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The Complexity of Planning Revisited — A Parameterized Analysis

AAAI Conferences

The early classifications of the computational complexity of planning under various restrictions in STRIPS (Bylander) and SAS+ (Bäckström and Nebel) have influenced following research in planning in many ways. We go back and reanalyse their subclasses, but this time using the more modern tool of parameterized complexity analysis. This provides new results that together with the old results give a more detailed picture of the complexity landscape. We demonstrate separation results not possible with standard complexity theory, which contributes to explaining why certain cases of planning have seemed simpler in practice than theory has predicted. In particular, we show that certain restrictions of practical interest are tractable in the parameterized sense of the term, and that a simple heuristic is sufficient to make a well-known partial-order planner exploit this fact.


Tree-Based Solution Methods for Multiagent POMDPs with Delayed Communication

AAAI Conferences

Multiagent Partially Observable Markov Decision Processes (MPOMDPs) provide a powerful framework for optimal decision making under the assumption of instantaneous communication. We focus on a delayed communication setting (MPOMDP-DC), in which broadcasted information is delayed by at most one time step. This model allows agents to act on their most recent (private) observation. Such an assumption is a strict generalization over having agents wait until the global information is available and is more appropriate for applications in which response time is critical. In this setting, however, value function backups are significantly more costly, and naive application of incremental pruning, the core of many state-of-the-art optimal POMDP techniques, is intractable. In this paper, we overcome this problem by demonstrating that computation of the MPOMDP-DC backup can be structured as a tree and introducing two novel tree-based pruning techniques that exploit this structure in an effective way. We experimentally show that these methods have the potential to outperform naive incremental pruning by orders of magnitude, allowing for the solution of larger problems.


Exact Lifted Inference with Distinct Soft Evidence on Every Object

AAAI Conferences

The presence of non-symmetric evidence has been a barrier for the application of lifted inference since the evidence destroys the symmetry of the first-order probabilistic model. In the extreme case, if distinct soft evidence is obtained about each individual object in the domain then, often, all current exact lifted inference methods reduce to traditional inference at the ground level. However, it is of interest to ask whether the symmetry of the model itself before evidence is obtained can be exploited. We present new results showing that this is, in fact, possible. In particular, we show that both exact maximum a posteriori (MAP) and marginal inference can be lifted for the case of distinct soft evidence on a unary Markov Logic predicate. Our methods result in efficient procedures for MAP and marginal inference for a class of graphical models previously thought to be intractable.


Interactive Narrative: A Novel Application of Artificial Intelligence for Computer Games

AAAI Conferences

Game Artificial Intelligence (Game AI) is a sub-discipline of Artificial Intelligence (AI) and Machine Learning (ML) that explores the ways in which AI and ML can augment player experiences in computer games. Storytelling is an integral part of many modern computer games; within games stories create context, motivate the player, and move the action forward. Interactive Narrative is the use of AI to create and manage stories within games, creating the perception that the player is a character in a dynamically unfolding and responsive story. This paper introduces Game AI and focuses on the open research problems of Interactive Narrative.


Using Expectations to Drive Cognitive Behavior

AAAI Conferences

Generating future states of the world is an essential component of high-level cognitive tasks such as planning. We explore the notion that such future-state generation is more widespread and forms an integral part of cognition. We call these generated states expectations, and propose that cognitive systems constantly generate expectations, match them to observed behavior and react when a difference exists between the two. We describe an ACT-R model that performs expectation-driven cognition on two tasks – pedestrian tracking and behavior classification. The model generates expectations of pedestrian movements to track them. The model also uses differences in expectations to identify distinctive features that differentiate these tracks. During learning, the model learns the association between these features and the various behaviors. During testing, it classifies pedestrian tracks by recalling the behavior associated with the features of each track. We tested the model on both single and multiple behavior datasets and compared the results against a k-NN classifier. The k-NN classifier outperformed the model in correct classifications, but the model had fewer incorrect classifications in the multiple behavior case, and both systems had about equal incorrect classifications in the single behavior case.


