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Eric Ewing

Publications and source records attributed to Eric Ewing.

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Empirical Hardness in Multi-Agent Pathfinding: Research Challenges and Opportunities

Multi-agent pathfinding (MAPF) is the problem of finding collision-free paths for a team of agents on a map. Although MAPF is NP-hard, the hardness of solving individual instances varies significantly, revealing a gap between theoretical complexity and actual hardness. This paper outlines three key research challenges in MAPF empirical hardness to understand such phenomena. The first challenge, known as algorithm selection, is determining the best-performing algorithms for a given instance. The second challenge is understanding the key instance features that affect MAPF empirical hardness, such as structural properties like phase transition and backbone/backdoor. The third challenge is how to leverage our knowledge of MAPF empirical hardness to effectively generate hard MAPF instances or diverse benchmark datasets. This work establishes a foundation for future empirical hardness research and encourages deeper investigation into these promising and underexplored areas.

cs.MA

MAPFAST: A Deep Algorithm Selector for Multi Agent Path Finding using Shortest Path Embeddings

Solving the Multi-Agent Path Finding (MAPF) problem optimally is known to be NP-Hard for both make-span and total arrival time minimization. While many algorithms have been developed to solve MAPF problems, there is no dominating optimal MAPF algorithm that works well in all types of problems and no standard guidelines for when to use which algorithm. In this work, we develop the deep convolutional network MAPFAST (Multi-Agent Path Finding Algorithm SelecTor), which takes a MAPF problem instance and attempts to select the fastest algorithm to use from a portfolio of algorithms. We improve the performance of our model by including single-agent shortest paths in the instance embedding given to our model and by utilizing supplemental loss functions in addition to a classification loss. We evaluate our model on a large and diverse dataset of MAPF instances, showing that it outperforms all individual algorithms in its portfolio as well as the state-of-the-art optimal MAPF algorithm selector. We also provide an analysis of algorithm behavior in our dataset to gain a deeper understanding of optimal MAPF algorithms' strengths and weaknesses to help other researchers leverage different heuristics in algorithm designs.

cs.MA

End to end learning and optimization on graphs

Real-world applications often combine learning and optimization problems on graphs. For instance, our objective may be to cluster the graph in order to detect meaningful communities (or solve other common graph optimization problems such as facility location, maxcut, and so on). However, graphs or related attributes are often only partially observed, introducing learning problems such as link prediction which must be solved prior to optimization. Standard approaches treat learning and optimization entirely separately, while recent machine learning work aims to predict the optimal solution directly from the inputs. Here, we propose an alternative decision-focused learning approach that integrates a differentiable proxy for common graph optimization problems as a layer in learned systems. The main idea is to learn a representation that maps the original optimization problem onto a simpler proxy problem that can be efficiently differentiated through. Experimental results show that our ClusterNet system outperforms both pure end-to-end approaches (that directly predict the optimal solution) and standard approaches that entirely separate learning and optimization. Code for our system is available at https://github.com/bwilder0/clusternet.

cs.LG

End-to-End Game-Focused Learning of Adversary Behavior in Security Games

Stackelberg security games are a critical tool for maximizing the utility of limited defense resources to protect important targets from an intelligent adversary. Motivated by green security, where the defender may only observe an adversary's response to defense on a limited set of targets, we study the problem of learning a defense that generalizes well to a new set of targets with novel feature values and combinations. Traditionally, this problem has been addressed via a two-stage approach where an adversary model is trained to maximize predictive accuracy without considering the defender's optimization problem. We develop an end-to-end game-focused approach, where the adversary model is trained to maximize a surrogate for the defender's expected utility. We show both in theory and experimental results that our game-focused approach achieves higher defender expected utility than the two-stage alternative when there is limited data.

cs.GT