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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.


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.


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.


Classical Planning with Simulators: Results on the Atari Video Games

AAAI Conferences

The Atari 2600 games supported in the Arcade Learning Environment [Bellemare et al., 2013] all feature a known initial (RAM) state and actions that have deterministic effects. Classical planners, however, cannot be used off-the-shelf as there is no compact PDDL-model of the games, and action effects and goals are not known a priori. Indeed, there are no explicit goals, and the planner must select actions on line while interacting with a simulator that returns successor states and rewards. None of this precludes the use of blind lookahead algorithms for action selection like breadth-first search or Dijkstraโ€™s yet such methods are not effective over large state spaces. We thus turn to a different class of planning methods introduced recently that have been shown to be effective for solving large planning problems but which do not require prior knowledge of state transitions, costs (rewards) or goals. The empirical results over 54 Atari games show that the simplest such algorithm performs at the level of UCT, the state-of-the-art planning method in this domain, and suggest the potential of width-based methods for planning with simulators when factored, compact action models are not available.


Mixed Discrete-Continuous Heuristic Generative Planning Based on Flow Tubes

AAAI Conferences

Nowadays, robots are programmed with a mix of discrete and continuous low level behaviors by experts in a very time consuming and expensive process. Existing automated planning approaches are either based on hybrid model predictive control techniques, which do not scale well due to time discretization, or temporal planners, which sacrifice plan expressivity by only supporting discretized fixed rates of change in continuous effects. We introduce Scotty, a mixed discrete-continuous generative planner that finds the middle ground between these two. Scotty can reason with linear time evolving effects whose behaviors can be modified by bounded control variables, with no discretization involved. Our planner exploits the expressivity of flow tubes, which compactly encapsulate continuous effects, and the performance of heuristic forward search. The generated solution plans are better suited for robust execution, as executives can use the flexibility in both time and continuous control variables to react to disturbances.


Synthesis for LTL and LDL on Finite Traces

AAAI Conferences

In this paper, we study synthesis from logical specifications over finite traces expressed in LTLf and its extension LDLf. Specifically, in this form of synthesis, propositions are partitionedin controllable and uncontrollable ones, and the synthesis task consists of setting the controllable propositions over time so that, in spite of how the value of the uncontrollable ones changes, the specification is fulfilled. Conditional planning in presence of declarative and procedural trajectory constraints is a special case of this form of synthesis. We characterize the problem computationally as 2EXPTIME-complete and present a sound and complete synthesis technique based on DFA (reachability) games.


A Privacy Preserving Algorithm for Multi-Agent Planning and Search

AAAI Conferences

To engage diverse agents in cooperative behavior, it is important, even necessary, to provide algorithms that do not reveal information that is private or proprietary.A number of recent planning algorithms enable agents to plan together for shared goals without disclosing information about their private state and actions. But these algorithms lack clear and formal privacy guarantees: the fact that they do not require agents to explicitly reveal private information, does not imply that such information cannot be deduced. The main contribution of this paper is an enhanced version of the distributed forward-search planning framework of Nissim and Brafman that reveals less information than the original algorithm, and the first, to our knowledge, discussion and formal proof of privacy guarantees for distributed planning and search algorithms.


ASAP-UCT: Abstraction of State-Action Pairs in UCT

AAAI Conferences

Monte-Carlo Tree Search (MCTS) algorithms such as UCT are an attractive online framework for solving planning under uncertainty problems modeled as a Markov Decision Process. However, MCTS search trees are constructed in flat state and action spaces, which can lead to poor policies for large problems. In a separate research thread, domain abstraction techniques compute symmetries to reduce the original MDP. This can lead to significant savings in computation, but these have been predominantly implemented for offline planning. This paper makes two contributions. First, we define the ASAP (Abstraction of State-Action Pairs) framework, which extends and unifies past work on domain abstractions by holistically aggregating both states and state-action pairs โ€” ASAP uncovers a much larger number of symmetries in a given domain. Second, we propose ASAP-UCT, which implements ASAP-style abstractions within a UCT framework combining strengths of online planning with domain abstractions. Experimental evaluation on several benchmark domains shows up to 26% improvement in the quality of policies obtained over existing algorithms.


Coherence Across Components in Cognitive Systems โ€” One Ontology to Rule Them All

AAAI Conferences

The integration of the various specialized components of cognitive systems poses a challenge, in particular for those architectures that combine planning, inference, and human-computer interaction (HCI). An approach is presented that exploits a single source of common knowledge contained in an ontology. Based upon the knowledge contained in it, specialized domain models for the cognitive systems' components can be generated automatically. Our integration targets planning in the form of hierarchical planning, being well-suited for HCI as it mimics planning done by humans. We show how the hierarchical structures of such planning domains can be (partially) inferred from declarative background knowledge. The same ontology furnishes the structure of the interaction between the cognitive system and the user. First, explanations of plans presented to users are enhanced by ontology explanations. Second, a dialog domain is created from the ontology coherent with the planning domain. We demonstrate the application of our technique in a fitness training scenario.


Unsupervised Learning of an IS-A Taxonomy from a Limited Domain-Specific Corpus

AAAI Conferences

Taxonomies hierarchically organize concepts in a domain. Building and maintaining them by hand is a tedious and time-consuming task. This paper proposes a novel, unsupervised algorithm for automatically learning an IS-A taxonomy from scratch by analyzing a given text corpus. Our approach is designed to deal with infrequently occurring concepts, so it can effectively induce taxonomies even from small corpora. Algorithmically, the approach makes two important contributions. First, it performs inference based on clustering and the distributional semantics, which can capture links among concepts never mentioned together. Second, it uses a novel graph-based algorithm to detect and remove incorrect is-a relations from a taxonomy. An empirical evaluation on five corpora demonstrates the utility of our proposed approach.