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 Planning & Scheduling


Monte Carlo Tree Search With Iteratively Refining State Abstractions

Neural Information Processing Systems

Decision-time planning is the process of constructing a transient, local policy with the intent of using it to make the immediate decision. Monte Carlo tree search (MCTS), which has been leveraged to great success in Go, chess, shogi, Hex, Atari, and other settings, is perhaps the most celebrated decision-time planning algorithm. Unfortunately, in its original form, MCTS can degenerate to one-step search in domains with stochasticity. Progressive widening is one way to ameliorate this issue, but we argue that it possesses undesirable properties for some settings. In this work, we present a method, called abstraction refining, for extending MCTS to stochastic environments which, unlike progressive widening, leverages the geometry of the state space. We argue that leveraging the geometry of the space can offer advantages. To support this claim, we present a series of experimental examples in which abstraction refining outperforms progressive widening, given equal simulation budgets.


Learning NP-Hard Multi-Agent Assignment Planning using GNN: Inference on a Random Graph and Provable Auction-Fitted Q-learning

Neural Information Processing Systems

This paper explores the possibility of near-optimally solving multi-agent, multi-task NP-hard planning problems with time-dependent rewards using a learning-based algorithm. In particular, we consider a class of robot/machine scheduling problems called the multi-robot reward collection problem (MRRC). Such MRRC problems well model ride-sharing, pickup-and-delivery, and a variety of related problems. In representing the MRRC problem as a sequential decision-making problem, we observe that each state can be represented as an extension of probabilistic graphical models (PGMs), which we refer to as random PGMs. We then develop a mean-field inference method for random PGMs. We then propose (1) an order-transferable Q-function estimator and (2) an order-transferability-enabled auction to select a joint assignment in polynomial-time.


Monte Carlo Tree Descent for Black-Box Optimization

Neural Information Processing Systems

The key to Black-Box Optimization is to efficiently search through input regions with potentially widely-varying numerical properties, to achieve low-regret descent and fast progress toward the optima. Monte Carlo Tree Search (MCTS) methods have recently been introduced to improve Bayesian optimization by computing better partitioning of the search space that balances exploration and exploitation. Extending this promising framework, we study how to further integrate sample-based descent for faster optimization. We design novel ways of expanding Monte Carlo search trees, with new descent methods at vertices that incorporate stochastic search and Gaussian Processes. We propose the corresponding rules for balancing progress and uncertainty, branch selection, tree expansion, and backpropagation. The designed search process puts more emphasis on sampling for faster descent and uses localized Gaussian Processes as auxiliary metrics for both exploitation and exploration. We show empirically that the proposed algorithms can outperform state-of-the-art methods on many challenging benchmark problems.


Interpretable and Personalized Apprenticeship Scheduling: Learning Interpretable Scheduling Policies from Heterogeneous User Demonstrations

Neural Information Processing Systems

Resource scheduling and coordination is an NP-hard optimization requiring an efficient allocation of agents to a set of tasks with upper-and lower bound temporal and resource constraints. Due to the large-scale and dynamic nature of resource coordination in hospitals and factories, human domain experts manually plan and adjust schedules on the fly. To perform this job, domain experts leverage heterogeneous strategies and rules-of-thumb honed over years of apprenticeship. What is critically needed is the ability to extract this domain knowledge in a heterogeneous and interpretable apprenticeship learning framework to scale beyond the power of a single human expert, a necessity in safety-critical domains. We propose a personalized and interpretable apprenticeship scheduling algorithm that infers an interpretable representation of all human task demonstrators by extracting decision-making criteria via an inferred, personalized embedding non-parametric in the number of demonstrator types. We achieve near-perfect LfD accuracy in synthetic domains and 88.22\% accuracy on a planning domain with real-world data, outperforming baselines. Finally, our user study showed our methodology produces more interpretable and easier-to-use models than neural networks ($p < 0.05$).


POLY-HOOT: Monte-Carlo Planning in Continuous Space MDPs with Non-Asymptotic Analysis

Neural Information Processing Systems

Monte-Carlo planning, as exemplified by Monte-Carlo Tree Search (MCTS), has demonstrated remarkable performance in applications with finite spaces. In this paper, we consider Monte-Carlo planning in an environment with continuous state-action spaces, a much less understood problem with important applications in control and robotics. We introduce POLY-HOOT, an algorithm that augments MCTS with a continuous armed bandit strategy named Hierarchical Optimistic Optimization (HOO) (Bubeck et al., 2011). Specifically, we enhance HOO by using an appropriate polynomial, rather than logarithmic, bonus term in the upper confidence bounds. Such a polynomial bonus is motivated by its empirical successes in AlphaGo Zero (Silver et al., 2017b), as well as its significant role in achieving theoretical guarantees of finite space MCTS (Shah et al., 2019). We investigate, for the first time, the regret of the enhanced HOO algorithm in non-stationary bandit problems. Using this result as a building block, we establish non-asymptotic convergence guarantees for POLY-HOOT: the value estimate converges to an arbitrarily small neighborhood of the optimal value function at a polynomial rate. We further provide experimental results that corroborate our theoretical findings.


