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Francesco Riccio

dblp:83/2934 · DBLP profile ↗
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10ranked-venue papers
4as first author
5since 2021 · last 2024
0000-0002-9112-8143ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 9 · 4 first-author · 4 since 2021Systems, architecture and hardware · 2 · 2 first-authorSoftware engineering, systems software and programming languages · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
Reinforcement learning · 55% Planning, search and constraint satisfaction · 17% Multi-agent systems · 17%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › policy optimization
diverse policy learning
0.812024
Discovering Creative Behaviors through DUPLEX: Diverse Universal Features for Policy Exploration · NeurIPS 2024
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › multi-agent planning
collaborative planning
0.312018
Q-CP: Learning Action Values for Cooperative Planning · ICRA 2018
Machine learning › Reinforcement learning
model-based reinforcement learning
0.312018
Q-CP: Learning Action Values for Cooperative Planning · ICRA 2018
Knowledge, reasoning and agents › Multi-agent systems
multi-robot coordination
0.312018
Q-CP: Learning Action Values for Cooperative Planning · ICRA 2018
Machine learning › Trustworthy machine learning
out-of-distribution generalization
0.212024
Discovering Creative Behaviors through DUPLEX: Diverse Universal Features for Policy Exploration · NeurIPS 2024

Methods — techniques the papers use, named apart from their topics

successor features · 0.8diversity objective with constraints · 0.8q-learning · 0.3monte carlo tree search · 0.3
YearPublicationVenuePosition
2024 Discovering Creative Behaviors through DUPLEX: Diverse Universal Features for Policy Exploration
abstract
The ability to approach the same problem from different angles is a cornerstone of human intelligence that leads to robust solutions and effective adaptation to problem variations. In contrast, current RL methodologies tend to lead to policies that settle on a single solution to a given problem, making them brittle to problem variations. Replicating human flexibility in reinforcement learning agents is the challenge that we explore in this work. We tackle this challenge by extending state-of-the-art approaches to introduce DUPLEX, a method that explicitly defines a diversity objective with constraints and makes robust estimates of policies’ expected behavior through successor features. The trained agents can (i) learn a diverse set of near-optimal policies in complex highly-dynamic environments and (ii) exhibit competitive and diverse skills in out-of-distribution (OOD) contexts. Empirical results indicate that DUPLEX improves over previous methods and successfully learns competitive driving styles in a hyper-realistic simulator (i.e., GranTurismo ™ 7) as well as diverse and effective policies in several multi-context robotics MuJoCo simulations with OOD gravity forces and height limits. To the best of our knowledge, our method is the first to achieve diverse solutions in complex driving simulators and OOD robotic contexts. DUPLEX agents demonstrating diverse behaviors can be found at https://ai.sony/publications/Discovering-Creative-Behaviors-through-DUPLEX-Diverse-Universal-Features-for-Policy-Exploration/.
Borja G. León, Francesco Riccio, Kaushik Subramanian, Peter R. Wurman, Peter Stone 0001
NeurIPS2
2024 CNL2ASP: Converting Controlled Natural Language Sentences into ASP
abstract
Abstract Answer set programming (ASP) is a popular declarative programming language for solving hard combinatorial problems. Although ASP has gained widespread acceptance in academic and industrial contexts, there are certain user groups who may find it more advantageous to employ a higher-level language that closely resembles natural language when specifying ASP programs. In this paper, we propose a novel tool, called CNL2ASP, for translating English sentences expressed in a controlled natural language (CNL) form into ASP. In particular, we first provide a definition of the type of sentences allowed by our CNL and their translation as ASP rules and then exemplify the usage of the CNL for the specification of both synthetic and real-world combinatorial problems. Finally, we report the results of an experimental analysis conducted on the real-world problems to compare the performance of automatically generated encodings with the ones written by ASP practitioners, showing that our tool can obtain satisfactory performance on these benchmarks.
Simone Caruso, Carmine Dodaro, Marco Maratea, Marco Mochi, Francesco Riccio
Theory Pract. Log. Program.5
2021 Coordination and Cooperation in Robot Soccer
Vincenzo Suriani, Emanuele Antonioni, Francesco Riccio, Daniele Nardi
ICCCI3
2021 Improving Sample Efficiency in Behavior Learning by Using Sub-optimal Planners for Robots
Emanuele Antonioni, Francesco Riccio, Daniele Nardi
RoboCup2
2021 Game Strategies for Physical Robot Soccer Players: A Survey
abstract
