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We consider the mixed search game against an agile and visible fugitive. This is the variant of the classic fugitive search game on graphs where searchers may be placed to (or removed from) the vertices or slide along edges. Moreover, the fugitive resides on the edges of the graph and can move at any time along unguarded paths. The mixed search number against an agile and visible fugitive of a graph $G$, denoted $avms(G)$, is the minimum number of searchers required to capture to fugitive in this graph searching variant. Our main result is that this graph searching variant is monotone in the sense that the number of searchers required for a successful search strategy does not increase if we restrict the search strategies to those that do not permit the fugitive to visit an already clean edge. This means that mixed search strategies against an agile and visible fugitive can be polynomially certified, and therefore that the problem of deciding, given a graph $G$ and an integer $k,$ whether $avms(G)\leq k$ is in NP. Our proof is based on the introduction of the notion of tight bramble, that serves as an obstruction for the corresponding search parameter. Our results imply that for a graph $G$, $avms(G)$ is equal to the Cartesian tree product number of $G$ that is the minimum $k$ for which $G$ is a minor of the Cartesian product of a tree and a clique on $k$ vertices.

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This work is on vision-based planning strategies for legged robots that separate locomotion planning into foothold selection and pose adaptation. Current pose adaptation strategies optimize the robot's body pose relative to given footholds. If these footholds are not reached, the robot may end up in a state with no reachable safe footholds. Therefore, we present a Vision-Based Terrain-Aware Locomotion (ViTAL) strategy that consists of novel pose adaptation and foothold selection algorithms. ViTAL introduces a different paradigm in pose adaptation that does not optimize the body pose relative to given footholds, but the body pose that maximizes the chances of the legs in reaching safe footholds. ViTAL plans footholds and poses based on skills that characterize the robot's capabilities and its terrain-awareness. We use the 90 kg HyQ and 140 kg HyQReal quadruped robots to validate ViTAL, and show that they are able to climb various obstacles including stairs, gaps, and rough terrains at different speeds and gaits. We compare ViTAL with a baseline strategy that selects the robot pose based on given selected footholds, and show that ViTAL outperforms the baseline.

Given a set of $n \geq 1$ unit disk robots in the Euclidean plane, we consider the fundamental problem of providing mutual visibility to them: the robots must reposition themselves to reach a configuration where they all see each other. This problem arises under obstructed visibility, where a robot cannot see another robot if there is a third robot on the straight line segment between them. This problem was solved by Sharma et al. [G. Sharma, R. Alsaedi, C. Busch, and S. Mukhopadhyay. The complete visibility problem for fat robots with lights. In Proceedings of the 19th International Conference on Distributed Computing and Networking, pages 1-4, 2018.] in the luminous robots model, where each robot is equipped with an externally visible light that can assume colors from a fixed set of colors, using 9 colors and $O(n)$ rounds. In this work, we present an algorithm that requires only 2 colors and $O(n)$ rounds. The number of colors is optimal since at least two colors are required for point robots [G.A. Di Luna, P. Flocchini, S.G. Chaudhuri, F. Poloni, N. Santoro, and G. Viglietta. Mutual visibility by luminous robots without collisions. Information and Computation, 254:392-418, 2017.].

In many applications, we want to influence the decisions of independent agents by designing incentives for their actions. We revisit a fundamental problem in this area, called GAME IMPLEMENTATION: Given a game in standard form and a set of desired strategies, can we design a set of payment promises such that if the players take the payment promises into account, then all undominated strategies are desired? Furthermore, we aim to minimize the cost, that is, the worst-case amount of payments. We study the tractability of computing such payment promises and determine more closely what obstructions we may have to overcome in doing so. We show that GAME IMPLEMENTATION is NP-hard even for two players, solving in particular a long open question (Eidenbenz et al. 2011) and suggesting more restrictions are necessary to obtain tractability results. We thus study the regime in which players have only a small constant number of strategies and obtain the following. First, this case remains NP-hard even if each player's utility depends only on three others. Second, we repair a flawed efficient algorithm for the case of both small number of strategies and small number of players. Among further results, we characterize sets of desired strategies that can be implemented at zero cost as a kind of stable core of the game.

(Simplified Abstract) To accomplish breakthroughs in dynamic whole-body locomotion, legged robots have to be terrain aware. Terrain-Aware Locomotion (TAL) implies that the robot can perceive the terrain with its sensors, and can take decisions based on this information. This thesis presents TAL strategies both from a proprioceptive and an exteroceptive perspective. The strategies are implemented at the level of locomotion planning, control, and state estimation, and using optimization and learning techniques. The first part is on TAL strategies at the Whole-Body Control (WBC) level. We introduce a passive WBC (pWBC) framework that allows the robot to stabilize and walk over challenging terrain while taking into account the terrain geometry (inclination) and friction properties. The pWBC relies on rigid contact assumptions which makes it suitable only for stiff terrain. As a consequence, we introduce Soft Terrain Adaptation aNd Compliance Estimation (STANCE) which is a soft terrain adaptation algorithm that generalizes beyond rigid terrain. The second part of the thesis focuses on vision-based TAL strategies. We present Vision-Based Terrain-Aware Locomotion (ViTAL) which is an online planning strategy that selects the footholds based on the robot capabilities, and the robot pose that maximizes the chances of the robot succeeding in reaching these footholds. ViTAL relies on a set of robot skills that characterizes the capabilities of the robot and its legs. The skills include the robot's ability to assess the terrain's geometry, avoid leg collisions, and avoid reaching kinematic limits. Our strategies are based on optimization and learning methods and are validated on HyQ and HyQReal in simulation and experiment. We show that with the help of these strategies, we can push dynamic legged robots one step closer to being fully autonomous and terrain aware.