Learning Space Partitions for Path Planning

Neural Information Processing Systems

Path planning, the problem of efficiently discovering high-reward trajectories, often requires optimizing a high-dimensional and multimodal reward function. Popular approaches like CEM and CMA-ES greedily focus on promising regions of the search space and may get trapped in local maxima. DOO and VOOT balance exploration and exploitation, but use space partitioning strategies independent of the reward function to be optimized. Recently, LaMCTS empirically learns to partition the search space in a reward-sensitive manner for black-box optimization. In this paper, we develop a novel formal regret analysis for when and why such an adaptive region partitioning scheme works. We also propose a new path planning method LaP3 which improves the function value estimation within each sub-region, and uses a latent representation of the search space. Empirically, LaP3 outperforms existing path planning methods in 2D navigation tasks, especially in the presence of difficult-to-escape local optima, and shows benefits when plugged into the planning components of model-based RL such as PETS. These gains transfer to highly multimodal real-world tasks, where we outperform strong baselines in compiler phase ordering by up to 39% on average across 9 tasks, and in molecular design by up to 0.4 on properties on a 0-1 scale.


TP-RAG: Benchmarking Retrieval-Augmented Large Language Model Agents for Spatiotemporal-Aware Travel Planning

arXiv.org Artificial Intelligence

Large language models (LLMs) have shown promise in automating travel planning, yet they often fall short in addressing nuanced spatiotemporal rationality. While existing benchmarks focus on basic plan validity, they neglect critical aspects such as route efficiency, POI appeal, and real-time adaptability. This paper introduces TP-RAG, the first benchmark tailored for retrieval-augmented, spatiotemporal-aware travel planning. Our dataset includes 2,348 real-world travel queries, 85,575 fine-grain annotated POIs, and 18,784 high-quality travel trajectory references sourced from online tourist documents, enabling dynamic and context-aware planning. Through extensive experiments, we reveal that integrating reference trajectories significantly improves spatial efficiency and POI rationality of the travel plan, while challenges persist in universality and robustness due to conflicting references and noisy data. To address these issues, we propose EvoRAG, an evolutionary framework that potently synergizes diverse retrieved trajectories with LLMs' intrinsic reasoning. EvoRAG achieves state-of-the-art performance, improving spatiotemporal compliance and reducing commonsense violation compared to ground-up and retrieval-augmented baselines. Our work underscores the potential of hybridizing Web knowledge with LLM-driven optimization, paving the way for more reliable and adaptive travel planning agents.


Gaussian Process Aggregation for Root-Parallel Monte Carlo Tree Search with Continuous Actions

arXiv.org Artificial Intelligence

Monte Carlo Tree Search is a cornerstone algorithm for online planning, and its root-parallel variant is widely used when wall clock time is limited but best performance is desired. In environments with continuous action spaces, how to best aggregate statistics from different threads is an important yet underexplored question. In this work, we introduce a method that uses Gaussian Process Regression to obtain value estimates for promising actions that were not trialed in the environment. We perform a systematic evaluation across 6 different domains, demonstrating that our approach outperforms existing aggregation strategies while requiring a modest increase in inference time.


An End-to-end Planning Framework with Agentic LLMs and PDDL

arXiv.org Artificial Intelligence

We present an end-to-end framework for planning supported by verifiers. An orchestrator receives a human specification written in natural language and converts it into a PDDL (Planning Domain Definition Language) model, where the domain and problem are iteratively refined by sub-modules (agents) to address common planning requirements, such as time constraints and optimality, as well as ambiguities and contradictions that may exist in the human specification. The validated domain and problem are then passed to an external planning engine to generate a plan. The orchestrator and agents are powered by Large Language Models (LLMs) and require no human intervention at any stage of the process. Finally, a module translates the final plan back into natural language to improve human readability while maintaining the correctness of each step. We demonstrate the flexibility and effectiveness of our framework across various domains and tasks, including the Google NaturalPlan benchmark and PlanBench, as well as planning problems like Blocksworld and the Tower of Hanoi (where LLMs are known to struggle even with small instances). Our framework can be integrated with any PDDL planning engine and validator (such as Fast Downward, LPG, POPF, V AL, and uV AL, which we have tested) and represents a significant step toward end-to-end planning aided by LLMs.


Scene-agnostic Hierarchical Bimanual Task Planning via Visual Affordance Reasoning

arXiv.org Artificial Intelligence

Embodied agents operating in open environments must translate high-level instructions into grounded, executable behaviors, often requiring coordinated use of both hands. While recent foundation models offer strong semantic reasoning, existing robotic task planners remain predominantly unimanual and fail to address the spatial, geometric, and coordination challenges inherent to bimanual manipulation in scene-agnostic settings. We present a unified framework for scene-agnostic bimanual task planning that bridges high-level reasoning with 3D-grounded two-handed execution. Our approach integrates three key modules. Visual Point Grounding (VPG) analyzes a single scene image to detect relevant objects and generate world-aligned interaction points. Bimanual Subgoal Planner (BSP) reasons over spatial adjacency and cross-object accessibility to produce compact, motion-neutralized subgoals that exploit opportunities for coordinated two-handed actions. Interaction-Point-Driven Bimanual Prompting (IPBP) binds these subgoals to a structured skill library, instantiating synchronized unimanual or bimanual action sequences that satisfy hand-state and affordance constraints. Together, these modules enable agents to plan semantically meaningful, physically feasible, and parallelizable two-handed behaviors in cluttered, previously unseen scenes. Experiments show that it produces coherent, feasible, and compact two-handed plans, and generalizes to cluttered scenes without retraining, demonstrating robust scene-agnostic affordance reasoning for bimanual tasks.