2,149 research outputs found
Advantage in the discrete Voronoi game
We study the discrete Voronoi game, where two players alternately claim vertices of a graph for t rounds. In the end, the remaining vertices are divided such that each player receives the vertices that are closer to his or her claimed vertices. We prove that there are graphs for which the second player gets almost all vertices in this game, but this is not possible for bounded-degree graphs. For trees, the first player can get at least one quarter of the vertices, and we give examples where she can get only little more than one third of them. We make some general observations, relating the result with many rounds to the result for the one-round game on the same graph
Advantage in the discrete Voronoi game
We study the discrete Voronoi game, where two players alternately claim vertices of a graph for t rounds. In the end, the remaining vertices are divided such that each player receives the vertices that are closer to his or her claimed vertices. We prove that there are graphs for which the second player gets almost all vertices in this game, but this is not possible for bounded-degree graphs. For trees, the first player can get at least one quarter of the vertices, and we give examples where she can get only little more than one third of them. We make some general observations, relating the result with many rounds to the result for the one-round game on the same graph
A reconfigurable hybrid intelligent system for robot navigation
Soft computing has come of age to o er us a wide array of powerful and e cient algorithms
that independently matured and in
uenced our approach to solving problems in robotics,
search and optimisation. The steady progress of technology, however, induced a
ux of new
real-world applications that demand for more robust and adaptive computational paradigms,
tailored speci cally for the problem domain. This gave rise to hybrid intelligent systems, and
to name a few of the successful ones, we have the integration of fuzzy logic, genetic algorithms
and neural networks. As noted in the literature, they are signi cantly more powerful than
individual algorithms, and therefore have been the subject of research activities in the past
decades. There are problems, however, that have not succumbed to traditional hybridisation
approaches, pushing the limits of current intelligent systems design, questioning their solutions
of a guarantee of optimality, real-time execution and self-calibration. This work presents an
improved hybrid solution to the problem of integrated dynamic target pursuit and obstacle
avoidance, comprising of a cascade of fuzzy logic systems, genetic algorithm, the A* search
algorithm and the Voronoi diagram generation algorithm
Coordination of Mobile Mules via Facility Location Strategies
In this paper, we study the problem of wireless sensor network (WSN)
maintenance using mobile entities called mules. The mules are deployed in the
area of the WSN in such a way that would minimize the time it takes them to
reach a failed sensor and fix it. The mules must constantly optimize their
collective deployment to account for occupied mules. The objective is to define
the optimal deployment and task allocation strategy for the mules, so that the
sensors' downtime and the mules' traveling distance are minimized. Our
solutions are inspired by research in the field of computational geometry and
the design of our algorithms is based on state of the art approximation
algorithms for the classical problem of facility location. Our empirical
results demonstrate how cooperation enhances the team's performance, and
indicate that a combination of k-Median based deployment with closest-available
task allocation provides the best results in terms of minimizing the sensors'
downtime but is inefficient in terms of the mules' travel distance. A
k-Centroid based deployment produces good results in both criteria.Comment: 12 pages, 6 figures, conferenc
Deep Reinforcement Learning for Swarm Systems
Recently, deep reinforcement learning (RL) methods have been applied
successfully to multi-agent scenarios. Typically, these methods rely on a
concatenation of agent states to represent the information content required for
decentralized decision making. However, concatenation scales poorly to swarm
systems with a large number of homogeneous agents as it does not exploit the
fundamental properties inherent to these systems: (i) the agents in the swarm
are interchangeable and (ii) the exact number of agents in the swarm is
irrelevant. Therefore, we propose a new state representation for deep
multi-agent RL based on mean embeddings of distributions. We treat the agents
as samples of a distribution and use the empirical mean embedding as input for
a decentralized policy. We define different feature spaces of the mean
embedding using histograms, radial basis functions and a neural network learned
end-to-end. We evaluate the representation on two well known problems from the
swarm literature (rendezvous and pursuit evasion), in a globally and locally
observable setup. For the local setup we furthermore introduce simple
communication protocols. Of all approaches, the mean embedding representation
using neural network features enables the richest information exchange between
neighboring agents facilitating the development of more complex collective
strategies.Comment: 31 pages, 12 figures, version 3 (published in JMLR Volume 20
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