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 Planning & Scheduling


Job Shop Scheduling Benchmark: Environments and Instances for Learning and Non-learning Methods

arXiv.org Artificial Intelligence

We introduce an open-source GitHub repository containing comprehensive benchmarks for a wide range of machine scheduling problems, including Job Shop Scheduling (JSP), Flow Shop Scheduling (FSP), Flexible Job Shop Scheduling (FJSP), FJSP with Assembly constraints (FAJSP), FJSP with Sequence-Dependent Setup Times (FJSP-SDST), and the online FJSP (with online job arrivals). Our primary goal is to provide a centralized hub for researchers, practitioners, and enthusiasts interested in tackling machine scheduling challenges.


PDSketch: Integrated Planning Domain Programming and Learning

arXiv.org Artificial Intelligence

This paper studies a model learning and online planning approach towards building flexible and general robots. Specifically, we investigate how to exploit the locality and sparsity structures in the underlying environmental transition model to improve model generalization, data-efficiency, and runtime-efficiency. We present a new domain definition language, named PDSketch. It allows users to flexibly define high-level structures in the transition models, such as object and feature dependencies, in a way similar to how programmers use TensorFlow or PyTorch to specify kernel sizes and hidden dimensions of a convolutional neural network. The details of the transition model will be filled in by trainable neural networks. Based on the defined structures and learned parameters, PDSketch automatically generates domain-independent planning heuristics without additional training. The derived heuristics accelerate the performance-time planning for novel goals.


Policy-Guided Lazy Search with Feedback for Task and Motion Planning

arXiv.org Artificial Intelligence

PDDLStream solvers have recently emerged as viable solutions for Task and Motion Planning (TAMP) problems, extending PDDL to problems with continuous action spaces. Prior work has shown how PDDLStream problems can be reduced to a sequence of PDDL planning problems, which can then be solved using off-the-shelf planners. However, this approach can suffer from long runtimes. In this paper we propose LAZY, a solver for PDDLStream problems that maintains a single integrated search over action skeletons, which gets progressively more geometrically informed, as samples of possible motions are lazily drawn during motion planning. We explore how learned models of goal-directed policies and current motion sampling data can be incorporated in LAZY to adaptively guide the task planner. We show that this leads to significant speed-ups in the search for a feasible solution evaluated over unseen test environments of varying numbers of objects, goals, and initial conditions. We evaluate our TAMP approach by comparing to existing solvers for PDDLStream problems on a range of simulated 7DoF rearrangement/manipulation problems.


A Heuristic Informative-Path-Planning Algorithm for Autonomous Mapping of Unknown Areas

arXiv.org Artificial Intelligence

Informative path planning algorithms are of paramount importance in applications like disaster management to efficiently gather information through a priori unknown environments. This is, however, a complex problem that involves finding a globally optimal path that gathers the maximum amount of information (e.g., the largest map with a minimum travelling distance) while using partial and uncertain local measurements. This paper addresses this problem by proposing a novel heuristic algorithm that continuously estimates the potential mapping gain for different sub-areas across the partially created map, and then uses these estimations to locally navigate the robot. Furthermore, this paper presents a novel algorithm to calculate a benchmark solution, where the map is a priori known to the planar, to evaluate the efficacy of the developed heuristic algorithm over different test scenarios. The findings indicate that the efficiency of the proposed algorithm, measured in terms of the mapped area per unit of travelling distance, ranges from 70% to 80% of the benchmark solution in various test scenarios. In essence, the algorithm demonstrates the capability to generate paths that come close to the globally optimal path provided by the benchmark solution.


Vision-aided UAV navigation and dynamic obstacle avoidance using gradient-based B-spline trajectory optimization

arXiv.org Artificial Intelligence

Navigating dynamic environments requires the robot to generate collision-free trajectories and actively avoid moving obstacles. Most previous works designed path planning algorithms based on one single map representation, such as the geometric, occupancy, or ESDF map. Although they have shown success in static environments, due to the limitation of map representation, those methods cannot reliably handle static and dynamic obstacles simultaneously. To address the problem, this paper proposes a gradient-based B-spline trajectory optimization algorithm utilizing the robot's onboard vision. The depth vision enables the robot to track and represent dynamic objects geometrically based on the voxel map. The proposed optimization first adopts the circle-based guide-point algorithm to approximate the costs and gradients for avoiding static obstacles. Then, with the vision-detected moving objects, our receding-horizon distance field is simultaneously used to prevent dynamic collisions. Finally, the iterative re-guide strategy is applied to generate the collision-free trajectory. The simulation and physical experiments prove that our method can run in real-time to navigate dynamic environments safely.


