86 research outputs found

    Dynamic graph-based search in unknown environments

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    A novel graph-based approach to search in unknown environments is presented. A virtual geometric structure is imposed on the environment represented in computer memory by a graph. Algorithms use this representation to coordinate a team of robots (or entities). Local discovery of environmental features cause dynamic expansion of the graph resulting in global exploration of the unknown environment. The algorithm is shown to have O(k.nH) time complexity, where nH is the number of vertices of the discovered environment and 1 <= k <= nH. A maximum bound on the length of the resulting walk is given

    A Message Passing Strategy for Decentralized Connectivity Maintenance in Agent Removal

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    In a multi-agent system, agents coordinate to achieve global tasks through local communications. Coordination usually requires sufficient information flow, which is usually depicted by the connectivity of the communication network. In a networked system, removal of some agents may cause a disconnection. In order to maintain connectivity in agent removal, one can design a robust network topology that tolerates a finite number of agent losses, and/or develop a control strategy that recovers connectivity. This paper proposes a decentralized control scheme based on a sequence of replacements, each of which occurs between an agent and one of its immediate neighbors. The replacements always end with an agent, whose relocation does not cause a disconnection. We show that such an agent can be reached by a local rule utilizing only some local information available in agents' immediate neighborhoods. As such, the proposed message passing strategy guarantees the connectivity maintenance in arbitrary agent removal. Furthermore, we significantly improve the optimality of the proposed scheme by incorporating δ\delta-criticality (i.e. the criticality of an agent in its δ\delta-neighborhood).Comment: 9 pages, 9 figure

    Priority Inheritance with Backtracking for Iterative Multi-agent Path Finding

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    The Multi-agent Path Finding (MAPF) problem consists in all agents having to move to their own destinations while avoiding collisions. In practical applications to the problem, such as for navigation in an automated warehouse, MAPF must be solved iteratively. We present here a novel approach to iterative MAPF, that we call Priority Inheritance with Backtracking (PIBT). PIBT gives a unique priority to each agent every timestep, so that all movements are prioritized. Priority inheritance, which aims at dealing effectively with priority inversion in path adjustment within a small time window, can be applied iteratively and a backtracking protocol prevents agents from being stuck. We prove that, regardless of their number, all agents are guaranteed to reach their destination within finite time, when the environment is a graph such that all pairs of adjacent nodes belong to a simple cycle of length 3 or more (e.g., biconnected). Our implementation of PIBT can be fully decentralized without global communication. Experimental results over various scenarios confirm that PIBT is adequate both for finding paths in large environments with many agents, as well as for conveying packages in an automated warehouse.Comment: 8 pages, 2 figures, 2 tables, to be presented at IJCAI-19, Aug 2019, Maca

    New upper bounds for the number of embeddings of minimally rigid graphs

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    By definition, a rigid graph in Rd\mathbb{R}^d (or on a sphere) has a finite number of embeddings up to rigid motions for a given set of edge length constraints. These embeddings are related to the real solutions of an algebraic system. Naturally, the complex solutions of such systems extend the notion of rigidity to Cd\mathbb{C}^d. A major open problem has been to obtain tight upper bounds on the number of embeddings in Cd\mathbb{C}^d, for a given number V|V| of vertices, which obviously also bound their number in Rd\mathbb{R}^d. Moreover, in most known cases, the maximal numbers of embeddings in Cd\mathbb{C}^d and Rd\mathbb{R}^d coincide. For decades, only the trivial bound of O(2dV)O(2^{d\cdot |V|}) was known on the number of embeddings.Recently, matrix permanent bounds have led to a small improvement for d5d\geq 5. This work improves upon the existing upper bounds for the number of embeddings in Rd\mathbb{R}^d and SdS^d, by exploiting outdegree-constrained orientations on a graphical construction, where the proof iteratively eliminates vertices or vertex paths. For the most important cases of d=2d=2 and d=3d=3, the new bounds are O(3.7764V)O(3.7764^{|V|}) and O(6.8399V)O(6.8399^{|V|}), respectively. In general, the recent asymptotic bound mentioned above is improved by a factor of 1/21/ \sqrt{2}. Besides being the first substantial improvement upon a long-standing upper bound, our method is essentially the first general approach relying on combinatorial arguments rather than algebraic root counts

