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Coordinating the actions of agents in multiagent systems presents a challenging problem, especially as the size of the system is increased and predicting the agent interactions becomes difficult. Many approaches to improving coordination within multiagent systems have been developed including organizational structures, shaped rewards, coordination graphs, heuristic methods, and learning automata. However, each of these approaches still have inherent limitations with respect to coordination and scalability. We explore the potential of synergistically combining existing coordination mechanisms such that they offset each others’ limitations. More specifically, we are interested in combining existing coordination mechanisms in order to achieve improved performance, increased scalability, and reduced coordination complexity in large multiagent systems.
In this work, we discuss and demonstrate the individual limitations of two well-known coordination mechanisms. We then provide a methodology for combining the two coordination mechanisms to offset their limitations and improve performance over either method individually. In particular, we combine shaped difference rewards and hierarchical organization in the Defect Combination Problem with up to 10 000 sensing agents. We show that combining hierarchical organization with difference rewards can improve both coordination and scalability by decreasing information overhead, structuring agent-to-agent connectivity and control flow, and improving the individual decision-making capabilities of agents. We show that by combining hierarchies and difference rewards, the information overheads and computational requirements of individual agents can be reduced by as much as 99% while simultaneously increasing the overall system performance. Additionally, we demonstrate the robustness of this approach to handling up to 25% agent failures under various conditions.
The specificities of the Arabic language, mainly agglutination and vocalization make the task of POS-tagging more difficult than for Indo-European languages. Consequently, POS-tagging texts with good accuracy remains a challenging problem for Arabic language processing applications. In this work, we consider the task of POS-tagging as an optimization problem modeled as a graph whose nodes correspond to all possible grammatical tags given by a morphological analyzer for words in a sentence and the goal is to find the best path (sequence of tags) in this graph. To resolve this problem, we propose a novel approach based on ant colony. Ant colony-based algorithms are among the most efficient methods to resolve optimization problems modeled as a graph. The collaboration of ants having various knowledge creates a collective intelligence and increases efficiency. We have performed experiments on both vocalized and non-vocalized texts and tested two different tagsets containing fine and coarse grained composite tags. The obtained results showed good accuracy rates and hence, the benefits of swarm intelligence for the POS-tagging problem.
Path planning can be difficult and time consuming for inchworm robots especially when operating in complex 3D environments such as steel bridges. Confined areas may prevent a robot from extensively searching the environment by limiting its mobility. An approach for real-time path planning is presented. This approach first uses the concept of line-of-sight (LoS) to find waypoints from the start pose to the end node. It then plans smooth, collision-free motion for a robot to move between waypoints using a 3D-F2 algorithm. Extensive simulations and experiments are conducted in 2D and 3D scenarios to verify the approach.
We consider the problem of generating uniformly random graphs from a constrained distribution. A graph is valid if it obeys certain constraints such as a given number of nodes, edges, k-stars or degree sequence, and each graph must occur with equal probability. A typical application is to confirm the correctness of a model by repeated sampling and comparing statistical properties against empirical data. Markov Chain Monte Carlo (MCMC) algorithms are often used, but have certain difficulties such as the inability to search the space of all possible valid graphs. We propose an improved algorithm which overcomes these difficulties. Although each individual iteration of the MCMC algorithm takes longer, we obtain better coverage of the search space in the same amount of time. This leads to better estimates of various quantities such as the expected number of transitive triads given the constraints. The algorithm should be of general interest with many possible applications, including the world wide web, biological, and social networks.
Learning automata are reinforcement learners belonging to the class of policy iterators. They have already been shown to exhibit nice convergence properties in a wide range of discrete action game settings. Recently, a new formulation for a continuous action reinforcement learning automata (CARLA) was proposed. In this paper, we study the behavior of these CARLA in continuous action games and propose a novel method for coordinated exploration of the joint-action space. Our method allows a team of independent learners, using CARLA, to find the optimal joint action in common interest settings. We first show that independent agents using CARLA will converge to a local optimum of the continuous action game. We then introduce a method for coordinated exploration which allows the team of agents to find the global optimum of the game. We validate our approach in a number of experiments.
