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Planning for Stochastic Games with Co-Safe Objectives

AAAI Conferences

We consider planning problems for stochastic games with objectives specified by a branching-time logic, called probabilistic computation tree logic (PCTL). This problem has been shown to be undecidable if strategies with perfect recall, i.e., history-dependent, are considered. In this paper, we show that, if restricted to co-safe properties, a subset of PCTL properties capable to specify a wide range of properties in practice including reachability ones, the problem turns to be decidable, even when the class of general strategies is considered. We also give an algorithm for solving robust stochastic planning, where a winning strategy is tolerant to some perturbations of probabilities in the model. Our result indicates that satisfiability of co-safe PCTL is decidable as well.


Deordering and Numeric Macro Actions for Plan Repair

AAAI Conferences

The paper faces the problem of plan repair in presence of numeric information, by providing a new method for the intelligent selection of numeric macro actions. The method relies on a generalization of deordering, extended with new conditions accounting for dependencies and threats implied by the numeric components. The deordering is used as a means to infer (hopefully) minimal ordering constraints then used to extract independent and informative macro actions. Each macro aims at compactly representing a sub-solution for the overall planning problem. To verify the feasibility of the approach, the paper reports experiments in various domains from the International Planning Competition% measuring the performance of the new strategy using two state of the art numeric planning systems; i.e., Colin Metric-FF. Results show (i) the competitiveness of the strategy in terms of coverage, time and quality of the resulting plans wrt current approaches, and (ii) the actual independence from the planner employed.


Point-Based Planning for Multi-Objective POMDPs

AAAI Conferences

Many sequential decision-making problems require an agent to reason about both multiple objectives and uncertainty regarding the environment's state. Such problems can be naturally modelled as multi-objective partially observable Markov decision processes (MOPOMDPs). We propose optimistic linear support with alpha reuse (OLSAR), which computes a bounded approximation of the optimal solution set for all possible weightings of the objectives. The main idea is to solve a series of scalarized single-objective POMDPs, each corresponding to a different weighting of the objectives. A key insight underlying OLSAR is that the policies and value functions produced when solving scalarized POMDPs in earlier iterations can be reused to more quickly solve scalarized POMDPs in later iterations. We show experimentally that OLSAR outperforms, both in terms of runtime and approximation quality, alternative methods and a variant of OLSAR that does not leverage reuse.


Models of Action Concurrency in Temporal Planning

AAAI Conferences

This work compares two actions' concurrency and co-occurrence employed in temporal modeling languages, one with a PDDL-style action modeling languages used by the AI planning community, exclusion mechanism, and another with an explicit and argue that they explain why MILP or SMT have notion of resources, and investigates their seemed unattractive. Specifically, we observe that PDDL 2.1 implications on constraint-based search. The first [Fox and Long, 2003] induces temporal gaps between consecutive mechanism forces temporal gaps in action schedules interdependent actions, and these gaps often induce and have a high performance penalty. The second twice the number of steps in the plans than what is necessary, mechanism avoids the gaps, with dramatically with strong negative performance implications. The gaps are improved performance.


Adversarial Hierarchical-Task Network Planning for Complex Real-Time Games

AAAI Conferences

Real-time strategy (RTS) games are hard from an AI point of view because they have enormous state spaces, combinatorial branching factors, allow simultaneous and durative actions, and players have very little time to choose actions. For these reasons, standard game tree search methods such as alpha- beta search or Monte Carlo Tree Search (MCTS) are not sufficient by themselves to handle these games. This paper presents an alternative approach called Adversarial Hierarchical Task Network (AHTN) planning that combines ideas from game tree search with HTN planning. We present the basic algorithm, relate it to existing adversarial hierarchical planning methods, and present new extensions for simultaneous and durative actions to handle RTS games. We also present empirical results for the ฮผRTS game, comparing it to other state of the art search algorithms for RTS games.


Factored Upper Bounds for Multiagent Planning Problems under Uncertainty with Non-Factored Value Functions

AAAI Conferences

Nowadays, multiagent planning under uncertainty scales to tens or even hundreds of agents. However, current methods either are restricted to problems with factored value functions, or provide solutions without any guarantees on quality. Methods in the former category typically build on heuristic search using upper bounds on the value function. Unfortunately, no techniques exist to compute such upper bounds for problems with non-factored value functions, which would additionally allow for meaningful benchmarking of methods of the latter category. To mitigate this problem, this paper introduces a family of influence-optimistic upper bounds for factored Dec-POMDPs without factored value functions. We demonstrate how we can achieve firm quality guarantees for problems with hundreds of agents.


Sorting Sequential Portfolios in Automated Planning

AAAI Conferences

Recent work in portfolios of problem solvers has shown their ability to outperform single-algorithm approaches in some tasks (e.g. SAT or Automated Planning). However, not much work has been devoted to a better understanding of the relationship between the order of the component solvers and the performance of the resulting portfolio over time. We propose to sort the component solvers in a sequential portfolio, such that the resulting ordered portfolio maximizes the probability of providing the largest performance at any point in time. We empirically show that our greedy approach efficiently obtains near-optimal performance over time. Also, it generalizes much better than an optimal approach which has been observed to suffer from overfitting.


Compiling Away Uncertainty in Strong Temporal Planning with Uncontrollable Durations

AAAI Conferences

Real world temporal planning often involves dealing with uncertainty about the duration of actions. In this paper, we describe a sound-and-complete compilation technique for strong planning that reduces any planning instance with uncertainty in the duration of actions to a plain temporal planning problem without uncertainty. We evaluate our technique by comparing it with a recent technique for PDDL domains with temporal uncertainty. The experimental results demonstrate the practical applicability of our approach and show complementary behavior with respect to previous techniques. We also demonstrate the high expressiveness of the translation by applying it to a significant fragment of the ANML language.


Exploratory Digraph Navigation Using A*

AAAI Conferences

We describe Exploratory Digraph Navigation as a fundamental problem of graph theory concerned with using a graph with incomplete edge and vertex information for navigation in a partially unknown environment. We then introduce EDNA*, a simple A* extension which provably solves the problem and give worst-case bounds on the number of edges explored by said algorithm. We compare the performance of this algorithm to a non-exploratory strategy using A* and discuss its relation to existing algorithms such as D* Lite, PHA* with early stopping, EWP or exploration algorithms.


Action2Activity: Recognizing Complex Activities from Sensor Data

AAAI Conferences

As compared to simple actions, activities are much more complex, but semantically consistent with a human's real life. Techniques for action recognition from sensor generated data are mature. However, there has been relatively little work on bridging the gap between actions and activities. To this end, this paper presents a novel approach for complex activity recognition comprising of two components. The first component is temporal pattern mining, which provides a mid-level feature representation for activities, encodes temporal relatedness among actions, and captures the intrinsic properties of activities. The second component is adaptive Multi-Task Learning, which captures relatedness among activities and selects discriminant features. Extensive experiments on a real-world dataset demonstrate the effectiveness of our work.