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Adrian R. Pearce

dblp:53/1321 · DBLP profile ↗
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29ranked-venue papers
6as first author
3since 2021 · last 2022
0000-0003-0089-8474ORCID · verified

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

Artificial intelligence and machine learning · 27 · 5 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 12 · 1 first-authorTheory of computation · 4Databases, data management, data science and information retrieval · 1 · 1 first-author

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
17 papers
Knowledge representation and reasoning · 45% Planning, search and constraint satisfaction · 41% Multi-agent systems · 9%
Theoretical computer science
1 paper
Logic in computer science · 100%

Topics — the 24 heaviest of 26, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning › logic in computer science › logical foundations › non-classical logics › epistemic logic
multi-agent epistemic logic
0.822022
Efficient multi-agent epistemic planning: Teaching planners about nested belief · Artif. Intell. 2022
'Knowing Whether' in Proper Epistemic Knowledge Bases · AAAI 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
epistemic planning
0.822022
Efficient multi-agent epistemic planning: Teaching planners about nested belief · Artif. Intell. 2022
Planning Over Multi-Agent Epistemic States: A Classical Planning Approach · AAAI 2015
Knowledge, reasoning and agents › Knowledge representation and reasoning › reasoning about action and change › reasoning about actions
situation calculus
0.862015
Asynchronous knowledge with hidden actions in the situation calculus · Artif. Intell. 2015
Transforming Situation Calculus Action Theories for Optimised Reasoning · KR 2014
Property persistence in the situation calculus · Artif. Intell. 2010
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › search-based planning
lookahead planning
0.512021
Width-based Lookaheads with Learnt Base Policies and Heuristics Over the Atari-2600 Benchmark · NeurIPS 2021
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › search-based planning
width-based planning
0.512021
Width-based Lookaheads with Learnt Base Policies and Heuristics Over the Atari-2600 Benchmark · NeurIPS 2021
Knowledge, reasoning and agents › Knowledge representation and reasoning
epistemic reasoning
0.322015
Planning Over Multi-Agent Epistemic States: A Classical Planning Approach · AAAI 2015
Complex Epistemic Modalities in the Situation Calculus · KR 2008
Robotics › Legged, aerial and field robots
aerial robots
0.312017
Real-Time UAV Maneuvering via Automated Planning in Simulations · IJCAI 2017
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning › online planning
real-time planning
0.312017
Real-Time UAV Maneuvering via Automated Planning in Simulations · IJCAI 2017
Knowledge, reasoning and agents › Knowledge representation and reasoning › logic in computer science › logical foundations › non-classical logics
epistemic logic
0.212016
'Knowing Whether' in Proper Epistemic Knowledge Bases · AAAI 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
multi-agent planning
0.212016
Planning for a Single Agent in a Multi-Agent Environment Using FOND · IJCAI 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
nondeterministic planning
0.212016
Planning for a Single Agent in a Multi-Agent Environment Using FOND · IJCAI 2016
Logic in computer science
modal logic
0.212016
'Knowing Whether' in Proper Epistemic Knowledge Bases · AAAI 2016
Knowledge, reasoning and agents › Multi-agent systems › agent-based simulation › social simulation
agent-based social simulation
0.212015
Computing Social Behaviours Using Agent Models · IJCAI 2015
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › epistemic planning
multi-agent epistemic planning
0.212015
Planning Over Multi-Agent Epistemic States: A Classical Planning Approach · AAAI 2015
Knowledge, reasoning and agents › Knowledge representation and reasoning › epistemic reasoning
reasoning about knowledge and action
0.212015
Asynchronous knowledge with hidden actions in the situation calculus · Artif. Intell. 2015
Knowledge, reasoning and agents › Multi-agent systems › human behavior simulation
social behavior modeling
0.212015
Computing Social Behaviours Using Agent Models · IJCAI 2015
Knowledge, reasoning and agents › Knowledge representation and reasoning › reasoning about action and change
action theories
0.212014
Transforming Situation Calculus Action Theories for Optimised Reasoning · KR 2014
Knowledge, reasoning and agents › Multi-agent systems › game theory
game-theoretic reasoning
0.112010
Situation Calculus Based Programs for Representing and Reasoning about Game Structures · KR 2010
Knowledge, reasoning and agents › Knowledge representation and reasoning
reasoning about action and change
0.112010
Situation Calculus Based Programs for Representing and Reasoning about Game Structures · KR 2010
Knowledge, reasoning and agents › Knowledge representation and reasoning
argumentation
0.112009
An Argumentation-Based Interpreter for Golog Programs · IJCAI 2009
Knowledge, reasoning and agents › Knowledge representation and reasoning › reasoning about action and change › reasoning about actions
golog
0.112009
An Argumentation-Based Interpreter for Golog Programs · IJCAI 2009
Knowledge, reasoning and agents › Knowledge representation and reasoning
logic-based reasoning
0.112009
An Argumentation-Based Interpreter for Golog Programs · IJCAI 2009
Knowledge, reasoning and agents › Knowledge representation and reasoning › logic programming
inductive logic programming
0.112007
Collaborative Inductive Logic Programming for Path Planning · IJCAI 2007
Robotics › Motion planning and robot control
path planning
0.112007
Collaborative Inductive Logic Programming for Path Planning · IJCAI 2007

