380 research outputs found

    Dynamic Consistency of Conditional Simple Temporal Networks via Mean Payoff Games: a Singly-Exponential Time DC-Checking

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    Conditional Simple Temporal Network (CSTN) is a constraint-based graph-formalism for conditional temporal planning. It offers a more flexible formalism than the equivalent CSTP model of Tsamardinos, Vidal and Pollack, from which it was derived mainly as a sound formalization. Three notions of consistency arise for CSTNs and CSTPs: weak, strong, and dynamic. Dynamic consistency is the most interesting notion, but it is also the most challenging and it was conjectured to be hard to assess. Tsamardinos, Vidal and Pollack gave a doubly-exponential time algorithm for deciding whether a CSTN is dynamically-consistent and to produce, in the positive case, a dynamic execution strategy of exponential size. In the present work we offer a proof that deciding whether a CSTN is dynamically-consistent is coNP-hard and provide the first singly-exponential time algorithm for this problem, also producing a dynamic execution strategy whenever the input CSTN is dynamically-consistent. The algorithm is based on a novel connection with Mean Payoff Games, a family of two-player combinatorial games on graphs well known for having applications in model-checking and formal verification. The presentation of such connection is mediated by the Hyper Temporal Network model, a tractable generalization of Simple Temporal Networks whose consistency checking is equivalent to determining Mean Payoff Games. In order to analyze the algorithm we introduce a refined notion of dynamic-consistency, named \epsilon-dynamic-consistency, and present a sharp lower bounding analysis on the critical value of the reaction time \hat{\varepsilon} where the CSTN transits from being, to not being, dynamically-consistent. The proof technique introduced in this analysis of \hat{\varepsilon} is applicable more in general when dealing with linear difference constraints which include strict inequalities

    Checking Dynamic Consistency of Conditional Hyper Temporal Networks via Mean Payoff Games (Hardness and (pseudo) Singly-Exponential Time Algorithm)

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    In this work we introduce the \emph{Conditional Hyper Temporal Network (CHyTN)} model, which is a natural extension and generalization of both the \CSTN and the \HTN model. Our contribution goes as follows. We show that deciding whether a given \CSTN or CHyTN is dynamically consistent is \coNP-hard. Then, we offer a proof that deciding whether a given CHyTN is dynamically consistent is \PSPACE-hard, provided that the input instances are allowed to include both multi-head and multi-tail hyperarcs. In light of this, we continue our study by focusing on CHyTNs that allow only multi-head or only multi-tail hyperarcs, and we offer the first deterministic (pseudo) singly-exponential time algorithm for the problem of checking the dynamic-consistency of such CHyTNs, also producing a dynamic execution strategy whenever the input CHyTN is dynamically consistent. Since \CSTN{s} are a special case of CHyTNs, this provides as a byproduct the first sound-and-complete (pseudo) singly-exponential time algorithm for checking dynamic-consistency in CSTNs. The proposed algorithm is based on a novel connection between CSTN{s}/CHyTN{s} and Mean Payoff Games. The presentation of the connection between \CSTN{s}/CHyTNs and \MPG{s} is mediated by the \HTN model. In order to analyze the algorithm, we introduce a refined notion of dynamic-consistency, named ϵ\epsilon-dynamic-consistency, and present a sharp lower bounding analysis on the critical value of the reaction time ε^\hat{\varepsilon} where a \CSTN/CHyTN transits from being, to not being, dynamically consistent. The proof technique introduced in this analysis of ε^\hat{\varepsilon} is applicable more generally when dealing with linear difference constraints which include strict inequalities.Comment: arXiv admin note: text overlap with arXiv:1505.0082

    Dynamical Systems on Networks: A Tutorial

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    We give a tutorial for the study of dynamical systems on networks. We focus especially on "simple" situations that are tractable analytically, because they can be very insightful and provide useful springboards for the study of more complicated scenarios. We briefly motivate why examining dynamical systems on networks is interesting and important, and we then give several fascinating examples and discuss some theoretical results. We also briefly discuss dynamical systems on dynamical (i.e., time-dependent) networks, overview software implementations, and give an outlook on the field.Comment: 39 pages, 1 figure, submitted, more examples and discussion than original version, some reorganization and also more pointers to interesting direction

    Reinforcement learning in large state action spaces

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    Reinforcement learning (RL) is a promising framework for training intelligent agents which learn to optimize long term utility by directly interacting with the environment. Creating RL methods which scale to large state-action spaces is a critical problem towards ensuring real world deployment of RL systems. However, several challenges limit the applicability of RL to large scale settings. These include difficulties with exploration, low sample efficiency, computational intractability, task constraints like decentralization and lack of guarantees about important properties like performance, generalization and robustness in potentially unseen scenarios. This thesis is motivated towards bridging the aforementioned gap. We propose several principled algorithms and frameworks for studying and addressing the above challenges RL. The proposed methods cover a wide range of RL settings (single and multi-agent systems (MAS) with all the variations in the latter, prediction and control, model-based and model-free methods, value-based and policy-based methods). In this work we propose the first results on several different problems: e.g. tensorization of the Bellman equation which allows exponential sample efficiency gains (Chapter 4), provable suboptimality arising from structural constraints in MAS(Chapter 3), combinatorial generalization results in cooperative MAS(Chapter 5), generalization results on observation shifts(Chapter 7), learning deterministic policies in a probabilistic RL framework(Chapter 6). Our algorithms exhibit provably enhanced performance and sample efficiency along with better scalability. Additionally, we also shed light on generalization aspects of the agents under different frameworks. These properties have been been driven by the use of several advanced tools (e.g. statistical machine learning, state abstraction, variational inference, tensor theory). In summary, the contributions in this thesis significantly advance progress towards making RL agents ready for large scale, real world applications

