Related papers: On Grid Graph Reachability and Puzzle Games
Text-based games are a popular testbed for language-based reinforcement learning (RL). In previous work, deep Q-learning is commonly used as the learning agent. Q-learning algorithms are challenging to apply to complex real-world domains…
Reachability and other path-based measures on temporal graphs can be used to understand spread of infection, information, and people in modelled systems. Due to delays and errors in reporting, temporal graphs derived from data are unlikely…
Boolean satisfiability (SAT) is a fundamental NP-complete problem with many applications, including automated planning and scheduling. To solve large instances, SAT solvers have to rely on heuristics, e.g., choosing a branching variable in…
We consider a set of challenging sequential manipulation puzzles, where an agent has to interact with multiple movable objects and navigate narrow passages. Such settings are notoriously difficult for Task-and-Motion Planners, as they…
Reasoning about object grasp affordances allows an autonomous agent to estimate the most suitable grasp to execute a task. While current approaches for estimating grasp affordances are effective, their prediction is driven by hypotheses on…
We survey graph reachability indexing techniques for efficient processing of graph reachability queries in two types of popular graph models: plain graphs and edge-labeled graphs. Reachability queries are Boolean in nature, determining…
We study multi-strategies in multiplayer reachability games played on finite graphs. A multi-strategy prescribes a set of possible actions, instead of a single action as usual strategies: it represents a set of all strategies that are…
In the Multi-Agent Path Finding (MAPF) problem, the goal is to find non-colliding paths for agents in an environment, such that each agent reaches its goal from its initial location. In safety-critical applications, a human supervisor may…
Sequential decision making using Markov Decision Process underpins many realworld applications. Both model-based and model free methods have achieved strong results in these settings. However, real-world tasks must balance reward…
Many popular video games use pseudorandom number generators to create randomly distributed locations for game objects as highly unpredictable as possible. Some scenarios like game competition also need reproducible randomness, namely the…
Various forms of sorting problems have been studied over the years. Recently, two kinds of sorting puzzle apps are popularized. In these puzzles, we are given a set of bins filled with colored units, balls or water, and some empty bins.…
Coordinating agents through hazardous environments, such as aid-delivering drones navigating conflict zones or field robots traversing deployment areas filled with obstacles, poses fundamental planning challenges. We introduce and analyze…
To solve tasks in new environments involving objects unseen during training, agents must reason over prior information about those objects and their relations. We introduce the Prior Knowledge Graph network, an architecture for combining…
We examine the problem of maximizing the reachability of a given source in temporal graphs that are given as the union of k temporal paths, i.e., every given path is a sequence of edges with strictly increasing labels that denote…
This paper introduces a novel reachability problem for the scenario involving two agents, where one agent follows another agent using a feedback strategy. The geometry of the reachable set for an agent, termed \emph{dependent reachable…
We consider a Markov control model in discrete time with countable both state space and action space. Using the value function of a suitable long-run average reward problem, we study various reachability/controllability problems. First, we…
This paper studies the complexity of solving two classes of non-cooperative games in a distributed manner in which the players communicate with a set of system nodes over noisy communication channels. The complexity of solving each game…
The Stacker Crane Problem (SCP) is a variant of the Traveling Salesman Problem. In SCP, pairs of pickup and delivery points are designated on a graph, and a crane must visit these points to move objects from each pickup location to its…
We investigate the interrelation between graph searching games and games with imperfect information. As key consequence we obtain that parity games with bounded imperfect information can be solved in PTIME on graphs of bounded DAG-width…
With the recent surge of interest in using robotics and automation for civil purposes, providing safety and performance guarantees has become extremely important. In the past, differential games have been successfully used for the analysis…