As various robots are anticipated to coexist with humans in the near future, safe manipulation in unknown, cluttered environments becomes an important issue. Manipulation in an unknown environment, however, has been proven to be NP-Hard and the risk of unexpected human--robot collision hampers the dawning of the era of human--robot coexistence. We propose a non-contact-based sensitive skin as a means to provide safe manipulation hardware and interleaving planning between the workspace and the configuration space as software to solve manipulation problems in unknown, crowded environments. Novelty of the paper resides in demonstration of real time and yet complete path planning in an uncertain and crowded environment. To that end, we introduce the framework of the sensor-based interleaving planner (SBIP) whereby search completeness and safe manipulation are both guaranteed in cluttered environments. We study an interleaving mechanism between sensation in a workspace and execution in the corresponding configuration space for real-time planning in uncertain environments, thus the name interleaving planner implies.
Applications of the proposed system include manipulators of a humanoid robot, surgical manipulators, and robotic manipulators working in hazardous and uncertain environments such as underwater, unexplored planets, and unstructured indoor spaces.
This paper presents a novel forecasting kinematic algorithm for autonomously navigating the 3D visual window of laparoscopic minimally invasive surgical robotic system (LMISRS). By the application of the proposed technique, a constant distribution area ratio of the micro devices can be guaranteed in the visual window; real-time concurrency motion of the visual window of the laparoscope and the mark points of the instruments is realized, i.e. the visual window can keep tracking the movement of the marks automatically, so that the user does not have to switch between the master-slave controlling targets. The implementation of the new technique is summarized as follows: the robotic kinematics and space analytic geometry are thoroughly analyzed and modeled, and a “following kinematic algorithm” is proposed for the visual window of the laparoscope, which tracks the mark points of the instrument arms; a “forecasting kinematic algorithm” is established by using a combination of the “following kinematic algorithm”, the basic visual parameters of 3D visual field, the Verhulst Grey Model and the filtered amendment method. The proposed technique is verified by a series of simulations by using two groups of marks' motion trails with different sampling times, indicating that the technique is accurate, feasible and robust.
Reward shaping has been shown to significantly improve an agent’s performance in reinforcement learning. Plan-based reward shaping is a successful approach in which a STRIPS plan is used in order to guide the agent to the optimal behaviour. However, if the provided knowledge is wrong, it has been shown the agent will take longer to learn the optimal policy. Previously, in some cases, it was better to ignore all prior knowledge despite it only being partially incorrect.
This paper introduces a novel use of knowledge revision to overcome incorrect domain knowledge when provided to an agent receiving plan-based reward shaping. Empirical results show that an agent using this method can outperform the previous agent receiving plan-based reward shaping without knowledge revision.
In this paper, a development method for smart walker prototypes is proposed. Development of such prototypes is based on technological choices and device evaluations. The method is aimed at guiding technological choices in a modular fashion. First, the method for choosing modules to be integrated in a smart walker is presented. Application-specific modules are then studied. Finally, the issues of evaluation are investigated. In order to work out this method, more than 50 smart walkers and their pros and cons with respect to the different studied applications are reviewed.
Undergraduate students whose programme includes a full academic year on an Erasmus study visit require a range of support before, during and after their year abroad. This study focuses on the support provided by the home academic coordinator during the students’ period of study abroad. The research is based on a case-study which explores how the maintenance of an online journal can enhance students’ new learning experiences. The outcomes of this investigation are of interest at a pragmatic level to Erasmus coordinators and educational institutions whose programmes include a study visit or an internship. At a theoretical level, this study brings together a number of areas that have each been the subject of prior research but that so far have not been pulled together, particularly in the context of a study visit to a foreign country. The areas referred to include the benefits and challenges of rolling out educational online journals; the use of blogging in language learning; the design of rubrics as a form of feedback and the activity of reflective writing in an online environment. The findings and the discussion show how the online journal has added a positive dimension to the year abroad, particularly in the areas of communication and feedback, peer support, language learning and technology.
This paper is focused on the flying inverted pendulum problem, i.e., how to balance a pendulum on a flying quadrotor. After analyzing the system dynamics, a three loop cascade control strategy is proposed based on active disturbance rejection control (ADRC). Both the pendulum balancing and the trajectory tracking of the flying quadrotor are implemented by using the proposed control strategy. A simulation platform of 3D mechanical systems is deployed to verify the control performance and robustness of the proposed strategy, including a comparison with a Linear Quadratic Controller (LQR). Finally, a real quadrotor is flying with a pendulum to demonstrate the proposed method that can keep the system at equilibrium and show strong robustness against disturbances.