Large-Scale Mapping and Navigation in VirtualWorlds: Thesis Summary

AAAI Conferences

Virtual worlds present a challenge for intelligent mobile agents. They are required to generate maps of very large scale, dynamic and unstructured environments in a short amount of time. We investigate how to represent maps of ever growing virtual environments, how the agent can build, update and use these maps to navigate between points in the environment. We look at trails, the movement of other people and agents in the environment as a new information source. We can use trails to improve the generation of probabilistic roadmaps in these environments and enable the agent to segment space intelligently. Our future plans are to extend this to look at dynamic environments, where the agent will have to recognise change and update the map and how this will affect the map representation.


PROTECT: An Application of Computational Game Theory for the Security of the Ports of the United States

AAAI Conferences

Building upon previous security applications of computational game theory, this paper presents PROTECT, a game-theoretic system deployed by the United States Coast Guard (USCG) in the port of Boston for scheduling their patrols. USCG has termed the deployment of PROTECT in Boston a success, and efforts are underway to test it in the port of New York, with the potential for nationwide deployment. PROTECT is premised on an attacker-defender Stackelberg game model and offers five key innovations. First, this system is a departure from the assumption of perfect adversary rationality noted in previous work, relying instead on a quantal response (QR) model of the adversary's behavior - to the best of our knowledge, this is the first real-world deployment of the QR model. Second, to improve PROTECT's efficiency, we generate a compact representation of the defender's strategy space, exploiting equivalence and dominance. Third, we show how to practically model a real maritime patrolling problem as a Stackelberg game. Fourth, our experimental results illustrate that PROTECT's QR model more robustly handles real-world uncertainties than a perfect rationality model. Finally, in evaluating PROTECT, this paper provides real-world data: (i) comparison of human-generated vs PROTECT security schedules, and (ii) results from an Adversarial Perspective Team's (human mock attackers) analysis.


Searching for Optimal Off-Line Exploration Paths in Grid Environments for a Robot with Limited Visibility

AAAI Conferences

Robotic exploration is an on-line problem in which autonomous mobile robots incrementally discover and map the physical structure of initially unknown environments. Usually, the performance of exploration strategies used to decide where to go next is not compared against the optimal performance obtainable in the test environments, because the latter is generally unknown. In this paper, we present a method to calculate an approximation of the optimal (shortest) exploration path in an arbitrary environment. We consider a mobile robot with limited visibility, discretize a two-dimensional environment with a regular grid, and formulate a search problem for finding the optimal exploration path in the grid, which is solved using A*. Experimental results show the viability of our approach for realistically large environments and its potential for better assessing the performance of on-line exploration strategies.


Alpha-Beta Pruning for Games with Simultaneous Moves

AAAI Conferences

Alpha-Beta pruning is one of the most powerful and fundamental MiniMax search improvements. It was designed for sequential two-player zero-sum perfect information games. In this paper we introduce an Alpha-Beta-like sound pruning method for the more general class of “stacked matrix games” that allow for simultaneous moves by both players. This is accomplished by maintaining upper and lower bounds for achievable payoffs in states with simultaneous actions and dominated action pruning based on the feasibility of certain linear programs. Empirical data shows considerable savings in terms of expanded nodes compared to naive depth-first move computation without pruning.


A Multi-Domain Evaluation of Scaling in a General Episodic Memory

AAAI Conferences

Episodic memory endows agents with numerous general cognitive capabilities, such as action modeling and virtual sensing. However, for long-lived agents, there are numerous unexplored computational challenges in supporting useful episodic-memory functions while maintaining real-time reactivity. In this paper, we review the implementation of episodic memory in Soar and present an expansive evaluation of that system. We demonstrate useful applications of episodic memory across a variety of domains, including games, mobile robotics, planning, and linguistics. In these domains, we characterize properties of environments, tasks, and episodic cues that affect performance, and evaluate the ability of Soar’s episodic memory to support hours to days of real-time operation.