3,052 research outputs found
Gossip Coverage Control for Robotic Networks: Dynamical Systems on the Space of Partitions
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
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
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
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
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
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
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
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
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
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.
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