A quantum algorithm to determine approximations of linear structures of Boolean functions is presented and analysed. Similar results have already been published (see Simon's algorithm) but only for some promise versions of the problem, and it has been shown that no exponential quantum speedup can be obtained for the general (no promise) version of the problem. In this paper, no additional promise assumptions are made. The approach presented is based on the method used in the Bernstein–Vazirani algorithm to identify linear Boolean functions and on ideas from Simon's period finding algorithm. A proper combination of these two approaches results here to a polynomial-time approximation to the linear structures set. Specifically, we show how the accuracy of the approximation with high probability changes according to the running time of the algorithm. Moreover, we show that the time required for the linear structure determine problem with high success probability is related to so called relative differential uniformity δf of a Boolean function f. Smaller differential uniformity is, shorter time is needed.
Inferentialism claims that the rules for the use of an expression express its meaning without any need to invoke meanings or denotations for them. Logical inferentialism endorses inferentialism specifically for the logical constants. Harmonic inferentialism, as the term is introduced here, usually but not necessarily a subbranch of logical inferentialism, follows Gentzen in proposing that it is the introduction-rules which give expressions their meaning and the elimination-rules should accord harmoniously with the meaning so given. It is proposed here that the logical expressions are those which can be given schematic rules that lie in a specific sort of harmony, general-elimination (ge) harmony, resulting from applying a certain operation, the ge-procedure, to produce ge-rules in accord with the meaning defined by the I-rules. Griffiths (2014) claims that identity cannot be given such rules, concluding that logical inferentialists are committed to ruling identity a nonlogical expression. It is shown that the schematic rules for identity given in Read (2004), slightly amended, are indeed ge-harmonious, so confirming that identity is a logical notion.
Induction is a well-established proof principle that is taught in most undergraduate programs in mathematics and computer science. In computer science, it is used primarily to reason about inductively defined datatypes such as finite lists, finite trees and the natural numbers. Coinduction is the dual principle that can be used to reason about coinductive datatypes such as infinite streams or trees, but it is not as widespread or as well understood. In this paper, we illustrate through several examples the use of coinduction in informal mathematical arguments. Our aim is to promote the principle as a useful tool for the working mathematician and to bring it to a level of familiarity on par with induction. We show that coinduction is not only about bisimilarity and equality of behaviors, but also applicable to a variety of functions and relations defined on coinductive datatypes.
Machine Translation research suffered a major blow in the 1960s, but it came back with a vengeance. From a commercial point of view, it’s now a mature technology that many Internet users take for granted. We look at where we are now, and consider the scope for new entrants into the market.
We introduce a new model of competition on growing networks. This extends the preferential attachment model, with the key property that node choices evolve simultaneously with the network. When a new node joins the network, it chooses neighbours by preferential attachment, and selects its type based on the number of initial neighbours of each type. The model is analysed in detail, and in particular, we determine the possible proportions of the various types in the limit of large networks. An important qualitative feature we find is that, in contrast to many current theoretical models, often several competitors will coexist. This matches empirical observations in many real-world networks.
Theoretical models of recursion schemes have been well studied under the names well-founded coalgebras, recursive coalgebras, corecursive algebras and Elgot algebras. Much of this work focuses on conditions ensuring unique or canonical solutions, e.g. when the coalgebra is well founded.
If the coalgebra is not well founded, then there can be multiple solutions. The standard semantics of recursive programs gives a particular solution, typically the least fixpoint of a certain monotone map on a domain whose least element is the totally undefined function; but this solution may not be the desired one. We have recently proposed programming language constructs to allow the specification of alternative solutions and methods to compute them. We have implemented these new constructs as an extension of OCaml.
In this paper, we prove some theoretical results characterizing well-founded coalgebras, along with several examples for which this extension is useful. We also give several examples that are not well founded but still have a desired solution. In each case, the function would diverge under the standard semantics of recursion, but can be specified and computed with the programming language constructs we have proposed.
This paper deals with the stiffness modeling, analysis and comparison of a Biglide parallel grinder with two alternative modular parallelograms. It turns out that the Cartesian stiffness matrix of the manipulator has the property that it can be decoupled into two homogeneous matrices, corresponding to the translational and rotational aspects, through which the principal stiffnesses and the associated directions are identified by means of the eigenvalue problem, allowing the evaluation of the translational and rotational stiffness of the manipulator either at a given pose or the overall workspace. The stiffness comparison of the two alternative Biglide machines reveals the (dis)advantages of the two different spatial modular parallelograms.