goal node
Design for One, Deploy for Many: Navigating Tree Mazes with Multiple Agents
Argote-Gerald, Jahir, Miyauchi, Genki, Rau, Julian, Trodden, Paul, Gross, Roderich
Maze-like environments, such as cave and pipe networks, pose unique challenges for multiple robots to coordinate, including communication constraints and congestion. To address these challenges, we propose a distributed multi-agent maze traversal algorithm for environments that can be represented by acyclic graphs. It uses a leader-switching mechanism where one agent, assuming a head role, employs any single-agent maze solver while the other agents each choose an agent to follow. The head role gets transferred to neighboring agents where necessary, ensuring it follows the same path as a single agent would. The multi-agent maze traversal algorithm is evaluated in simulations with groups of up to 300 agents, various maze sizes, and multiple single-agent maze solvers. It is compared against strategies that are naïve, or assume either global communication or full knowledge of the environment. The algorithm outperforms the naïve strategy in terms of makespan and sum-of-fuel. It is superior to the global-communication strategy in terms of makespan but is inferior to it in terms of sum-of-fuel. The findings suggest it is asymptotically equivalent to the full-knowledge strategy with respect to either metric. Moreover, real-world experiments with up to 20 Pi-puck robots confirm the feasibility of the approach.
- North America > United States > Louisiana > Orleans Parish > New Orleans (0.04)
- North America > Canada > Quebec > Montreal (0.04)
- North America > Canada > British Columbia > Vancouver (0.04)
- (7 more...)
Design of A* based heuristic algorithm for efficient interdiction in multi-Layer networks
Intercepting a criminal using limited police resources presents a significant challenge in dynamic crime environments, where the criminal's location continuously changes over time. The complexity is further heightened by the vastness of the transportation network. To tackle this problem, we propose a layered graph representation, in which each time step is associated with a duplicate of the transportation network. For any given set of attacker strategies, a near-optimal defender strategy is computed using the A-Star heuristic algorithm applied to the layered graph. The defender's goal is to maximize the probability of successful interdiction. We evaluate the performance of the proposed method by comparing it with a Mixed-Integer Linear Programming (MILP) approach used for the defender. The comparison considers both computational efficiency and solution quality. The results demonstrate that our approach effectively addresses the complexity of the problem and delivers high-quality solutions within a short computation time.
RESTRAIN: Reinforcement Learning-Based Secure Framework for Trigger-Action IoT Environment
Alam, Md Morshed, Das, Lokesh Chandra, Roy, Sandip, Shetty, Sachin, Wang, Weichao
Internet of Things (IoT) platforms with trigger-action capability allow event conditions to trigger actions in IoT devices autonomously by creating a chain of interactions. Adversaries exploit this chain of interactions to maliciously inject fake event conditions into IoT hubs, triggering unauthorized actions on target IoT devices to implement remote injection attacks. Existing defense mechanisms focus mainly on the verification of event transactions using physical event fingerprints to enforce the security policies to block unsafe event transactions. These approaches are designed to provide offline defense against injection attacks. The state-of-the-art online defense mechanisms offer real-time defense, but extensive reliability on the inference of attack impacts on the IoT network limits the generalization capability of these approaches. In this paper, we propose a platform-independent multi-agent online defense system, namely RESTRAIN, to counter remote injection attacks at runtime. RESTRAIN allows the defense agent to profile attack actions at runtime and leverages reinforcement learning to optimize a defense policy that complies with the security requirements of the IoT network. The experimental results show that the defense agent effectively takes real-time defense actions against complex and dynamic remote injection attacks and maximizes the security gain with minimal computational overhead.
