Goto

Collaborating Authors

 Problem Solving


Microsoft Develops Algorithm to "Divide and Conquer" Ms. Pac-Man

#artificialintelligence

Researchers at Microsoft developed an artificial intelligence (AI) algorithm that can achieve the maximum score on Ms. Pac-Man, 999,999, four times greater than the highest human score. After recovering from your wave of relief at the news that we've solved the Ms. Pac-Man problem, you might wonder why our greatest minds were spending their days chasing that particular goal. As it turns out, this accomplishment is significant because the "divide-and-conquer" method used can be applied to teach AI agents to complete other complex tasks. The system, according to Microsoft's blog, was developed by a Maluuba, a deep learning startup company which was acquired by Microsoft earlier in the year. The divide-and-conquer method assigns individual AI agents different tasks but also allows them to work together collaboratively through a "top manager."


Divide and conquer: How Microsoft researchers used AI to master Ms. Pac-Man - Next at Microsoft

#artificialintelligence

Microsoft researchers have created an artificial intelligence-based system that learned how to get the maximum score on the addictive 1980s video game Ms. Pac-Man, using a divide-and-conquer method that could have broad implications for teaching AI agents to do complex tasks that augment human capabilities. The team from Maluuba, a Canadian deep learning startup acquired by Microsoft earlier this year, used a branch of AI called reinforcement learning to play the Atari 2600 version of Ms. Pac-Man perfectly. Using that method, the team achieved the maximum score possible of 999,990. Doina Precup, an associate professor of computer science at McGill University in Montreal said that's a significant achievement among AI researchers, who have been using various videogames to test their systems but have found Ms. Pac-Man among the most difficult to crack. But Precup said she was impressed not just with what the researchers achieved but with how they achieved it.


Heuristic Search on Graphs with Existence Priors for Expensive-to-Evaluate Edges

AAAI Conferences

We address the problem of finding shortest paths in graphs where some edges have a prior probability of existence, and their existence can be verified during planning with time- consuming operations. Our work is motivated by real-world robot motion planning, where edge existence is often expensive to verify (typically involves time-consuming collision-checking between the robot and world models), but edge existence probabilities are readily available. The goal then, is to develop an anytime algorithm that can return good solutions quickly by somehow leveraging the existence probabilities, and continue to return better-quality solutions or provide tighter suboptimality bounds with more time. While our motivation is fast and high-quality motion planning for robots, this work presents two fundamental contributions applicable to generic graphs with probabilistic edges. They are: a) an algorithm for efficiently computing all relevant shortest paths in a graph with probabilistic edges, and as a by-product the expected shortest path cost, and b) an anytime algorithm for evaluating (verifying existence of) edges in a collection of paths, which is optimal in expectation under a chosen distribution of the algorithm interruption time. Finally, we provide a practical approach to integrate a) and b) in the context of robot motion planning and demonstrate significant improvements in success rate and planning time for a 11 degree-of-freedom mobile manipulation planning problem. We also conduct additional evaluations on a 2D grid navigation domain to study our algorithm’s behavior.


Integrating Mission and Task Planning in an Industrial Robotics Framework

AAAI Conferences

This paper presents a framework developed for an industrial robotics system that utilises two different planning components. At a high level, a multi-robot mission planner interfaces with a fleet and environment manager and uses multiagent planning techniques to build mission assignments to be distributed to a robot fleet. On each robot, a task planner automatically converts the robot's world model and skill definitions into a planning problem which is then solved to find a sequence of actions that the robot should perform to complete its mission. This framework is demonstrated on an industrial kitting task in a real-world factory environment.


What Can I Not Do? Towards an Architecture for Reasoning about and Learning Affordances

AAAI Conferences

This paper describes an architecture for an agent to learn and reason about affordances. In this architecture, Answer Set Prolog, a declarative language, is used to represent and reason with incomplete domain knowledge that includes a representation of affordances as relations defined jointly over objects and actions. Reinforcement learning and decision-tree induction based on this relational representation and observations of action outcomes, are used to interactively and cumulatively (a) acquire knowledge of affordances of specific objects being operated upon by specific agents; and (b) generalize from these specific learned instances. The capabilities of this architecture are illustrated and evaluated in two simulated domains, a variant of the classic Blocks World domain, and a robot assisting humans in an office environment.


