77 research outputs found

    Bidirectional Heuristic Search Reconsidered

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    The assessment of bidirectional heuristic search has been incorrect since it was first published more than a quarter of a century ago. For quite a long time, this search strategy did not achieve the expected results, and there was a major misunderstanding about the reasons behind it. Although there is still wide-spread belief that bidirectional heuristic search is afflicted by the problem of search frontiers passing each other, we demonstrate that this conjecture is wrong. Based on this finding, we present both a new generic approach to bidirectional heuristic search and a new approach to dynamically improving heuristic values that is feasible in bidirectional search only. These approaches are put into perspective with both the traditional and more recently proposed approaches in order to facilitate a better overall understanding. Empirical results of experiments with our new approaches show that bidirectional heuristic search can be performed very efficiently and also with limited memory. These results suggest that bidirectional heuristic search appears to be better for solving certain difficult problems than corresponding unidirectional search. This provides some evidence for the usefulness of a search strategy that was long neglected. In summary, we show that bidirectional heuristic search is viable and consequently propose that it be reconsidered.Comment: See http://www.jair.org/ for any accompanying file

    BHFFA*: Un nuevo algoritmo admisible de búsqueda bidireccional

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    A pesar de que inicialmente hubo un gran interés en los algoritmos de búsqueda bidireccionales, muy pronto se pensó que garantizar la optimalidad de las soluciones encontradas de este modo era muy complicado, y por ello se desestimó esta línea de investigación. En este artículo se muestra, sin embargo, que es posible superar los principales inconvenientes de la búsqueda bidireccional y desarrollar un nuevo algoritmo admisible, con una heurística consistente, y en términos muy sencillos. Además, a diferencia de otras implementaciones bidireccionales, la que se muestra aquí puede resultar en reducciones del tiempo necesario y de la memoria consumida de hasta el 99%, y siempre superior a su implementación unidireccional. Para constatarlo, se han estudiado dos dominios radicalmente diferentes: el grafo del Metro de Madrid y el juego del N-‘Puzle’

    Artistic Path Space Editing of Physically Based Light Transport

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    Die Erzeugung realistischer Bilder ist ein wichtiges Ziel der Computergrafik, mit Anwendungen u.a. in der Spielfilmindustrie, Architektur und Medizin. Die physikalisch basierte Bildsynthese, welche in letzter Zeit anwendungsübergreifend weiten Anklang findet, bedient sich der numerischen Simulation des Lichttransports entlang durch die geometrische Optik vorgegebener Ausbreitungspfade; ein Modell, welches für übliche Szenen ausreicht, Photorealismus zu erzielen. Insgesamt gesehen ist heute das computergestützte Verfassen von Bildern und Animationen mit wohlgestalteter und theoretisch fundierter Schattierung stark vereinfacht. Allerdings ist bei der praktischen Umsetzung auch die Rücksichtnahme auf Details wie die Struktur des Ausgabegeräts wichtig und z.B. das Teilproblem der effizienten physikalisch basierten Bildsynthese in partizipierenden Medien ist noch weit davon entfernt, als gelöst zu gelten. Weiterhin ist die Bildsynthese als Teil eines weiteren Kontextes zu sehen: der effektiven Kommunikation von Ideen und Informationen. Seien es nun Form und Funktion eines Gebäudes, die medizinische Visualisierung einer Computertomografie oder aber die Stimmung einer Filmsequenz -- Botschaften in Form digitaler Bilder sind heutzutage omnipräsent. Leider hat die Verbreitung der -- auf Simulation ausgelegten -- Methodik der physikalisch basierten Bildsynthese generell zu einem Verlust intuitiver, feingestalteter und lokaler künstlerischer Kontrolle des finalen Bildinhalts geführt, welche in vorherigen, weniger strikten Paradigmen vorhanden war. Die Beiträge dieser Dissertation decken unterschiedliche Aspekte der Bildsynthese ab. Dies sind zunächst einmal die grundlegende Subpixel-Bildsynthese sowie effiziente Bildsyntheseverfahren für partizipierende Medien. Im Mittelpunkt der Arbeit stehen jedoch Ansätze zum effektiven visuellen Verständnis der Lichtausbreitung, die eine lokale künstlerische Einflussnahme ermöglichen und gleichzeitig auf globaler Ebene konsistente und glaubwürdige Ergebnisse erzielen. Hierbei ist die Kernidee, Visualisierung und Bearbeitung des Lichts direkt im alle möglichen Lichtpfade einschließenden "Pfadraum" durchzuführen. Dies steht im Gegensatz zu Verfahren nach Stand der Forschung, die entweder im Bildraum arbeiten oder auf bestimmte, isolierte Beleuchtungseffekte wie perfekte Spiegelungen, Schatten oder Kaustiken zugeschnitten sind. Die Erprobung der vorgestellten Verfahren hat gezeigt, dass mit ihnen real existierende Probleme der Bilderzeugung für Filmproduktionen gelöst werden können

