3,052 research outputs found

    Gossip Coverage Control for Robotic Networks: Dynamical Systems on the Space of Partitions

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    Future applications in environmental monitoring, delivery of services and transportation of goods motivate the study of deployment and partitioning tasks for groups of autonomous mobile agents. These tasks are achieved by recent coverage algorithms, based upon the classic methods by Lloyd. These algorithms however rely upon critical requirements on the communication network: information is exchanged synchronously among all agents and long-range communication is sometimes required. This work proposes novel coverage algorithms that require only gossip communication, i.e., asynchronous, pairwise, and possibly unreliable communication. Which robot pair communicates at any given time may be selected deterministically or randomly. A key innovative idea is describing coverage algorithms for robot deployment and environment partitioning as dynamical systems on a space of partitions. In other words, we study the evolution of the regions assigned to each agent rather than the evolution of the agents' positions. The proposed gossip algorithms are shown to converge to centroidal Voronoi partitions under mild technical conditions.Comment: 28 pages. Extensive revision of 2009 ACC conference article and of 1st arxiv submission, including revisions of algorithms, theorems and proof

    FLUX: A Logic Programming Method for Reasoning Agents

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    FLUX is a programming method for the design of agents that reason logically about their actions and sensor information in the presence of incomplete knowledge. The core of FLUX is a system of Constraint Handling Rules, which enables agents to maintain an internal model of their environment by which they control their own behavior. The general action representation formalism of the fluent calculus provides the formal semantics for the constraint solver. FLUX exhibits excellent computational behavior due to both a carefully restricted expressiveness and the inference paradigm of progression

    Online Algorithm for Unsupervised Sensor Selection

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    In many security and healthcare systems, the detection and diagnosis systems use a sequence of sensors/tests. Each test outputs a prediction of the latent state and carries an inherent cost. However, the correctness of the predictions cannot be evaluated since the ground truth annotations may not be available. Our objective is to learn strategies for selecting a test that gives the best trade-off between accuracy and costs in such Unsupervised Sensor Selection (USS) problems. Clearly, learning is feasible only if ground truth can be inferred (explicitly or implicitly) from the problem structure. It is observed that this happens if the problem satisfies the 'Weak Dominance' (WD) property. We set up the USS problem as a stochastic partial monitoring problem and develop an algorithm with sub-linear regret under the WD property. We argue that our algorithm is optimal and evaluate its performance on problem instances generated from synthetic and real-world datasets.Comment: Accepted at AIStats 201

    Exploiting the Rule Structure for Decision Making within the Independent Choice Logic

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    This paper introduces the independent choice logic, and in particular the "single agent with nature" instance of the independent choice logic, namely ICLdt. This is a logical framework for decision making uncertainty that extends both logic programming and stochastic models such as influence diagrams. This paper shows how the representation of a decision problem within the independent choice logic can be exploited to cut down the combinatorics of dynamic programming. One of the main problems with influence diagram evaluation techniques is the need to optimise a decision for all values of the 'parents' of a decision variable. In this paper we show how the rule based nature of the ICLdt can be exploited so that we only make distinctions in the values of the information available for a decision that will make a difference to utility.Comment: Appears in Proceedings of the Eleventh Conference on Uncertainty in Artificial Intelligence (UAI1995

    An Evolutionary Approach for Optimizing Hierarchical Multi-Agent System Organization

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    It has been widely recognized that the performance of a multi-agent system is highly affected by its organization. A large scale system may have billions of possible ways of organization, which makes it impractical to find an optimal choice of organization using exhaustive search methods. In this paper, we propose a genetic algorithm aided optimization scheme for designing hierarchical structures of multi-agent systems. We introduce a novel algorithm, called the hierarchical genetic algorithm, in which hierarchical crossover with a repair strategy and mutation of small perturbation are used. The phenotypic hierarchical structure space is translated to the genome-like array representation space, which makes the algorithm genetic-operator-literate. A case study with 10 scenarios of a hierarchical information retrieval model is provided. Our experiments have shown that competitive baseline structures which lead to the optimal organization in terms of utility can be found by the proposed algorithm during the evolutionary search. Compared with the traditional genetic operators, the newly introduced operators produced better organizations of higher utility more consistently in a variety of test cases. The proposed algorithm extends of the search processes of the state-of-the-art multi-agent organization design methodologies, and is more computationally efficient in a large search space

    Jump-starting coordination in a stag hunt: Motivation, mechanisms, and their analysis

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    The stag hunt (or assurance game) is a simple game that has been used as a prototype of a variety of social coordination problems (ranging from the social contract to the adoption of technical standards). Players have the option to either use a superior cooperative strategy whose payoff depends on the other players' choices or use an inferior strategy whose payoff is independent of what other players do; the cooperative strategy may incur a loss if sufficiently many other players do not cooperate. Stag hunts have two (strict) pure Nash equilibria, namely, universal cooperation and universal defection (as well as a mixed equilibrium of low predictive value). Selection of the inferior (pure) equilibrium is called a coordination failure. In this paper, we present and analyze using game-theoretic techniques mechanisms aiming to avert coordination failures and incite instead selection of the superior equilibrium. Our analysis is based on the solution concepts of Nash equilibrium, dominance solvability, as well as a formalization of the notion of "incremental deployability," which is shown to be keenly relevant to the sink equilibrium.Comment: Some overlap with arXiv:1210.778