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

width-based lookahead · 0.5polynomial-time entailment · 0.5epistemic logic · 0.5critical path learning · 0.5simulation · 0.3domain-independent planning · 0.3operator counts · 0.2FOND planning · 0.2classical planning compilation · 0.2agent models · 0.2
YearPublicationVenuePosition
2022 Sampling from Pre-Images to Learn Heuristic Functions for Classical Planning (Extended Abstract)
abstract
We introduce a new algorithm, Regression based Supervised Learning (RSL), for learning per instance Neural Network (NN) defined heuristic functions for classical planning problems. RSL uses regression to select relevant sets of states at a range of different distances from the goal. RSL then formulates a Supervised Learning problem to obtain the parameters that define the NN heuristic, using the selected states labeled with exact or estimated distances to goal states. Our experimental study shows that RSL outperforms, in terms of coverage, previous classical planning NN heuristics functions while requiring a fraction of the training time.
Stefan O'Toole, Miquel Ramírez, Nir Lipovetzky, Adrian R. Pearce
SOCS4
2022 Efficient multi-agent epistemic planning: Teaching planners about nested belief
Christian J. Muise, Vaishak Belle, Paolo Felli, Sheila A. McIlraith, Tim Miller 0001, Adrian R. Pearce, Liz Sonenberg
Artif. Intell.6
2021 Width-based Lookaheads with Learnt Base Policies and Heuristics Over the Atari-2600 Benchmark
abstract
We propose new width-based planning and learning algorithms inspired from a careful analysis of the design decisions made by previous width-based planners. The algorithms are applied over the Atari-2600 games and our best performing algorithm, Novelty guided Critical Path Learning (N-CPL), outperforms the previously introduced width-based planning and learning algorithms $\pi$-IW(1), $\pi$-IW(1)+ and $\pi$-HIW(n, 1). Furthermore, we present a taxonomy of the Atari-2600 games according to some of their defining characteristics. This analysis of the games provides further insight into the behaviour and performance of the algorithms introduced. Namely, for games with large branching factors, and games with sparse meaningful rewards, N-CPL outperforms $\pi$-IW, $\pi$-IW(1)+ and $\pi$-HIW(n, 1).
Stefan O'Toole, Nir Lipovetzky, Miquel Ramírez, Adrian R. Pearce
NeurIPS4
2017 Real-Time UAV Maneuvering via Automated Planning in Simulations
abstract
The automatic generation of realistic behavior such as tactical intercepts for Unmanned Aerial Vehicles (UAV) in air combat is a challenging problem. State-of-the-art solutions propose hand-crafted algorithms and heuristics whose performance depends heavily on the initial conditions and specific aerodynamic characteristics of the UAVs involved. This demo shows the ability of domain-independent planners, embedded into simulators, to generate on-line, feed-forward, control signals that steer simulated aircraft as best suits the situation.
Miquel Ramírez, Michael Papasimeon, Lyndon Benke, Nir Lipovetzky, Tim Miller 0001, Adrian R. Pearce
IJCAI6
2016 'Knowing Whether' in Proper Epistemic Knowledge Bases
abstract
Proper epistemic knowledge bases (PEKBs) are syntactic knowledge bases that use multi-agent epistemic logic to represent nested multi-agent knowledge and belief. PEKBs have certain syntactic restrictions that lead to desirable computational properties; primarily, a PEKB is a conjunction of modal literals, and therefore contains no disjunction. Sound entailment can be checked in polynomial time, and is complete for a large set of arbitrary formulae in logics Kn and KDn. In this paper, we extend PEKBs to deal with a restricted form of disjunction: 'knowing whether.' An agent i knows whether Q iff agent i knows Q or knows not Q; that is, []Q or []not(Q). In our experience, the ability to represent that an agent knows whether something holds is useful in many multi-agent domains. We represent knowing whether with a modal operator, and present sound polynomial-time entailment algorithms on PEKBs with the knowing whether operator in Kn and KDn, but which are complete for a smaller class of queries than standard PEKBs.
