2,556 research outputs found
An Iterative Abstraction Algorithm for Reactive Correct-by-Construction Controller Synthesis
In this paper, we consider the problem of synthesizing
correct-by-construction controllers for discrete-time dynamical systems. A
commonly adopted approach in the literature is to abstract the dynamical system
into a Finite Transition System (FTS) and thus convert the problem into a two
player game between the environment and the system on the FTS. The controller
design problem can then be solved using synthesis tools for general linear
temporal logic or generalized reactivity(1) specifications. In this article, we
propose a new abstraction algorithm. Instead of generating a single FTS to
represent the system, we generate two FTSs, which are under- and
over-approximations of the original dynamical system. We further develop an
iterative abstraction scheme by exploiting the concept of winning sets, i.e.,
the sets of states for which there exists a winning strategy for the system.
Finally, the efficiency of the new abstraction algorithm is illustrated by
numerical examples.Comment: A shorter version has been accepted for publication in the 54th IEEE
Conference on Decision and Control (held Tuesday through Friday, December
15-18, 2015 at the Osaka International Convention Center, Osaka, Japan
Synthesis of Distributed Longitudinal Control Protocols for a Platoon of Autonomous Vehicles
We develop a framework for control protocol synthesis for a platoon of autonomous vehicles subject to temporal logic specifications. We describe the desired behavior of the platoon in a set of linear temporal logic formulas, such as collision avoidance, close spacing or comfortability. The problem of decomposing a global specification for the platoon into distributed specification for each pair of adjacent vehicles is hard to solve. We use the invariant specifications to tackle this problem and the decomposition is proved to be scalable.. Based on the specifications in Assumption/Guarantee form, we can construct a two-player game (between the vehicle and its closest leader) locally to automatically synthesize a controller protocol for each vehicle. Simulation example for a distributed vehicles control problem is also shown
Hybrid Reinforcement Learning with Expert State Sequences
Existing imitation learning approaches often require that the complete
demonstration data, including sequences of actions and states, are available.
In this paper, we consider a more realistic and difficult scenario where a
reinforcement learning agent only has access to the state sequences of an
expert, while the expert actions are unobserved. We propose a novel
tensor-based model to infer the unobserved actions of the expert state
sequences. The policy of the agent is then optimized via a hybrid objective
combining reinforcement learning and imitation learning. We evaluated our
hybrid approach on an illustrative domain and Atari games. The empirical
results show that (1) the agents are able to leverage state expert sequences to
learn faster than pure reinforcement learning baselines, (2) our tensor-based
action inference model is advantageous compared to standard deep neural
networks in inferring expert actions, and (3) the hybrid policy optimization
objective is robust against noise in expert state sequences.Comment: AAAI 2019; https://github.com/XiaoxiaoGuo/tensor4r
Multi-dimensional state estimation in adversarial environment
We consider the estimation of a vector state based on m measurements that can be potentially manipulated by an adversary. The attacker is assumed to have limited resources and can only manipulate up to l of the m measurements. However, it can the compromise measurements arbitrarily. The problem is formulated as a minimax optimization, where one seeks to construct an optimal estimator that minimizes the “worst-case” error against all possible manipulations by the attacker and all possible sensor noises. We show that if the system is not observable after removing 2l sensors, then the worst-case error is infinite, regardless of the estimation strategy. If the system remains observable after removing arbitrary set of 2l sensor, we prove that the optimal state estimation can be computed by solving a semidefinite programming problem. A numerical example is provided to illustrate the effectiveness of the proposed state estimator
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A transthalamic pathway crucial for perception
Perception is largely supported by cortical processing that involves communication among multiple areas, typically starting with primary sensory cortex and then involving higher order cortices. This communication is served in part by transthalamic (cortico-thalamo-cortical) pathways, which ubiquitously parallel direct corticocortical pathways, but their role in sensory processing has largely remained unexplored. Here, we suggest that transthalamic processing propagates task-relevant information required for correct sensory decisions. Using optogenetics, we specifically inhibited the pathway at its synapse in higher order somatosensory thalamus of mice performing a texture-based discrimination task. We concurrently monitored the cellular effects of inhibition in primary or secondary cortex using two-photon calcium imaging. Inhibition severely impaired performance despite intact direct corticocortical projections, thus challenging the purely corticocentric map of perception. Interestingly, the inhibition did not reduce overall cell responsiveness to texture stimulation in somatosensory cortex, but rather disrupted the texture selectivity of cells, a discriminability that develops over task learning. This discriminability was more disrupted in the secondary than primary somatosensory cortex, emphasizing the feedforward influence of the transthalamic route. Transthalamic pathways may therefore act to deliver performance-relevant information to higher order cortex and are underappreciated hierarchical pathways in perceptual decision-making
Synthesis of Distributed Longitudinal Control Protocols for a Platoon of Autonomous Vehicles
We develop a framework for control protocol synthesis for a platoon of autonomous vehicles subject to temporal logic specifications. We describe the desired behavior of the platoon in a set of linear temporal logic formulas, such as collision avoidance, close spacing or comfortability. The problem of decomposing a global specification for the platoon into distributed specification for each pair of adjacent vehicles is hard to solve. We use the invariant specifications to tackle this problem and the decomposition is proved to be scalable.. Based on the specifications in Assumption/Guarantee form, we can construct a two-player game (between the vehicle and its closest leader) locally to automatically synthesize a controller protocol for each vehicle. Simulation example for a distributed vehicles control problem is also shown
JECC: Commonsense Reasoning Tasks Derived from Interactive Fictions
Commonsense reasoning simulates the human ability to make presumptions about
our physical world, and it is an essential cornerstone in building general AI
systems. We propose a new commonsense reasoning dataset based on human's
Interactive Fiction (IF) gameplay walkthroughs as human players demonstrate
plentiful and diverse commonsense reasoning. The new dataset provides a natural
mixture of various reasoning types and requires multi-hop reasoning. Moreover,
the IF game-based construction procedure requires much less human interventions
than previous ones. Experiments show that the introduced dataset is challenging
to previous machine reading models with a significant 20% performance gap
compared to human experts.Comment: arXiv admin note: text overlap with arXiv:2010.0978
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