    On Restricted Disjunctive Temporal Problems: Faster Algorithms and Tractability Frontier

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    In 2005 T.K.S. Kumar studied the Restricted Disjunctive Temporal Problem (RDTP), a restricted but very expressive class of Disjunctive Temporal Problems (DTPs). An RDTP comes with a finite set of temporal variables, and a finite set of temporal constraints each of which can be either one of the following three types: (t_1) two-variable linear-difference simple constraint; (t_2) single-variable disjunction of many interval constraints; (t_3) two-variable disjunction of two interval constraints only. Kumar showed that RDTPs are solvable in deterministic strongly polynomial time by reducing them to the Connected Row-Convex (CRC) constraints satisfaction problem, also devising a faster randomized algorithm. Instead, the most general form of DTPs allows for multi-variable disjunctions of many interval constraints and it is NP-complete. This work offers a deeper comprehension on the tractability of RDTPs, leading to an elementary deterministic strongly polynomial time algorithm for them, significantly improving the asymptotic running times of all the previous deterministic and randomized solutions. The result is obtained by reducing RDTPs to the Single-Source Shortest Paths (SSSP) and the 2-SAT problem (jointly), instead of reducing to CRCs. In passing, we obtain a faster (quadratic time) algorithm for RDTPs having only {t_1, t_2}-constraints and no t_3-constraint. As a second main contribution, we study the tractability frontier of solving RDTPs blended with Hyper Temporal Networks (HyTNs), a disjunctive strict generalization of Simple Temporal Networks (STNs) based on hypergraphs: we prove that solving temporal problems having only t_2-constraints and either only multi-tail or only multi-head hyperarc-constraints lies in NP cap co-NP and admits deterministic pseudo-polynomial time algorithms; on the other hand, problems having only t_3-constraints and either only multi-tail or only multi-head hyperarc-constraints turns out strongly NP-complete

    A Temporal Framework for Hypergame Analysis of Cyber Physical Systems in Contested Environments

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    Game theory is used to model conflicts between one or more players over resources. It offers players a way to reason, allowing rationale for selecting strategies that avoid the worst outcome. Game theory lacks the ability to incorporate advantages one player may have over another player. A meta-game, known as a hypergame, occurs when one player does not know or fully understand all the strategies of a game. Hypergame theory builds upon the utility of game theory by allowing a player to outmaneuver an opponent, thus obtaining a more preferred outcome with higher utility. Recent work in hypergame theory has focused on normal form static games that lack the ability to encode several realistic strategies. One example of this is when a player’s available actions in the future is dependent on his selection in the past. This work presents a temporal framework for hypergame models. This framework is the first application of temporal logic to hypergames and provides a more flexible modeling for domain experts. With this new framework for hypergames, the concepts of trust, distrust, mistrust, and deception are formalized. While past literature references deception in hypergame research, this work is the first to formalize the definition for hypergames. As a demonstration of the new temporal framework for hypergames, it is applied to classical game theoretical examples, as well as a complex supervisory control and data acquisition (SCADA) network temporal hypergame. The SCADA network is an example includes actions that have a temporal dependency, where a choice in the first round affects what decisions can be made in the later round of the game. The demonstration results show that the framework is a realistic and flexible modeling method for a variety of applications

    BNAIC 2008:Proceedings of BNAIC 2008, the twentieth Belgian-Dutch Artificial Intelligence Conference

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    Quality of Information in Mobile Crowdsensing: Survey and Research Challenges

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    Smartphones have become the most pervasive devices in people's lives, and are clearly transforming the way we live and perceive technology. Today's smartphones benefit from almost ubiquitous Internet connectivity and come equipped with a plethora of inexpensive yet powerful embedded sensors, such as accelerometer, gyroscope, microphone, and camera. This unique combination has enabled revolutionary applications based on the mobile crowdsensing paradigm, such as real-time road traffic monitoring, air and noise pollution, crime control, and wildlife monitoring, just to name a few. Differently from prior sensing paradigms, humans are now the primary actors of the sensing process, since they become fundamental in retrieving reliable and up-to-date information about the event being monitored. As humans may behave unreliably or maliciously, assessing and guaranteeing Quality of Information (QoI) becomes more important than ever. In this paper, we provide a new framework for defining and enforcing the QoI in mobile crowdsensing, and analyze in depth the current state-of-the-art on the topic. We also outline novel research challenges, along with possible directions of future work.Comment: To appear in ACM Transactions on Sensor Networks (TOSN
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