Towards Autonomous Excavation Planning

arXiv.org Artificial Intelligence

Excavation plans are crucial in construction projects, dictating the dirt disposal strategy and excavation sequence based on the final geometry and machinery available. While most construction processes rely heavily on coarse sequence planning and local execution planning driven by human expertise and intuition, fully automated planning tools are notably absent from the industry. This paper introduces a fully autonomous excavation planning system. Initially, the site is mapped, followed by user selection of the desired excavation geometry. The system then invokes a global planner to determine the sequence of poses for the excavator, ensuring complete site coverage. For each pose, a local excavation planner decides how to move the soil around the machine, and a digging planner subsequently dictates the sequence of digging trajectories to complete a patch. We showcased our system by autonomously excavating the largest pit documented so far, achieving an average digging cycle time of roughly 30 seconds, comparable to the one of a human operator.


VBMO: Voting-Based Multi-Objective Path Planning

arXiv.org Artificial Intelligence

This paper presents VBMO, the Voting-Based Multi-Objective path planning algorithm, that generates optimal single-objective plans, evaluates each of them with respect to the other objectives, and selects one with a voting mechanism. VBMO does not use hand-tuned weights, consider the multiple objectives at every step of search, or use an evolutionary algorithm. Instead, it considers how a plan that is optimal in one objective may perform well with respect to others. VBMO incorporates three voting mechanisms: range, Borda, and combined approval. Extensive evaluation in diverse and complex environments demonstrates the algorithm's ability to efficiently produce plans that satisfy multiple objectives.


On Solving the Rubik's Cube with Domain-Independent Planners Using Standard Representations

arXiv.org Artificial Intelligence

Rubik's Cube (RC) is a well-known and computationally challenging puzzle that has motivated AI researchers to explore efficient alternative representations and problem-solving methods. The ideal situation for planning here is that a problem be solved optimally and efficiently represented in a standard notation using a general-purpose solver and heuristics. The fastest solver today for RC is DeepCubeA with a custom representation, and another approach is with Scorpion planner with State-Action-Space+ (SAS+) representation. In this paper, we present the first RC representation in the popular PDDL language so that the domain becomes more accessible to PDDL planners, competitions, and knowledge engineering tools, and is more human-readable. We then bridge across existing approaches and compare performance. We find that in one comparable experiment, DeepCubeA (trained with 12 RC actions) solves all problems with varying complexities, albeit only 78.5% are optimal plans. For the same problem set, Scorpion with SAS+ representation and pattern database heuristics solves 61.50% problems optimally, while FastDownward with PDDL representation and FF heuristic solves 56.50% problems, out of which 79.64% of the plans generated were optimal. Our study provides valuable insights into the trade-offs between representational choice and plan optimality that can help researchers design future strategies for challenging domains combining general-purpose solving methods (planning, reinforcement learning), heuristics, and representations (standard or custom).


UAV 3-D path planning based on MOEA/D with adaptive areal weight adjustment

arXiv.org Artificial Intelligence

Unmanned aerial vehicles (UAVs) are desirable platforms for time-efficient and cost-effective task execution. 3-D path planning is a key challenge for task decision-making. This paper proposes an improved multi-objective evolutionary algorithm based on decomposition (MOEA/D) with an adaptive areal weight adjustment (AAWA) strategy to make a tradeoff between the total flight path length and the terrain threat. AAWA is designed to improve the diversity of the solutions. More specifically, AAWA first removes a crowded individual and its weight vector from the current population and then adds a sparse individual from the external elite population to the current population. To enable the newly-added individual to evolve towards the sparser area of the population in the objective space, its weight vector is constructed by the objective function value of its neighbors. The effectiveness of MOEA/D-AAWA is validated in twenty synthetic scenarios with different number of obstacles and four realistic scenarios in comparison with other three classical methods.


Tree-of-Mixed-Thought: Combining Fast and Slow Thinking for Multi-hop Visual Reasoning

arXiv.org Artificial Intelligence

There emerges a promising trend of using large language models (LLMs) to generate code-like plans for complex inference tasks such as visual reasoning. This paradigm, known as LLM-based planning, provides flexibility in problem solving and endows better interpretability. However, current research is mostly limited to basic scenarios of simple questions that can be straightforward answered in a few inference steps. Planning for the more challenging multi-hop visual reasoning tasks remains under-explored. Specifically, under multi-hop reasoning situations, the trade-off between accuracy and the complexity of plan-searching becomes prominent. The prevailing algorithms either address the efficiency issue by employing the fast one-stop generation or adopt a complex iterative generation method to improve accuracy. Both fail to balance the need for efficiency and performance. Drawing inspiration from the dual system of cognition in the human brain, the fast and the slow think processes, we propose a hierarchical plan-searching algorithm that integrates the one-stop reasoning (fast) and the Tree-of-thought (slow). Our approach succeeds in performance while significantly saving inference steps. Moreover, we repurpose the PTR and the CLEVER datasets, developing a systematic framework for evaluating the performance and efficiency of LLMs-based plan-search algorithms under reasoning tasks at different levels of difficulty. Extensive experiments demonstrate the superiority of our proposed algorithm in terms of performance and efficiency. The dataset and code will be release soon.