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Robert Mattmüller

dblp:94/1789 · DBLP profile ↗
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23ranked-venue papers
2as first author
1since 2021 · last 2021
0000-0002-1705-5476ORCID · corroborated

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

Artificial intelligence and machine learning · 20 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 12 · 2 first-authorTheory of computation · 5Software engineering, systems software and programming languages · 2Applied, interdisciplinary, general and emerging computing · 1

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
14 papers
Planning, search and constraint satisfaction · 62% Knowledge representation and reasoning · 26% Multi-agent systems · 8%
Theoretical computer science
4 papers
Computational complexity · 83% Automated reasoning and model checking · 17%
Software engineering, system software, and programming languages
1 paper
Program verification · 67% Program synthesis and code generation · 33%

Topics — the 28 heaviest of 36, 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
dynamic epistemic logic
0.822021
Game description language and dynamic epistemic logic compared · Artif. Intell. 2021
Game Description Language and Dynamic Epistemic Logic Compared · IJCAI 2018
Knowledge, reasoning and agents › Knowledge representation and reasoning
logic-based reasoning
0.512021
Game description language and dynamic epistemic logic compared · Artif. Intell. 2021
Knowledge, reasoning and agents › Knowledge representation and reasoning › representation language › knowledge representation formalisms › knowledge representation language
game description language
0.522021
Game Description Language and Dynamic Epistemic Logic Compared · IJCAI 2018
Game description language and dynamic epistemic logic compared · Artif. Intell. 2021
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
classical planning
0.522016
State-Dependent Cost Partitionings for Cartesian Abstractions in Classical Planning · IJCAI 2016
Delete Relaxations for Planning with State-Dependent Action Costs · IJCAI 2015
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
epistemic planning
0.412020
Token-based Execution Semantics for Multi-Agent Epistemic Planning · KR 2020
Knowledge, reasoning and agents › Knowledge representation and reasoning › normative reasoning
moral reasoning
0.412020
Evaluation of the moral permissibility of action plans · Artif. Intell. 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › epistemic planning
multi-agent epistemic planning
0.412020
Token-based Execution Semantics for Multi-Agent Epistemic Planning · KR 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
multi-agent planning
0.412020
Token-based Execution Semantics for Multi-Agent Epistemic Planning · KR 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning
planning evaluation
0.412020
Evaluation of the moral permissibility of action plans · Artif. Intell. 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › state space search
symbolic search
0.412020
Symbolic Top-k Planning · AAAI 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › plan generation
top-k planning
0.412020
Symbolic Top-k Planning · AAAI 2020
Computational complexity › complexity of reasoning
planning complexity
0.412020
Symbolic Top-k Planning · AAAI 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning
ethical planning
0.412019
Moral Permissibility of Action Plans · AAAI 2019
Machine learning › Trustworthy machine learning › ethical AI
machine ethics
0.412019
Moral Permissibility of Action Plans · AAAI 2019
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
multi-agent path finding
0.412019
Implicitly Coordinated Multi-Agent Path Finding under Destination Uncertainty: Success Guarantees and Computational Complexity (Extended Abstract) · IJCAI 2019
Knowledge, reasoning and agents › Multi-agent systems › multi-agent coordination
implicit coordination
0.312018
Better Eager Than Lazy? How Agent Types Impact the Successfulness of Implicit Coordination · KR 2018
Knowledge, reasoning and agents › Multi-agent systems
multi-agent coordination
0.312018
Better Eager Than Lazy? How Agent Types Impact the Successfulness of Implicit Coordination · KR 2018
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning with preferences
trajectory constraints
0.312018
Compiling Away Soft Trajectory Constraints in Planning · KR 2018
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search › heuristic search planning
abstraction heuristics
0.212016
State-Dependent Cost Partitionings for Cartesian Abstractions in Classical Planning · IJCAI 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search › planning heuristics
cost partitioning
0.212016
State-Dependent Cost Partitionings for Cartesian Abstractions in Classical Planning · IJCAI 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
heuristic search planning
0.212016
State-Dependent Cost Partitionings for Cartesian Abstractions in Classical Planning · IJCAI 2016
Knowledge, reasoning and agents › Knowledge representation and reasoning
action and change
0.112020
Evaluation of the moral permissibility of action plans · Artif. Intell. 2020
Program verification
automated reasoning and model checking
0.112011
Synthia: Verification and Synthesis for Timed Automata · CAV 2011
Program verification › model checking
timed automata verification
0.112011
Synthia: Verification and Synthesis for Timed Automata · CAV 2011
Automated reasoning and model checking
abstraction refinement
0.112009
Component-Based Abstraction Refinement for Timed Controller Synthesis · RTSS 2009
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
admissible heuristics
0.112008
Accuracy of Admissible Heuristic Functions in Selected Planning Domains · AAAI 2008
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
heuristic search
0.112008
Accuracy of Admissible Heuristic Functions in Selected Planning Domains · AAAI 2008
Automated reasoning and model checking
satisfiability
0.112007
Planning for Temporally Extended Goals as Propositional Satisfiability · IJCAI 2007

