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 Planning & Scheduling


Variance Reduction in Monte-Carlo Tree Search

Neural Information Processing Systems

Monte-Carlo Tree Search (MCTS) has proven to be a powerful, generic planning technique for decision-making in single-agent and adversarial environments. The stochastic nature of the Monte-Carlo simulations introduces errors in the value estimates, both in terms of bias and variance. Whilst reducing bias (typically through the addition of domain knowledge) has been studied in the MCTS literature, comparatively little effort has focused on reducing variance. This is somewhat surprising, since variance reduction techniques are a well-studied area in classical statistics. In this paper, we examine the application of some standard techniques for variance reduction in MCTS, including common random numbers, antithetic variates and control variates. We demonstrate how these techniques can be applied to MCTS and explore their efficacy on three different stochastic, single-agent settings: Pig, Can't Stop and Dominion.


Autonomous Learning of Action Models for Planning

Neural Information Processing Systems

This paper introduces two new frameworks for learning action models for planning. In the mistake-bounded planning framework, the learner has access to a planner for the given model representation, a simulator, and a planning problem generator, and aims to learn a model with at most a polynomial number of faulty plans. In the planned exploration framework, the learner does not have access to a problem generator and must instead design its own problems, plan for them, and converge with at most a polynomial number of planning attempts. The paper reduces learning in these frameworks to concept learning with one-sided error and provides algorithms for successful learning in both frameworks. A specific family of hypothesis spaces is shown to be efficiently learnable in both the frameworks.


Proactive Route Planning for Electric Vehicles

arXiv.org Artificial Intelligence

Due to the limited driving range, inadequate charging facilities, and time-consuming recharging, the process of finding an optimal charging route for electric vehicles (EVs) differs from that of other vehicle types. The time and location of EV charging during a trip impact not only the individual EV's travel time but also the travel time of other EVs, due to the queuing that may arise at the charging station(s). This issue is at large seen as a significant constraint for uplifting EV sales in many countries. In this study, we present a novel Electric Vehicle Route Planning problem, which involves finding the fastest route with recharging for an EV routing request. We model the problem as a new graph problem and present that the problem is NP-hard. We propose a novel two-phase algorithm to traverse the graph to find the best possible charging route for each EV. We also introduce the notion of `influence factor' to propose heuristics to find the best possible route for an EV with the minimum travel time that avoids using charging stations and time to recharge at those stations which can lead to better travel time for other EVs. The results show that our method can decrease total travel time of the EVs by 50\% in comparison with the state-of-the-art on a real dataset, where the benefit of our approach is more significant as the number of EVs on the road increases.


Strict Partitioning for Sporadic Rigid Gang Tasks

arXiv.org Artificial Intelligence

The rigid gang task model is based on the idea of executing multiple threads simultaneously on a fixed number of processors to increase efficiency and performance. Although there is extensive literature on global rigid gang scheduling, partitioned approaches have several practical advantages (e.g., task isolation and reduced scheduling overheads). In this paper, we propose a new partitioned scheduling strategy for rigid gang tasks, named strict partitioning. The method creates disjoint partitions of tasks and processors to avoid inter-partition interference. Moreover, it tries to assign tasks with similar volumes (i.e., parallelisms) to the same partition so that the intra-partition interference can be reduced. Within each partition, the tasks can be scheduled using any type of scheduler, which allows the use of a less pessimistic schedulability test. Extensive synthetic experiments and a case study based on Edge TPU benchmarks show that strict partitioning achieves better schedulability performance than state-of-the-art global gang schedulability analyses for both preemptive and non-preemptive rigid gang task sets.


Online Concurrent Multi-Robot Coverage Path Planning

arXiv.org Artificial Intelligence

Recently, centralized receding horizon online multi-robot coverage path planning algorithms have shown remarkable scalability in thoroughly exploring large, complex, unknown workspaces with many robots. In a horizon, the path planning and the path execution interleave, meaning when the path planning occurs for robots with no paths, the robots with outstanding paths do not execute, and subsequently, when the robots with new or outstanding paths execute to reach respective goals, path planning does not occur for those robots yet to get new paths, leading to wastage of both the robotic and the computation resources. As a remedy, we propose a centralized algorithm that is not horizon-based. It plans paths at any time for a subset of robots with no paths, i.e., who have reached their previously assigned goals, while the rest execute their outstanding paths, thereby enabling concurrent planning and execution. We formally prove that the proposed algorithm ensures complete coverage of an unknown workspace and analyze its time complexity. To demonstrate scalability, we evaluate our algorithm to cover eight large $2$D grid benchmark workspaces with up to 512 aerial and ground robots, respectively. A comparison with a state-of-the-art horizon-based algorithm shows its superiority in completing the coverage with up to 1.6x speedup. For validation, we perform ROS + Gazebo simulations in six 2D grid benchmark workspaces with 10 quadcopters and TurtleBots, respectively. We also successfully conducted one outdoor experiment with three quadcopters and one indoor with two TurtleBots.


