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 Technion – Israel Institute of Technology


Reports of the Workshops of the 32nd AAAI Conference on Artificial Intelligence

AI Magazine

The AAAI-18 workshop program included 15 workshops covering a wide range of topics in AI. Workshops were held Sunday and Monday, February 2–7, 2018, at the Hilton New Orleans Riverside in New Orleans, Louisiana, USA. This report contains summaries of the Affective Content Analysis workshop; the Artificial Intelligence Applied to Assistive Technologies and Smart Environments; the AI and Marketing Science workshop; the Artificial Intelligence for Cyber Security workshop; the AI for Imperfect-Information Games; the Declarative Learning Based Programming workshop; the Engineering Dependable and Secure Machine Learning Systems workshop; the Health Intelligence workshop; the Knowledge Extraction from Games workshop; the Plan, Activity, and Intent Recognition workshop; the Planning and Inference workshop; the Preference Handling workshop; the Reasoning and Learning for Human-Machine Dialogues workshop; and the the AI Enhanced Internet of Things Data Processing for Intelligent Applications workshop.


Mixed Discrete-Continuous Planning with Convex Optimization

AAAI Conferences

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.


On Interruptible Pure Exploration in Multi-Armed Bandits

AAAI Conferences

Interruptible pure exploration in multi-armed bandits (MABs) is a key component of Monte-Carlo tree search algorithms for sequential decision problems. We introduce Discriminative Bucketing (DB), a novel family of strategies for pure exploration in MABs, which allows for adapting recent advances in non-interruptible strategies to the interruptible setting, while guaranteeing exponential-rate performance improvement over time. Our experimental evaluation demonstrates that the corresponding instances of DB favorably compete both with the currently popular strategies UCB1 and Epsilon-Greedy, as well as with the conservative uniform sampling.


Heuristics and Symmetries in Classical Planning

AAAI Conferences

Heuristic search is a state-of-the-art approach to classical planning. Several heuristic families were developed over the years to automatically estimate goal distance information from problem descriptions. Orthogonally to the development of better heuristics, recent years have seen an increasing interest in symmetry-based state space pruning techniques that aim at reducing the search effort. However, little work has dealt with how the heuristics behave under symmetries. We investigate the symmetry properties of existing heuristics and reveal that many of them are invariant under symmetries.


Composition Games for Distributed Systems: The EU Grant Games

AAAI Conferences

We analyze ways by which people decompose into groups in distributed systems. We are interested in systems in which an agent can increase its utility by connecting to other agents, but must also pay a cost that increases with the size of the system. The right balance is achieved by the right size group of agents. We formulate and analyze three intuitive and realistic games and show how simple changes in the protocol can drastically improve the price of anarchy of these games. In particular, we identify two important properties for a low price of anarchy: agreement in joining the system, and the possibility of appealing a rejection from a system. We show that the latter property is especially important if there are some pre-existing constraints regarding who may collaborate (or communicate) with whom.