Motivated by questions from program transformations, eight notions of isomorphisms between term rewriting systems are defined, analysed, and classified. The notions include global isomorphisms, where the renaming of variables and function symbols is the same for all term rewriting rules of the system, local ones, where a single renaming for every rule is used, and a combination, where one symbol set is renamed globally while the other set is renamed locally. Preservation of semantic properties like convertibility and termination is analysed for the different isomorphism notions. The notions of templates and maximal normal forms of term rewriting systems are introduced and algorithms to efficiently compute them are presented. Equipped with these techniques, the complexity of the underlying decision problems of the isomorphisms are analysed and either shown to be efficiently solvable or proved to be complete for the graph isomorphism complexity class.

The rapidly evolving industry demands high accuracy of the models without the need for time-consuming and computationally expensive experiments required for fine-tuning. Moreover, a model and training pipeline, which was once carefully optimized for a specific dataset, rarely generalizes well to training on a different dataset. This makes it unrealistic to have carefully fine-tuned models for each use case. To solve this, we propose an alternative approach that also forms a backbone of Intel Geti platform: a dataset-agnostic template for object detection trainings, consisting of carefully chosen and pre-trained models together with a robust training pipeline for further training. Our solution works out-of-the-box and provides a strong baseline on a wide range of datasets. It can be used on its own or as a starting point for further fine-tuning for specific use cases when needed. We obtained dataset-agnostic templates by performing parallel training on a corpus of datasets and optimizing the choice of architectures and training tricks with respect to the average results on the whole corpora. We examined a number of architectures, taking into account the performance-accuracy trade-off. Consequently, we propose 3 finalists, VFNet, ATSS, and SSD, that can be deployed on CPU using the OpenVINO toolkit. The source code is available as a part of the OpenVINO Training Extensions (//github.com/openvinotoolkit/training_extensions}

The home is often the most private space in people's lives, and not one in which they expect to be surveilled. However, today's market for smart home devices has quickly evolved to include products that monitor, automate, and present themselves as human. After documenting some of the more unusual emergent problems with contemporary devices, this body of work seeks to develop a design philosophy for intelligent agents in the smart home that can act as an alternative to the ways that these devices are currently built. This is then applied to the design of privacy empowering technologies, representing the first steps from the devices of the present towards a more respectful future.

Game theory has by now found numerous applications in various fields, including economics, industry, jurisprudence, and artificial intelligence, where each player only cares about its own interest in a noncooperative or cooperative manner, but without obvious malice to other players. However, in many practical applications, such as poker, chess, evader pursuing, drug interdiction, coast guard, cyber-security, and national defense, players often have apparently adversarial stances, that is, selfish actions of each player inevitably or intentionally inflict loss or wreak havoc on other players. Along this line, this paper provides a systematic survey on three main game models widely employed in adversarial games, i.e., zero-sum normal-form and extensive-form games, Stackelberg (security) games, zero-sum differential games, from an array of perspectives, including basic knowledge of game models, (approximate) equilibrium concepts, problem classifications, research frontiers, (approximate) optimal strategy seeking techniques, prevailing algorithms, and practical applications. Finally, promising future research directions are also discussed for relevant adversarial games.

Autonomic computing investigates how systems can achieve (user) specified control outcomes on their own, without the intervention of a human operator. Autonomic computing fundamentals have been substantially influenced by those of control theory for closed and open-loop systems. In practice, complex systems may exhibit a number of concurrent and inter-dependent control loops. Despite research into autonomic models for managing computer resources, ranging from individual resources (e.g., web servers) to a resource ensemble (e.g., multiple resources within a data center), research into integrating Artificial Intelligence (AI) and Machine Learning (ML) to improve resource autonomy and performance at scale continues to be a fundamental challenge. The integration of AI/ML to achieve such autonomic and self-management of systems can be achieved at different levels of granularity, from full to human-in-the-loop automation. In this article, leading academics, researchers, practitioners, engineers, and scientists in the fields of cloud computing, AI/ML, and quantum computing join to discuss current research and potential future directions for these fields. Further, we discuss challenges and opportunities for leveraging AI and ML in next generation computing for emerging computing paradigms, including cloud, fog, edge, serverless and quantum computing environments.

Object detection is an important and challenging problem in computer vision. Although the past decade has witnessed major advances in object detection in natural scenes, such successes have been slow to aerial imagery, not only because of the huge variation in the scale, orientation and shape of the object instances on the earth's surface, but also due to the scarcity of well-annotated datasets of objects in aerial scenes. To advance object detection research in Earth Vision, also known as Earth Observation and Remote Sensing, we introduce a large-scale Dataset for Object deTection in Aerial images (DOTA). To this end, we collect $2806$ aerial images from different sensors and platforms. Each image is of the size about 4000-by-4000 pixels and contains objects exhibiting a wide variety of scales, orientations, and shapes. These DOTA images are then annotated by experts in aerial image interpretation using $15$ common object categories. The fully annotated DOTA images contains $188,282$ instances, each of which is labeled by an arbitrary (8 d.o.f.) quadrilateral To build a baseline for object detection in Earth Vision, we evaluate state-of-the-art object detection algorithms on DOTA. Experiments demonstrate that DOTA well represents real Earth Vision applications and are quite challenging.

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