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Optimally Solving Colored Generalized Sliding-Tile Puzzles: Complexity and Bounds

Gozon, Marcus, Yu, Jingjin

arXiv.org Artificial Intelligence

The Generalized Sliding-Tile Puzzle (GSTP), allowing many square tiles on a board to move in parallel while enforcing natural geometric collision constraints on the movement of neighboring tiles, provide a high-fidelity mathematical model for many high-utility existing and future multi-robot applications, e.g., at mobile robot-based warehouses or autonomous garages. Motivated by practical relevance, this work examines a further generalization of GSTP called the Colored Generalized Sliding-Tile Puzzle (CGSP), where tiles can now assume varying degrees of distinguishability, a common occurrence in the aforementioned applications. Our study establishes the computational complexity of CGSP and its key sub-problems under a broad spectrum of possible conditions and characterizes solution makespan lower and upper bounds that differ by at most a logarithmic factor. These results are further extended to higher-dimensional versions of the puzzle game.


0113ef4642264adc2e6924a3cbbdf532-Paper-Conference.pdf

Neural Information Processing Systems

Strong inductive biases give humans the ability to quickly learn to perform a variety of tasks. Although meta-learning is a method to endow neural networks with useful inductive biases, agents trained by meta-learning may sometimes acquire very different strategies from humans. We show that co-training these agents on predicting representations from natural language task descriptions and programs induced to generate such tasks guides them toward more humanlike inductive biases. Human-generated language descriptions and program induction models that add new learned primitives both contain abstract concepts that can compress description length. Co-training on these representations result in more human-like behavior in downstream meta-reinforcement learning agents than less abstract controls (synthetic language descriptions, program induction without learned primitives), suggesting that the abstraction supported by these representations is key.


Spatial and Temporal Hierarchy for Autonomous Navigation using Active Inference in Minigrid Environment

de Tinguy, Daria, van de Maele, Toon, Verbelen, Tim, Dhoedt, Bart

arXiv.org Artificial Intelligence

Robust evidence suggests that humans explore their environment using a combination of topological landmarks and coarse-grained path integration. This approach relies on identifiable environmental features (topological landmarks) in tandem with estimations of distance and direction (coarse-grained path integration) to construct cognitive maps of the surroundings. This cognitive map is believed to exhibit a hierarchical structure, allowing efficient planning when solving complex navigation tasks. Inspired by human behaviour, this paper presents a scalable hierarchical active inference model for autonomous navigation, exploration, and goal-oriented behaviour. The model uses visual observation and motion perception to combine curiosity-driven exploration with goal-oriented behaviour. Motion is planned using different levels of reasoning, i.e., from context to place to motion. This allows for efficient navigation in new spaces and rapid progress toward a target. By incorporating these human navigational strategies and their hierarchical representation of the environment, this model proposes a new solution for autonomous navigation and exploration. The approach is validated through simulations in a mini-grid environment.


Learning Spatial and Temporal Hierarchies: Hierarchical Active Inference for navigation in Multi-Room Maze Environments

de Tinguy, Daria, Van de Maele, Toon, Verbelen, Tim, Dhoedt, Bart

arXiv.org Artificial Intelligence

Cognitive maps play a crucial role in facilitating flexible behaviour by representing spatial and conceptual relationships within an environment. The ability to learn and infer the underlying structure of the environment is crucial for effective exploration and navigation. This paper introduces a hierarchical active inference model addressing the challenge of inferring structure in the world from pixel-based observations. We propose a three-layer hierarchical model consisting of a cognitive map, an allocentric, and an egocentric world model, combining curiosity-driven exploration with goal-oriented behaviour at the different levels of reasoning from context to place to motion. This allows for efficient exploration and goal-directed search in room-structured mini-grid environments.


Using Natural Language and Program Abstractions to Instill Human Inductive Biases in Machines

Kumar, Sreejan, Correa, Carlos G., Dasgupta, Ishita, Marjieh, Raja, Hu, Michael Y., Hawkins, Robert D., Daw, Nathaniel D., Cohen, Jonathan D., Narasimhan, Karthik, Griffiths, Thomas L.

arXiv.org Artificial Intelligence

Strong inductive biases give humans the ability to quickly learn to perform a variety of tasks. Although meta-learning is a method to endow neural networks with useful inductive biases, agents trained by meta-learning may sometimes acquire very different strategies from humans. We show that co-training these agents on predicting representations from natural language task descriptions and programs induced to generate such tasks guides them toward more human-like inductive biases. Human-generated language descriptions and program induction models that add new learned primitives both contain abstract concepts that can compress description length. Co-training on these representations result in more human-like behavior in downstream meta-reinforcement learning agents than less abstract controls (synthetic language descriptions, program induction without learned primitives), suggesting that the abstraction supported by these representations is key.


Google AI in landmark victory over Go grandmaster

#artificialintelligence

When Gary Kasparov lost to chess computer Deep Blue in 1997, IBM marked a milestone in the history of artificial intelligence. On Wednesday, in a research paper released in Nature, Google earned its own position in the history books, with the announcement that its subsidiary DeepMind has built a system capable of beating the best human players in the world at the east Asian board game Go. Go, a game that involves placing black or white tiles on a 19x19 board and trying to remove your opponents', is far more difficult for a computer to master than a game such as chess. DeepMind's software, AlphaGo, successfully beat the three-time European Go champion Fan Hui 5–0 in a series of games at the company's headquarters in King's Cross last October. Dr Tanguy Chouard, a senior editor at Nature who attended the matches as part of the review process, described the victory as "really chilling to watch".