    Planning automated guided vehicle movements in a factory

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    This dissertation examines the problems of planning automated guided vehicle (AGV) movement schedules in an automated factory. AGVs are used mainly for material delivery and will have an important role in linking "islands of automation" in automated factories. Their employment in this context requires the plans to be generated in a manner which supports temporal projection so that further planning in other areas is possible. Planning also occurs in a dynamic scenario—while some plans are being executed, planning for new tasks and replanning failing plans occur. Expeditious planning is thus important so that deadlines can be met. Furthermore, dynamic replanning in a multi-agent environment has repercussions—changing one plan may require revision of other plans. Hence the issue of limiting the side effects of dynamic replanning is also considered. In dealing with these issues, the goals of this research are: (1) generate movement plans which can be executed efficiently; (2) develop fast algorithms for the recurrent subproblems viz. task assignment and route planning; and (3) generate robust plans which tolerate execution deviations; this helps to minimize disruptive dynamic replanning with its tendency to initiate a chain reaction of plan revisions. Efficient movement plans mean more productive utilization of the AGV fleet and this objective can be realized by three approaches. First, the tasks are assigned to AGVs optimally using an improved implementation of the Hungarian method. Second, the planner computes shortest routes for the AGVs using a bidirectional heuristic search algorithm which is amenable to parallel implementation for further computational time reduction. Third, whenever AGVs are fortuitously predisposed to assist each other in task execution, the planner will generate gainful collaborative plans. Efficient algorithms have been developed in these areas. The algorithms for task assignment and route planning are also designed to be fast, in keeping with the objective of expeditious planning. Robust plans can be generated using the approach of tolerant planning. Robustness is achieved in two ways: (1) by being tolerant of an AGV's own execution deviations; and (2) by being tolerant of other AGVs' deviant behaviour. Tolerant planning thus defers dynamic replanning until execution errors become excessive. The underlying strategy is to provide more than ample resources (time) for AGVs to achieve various subgoals. Such redundancies aggravate the resource contention problem. To solve this, an iterative negotiation model is proposed. During negotiations, AGVs yield in turn to help eliminate the conflict. The negotiation behaviour of each is governed by how much spare resources each has and tends towards intransigence as the bottom line is approached. In this way, no AGV will jeopardize its own plan while cooperating in the elimination of conflicts. By gradual yielding, an AGV is also able to influence the other party to yield more if it can, therein achieving some fairness. The model has many of the characteristics of negotiation acts in the real world (e.g. skilful negotiation, intransigence, selfishness, willingness to concede, nested negotiations)