Tim Miller 0001, Paolo Felli, Christian J. Muise, Adrian R. Pearce, Liz Sonenberg
AAAI4
2016 Situation Calculus Game Structures and GDL
abstract
We present a situation calculus-based account of multi-players synchronous games in the style of general game playing. Such games can be represented as action theories of a special form, situation calculus synchronous game structures (SCSGSs), in which we have a single action tick whose effects depend on the combination of moves selected by the players. Then one can express properties of the game, e.g., winning conditions, playability, weak and strong winnability, etc. in a first-order alternating-time μ-calculus. We discuss verification in this framework considering computational effectiveness. We also show that SCSGSs can be considered as a first-order variant of the Game Description Language (GDL) that supports infinite domains and possibly non-terminating games. We do so by giving a translation of GDL specifications into SCSGSs and showing its correctness. Finally, we show how a player's possible moves can be specified in a Golog-like programming language.
Giuseppe De Giacomo, Yves Lespérance, Adrian R. Pearce
ECAI3
2016 Sequencing Operator Counts
Toby O. Davies, Adrian R. Pearce, Peter J. Stuckey, Nir Lipovetzky
IJCAI2
2016 Planning for a Single Agent in a Multi-Agent Environment Using FOND
Christian J. Muise, Paolo Felli, Tim Miller 0001, Adrian R. Pearce, Liz Sonenberg
IJCAI4
2015 Planning Over Multi-Agent Epistemic States: A Classical Planning Approach
abstract
Many AI applications involve the interaction of multiple autonomous agents, requiring those agents to reason about their own beliefs, as well as those of other agents. However, planning involving nested beliefs is known to be computationally challenging. In this work, we address the task of synthesizing plans that necessitate reasoning about the beliefs of other agents. We plan from the perspective of a single agent with the potential for goals and actions that involve nested beliefs, non-homogeneous agents, co-present observations, and the ability for one agent to reason as if it were another. We formally characterize our notion of planning with nested belief, and subsequently demonstrate how to automatically convert such problems into problems that appeal to classical planning technology. Our approach represents an important first step towards applying the well-established field of automated planning to the challenging task of planning involving nested beliefs of multiple agents.
Christian J. Muise, Vaishak Belle, Paolo Felli, Sheila A. McIlraith, Tim Miller 0001, Adrian R. Pearce, Liz Sonenberg
AAAI6
2015 Scheduling with Fixed Maintenance, Shared Resources and Nonlinear Feedrate Constraints: A Mine Planning Case Study
Christina N. Burt, Nir Lipovetzky, Adrian R. Pearce, Peter J. Stuckey
CPAIOR3
2015 Computing Social Behaviours Using Agent Models
Paolo Felli, Tim Miller 0001, Christian J. Muise, Adrian R. Pearce, Liz Sonenberg
IJCAI4
2015 Optimizing Long-Running Action Histories in the Situation Calculus Through Search
Christopher James Ewin, Adrian R. Pearce, Stavros Vassos
PRIMA2
2015 Asynchronous knowledge with hidden actions in the situation calculus
Ryan F. Kelly, Adrian R. Pearce
Artif. Intell.2
2014 Transforming Situation Calculus Action Theories for Optimised Reasoning
Christopher James Ewin, Adrian R. Pearce, Stavros Vassos
