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In this paper, a mixed-integer linear programming formulation for the problem of obtaining task-relevant, multi-resolution, graph abstractions for resource-constrained agents is presented. The formulation leverages concepts from information-theoretic signal compression, specifically the information bottleneck (IB) method, to pose a graph abstraction problem as an optimal encoder search over the space of multi-resolution trees. The abstractions emerge in a task-relevant manner as a function of agent information-processing constraints, and are not provided to the system a priori. We detail our formulation and show how the problem can be realized as an integer linear program. A non-trivial numerical example is presented to demonstrate the utility in employing our approach to obtain hierarchical tree abstractions for resource-limited agents.
In this letter, we consider the Multi-Robot Efficient Search Path Planning (MESPP) problem, where a team of robots is deployed in a graph-represented environment to capture a moving target within a given deadline. We prove this problem to be NP-hard, and present the first set of Mixed-Integer Linear Programming (MILP) models to tackle the MESPP problem. Our models are the first to encompass multiple searchers, arbitrary capture ranges, and false negatives simultaneously. While state-of-the-art algorithms for MESPP are based on simple path enumeration, the adoption of MILP as a planning paradigm allows to leverage the powerful techniques of modern solvers, yielding better computational performance and, as a consequence, longer planning horizons. The models are designed for computing optimal solutions offline, but can be easily adapted for a distributed online approach. Our simulations show that it is possible to achieve 98% decrease in computational time relative to the previous state-of-the-art. We also show that the distributed approach performs nearly as well as the centralized, within 6% in the settings studied in this letter, with the advantage of requiring significant less time - an important consideration in practical search missions.
Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without additional editing. We propose a generate-then-repair framework for automatic generation of playable levels adhering to specific styles. The framework constructs levels using a generative adversarial network (GAN) trained with human-authored examples and repairs them using a mixed-integer linear program (MIP) with playability constraints. A key component of the framework is computing minimum cost edits between the GAN generated level and the solution of the MIP solver, which we cast as a minimum cost network flow problem. Results show that the proposed framework generates a diverse range of playable levels, that capture the spatial relationships between objects exhibited in the human-authored levels.
Motivated by the needs of resource constrained dialog policy learning, we introduce dialog policy via differentiable inductive logic (DILOG). We explore the tasks of one-shot learning and zero-shot domain transfer with DILOG on SimDial and MultiWoZ. Using a single representative dialog from the restaurant domain, we train DILOG on the SimDial dataset and obtain 99+% in-domain test accuracy. We also show that the trained DILOG zero-shot transfers to all other domains with 99+% accuracy, proving the suitability of DILOG to slot-filling dialogs. We further extend our study to the MultiWoZ dataset achieving 90+% inform and success metrics. We also observe that these metrics are not capturing some of the shortcomings of DILOG in terms of false positives, prompting us to measure an auxiliary Action F1 score. We show that DILOG is 100x more data efficient than state-of-the-art neural approaches on MultiWoZ while achieving similar performance metrics. We conclude with a discussion on the strengths and weaknesses of DILOG.
This paper proposes an online path planning and motion generation algorithm for heterogeneous robot teams performing target search in a real-world environment. Path selection for each robot is optimized using an information-theoretic formulation and is computed sequentially for each agent. First, we generate candidate trajectories sampled from both global waypoints derived from vertical cell decomposition and local frontier points. From this set, we choose the path with maximum information gain. We demonstrate that the hierarchical sequential decision-making structure provided by the algorithm is scalable to multiple agents in a simulation setup. We also validate our framework in a real-world apartment setting using a two robot team comprised of the Unitree A1 quadruped and the Toyota HSR mobile manipulator searching for a person. The agents leverage an efficient leader-follower communication structure where only critical information is shared.
We present a two-level branch-and-bound (BB) algorithm to compute the optimal gripper pose that maximizes a grasp metric in a restricted search space. Our method can take the grippers kinematics feasibility into consideration to ensure that a given gripper can reach the set of grasp points without collisions or predict infeasibility with finite-time termination when no pose exists for a given set of grasp points. Our main technical contribution is a novel mixed-integer conic programming (MICP) formulation for the inverse kinematics of the gripper that uses a small number of binary variables and tightened constraints, which can be efficiently solved via a low-level BB algorithm. Our experiments show that optimal gripper poses for various target objects can be computed taking 20-180 minutes of computation on a desktop machine and the computed grasp quality, in terms of the Q1 metric, is better than those generated using sampling-based planners.