- Information Technology > Security & Privacy (1.00)
- Government > Military (1.00)
Towards an Understanding of Stepwise Inference in Transformers: A Synthetic Graph Navigation Model
Khona, Mikail, Okawa, Maya, Hula, Jan, Ramesh, Rahul, Nishi, Kento, Dick, Robert, Lubana, Ekdeep Singh, Tanaka, Hidenori
Stepwise inference protocols, such as scratchpads and chain-of-thought, help language models solve complex problems by decomposing them into a sequence of simpler subproblems. Despite the significant gain in performance achieved via these protocols, the underlying mechanisms of stepwise inference have remained elusive. To address this, we propose to study autoregressive Transformer models on a synthetic task that embodies the multi-step nature of problems where stepwise inference is generally most useful. Specifically, we define a graph navigation problem wherein a model is tasked with traversing a path from a start to a goal node on the graph. Despite is simplicity, we find we can empirically reproduce and analyze several phenomena observed at scale: (i) the stepwise inference reasoning gap, the cause of which we find in the structure of the training data; (ii) a diversity-accuracy tradeoff in model generations as sampling temperature varies; (iii) a simplicity bias in the model's output; and (iv) compositional generalization and a primacy bias with in-context exemplars. Overall, our work introduces a grounded, synthetic framework for studying stepwise inference and offers mechanistic hypotheses that can lay the foundation for a deeper understanding of this phenomenon.
- Europe > Latvia > Lubāna Municipality > Lubāna (0.04)
- Asia > Vietnam > Hanoi > Hanoi (0.04)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- (4 more...)
- Information Technology > Artificial Intelligence > Representation & Reasoning (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (1.00)
- Information Technology > Artificial Intelligence > Cognitive Science > Problem Solving (0.87)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.46)
Enhanced Robot Motion Block of A-star Algorithm for Robotic Path Planning
Kabir, Raihan, Watanobe, Yutaka, Islam, Md. Rashedul, Naruse, Keitaro
An efficient robot path-planning model is vulnerable to the number of search nodes, path cost, and time complexity. The conventional A-star (A*) algorithm outperforms other grid-based algorithms for its heuristic search. However it shows suboptimal performance for the time, space, and number of search nodes, depending on the robot motion block (RMB). To address this challenge, this study proposes an optimal RMB for the A* path-planning algorithm to enhance the performance, where the robot movement costs are calculated by the proposed adaptive cost function. Also, a selection process is proposed to select the optimal RMB size. In this proposed model, grid-based maps are used, where the robot's next move is determined based on the adaptive cost function by searching among surrounding octet neighborhood grid cells. The cumulative value from the output data arrays is used to determine the optimal motion block size, which is formulated based on parameters. The proposed RMB significantly affects the searching time complexity and number of search nodes of the A* algorithm while maintaining almost the same path cost to find the goal position by avoiding obstacles. For the experiment, a benchmarked online dataset is used and prepared three different dimensional maps. The proposed approach is validated using approximately 7000 different grid maps with various dimensions and obstacle environments. The proposed model with an optimal RMB demonstrated a remarkable improvement of 93.98% in the number of search cells and 98.94% in time complexity compared to the conventional A* algorithm. Path cost for the proposed model remained largely comparable to other state-of-the-art algorithms. Also, the proposed model outperforms other state-of-the-art algorithms.
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.14)
- Asia > Japan > Honshū > Tōhoku > Fukushima Prefecture > Fukushima (0.04)
- Asia > Bangladesh > Dhaka Division > Dhaka District > Dhaka (0.04)
- (8 more...)
- Overview (0.93)
- Research Report > New Finding (0.46)
Task tree retrieval from FOON using search algorithms
Robots can be very useful to automate tasks and reduce the human effort required. But for the robot to know, how to perform tasks, we need to give it a clear set of steps to follow. It is nearly impossible to provide a robot with instructions for every possible task. Therefore we have a Universal Functional object-oriented network (FOON) which was created and expanded and has a lot of existing recipe information [1]. But certain tasks are complicated for robots to perform and similarly, some tasks are complicated for humans to perform. Therefore weights have been added to functional units to represent the chance of successful execution of the motion by the robot [2]. Given a set of kitchen items and a goal node, using Universal FOON, a robot must be able to determine if the required items are present in the kitchen, and if yes, get the steps to convert the required kitchen items to the goal node. Now through this paper, we use two algorithms (IDS and GBFS) to retrieve a task tree (if possible) for a goal node and a given set of kitchen items. The following would be the different parts of the paper: Section II FOON creation, where we will discuss the different terminologies related to FOON and visualization of FOON. In Section III Methodology we discuss the IDS and GBFS search algorithms and the two different heuristics implemented and used in GBFS. In Section IV Experiment/Discussion, we compare the performance of different algorithms. In the final section V, we specify the references of the papers that have been cited.