KR2
2014 A Decomposition-Based Heuristic for Collaborative Scheduling in a Network of Open-Pit Mines
abstract
We consider the short-term production scheduling problem for a network of multiple open-pit mines and ports. Ore produced at each mine is transported by rail to a set of ports and blended into signature products for shipping. Consistency in the grade and quality of production over time is critical for customer satisfaction, whereas the maximal production of blended products is required to maximise profit. In practice, short-term schedules are formed independently at each mine, tasked with achieving the grade and quality targets outlined in a medium-term plan. However, because of uncertainty in the data available to a medium-term planner and the dynamics of the mining environment, such targets may not be feasible in the short term. We present a decomposition-based heuristic for this short-term scheduling problem in which the grade and quality goals assigned to each mine are collaboratively adapted—ensuring the satisfaction of blending constraints at each port and exploiting opportunities to maximise production in the network that would otherwise be missed.
Michelle L. Blom, Christina N. Burt, Adrian R. Pearce, Peter J. Stuckey
INFORMS J. Comput.3
2010 Situation Calculus Based Programs for Representing and Reasoning about Game Structures
Giuseppe De Giacomo, Yves Lespérance, Adrian R. Pearce
KR3
2010 Property persistence in the situation calculus
Ryan F. Kelly, Adrian R. Pearce
Artif. Intell.2
2009 An Argumentation-Based Interpreter for Golog Programs
Michelle L. Blom, Adrian R. Pearce
IJCAI2
2008 Complex Epistemic Modalities in the Situation Calculus
Ryan F. Kelly, Adrian R. Pearce
KR2
2007 Collaborative Inductive Logic Programming for Path Planning
Adrian R. Pearce
IJCAI2
2007 Property Persistence in the Situation Calculus
Ryan F. Kelly, Adrian R. Pearce
IJCAI2
2006 Distributed Interactive Learning in Multi-Agent Systems
Adrian R. Pearce
AAAI2
2000 RescueModel: A Multi-Agent Simulation of Bushfire Disaster Management
Gary Au, Simon Goss, Clinton Heinze, Adrian R. Pearce
RoboCup4
1999 Interactively Matching Hand-Drawings Using Induction
Adrian R. Pearce, Terry Caelli
Comput. Vis. Image Underst.1
1998 On Learning Spatio-Temporal Relational Structures in Two Different Domains
Adrian R. Pearce, Terry Caelli, Simon Goss
ACCV (2)1
1998 The CLARET Algorithm
Adrian R. Pearce, Terry Caelli
PAKDD1
1997 Schematic interpretation and the CLARET consolidated learning algorithm
abstract
A new learning algorithm, the Consolidated Learning Algorithm based on Relational Evidence Theory (CLARET) is presented, which relies on inductive logic programming and graph matching techniques. In relational evidence theory, two different approaches to evidential learning are consolidated in how they apply to generalising within relational data structures. Attribute-based discrimination (decision trees) is integrated with part-based interpretation (graph matching) for evaluating and updating representations in spatial domains. This allows an interpretation stage to be incorporated into the generalization process. A systematic approach to finding interpretations is demonstrated for an online, hand drawn, schematic diagram and symbols recognition system. The approach uses an adaptive representational bias and search strategy during learning by efficiently grounding the learning procedures in the relational spatial constraints of their application.
Adrian R. Pearce, Terry Caelli
KES (1)1
1994 Learning relational structures: Applications in computer vision
Adrian R. Pearce, Terry Caelli, Walter F. Bischof
Appl. Intell.1
1994 Rulegraphs for graph matching in pattern recognition
Adrian R. Pearce, Terry Caelli, Walter F. Bischof
Pattern Recognit.1