    An algorithm with improved complexity for pebble motion/multi-agent path finding on trees

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    The pebble motion on trees (PMT) problem consists in finding a feasible sequence of moves that repositions a set of pebbles to assigned target vertices. This problem has been widely studied because, in many cases, the more general Multi-Agent path finding (MAPF) problem on graphs can be reduced to PMT. We propose a simple and easy to implement procedure, which finds solutions of length O(knc + n^2), where n is the number of nodes, kk is the number of pebbles, and c the maximum length of corridors in the tree. This complexity result is more detailed than the current best known result O(n^3), which is equal to our result in the worst case, but does not capture the dependency on c and k

    Push, Stop, and Replan: An Application of Pebble Motion on Graphs to Planning in Automated Warehouses

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    The pebble-motion on graphs is a subcategory of multi-agent pathfinding problems dealing with moving multiple pebble-like objects from a node to a node in a graph with a constraint that only one pebble can occupy one node at a given time. Additionally, algorithms solving this problem assume that individual pebbles (robots) cannot move at the same time and their movement is discrete. These assumptions disqualify them from being directly used in practical applications, although they have otherwise nice theoretical properties. We present modifications of the Push and Rotate algorithm [1], which relax the presumptions mentioned above and demonstrate, through a set of experiments, that the modified algorithm is applicable for planning in automated warehouses

    Time-Independent Planning for Multiple Moving Agents

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    Typical Multi-agent Path Finding (MAPF) solvers assume that agents move synchronously, thus neglecting the reality gap in timing assumptions, e.g., delays caused by an imperfect execution of asynchronous moves. So far, two policies enforce a robust execution of MAPF plans taken as input: either by forcing agents to synchronize or by executing plans while preserving temporal dependencies. This paper proposes an alternative approach, called time-independent planning, which is both online and distributed. We represent reality as a transition system that changes configurations according to atomic actions of agents, and use it to generate a time-independent schedule. Empirical results in a simulated environment with stochastic delays of agents' moves support the validity of our proposal.Comment: 10 pages, 5 figures, to be presented at AAAI-21, Feb 2021, Virtual Conferenc

    On Temporal Graph Exploration

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    A temporal graph is a graph in which the edge set can change from step to step. The temporal graph exploration problem TEXP is the problem of computing a foremost exploration schedule for a temporal graph, i.e., a temporal walk that starts at a given start node, visits all nodes of the graph, and has the smallest arrival time. In the first part of the paper, we consider only temporal graphs that are connected at each step. For such temporal graphs with nn nodes, we show that it is NP-hard to approximate TEXP with ratio O(n1ϵ)O(n^{1-\epsilon}) for any ϵ>0\epsilon>0. We also provide an explicit construction of temporal graphs that require Θ(n2)\Theta(n^2) steps to be explored. We then consider TEXP under the assumption that the underlying graph (i.e. the graph that contains all edges that are present in the temporal graph in at least one step) belongs to a specific class of graphs. Among other results, we show that temporal graphs can be explored in O(n1.5k2logn)O(n^{1.5} k^2 \log n) steps if the underlying graph has treewidth kk and in O(nlog3n)O(n \log^3 n) steps if the underlying graph is a 2×n2\times n grid. In the second part of the paper, we replace the connectedness assumption by a weaker assumption and show that mm-edge temporal graphs with regularly present edges and with random edges can always be explored in O(m)O(m) steps and O(mlogn)O(m \log n) steps with high probability, respectively. We finally show that the latter result can be used to obtain a distributed algorithm for the gossiping problem.Comment: This is an extended version of an ICALP 2015 pape

    Inductive queries for a drug designing robot scientist

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    It is increasingly clear that machine learning algorithms need to be integrated in an iterative scientific discovery loop, in which data is queried repeatedly by means of inductive queries and where the computer provides guidance to the experiments that are being performed. In this chapter, we summarise several key challenges in achieving this integration of machine learning and data mining algorithms in methods for the discovery of Quantitative Structure Activity Relationships (QSARs). We introduce the concept of a robot scientist, in which all steps of the discovery process are automated; we discuss the representation of molecular data such that knowledge discovery tools can analyse it, and we discuss the adaptation of machine learning and data mining algorithms to guide QSAR experiments
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