- North America > United States > Florida > Hillsborough County > Tampa (0.15)
- Oceania > Australia > Queensland > Brisbane (0.05)
- Asia > South Korea > Daejeon > Daejeon (0.05)
- Asia > China > Shaanxi Province > Xi'an (0.05)
Lagrangian based A* algorithm for automated reasoning
In this paper, a modification of A* algorithm is considered for the shortest path problem. A weightage is introduced in the heuristic part of the A* algorithm to improve its efficiency. An application of the algorithm is considered for UAV path planning wherein velocity is taken as the weigtage to the heuristic. At the outset, calculus of variations based Lagrange's equation was used to identify velocity as the decisive factor for the dynamical system. This approach would be useful for other problems as well to improve the efficiency of algorithms in those areas.
- North America > United States > New York (0.05)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.05)
- North America > United States > New Jersey (0.04)
- Asia > India (0.04)
Multi-Agent Congestion Cost Minimization With Linear Function Approximations
Trivedi, Prashant, Hemachandra, Nandyala
This work considers multiple agents traversing a network from a source node to the goal node. The cost to an agent for traveling a link has a private as well as a congestion component. The agent's objective is to find a path to the goal node with minimum overall cost in a decentralized way. We model this as a fully decentralized multi-agent reinforcement learning problem and propose a novel multi-agent congestion cost minimization (MACCM) algorithm. Our MACCM algorithm uses linear function approximations of transition probabilities and the global cost function. In the absence of a central controller and to preserve privacy, agents communicate the cost function parameters to their neighbors via a time-varying communication network. Moreover, each agent maintains its estimate of the global state-action value, which is updated via a multi-agent extended value iteration (MAEVI) sub-routine. We show that our MACCM algorithm achieves a sub-linear regret. The proof requires the convergence of cost function parameters, the MAEVI algorithm, and analysis of the regret bounds induced by the MAEVI triggering condition for each agent. We implement our algorithm on a two node network with multiple links to validate it. We first identify the optimal policy, the optimal number of agents going to the goal node in each period. We observe that the average regret is close to zero for 2 and 3 agents. The optimal policy captures the trade-off between the minimum cost of staying at a node and the congestion cost of going to the goal node. Our work is a generalization of learning the stochastic shortest path problem.
Learning Graph Search Heuristics
Pándy, Michal, Qiu, Weikang, Corso, Gabriele, Veličković, Petar, Ying, Rex, Leskovec, Jure, Liò, Pietro
Searching for a path between two nodes in a graph is one of the most well-studied and fundamental problems in computer science. In numerous domains such as robotics, AI, or biology, practitioners develop search heuristics to accelerate their pathfinding algorithms. However, it is a laborious and complex process to hand-design heuristics based on the problem and the structure of a given use case. Here we present PHIL (Path Heuristic with Imitation Learning), a novel neural architecture and a training algorithm for discovering graph search and navigation heuristics from data by leveraging recent advances in imitation learning and graph representation learning. At training time, we aggregate datasets of search trajectories and ground-truth shortest path distances, which we use to train a specialized graph neural network-based heuristic function using backpropagation through steps of the pathfinding process. Our heuristic function learns graph embeddings useful for inferring node distances, runs in constant time independent of graph sizes, and can be easily incorporated in an algorithm such as A* at test time. Experiments show that PHIL reduces the number of explored nodes compared to state-of-the-art methods on benchmark datasets by 58.5\% on average, can be directly applied in diverse graphs ranging from biological networks to road networks, and allows for fast planning in time-critical robotics domains.
- North America > Canada > Ontario > Toronto (0.14)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- North America > United States > New York (0.04)
- (2 more...)
- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Search (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Undirected Networks > Markov Models (0.46)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.46)