    Cognitive Task Planning for Smart Industrial Robots

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    This research work presents a novel Cognitive Task Planning framework for Smart Industrial Robots. The framework makes an industrial mobile manipulator robot Cognitive by applying Semantic Web Technologies. It also introduces a novel Navigation Among Movable Obstacles algorithm for robots navigating and manipulating inside a firm. The objective of Industrie 4.0 is the creation of Smart Factories: modular firms provided with cyber-physical systems able to strong customize products under the condition of highly flexible mass-production. Such systems should real-time communicate and cooperate with each other and with humans via the Internet of Things. They should intelligently adapt to the changing surroundings and autonomously navigate inside a firm while moving obstacles that occlude free paths, even if seen for the first time. At the end, in order to accomplish all these tasks while being efficient, they should learn from their actions and from that of other agents. Most of existing industrial mobile robots navigate along pre-generated trajectories. They follow ectrified wires embedded in the ground or lines painted on th efloor. When there is no expectation of environment changes and cycle times are critical, this planning is functional. When workspaces and tasks change frequently, it is better to plan dynamically: robots should autonomously navigate without relying on modifications of their environments. Consider the human behavior: humans reason about the environment and consider the possibility of moving obstacles if a certain goal cannot be reached or if moving objects may significantly shorten the path to it. This problem is named Navigation Among Movable Obstacles and is mostly known in rescue robotics. This work transposes the problem on an industrial scenario and tries to deal with its two challenges: the high dimensionality of the state space and the treatment of uncertainty. The proposed NAMO algorithm aims to focus exploration on less explored areas. For this reason it extends the Kinodynamic Motion Planning by Interior-Exterior Cell Exploration algorithm. The extension does not impose obstacles avoidance: it assigns an importance to each cell by combining the efforts necessary to reach it and that needed to free it from obstacles. The obtained algorithm is scalable because of its independence from the size of the map and from the number, shape, and pose of obstacles. It does not impose restrictions on actions to be performed: the robot can both push and grasp every object. Currently, the algorithm assumes full world knowledge but the environment is reconfigurable and the algorithm can be easily extended in order to solve NAMO problems in unknown environments. The algorithm handles sensor feedbacks and corrects uncertainties. Usually Robotics separates Motion Planning and Manipulation problems. NAMO forces their combined processing by introducing the need of manipulating multiple objects, often unknown, while navigating. Adopting standard precomputed grasps is not sufficient to deal with the big amount of existing different objects. A Semantic Knowledge Framework is proposed in support of the proposed algorithm by giving robots the ability to learn to manipulate objects and disseminate the information gained during the fulfillment of tasks. The Framework is composed by an Ontology and an Engine. The Ontology extends the IEEE Standard Ontologies for Robotics and Automation and contains descriptions of learned manipulation tasks and detected objects. It is accessible from any robot connected to the Cloud. It can be considered a data store for the efficient and reliable execution of repetitive tasks; and a Web-based repository for the exchange of information between robots and for the speed up of the learning phase. No other manipulation ontology exists respecting the IEEE Standard and, regardless the standard, the proposed ontology differs from the existing ones because of the type of features saved and the efficient way in which they can be accessed: through a super fast Cascade Hashing algorithm. The Engine lets compute and store the manipulation actions when not present in the Ontology. It is based on Reinforcement Learning techniques that avoid massive trainings on large-scale databases and favors human-robot interactions. The overall system is flexible and easily adaptable to different robots operating in different industrial environments. It is characterized by a modular structure where each software block is completely reusable. Every block is based on the open-source Robot Operating System. Not all industrial robot controllers are designed to be ROS-compliant. This thesis presents the method adopted during this research in order to Open Industrial Robot Controllers and create a ROS-Industrial interface for them

    Symbolic search and abstraction heuristics for cost-optimal planning in automated planning