Effective team strategies and joint decision-making processes are fundamental in modern robotic applications, where multiple units have to cooperate to achieve a common goal. The research community in artificial intelligence and robotics has launched robotic competitions to promote research and validate new approaches, by providing robust benchmarks to evaluate all the components of a multiagent system—ranging from hardware to high-level strategy learning. Among these competitionsRoboCuphas a prominent role, running one of the first worldwide multirobot competition (in the late 1990s), challenging researchers to develop robotic systems able to compete in the game of soccer. Robotic soccer teams are complex multirobot systems, where each unit shows individual skills, and solid teamwork by exchanging information about their local perceptions and intentions. In this survey, we dive into the techniques developed within theRoboCupframework by analyzing and commenting on them in detail. We highlight significant trends in the research conducted in the field and to provide commentaries and insights, about challenges and achievements in generating decision-making processes for multirobot adversarial scenarios. As an outcome, we provide an overview a body of work that lies at the intersection of three disciplines: Artificial intelligence, robotics, and games.
Emanuele Antonioni, Vincenzo Suriani, Francesco Riccio, Daniele Nardi
IEEE Trans. Games3
2019 Cooperative Multi-agent Deep Reinforcement Learning in a 2 Versus 2 Free-Kick Task
Jim Martin Catacora Ocana, Francesco Riccio, Roberto Capobianco, Daniele Nardi
RoboCup2
2018 Q-CP: Learning Action Values for Cooperative Planning
abstract
Research on multi-robot systems has demonstrated promising results in manifold applications and domains. Still, efficiently learning an effective robot behaviors is very difficult, due to unstructured scenarios, high uncertainties, and large state dimensionality (e.g, hyper-redundant and groups of robot). To alleviate this problem, we present Q-CP a cooperative model-based reinforcement learning algorithm, which exploits action values to both (1) guide the exploration of the state space and (2) generate effective policies. Specifically, we exploit Q-learning to attack the curse-of-dimensionality in the iterations of a Monte-Carlo Tree Search. We implement and evaluate Q-CP on different stochastic cooperative (general-sum) games: (1) a simple cooperative navigation problem among 3 robots, (2) a cooperation scenario between a pair of KUKA YouBots performing hand-overs, and (3) a coordination task between two mobile robots entering a door. The obtained results show the effectiveness of Q- CP in the chosen applications, where action values drive the exploration and reduce the computational demand of the planning process while achieving good performance.
Francesco Riccio, Roberto Capobianco, Daniele Nardi
ICRA1
2016 Multi-robot search for a moving target: Integrating world modeling, task assignment and context
abstract
In this paper, we address coordination within a team of cooperative autonomous robots that need to accomplish a common goal. Our survey of the vast literature on the subject highlights two directions to further improve the performance of a multi-robot team. In particular, in a dynamic environment, coordination needs to be adapted to the different situations at hand (for example, when there is a dramatic loss of performance due to unreliable communication network). To this end, we contribute a novel approach for coordinating robots. Such an approach allows a robotic team to exploit environmental knowledge to adapt to various circumstances encountered, enhancing its overall performance. This result is achieved by dynamically adapting the underlying task assignment and distributed world representation, based on the current state of the environment. We demonstrate the effectiveness of our coordination system by applying it to the problem of locating a moving, non-adversarial target. In particular, we report on experiments carried out with a team of humanoid robots in a soccer scenario and a team of mobile bases in an office environment.
Francesco Riccio, Emanuele Borzi, Guglielmo Gemignani, Daniele Nardi
IROS1
2016 Using Monte Carlo Search with Data Aggregation to Improve Robot Soccer Policies
Francesco Riccio, Roberto Capobianco, Daniele Nardi
RoboCup1
2015 Context-Based Coordination for a Multi-Robot Soccer Team
abstract
The key issue investigated in the field of Multi-Robot Systems (MRS) is the problem of coordinating multiple robots in a common environment. In tackling this issue, problems concerning the capabilities of multiple heterogeneous robots and their environmental constraints need to be faced. In this paper, we introduce a novel approach for coordinating a team of robots. The key contribution of the proposed method consists in exploiting the rules governing the scenario by identifying and using “contexts”. The robots actions and perceptions are specialized to the current context to enhance both single and collective behaviors. The presented approach has been largely validated in a RoboCup scenario. In particular, we adopt a soccer environment as a testing ground for our algorithm. We evaluate our method in several testing sessions on a simulator representing a virtual model of a soccer field. The obtained results show a substantial improvement of the team adopting our algorithm.
Francesco Riccio, Emanuele Borzi, Guglielmo Gemignani, Daniele Nardi
RoboCup1