a formal model of the problem domain, present experimental insights and identify open challenges for both the planning and scheduling as well as the mechanism design communities.


The Multi-Agent Programming Contest

AI Magazine

The international Multi-Agent Programming Contest (MAPC), is a community-serving effort to facilitate advances in programming multiagent systems (MAS) by (1) developing benchmark problems, (2) enabling head-to-head comparison of MAS's and (3) supporting educational efforts in the design and implementation of MAS's.


The Multi-Agent Programming Contest

AI Magazine

It has since been organized by the AI group at Clausthal University of Technology. MAPC is not collocated with any other event. Using our MASSim platform, the participants are running their own systems locally and only interact with the tournament server over the Internet. A steering committee oversees the whole process and determines the organization committee. The scenario changes every other year: the current one is "Agents on Mars."


Negotiating Agents

AI Magazine

Negotiation is a complex emotional decision-making process aiming to reach an agreement to exchange goods or services. From an agent technological perspective creating negotiating agents that can support humans with their negotiations is an interesting challenge. Already more than a decade, negotiating agents can outperform human beings (in terms of deal optimality) if the negotiation space is well-understood. However, the inherent semantic problem and the emotional issues involved make that negotiation cannot be handled by artificial intelligence alone, and a human-machine collaborative system is required. This article presents research goals, challenges, and an approach to create the next generation of negotiation support agents.


Exploiting Shared Resource Dependencies in Spectrum Based Plan Diagnosis

AAAI Conferences

In case of a plan failure, plan-repair is a more promising solution than replanning from scratch. The effectiveness of plan-repair depends on knowledge of which plan action failed and why. Therefore, in this paper, we propose an Extended Spectrum Based Diagnosis approach that efficiently pinpoints failed actions. Unlike Model Based Diagnosis (MBD), it does not require the fault models and behavioral descriptions of actions. Our approach first computes the likelihood of an action being faulty and subsequently proposes optimal probe locations to refine the diagnosis. We also exploit knowledge of plan steps that are instances of the same plan operator to optimize the selection of the most informative diagnostic probes. In this paper, we only focus on diagnostic aspect of plan-repair process.