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

symbolic search · 0.9heuristic search · 0.9token-based execution · 0.4formal verification · 0.4epistemic planning · 0.4deontic logic · 0.4computational complexity analysis · 0.4expressiveness analysis · 0.3edge-valued multi-valued decision diagrams · 0.3compilation · 0.3timed game solving · 0.2on-the-fly algorithm · 0.2propositional satisfiability encoding · 0.1
YearPublicationVenuePosition
2021 Game description language and dynamic epistemic logic compared
Thorsten Engesser, Robert Mattmüller, Bernhard Nebel, Michael Thielscher
Artif. Intell.2
2020 Symbolic Top-k Planning
abstract
The objective of top-k planning is to determine a set of k different plans with lowest cost for a given planning task. In practice, such a set of best plans can be preferred to a single best plan generated by ordinary optimal planners, as it allows the user to choose between different alternatives and thus take into account preferences that may be difficult to model. In this paper we show that, in general, the decision problem version of top-k planning is PSPACE-complete, as is the decision problem version of ordinary classical planning. This does not hold for polynomially bounded plans for which the decision problem turns out to be PP-hard, while the ordinary case is NP-hard. We present a novel approach to top-k planning, called sym-k, which is based on symbolic search, and prove that sym-k is sound and complete. Our empirical analysis shows that sym-k exceeds the current state of the art for both small and large k.
David Speck 0001, Robert Mattmüller, Bernhard Nebel
AAAI2
2020 Token-based Execution Semantics for Multi-Agent Epistemic Planning
abstract
Epistemic planning has been employed as a means to achieve implicit coordination in cooperative multi-agent systems where world knowledge is distributed between the agents, and agents plan and act individually. However, recent work has shown that even if all agents act with respect to plans that they consider optimal from their own subjective perspective, infinite executions can occur. In this paper, we analyze the idea of using a single token that can be passed around between the agents and which is used as a prerequisite for acting. We show that introducing such a token to any planning task will prevent the existence of infinite executions. We furthermore analyze the conditions under which solutions to a planning task are preserved under our tokenization.
Thorsten Engesser, Robert Mattmüller, Bernhard Nebel, Felicitas Ritter
KR2
2020 Evaluation of the moral permissibility of action plans
Felix Lindner 0001, Robert Mattmüller, Bernhard Nebel
Artif. Intell.2
2019 Moral Permissibility of Action Plans
abstract
Research in classical planning so far was mainly concerned with generating a satisficing or an optimal plan. However, if such systems are used to make decisions that are relevant to humans, one should also consider the ethical consequences generated plans can have. We address this challenge by analyzing in how far it is possible to generalize existing approaches of machine ethics to automatic planning systems. Traditionally, ethical principles are formulated in an actionbased manner, allowing to judge the execution of one action. We show how such a judgment can be generalized to plans. Further, we study the computational complexity of making ethical judgment about plans.
Felix Lindner 0001, Robert Mattmüller, Bernhard Nebel
AAAI2
2019 Implicitly Coordinated Multi-Agent Path Finding under Destination Uncertainty: Success Guarantees and Computational Complexity (Extended Abstract)
abstract
In multi-agent path finding, it is usually assumed that planning is performed centrally and that the destinations of the agents are common knowledge. We will drop both assumptions and analyze under which conditions it can be guaranteed that the agents reach their respective destinations using implicitly coordinated plans without communication.
Bernhard Nebel, Thomas Bolander, Thorsten Engesser, Robert Mattmüller
IJCAI4
2019 The Dynamic Logic of Policies and Contingent Planning
