87,933 research outputs found
Exploiting Domain Knowledge in Making Delegation Decisions
@inproceedings{conf/admi/EmeleNSP11, added-at = {2011-12-19T00:00:00.000+0100}, author = {Emele, Chukwuemeka David and Norman, Timothy J. and Sensoy, Murat and Parsons, Simon}, biburl = {http://www.bibsonomy.org/bibtex/20a08b683088443f1fd36d6ef28bf6615/dblp}, booktitle = {ADMI}, crossref = {conf/admi/2011}, editor = {Cao, Longbing and Bazzan, Ana L. C. and Symeonidis, Andreas L. and Gorodetsky, Vladimir and Weiss, Gerhard and Yu, Philip S.}, ee = {http://dx.doi.org/10.1007/978-3-642-27609-5_9}, interhash = {1d7e7f8554e8bdb3d43c32e02aeabcec}, intrahash = {0a08b683088443f1fd36d6ef28bf6615}, isbn = {978-3-642-27608-8}, keywords = {dblp}, pages = {117-131}, publisher = {Springer}, series = {Lecture Notes in Computer Science}, timestamp = {2011-12-19T00:00:00.000+0100}, title = {Exploiting Domain Knowledge in Making Delegation Decisions.}, url = {http://dblp.uni-trier.de/db/conf/admi/admi2011.html#EmeleNSP11}, volume = 7103, year = 2011 }Postprin
Resilient Autonomous Control of Distributed Multi-agent Systems in Contested Environments
An autonomous and resilient controller is proposed for leader-follower
multi-agent systems under uncertainties and cyber-physical attacks. The leader
is assumed non-autonomous with a nonzero control input, which allows changing
the team behavior or mission in response to environmental changes. A resilient
learning-based control protocol is presented to find optimal solutions to the
synchronization problem in the presence of attacks and system dynamic
uncertainties. An observer-based distributed H_infinity controller is first
designed to prevent propagating the effects of attacks on sensors and actuators
throughout the network, as well as to attenuate the effect of these attacks on
the compromised agent itself. Non-homogeneous game algebraic Riccati equations
are derived to solve the H_infinity optimal synchronization problem and
off-policy reinforcement learning is utilized to learn their solution without
requiring any knowledge of the agent's dynamics. A trust-confidence based
distributed control protocol is then proposed to mitigate attacks that hijack
the entire node and attacks on communication links. A confidence value is
defined for each agent based solely on its local evidence. The proposed
resilient reinforcement learning algorithm employs the confidence value of each
agent to indicate the trustworthiness of its own information and broadcast it
to its neighbors to put weights on the data they receive from it during and
after learning. If the confidence value of an agent is low, it employs a trust
mechanism to identify compromised agents and remove the data it receives from
them from the learning process. Simulation results are provided to show the
effectiveness of the proposed approach
A Survey of Monte Carlo Tree Search Methods
Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work
Scalable Planning and Learning for Multiagent POMDPs: Extended Version
Online, sample-based planning algorithms for POMDPs have shown great promise
in scaling to problems with large state spaces, but they become intractable for
large action and observation spaces. This is particularly problematic in
multiagent POMDPs where the action and observation space grows exponentially
with the number of agents. To combat this intractability, we propose a novel
scalable approach based on sample-based planning and factored value functions
that exploits structure present in many multiagent settings. This approach
applies not only in the planning case, but also in the Bayesian reinforcement
learning setting. Experimental results show that we are able to provide high
quality solutions to large multiagent planning and learning problems
Multi-agent evolutionary systems for the generation of complex virtual worlds
Modern films, games and virtual reality applications are dependent on
convincing computer graphics. Highly complex models are a requirement for the
successful delivery of many scenes and environments. While workflows such as
rendering, compositing and animation have been streamlined to accommodate
increasing demands, modelling complex models is still a laborious task. This
paper introduces the computational benefits of an Interactive Genetic Algorithm
(IGA) to computer graphics modelling while compensating the effects of user
fatigue, a common issue with Interactive Evolutionary Computation. An
intelligent agent is used in conjunction with an IGA that offers the potential
to reduce the effects of user fatigue by learning from the choices made by the
human designer and directing the search accordingly. This workflow accelerates
the layout and distribution of basic elements to form complex models. It
captures the designer's intent through interaction, and encourages playful
discovery
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Department of Computer Science and EngineeringRecently deep reinforcement learning (DRL) algorithms show super human performances in the simulated game domains. In practical points, the sample efficiency is also one of the most important measures to determine the performance of a model. Especially for the environment of large search spaces (e.g. continuous action space), it is very critical condition to achieve the state-of-the-art performance.
In this thesis, we design a model to be applicable to multi-end games in continuous space with high sample efficiency. A multi-end game has several sub-games which are independent each other but affect the result of the game by some rules of its domain. We verify the algorithm in the environment of simulated curling.clos
Improving Automated Driving through Planning with Human Internal States
This work examines the hypothesis that partially observable Markov decision
process (POMDP) planning with human driver internal states can significantly
improve both safety and efficiency in autonomous freeway driving. We evaluate
this hypothesis in a simulated scenario where an autonomous car must safely
perform three lane changes in rapid succession. Approximate POMDP solutions are
obtained through the partially observable Monte Carlo planning with observation
widening (POMCPOW) algorithm. This approach outperforms over-confident and
conservative MDP baselines and matches or outperforms QMDP. Relative to the MDP
baselines, POMCPOW typically cuts the rate of unsafe situations in half or
increases the success rate by 50%.Comment: Preprint before submission to IEEE Transactions on Intelligent
Transportation Systems. arXiv admin note: text overlap with arXiv:1702.0085
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