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    Mención Internacional en el título de doctorLa Planificación Automática puede ser definida como el problema de encontrar una secuencia de acciones (un plan) para conseguir una meta, desde un punto inicial, asumiendo que las acciones tienen efectos deterministas. La Planificación Automática es independiente de dominio porque los planificadores toman como información inicial una descripción del problema y deben resolverlo sin ninguna información adicional. Esta tesis trata en particular de planificación automática ´optima, en la cual las acciones tienen un coste asociado. Los planificadores óptimos deben encontrar un plan y probar que no existe ningún otro plan de menor coste. La mayoría de los planificadores óptimos están basados en la búsqueda de estados explícita. Sin lugar a dudas, esta aproximación ha sido la dominante en planificación automática óptima durante los últimos años. No obstante, la búsqueda simbólica se presenta como una alternativa interesante. En esta tesis, proponemos dos mejoras ortogonales para la planificación basada en búsqueda simbólica. En primer lugar, estudiamos diferentes métodos para mejorar la computación de la “imagen”, operación que calcula el conjunto de estados sucesores a partir de un conjunto de estados. Posteriormente, analizamos cómo explotar las invariantes de estado para mejorar el rendimiento de la búsqueda simbólica. Estas propuestas suponen una mejora significativa en el desempeño de los algoritmos simbólicos en la mayoría de los dominios analizados. Hemos analizado dos tipos de heurísticas de abstracción con el objetivo de extrapolar las mejoras que se han realizado en la búsqueda explícita durante los últimos años a la búsqueda simbólica. Las heurísticas analizadas son: las bases de datos de patrones (pattern databases, PDBs) y una generalización de estas, mergeand-shrink (M&S). Mientras que las PDBs se han utilizado con anterioridad en búsqueda simbólica, hemos estudiado el uso de M&S, que es más general. En esta tesis se muestra que determinados tipos de heurísticas de M&S (aquellas que son generadas mediante una estrategia de “merge” lineal) pueden ser representadas como BDDs, con un coste computacional polinomial en el tamaño de la abstracción y la descripción del problema; y por lo tanto, pueden ser utilizadas de forma eficiente en la búsqueda simbólica. También proponemos una nueva heurística”symbolic perimeter merge-andshrink” (SPM&S) que combina la fuerza de la búsqueda hacia atrás simbólica con la flexibilidad de M&S. Los resultados experimentales muestran que SPM&S es capaz de superar, no solo las dos técnicas que combina, sino también otras heurísticas del estado del arte. Finalmente, hemos integrado las abstracciones simbólicas de perímetro, SPM&S, en la búsqueda simbólica bidireccional. En resumen, esta tesis estudia diferentes propuestas para planificación óptima basada en Búsqueda simbólica. Hemos implementado diferentes planificadores simbólicos basados en la Búsqueda bidireccional y las abstracciones de perímetro. Los resultados experimentales muestran cómo los planificadores presentados como resultado de este trabajo son altamente competitivos y frecuentemente superan al resto de planificadores del estado del arte.Domain-independent planning is the problem of finding a sequence of actions for achieving a goal from an initial state assuming that actions have deterministic effects. It is domain-independent because planners take as input the description of a problem and must solve it without any additional information. In this thesis, we deal with cost-optimal planning problems, in which actions have an associated cost and the planner must find a plan and prove that no other plan of lower cost exists. Most cost-optimal planners are based on explicit-state search. While this has undoubtedly been the dominant approach to cost-optimal planning in the last years, symbolic search is an interesting alternative. In symbolic search, sets of states are succinctly represented as binary decision diagrams, BDDs. The BDD representation does not only reduce the memory needed to store sets of states, but also allows the planner to efficiently manipulate sets of states reducing the search time. We propose two orthogonal enhancements for symbolic search planning. On the one hand, we study different methods for image computation, which usually is the bottleneck of symbolic search planners. On the other hand, we analyze how to exploit state invariants to prune symbolic search. Our techniques significantly improve the performance of symbolic search algorithms in most benchmark domains. Moreover, the enhanced version of symbolic bidirectional search is one of the strongest approaches to domain-independent planning even though it does not use any heuristic. Explicit-state search planners are commonly guided with admissible heuristics, which optimistically estimate the cost from any state to the goal. Heuristics are automatically derived from the problem description and can be classified into different families according to their underlying ideas. In order to bring the improvements on heuristics that have been made in explicit-state search to symbolic search, we analyze two types of abstraction heuristics: pattern databases (PDBs) and a generalization of them, merge-and-shrink (M&S). While PDBs had already been used in symbolic search, we analyze the use of the more general M&S heuristics. We show that certain types of M&S heuristics (those generated with a linear merging strategy) can be represented as BDDs with at most a polynomial overhead and, thus, efficiently used in symbolic search. We also propose a new heuristic, symbolic perimeter merge-and-shrink (SPM&S) that combines the strength of symbolic regression search with the flexibility of M&S heuristics. Our experiments show that SPM&S is able to beat, not only the two techniques it combines, but also other state-of-the-art heuristics. Finally, we integrate our symbolic perimeter abstraction heuristics in symbolic bidirectional search. The heuristic used by the bidirectional search is computed by means of another symbolic bidirectional search in an abstract state space. We show how, even though the combination of symbolic bidirectional search and abstraction heuristics has an overall performance similar to the simpler symbolic bidirectional blind search, it can sometimes solve more problems in particular domains. In summary, this thesis studies different enhancements on symbolic search. We implement different symbolic search planners based on bidirectional search and perimeter abstraction heuristics. Experimental results show that the resulting planners are highly competitive and often outperform other state-of-the-art planners.Programa Oficial de Doctorado en Ciencia y Tecnología InformáticaPresidente: José Manuel Molina López..- Vocal: Malte Helmert .- Secretario: Andrés Jonsso

    Discrete particle swarm optimization for combinatorial problems with innovative applications.