Thomas Bolander, Thorsten Engesser, Andreas Herzig, Robert Mattmüller, Bernhard Nebel
JELIA4
2019 Implicitly Coordinated Multi-Agent Path Finding under Destination Uncertainty: Success Guarantees and Computational Complexity
abstract
In multi-agent path finding (MAPF), it is usually assumed that planning is performed centrally and that the destinations of the agents are common knowledge. We will drop both assumptions and analyze under which conditions it can be guaranteed that the agents reach their respective destinations using implicitly coordinated plans without communication. Furthermore, we will analyze what the computational costs associated with such a coordination regime are. As it turns out, guarantees can be given assuming that the agents are of a certain type. However, the implied computational costs are quite severe. In the distributed setting, we either have to solve a sequence of NP-complete problems or have to tolerate exponentially longer executions. In the setting with destination uncertainty, bounded plan existence becomes PSPACE-complete. This clearly demonstrates the value of communicating about plans before execution starts.
Bernhard Nebel, Thomas Bolander, Thorsten Engesser, Robert Mattmüller
J. Artif. Intell. Res.4
2018 On the Relationship Between State-Dependent Action Costs and Conditional Effects in Planning
abstract
When planning for tasks that feature both state-dependent action costs and conditional effects using relaxation heuristics, the following problem appears: handling costs and effects separately leads to worse-than-necessary heuristic values, since we may get the more useful effect at the lower cost by choosing different values of a relaxed variable when determining relaxed costs and relaxed active effects. In this paper, we show how this issue can be avoided by representing state-dependent costs and conditional effects uniformly, both as edge-valued multi-valued decision diagrams (EVMDDs) over different sets of edge values, and then working with their product diagram. We develop a theory of EVMDDs that is general enough to encompass state-dependent action costs, conditional effects, and even their combination.We define relaxed effect semantics in the presence of state-dependent action costs and conditional effects, and describe how this semantics can be efficiently computed using product EVMDDs. This will form the foundation for informative relaxation heuristics in the setting with state-dependent costs and conditional effects combined.
Robert Mattmüller, Florian Geißer, Benedict Wright, Bernhard Nebel
AAAI1
2018 Game Description Language and Dynamic Epistemic Logic Compared
abstract
Several different frameworks have been proposed to model and reason about knowledge in dynamic multi-agent settings, among them the logic-programming-based game description language GDL-III, and dynamic epistemic logic (DEL), based on possible-worlds semantics. GDL-III and DEL have complementary strengths and weaknesses in terms of ease of modeling and simplicity of semantics. In this paper, we formally study the expressiveness of GDL-III vs. DEL. We clarify the commonalities and differences between those languages, demonstrate how to bridge the differences where possible, and identify large fragments of GDL-III and DEL that are equivalent in the sense that they can be used to encode games or planning tasks that admit the same legal action sequences. We prove the latter by providing compilations between those fragments of GDL-III and DEL.
Thorsten Engesser, Robert Mattmüller, Bernhard Nebel, Michael Thielscher
IJCAI2
2018 Better Eager Than Lazy? How Agent Types Impact the Successfulness of Implicit Coordination
Thomas Bolander, Thorsten Engesser, Robert Mattmüller, Bernhard Nebel
KR3
2018 Compiling Away Soft Trajectory Constraints in Planning
Benedict Wright, Robert Mattmüller, Bernhard Nebel
KR2
2016 State-Dependent Cost Partitionings for Cartesian Abstractions in Classical Planning
Thomas Keller 0001, Florian Pommerening, Jendrik Seipp, Florian Geißer, Robert Mattmüller
IJCAI5
2015 Delete Relaxations for Planning with State-Dependent Action Costs