Framer: Planning Models from Natural Language Action Descriptions

AAAI Conferences

In this paper, we describe an approach for learning planning domain models directly from natural language (NL) descriptions of activity sequences. The modelling problem has been identified as a bottleneck for the widespread exploitation of various technologies in Artificial Intelligence, including automated planners. There have been great advances in modelling assisting and model generation tools, including a wide range of domain model acquisition tools. However, for modelling tools, there is the underlying assumption that the user can formulate the problem using some formal language. And even in the case of the domain model acquisition tools, there is still a requirement to specify input plans in an easily machine readable format. Providing this type of input is impractical for many potential users. This motivates us to generate planning domain models directly from NL descriptions, as this would provide an important step in extending the widespread adoption of planning techniques. We start from NL descriptions of actions and use NL analysis to construct structured representations, from which we construct formal representations of the action sequences. The generated action sequences provide the necessary structured input for inducing a PDDL domain, using domain model acquisition technology. In order to capture a concise planning model, we use an estimate of functional similarity, so sentences that describe similar behaviours are represented by the same planning operator. We validate our approach with a user study, where participants are tasked with describing the activities occurring in several videos. Then our system is used to learn planning domain models using the participants' NL input. We demonstrate that our approach is effective at learning models on these tasks.


Stubborn Sets for Fully Observable Nondeterministic Planning

AAAI Conferences

Pruning techniques based on strong stubborn sets have recently shown their potential for SAS+ planning as heuristic search. Strong stubborn sets exploit operator independency to safely prune the search space. Like SAS+ planning, fully observable nondeterministic (FOND) planning faces the state explosion problem. However, it is unclear how stubborn set techniques carry over to the nondeterministics setting. In this paper, we introduce stubborn set pruning to FOND planning. We lift the notion of strong stubborn sets and introduce the conceptually more powerful notion of weak stubborn sets to FOND planning. Our experimental analysis shows that weak stubborn sets are beneficial to an LAO* search, and in particular show favorable performance when combined with symmetries and active operator pruning.


Automatic Extraction of Axioms for Planning

AAAI Conferences

Axioms can be used to model derived predicates in domain-independent planning models. Formulating models which use axioms can sometimes result in problems with much smaller search spaces than the original model. We propose a method for automatically extracting a particular class of axioms from standard STRIPS PDDL models. More specifically, we identify operators whose effects become irrelevant given some other operator, and generate axioms that capture this relationship. We show that this algorithm can be used to successfully extract axioms from standard IPC benchmark instances, and show that the extracted axioms can be used to significantly improve the performance of satisficing planners.


Improving a Planner’s Performance through Online Heuristic Configuration of Domain Models

AAAI Conferences

The separation of planner logic from domain knowledge supports the use of reformulation and configuration techniques, such as macro-actions and entanglements, which transform the model representation in order to improve a planner's performance. One drawback of such an approach is that it may require a potentially expensive training phase. In this paper, we introduce heuristic approaches for the online configuration of planning domain models. The proposed heuristics consider different aspects of PDDL-encoded operators for reordering such operators in the domain model, relying on the assumption that the way in which operators are encoded carries useful information about their expected use.


Divide and Conquer Networks

arXiv.org Machine Learning

We consider the learning of algorithmic tasks by mere observation of input-output pairs. Rather than studying this as a black-box discrete regression problem with no assumption whatsoever on the input-output mapping, we concentrate on tasks that are amenable to the principle of divide and conquer, and study what are its implications in terms of learning. This principle creates a powerful inductive bias that we leverage with neural archi- tectures that are defined recursively and dynamically, by learning two scale-invariant atomic operations: how to split a given input into smaller sets, and how to merge two partially solved tasks into a larger partial solution. Our model can be trained in weakly supervised environments, namely by just observing input-output pairs, and in even weaker environments, using a non-differentiable reward signal. Moreover, thanks to the dynamic aspect of our architecture, we can incorporate the computational complexity as a regularization term that can be optimized by backpropagation. We demonstrate the flexibility and efficiency of the Divide-and-Conquer Network on three combinatorial and geometric tasks: sorting, clustering and convex hulls. Thanks to the dynamic program- ming nature of our model, we show significant improvements in terms of generalization error and computational complexity