    Equitable Partitioning Policies for Mobile Robotic Networks

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    The most widely applied strategy for workload sharing is to equalize the workload assigned to each resource. In mobile multi-agent systems, this principle directly leads to equitable partitioning policies in which (i) the workspace is divided into subregions of equal measure, (ii) there is a bijective correspondence between agents and subregions, and (iii) each agent is responsible for service requests originating within its own subregion. In this paper, we design provably correct, spatially-distributed and adaptive policies that allow a team of agents to achieve a convex and equitable partition of a convex workspace, where each subregion has the same measure. We also consider the issue of achieving convex and equitable partitions where subregions have shapes similar to those of regular polygons. Our approach is related to the classic Lloyd algorithm, and exploits the unique features of power diagrams. We discuss possible applications to routing of vehicles in stochastic and dynamic environments. Simulation results are presented and discussed.Comment: Paper submitted to IEEE Transactions on Automatic Control in December 200

    Adversarial patrolling with spatially uncertain alarm signals

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    When securing complex infrastructures or large environments, constant surveillance of every area is not affordable. To cope with this issue, a common countermeasure is the usage of cheap but wide-ranged sensors, able to detect suspicious events that occur in large areas, supporting patrollers to improve the effectiveness of their strategies. However, such sensors are commonly affected by uncertainty. In the present paper, we focus on spatially uncertain alarm signals. That is, the alarm system is able to detect an attack but it is uncertain on the exact position where the attack is taking place. This is common when the area to be secured is wide such as in border patrolling and fair site surveillance. We propose, to the best of our knowledge, the first Patrolling Security Game model where a Defender is supported by a spatially uncertain alarm system which non-deterministically generates signals once a target is under attack. We show that finding the optimal strategy in arbitrary graphs is APX-hard even in zero-sum games and we provide two (exponential time) exact algorithms and two (polynomial time) approximation algorithms. Furthermore, we analyse what happens in environments with special topologies, showing that in linear and cycle graphs the optimal patrolling strategy can be found in polynomial time, de facto allowing our algorithms to be used in real-life scenarios, while in trees the problem is NP-hard. Finally, we show that without false positives and missed detections, the best patrolling strategy reduces to stay in a place, wait for a signal, and respond to it at best. This strategy is optimal even with non-negligible missed detection rates, which, unfortunately, affect every commercial alarm system. We evaluate our methods in simulation, assessing both quantitative and qualitative aspects

    Information Requirements of Collision-Based Micromanipulation

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    We present a task-centered formal analysis of the relative power of several robot designs, inspired by the unique properties and constraints of micro-scale robotic systems. Our task of interest is object manipulation because it is a fundamental prerequisite for more complex applications such as micro-scale assembly or cell manipulation. Motivated by the difficulty in observing and controlling agents at the micro-scale, we focus on the design of boundary interactions: the robot's motion strategy when it collides with objects or the environment boundary, otherwise known as a bounce rule. We present minimal conditions on the sensing, memory, and actuation requirements of periodic ``bouncing'' robot trajectories that move an object in a desired direction through the incidental forces arising from robot-object collisions. Using an information space framework and a hierarchical controller, we compare several robot designs, emphasizing the information requirements of goal completion under different initial conditions, as well as what is required to recognize irreparable task failure. Finally, we present a physically-motivated model of boundary interactions, and analyze the robustness and dynamical properties of resulting trajectories

    A Passivity-Based Approach to Nash Equilibrium Seeking over Networks

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    In this paper we consider the problem of distributed Nash equilibrium (NE) seeking over networks, a setting in which players have limited local information. We start from a continuous-time gradient-play dynamics that converges to an NE under strict monotonicity of the pseudo-gradient and assumes perfect information, i.e., instantaneous all-to-all player communication. We consider how to modify this gradient-play dynamics in the case of partial, or networked information between players. We propose an augmented gradient-play dynamics with correction in which players communicate locally only with their neighbours to compute an estimate of the other players' actions. We derive the new dynamics based on the reformulation as a multi-agent coordination problem over an undirected graph. We exploit incremental passivity properties and show that a synchronizing, distributed Laplacian feedback can be designed using relative estimates of the neighbours. Under a strict monotonicity property of the pseudo-gradient, we show that the augmented gradient-play dynamics converges to consensus on the NE of the game. We further discuss two cases that highlight the tradeoff between properties of the game and the communication graph.Comment: This work has been submitted to the IEEE for possible publication. Copyright may be transferred without notice, after which this version may no longer be accessibl
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