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    Master of Science in Computer Science. University of KwaZulu-Natal, Durban 2016.Abstract available in PDF file

    Example-Based Urban Modeling

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    The manual modeling of virtual cities or suburban regions is an extremely time-consuming task, which expects expert knowledge of different fields. Existing modeling tool-sets have a steep learning curve and may need special education skills to work with them productively. Existing automatic methods rely on rule sets and grammars to generate urban structures; however, their expressiveness is limited by the rule-sets. Expert skills are necessary to typeset rule sets successfully and, in many cases, new rule-sets need to be defined for every new building style or street network style. To enable non-expert users, the possibility to construct urban structures for individual experiments, this work proposes a portfolio of novel example-based synthesis algorithms and applications for the controlled generation of virtual urban environments. The notion example-based denotes here that new virtual urban environments are created by computer programs that re-use existing digitized real-world data serving as templates. The data, i.e., street networks, topography, layouts of building footprints, or even 3D building models, necessary to realize the envisioned task is already publicly available via online services. To enable the reuse of existing urban datasets, novel algorithms need to be developed by encapsulating expert knowledge and thus allow the controlled generation of virtual urban structures from sparse user input. The focus of this work is the automatic generation of three fundamental structures that are common in urban environments: road networks, city block, and individual buildings. In order to achieve this goal, the thesis proposes a portfolio of algorithms that are briefly summarized next. In a theoretical chapter, we propose a general optimization technique that allows formulating example-based synthesis as a general resource-constrained k-shortest path (RCKSP) problem. From an abstract problem specification and a database of exemplars carrying resource attributes, we construct an intermediate graph and employ a path-search optimization technique. This allows determining either the best or the k-best solutions. The resulting algorithm has a reduced complexity for the single constraint case when compared to other graph search-based techniques. For the generation of road networks, two different techniques are proposed. The first algorithm synthesizes a novel road network from user input, i.e., a desired arterial street skeleton, topography map, and a collection of hierarchical fragments extracted from real-world road networks. The algorithm recursively constructs a novel road network reusing these fragments. Candidate fragments are inserted into the current state of the road network, while shape differences will be compensated by warping. The second algorithm synthesizes road networks using generative adversarial networks (GANs), a recently introduced deep learning technique. A pre- and postprocessing pipeline allows using GANs for the generation of road networks. An in-depth evaluation shows that GANs faithfully learn the road structure present in the example network and that graph measures such as area, aspect ratio, and compactness, are maintained within the virtual road networks. To fill empty city blocks in road networks we propose two novel techniques. The first algorithm re-uses real-world city blocks and synthesizes building footprint layouts into empty city blocks by retrieving viable candidate blocks from a database. We evaluate the algorithm and synthesize a multitude of city block layouts reusing real-world building footprint arrangements from European and US-cities. In addition, we increase the realism of the synthesized layouts by performing example-based placement of 3D building models. This technique is evaluated by placing buildings onto challenging footprint layouts using different example building databases. The second algorithm computes a city block layout, resembling the style of a real-world city block. The original footprint layout is deformed to construct a textit{guidance map}, i.e., the original layout is transferred to a target city block using warping. This guidance map and the original footprints are used by an optimization technique that computes a novel footprint layout along the city block edges. We perform a detailed evaluation and show that using the guidance map allows transferring of the original layout, locally as well as globally, even when the source and target shapes drastically differ. To synthesize individual buildings, we use the general optimization technique described first and formulate the building generation process as a resource-constrained optimization problem. From an input database of annotated building parts, an abstract description of the building shape, and the specification of resource constraints such as length, area, or a number of architectural elements, a novel building is synthesized. We evaluate the technique by synthesizing a multitude of challenging buildings fulfilling several global and local resource constraints. Finally, we show how this technique can even be used to synthesize buildings having the shape of city blocks and might also be used to fill empty city blocks in virtual street networks. All algorithms presented in this work were developed to work with a small amount of user input. In most cases, simple sketches and the definition of constraints are enough to produce plausible results. Manual work is necessary to set up the building part databases and to download example data from mapping services available on the Internet
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