Partially Observable Task and Motion Planning with Uncertainty and Risk Awareness

arXiv.org Artificial Intelligence

Integrated task and motion planning (TAMP) has proven to be a valuable approach to generalizable long-horizon robotic manipulation and navigation problems. However, the typical TAMP problem formulation assumes full observability and deterministic action effects. These assumptions limit the ability of the planner to gather information and make decisions that are risk-aware. We propose a strategy for TAMP with Uncertainty and Risk Awareness (TAMPURA) that is capable of efficiently solving long-horizon planning problems with initial-state and action outcome uncertainty, including problems that require information gathering and avoiding undesirable and irreversible outcomes. Our planner reasons under uncertainty at both the abstract task level and continuous controller level. Given a set of closed-loop goal-conditioned controllers operating in the primitive action space and a description of their preconditions and potential capabilities, we learn a high-level abstraction that can be solved efficiently and then refined to continuous actions for execution. We demonstrate our approach on several robotics problems where uncertainty is a crucial factor and show that reasoning under uncertainty in these problems outperforms previously proposed determinized planning, direct search, and reinforcement learning strategies. Lastly, we demonstrate our planner on two real-world robotics problems using recent advancements in probabilistic perception.


Development and Application of a Monte Carlo Tree Search Algorithm for Simulating Da Vinci Code Game Strategies

arXiv.org Artificial Intelligence

In this study, we explore the efficiency of the Monte Carlo Tree Search (MCTS), a prominent decision-making algorithm renowned for its effectiveness in complex decision environments, contingent upon the volume of simulations conducted. Notwithstanding its broad applicability, the algorithm's performance can be adversely impacted in certain scenarios, particularly within the domain of game strategy development. This research posits that the inherent branch divergence within the Da Vinci Code board game significantly impedes parallelism when executed on Graphics Processing Units (GPUs). To investigate this hypothesis, we implemented and meticulously evaluated two variants of the MCTS algorithm, specifically designed to assess the impact of branch divergence on computational performance. Our comparative analysis reveals a linear improvement in performance with the CPU-based implementation, in stark contrast to the GPU implementation, which exhibits a non-linear enhancement pattern and discernible performance troughs. These findings contribute to a deeper understanding of the MCTS algorithm's behavior in divergent branch scenarios, highlighting critical considerations for optimizing game strategy algorithms on parallel computing architectures.


H-MaP: An Iterative and Hybrid Sequential Manipulation Planner

arXiv.org Artificial Intelligence

Abstract-- This study introduces the Hybrid Sequential Manipulation Planner (H-MaP), a novel approach that iteratively does motion planning using contact points and waypoints for complex sequential manipulation tasks in robotics. Combining optimization-based methods for generalizability and samplingbased methods for robustness, H-MaP enhances manipulation planning through active contact mode switches and enables interactions with auxiliary objects and tools. This framework, validated by a series of diverse physical manipulation tasks and real-robot experiments, offers a scalable and adaptable solution for complex real-world applications in robotic manipulation. I. INTRODUCTION Sequential manipulation is crucial since it enables robots to complete complex tasks by executing a series of actions, allowing them to handle multi-step processes. However, sequential manipulation is challenging for robots.


A resource-constrained stochastic scheduling algorithm for homeless street outreach and gleaning edible food

arXiv.org Machine Learning

We developed a common algorithmic solution addressing the problem of resource-constrained outreach encountered by social change organizations with different missions and operations: Breaking Ground -- an organization that helps individuals experiencing homelessness in New York transition to permanent housing and Leket -- the national food bank of Israel that rescues food from farms and elsewhere to feed the hungry. Specifically, we developed an estimation and optimization approach for partially-observed episodic restless bandits under $k$-step transitions. The results show that our Thompson sampling with Markov chain recovery (via Stein variational gradient descent) algorithm significantly outperforms baselines for the problems of both organizations. We carried out this work in a prospective manner with the express goal of devising a flexible-enough but also useful-enough solution that can help overcome a lack of sustainable impact in data science for social good.


Action-Model Based Multi-agent Plan Recognition

Neural Information Processing Systems

Multi-Agent Plan Recognition (MAPR) aims to recognize dynamic team structures and team behaviors from the observed team traces (activity sequences) of a set of intelligent agents. Previous MAPR approaches required a library of team activity sequences (team plans) be given as input. However, collecting a library of team plans to ensure adequate coverage is often difficult and costly. In this paper, we relax this constraint, so that team plans are not required to be provided beforehand. We assume instead that a set of action models are available.