Florian Geißer, Thomas Keller 0001, Robert Mattmüller
IJCAI3
2015 Delete Relaxations for Planning with State-Dependent Action Costs
abstract
Supporting state-dependent action costs in planning admits a more compact representation of many tasks. We generalize the additive heuristic and compute it by embedding decision-diagram representations of action cost functions into the RPG. We give a theoretical evaluation and present an implementation of the generalized additive heuristic. This allows us to handle even the hardest instances of the combinatorial Academic Advising domain from the IPPC 2014.
Florian Geißer, Thomas Keller 0001, Robert Mattmüller
SOCS3
2014 Past, Present, and Future: An Optimal Online Algorithm for Single-Player GDL-II Games
abstract
In General Game Playing, a player receives the rules of an unknown game and attempts to maximize his expected reward. Since 2011, the GDL-II rule language extension allows the formulation of nondeterministic and partially observable games. In this paper, we present an algorithm for such games, with a focus on the single-player case. Conceptually, at each stage, the proposed NORNS algorithm distinguishes between the past, present and future steps of the game. More specifically, a belief state tree is used to simulate a potential past that leads to a present that is consistent with received observations. Unlike other related methods, our method is asymptotically optimal. Moreover, augmenting the belief state tree with iteratively improved probabilities speeds up the process over time significantly.
Florian Geißer, Thomas Keller 0001, Robert Mattmüller
ECAI3
2011 Synthia: Verification and Synthesis for Timed Automata
Hans-Jörg Peter, Rüdiger Ehlers, Robert Mattmüller
CAV3
2009 Component-Based Abstraction Refinement for Timed Controller Synthesis
abstract
We present a novel technique for synthesizing controllers for distributed real-time environments with safety requirements. Our approach is an abstraction refinement extension to the on-the-fly algorithm by Cassez et al. from 2005. Based on partial compositions of some environment components, each refinement cycle constructs a sound abstraction that can be used to obtain under- and over-approximations of all valid controller implementations. This enables (1) early termination if an implementation does not exist in the over-approximation, or, if one does exist in the under-approximation, and (2) pruning of irrelevant moves in subsequent refinement cycles. In our refinement loop, the precision of the abstractions incrementally increases and converges to all specification-critical components. We implemented our approach in a prototype synthesis tool and evaluated it on an industrial benchmark. In comparison with the timed game solver UPPAAL-Tiga, our technique outperforms the nonincremental approach by an order of magnitude.
Hans-Jörg Peter, Robert Mattmüller
RTSS2
2008 Accuracy of Admissible Heuristic Functions in Selected Planning Domains
Malte Helmert, Robert Mattmüller
AAAI2
2008 A Planning Graph Heuristic for Forward-Chaining Adversarial Planning
abstract
In contrast to classical planning, in adversarial planning, the planning agent has to face an adversary trying to prevent him from reaching his goals. In this paper, we investigate a forwardchaining approach to adversarial planning based on the AO*algorithm. The exploration of the underlying AND/OR graph is guided by a heuristic evaluation function, inspired by the relaxed planning graph heuristic used in the FF planner. Unlike FF, our heuristic uses an adversarial planning graph with distinct proposition and action layers for the protagonist and antagonist. First results suggest that in certain planning domains, our approach yields results competitive with the state of the art.
Pascal Bercher, Robert Mattmüller
ECAI2
2007 Planning for Temporally Extended Goals as Propositional Satisfiability
Robert Mattmüller, Jussi Rintanen
IJCAI1
2006 Selective Approaches for Solving Weak Games
Malte Helmert, Robert Mattmüller, Sven Schewe
ATVA2
2006 Aproximation Properties of Planning Benchmarks
Malte Helmert, Robert Mattmüller, Gabriele Röger
ECAI2