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 Planning & Scheduling


Professional sports teams feel deja vu as games are rescheduled amid COVID surge

FOX News

A record number of NFL players tested positive for COVID-19 last week, leading to postponed games. LAS VEGAS, NEVADA – Football fans got double the action Monday night and will again Tuesday night. That's because the NFL rearranged its Week 15 schedule as COVID-19 cases surge among the players, 100 of whom tested positive over three days last week. For the second year in a row, professional sports teams aren't just worried about their opponent -- they're worried about whether there are enough players to play the game. "Just like anywhere else, you have to think about can you operate your business if everybody is sick?" said Brian Labus, infectious disease epidemiologist and assistant professor at the University of Nevada-Las Vegas.


Online Grounding of PDDL Domains by Acting and Sensing in Unknown Environments

arXiv.org Artificial Intelligence

To effectively use an abstract (PDDL) planning domain to achieve goals in an unknown environment, an agent must instantiate such a domain with the objects of the environment and their properties. If the agent has an egocentric and partial view of the environment, it needs to act, sense, and abstract the perceived data in the planning domain. Furthermore, the agent needs to compile the plans computed by a symbolic planner into low level actions executable by its actuators. This paper proposes a framework that aims to accomplish the aforementioned perspective and allows an agent to perform different tasks. For this purpose, we integrate machine learning models to abstract the sensory data, symbolic planning for goal achievement and path planning for navigation. We evaluate the proposed method in accurate simulated environments, where the sensors are RGB-D on-board camera, GPS and compass.


Visual Learning-based Planning for Continuous High-Dimensional POMDPs

arXiv.org Artificial Intelligence

The Partially Observable Markov Decision Process (POMDP) is a powerful framework for capturing decision-making problems that involve state and transition uncertainty. However, most current POMDP planners cannot effectively handle very high-dimensional observations they often encounter in the real world (e.g. image observations in robotic domains). In this work, we propose Visual Tree Search (VTS), a learning and planning procedure that combines generative models learned offline with online model-based POMDP planning. VTS bridges offline model training and online planning by utilizing a set of deep generative observation models to predict and evaluate the likelihood of image observations in a Monte Carlo tree search planner. We show that VTS is robust to different observation noises and, since it utilizes online, model-based planning, can adapt to different reward structures without the need to re-train. This new approach outperforms a baseline state-of-the-art on-policy planning algorithm while using significantly less offline training time.


Planning with Biological Neurons and Synapses

arXiv.org Artificial Intelligence

We revisit the planning problem in the blocks world, and we implement a known heuristic for this task. Importantly, our implementation is biologically plausible, in the sense that it is carried out exclusively through the spiking of neurons. Even though much has been accomplished in the blocks world over the past five decades, we believe that this is the first algorithm of its kind. The input is a sequence of symbols encoding an initial set of block stacks as well as a target set, and the output is a sequence of motion commands such as "put the top block in stack 1 on the table". The program is written in the Assembly Calculus, a recently proposed computational framework meant to model computation in the brain by bridging the gap between neural activity and cognitive function. Its elementary objects are assemblies of neurons (stable sets of neurons whose simultaneous firing signifies that the subject is thinking of an object, concept, word, etc.), its commands include project and merge, and its execution model is based on widely accepted tenets of neuroscience. A program in this framework essentially sets up a dynamical system of neurons and synapses that eventually, with high probability, accomplishes the task. The purpose of this work is to establish empirically that reasonably large programs in the Assembly Calculus can execute correctly and reliably; and that rather realistic -- if idealized -- higher cognitive functions, such as planning in the blocks world, can be implemented successfully by such programs.


A prediction-based approach for online dynamic radiotherapy scheduling

arXiv.org Artificial Intelligence

Patient scheduling is a difficult task as it involves dealing with stochastic factors such as an unknown arrival flow of patients. Scheduling radiotherapy treatments for cancer patients faces a similar problem. Curative patients need to start their treatment within the recommended deadlines, i.e., 14 or 28 days after their admission while reserving treatment capacity for palliative patients who require urgent treatments within 1 to 3 days after their admission. Most cancer centers solve the problem by reserving a fixed number of treatment slots for emergency patients. However, this flat-reservation approach is not ideal and can cause overdue treatments for emergency patients on some days while not fully exploiting treatment capacity on some other days, which also leads to delaying treatment for curative patients. This problem is especially severe in large and crowded hospitals. In this paper, we propose a prediction-based approach for online dynamic radiotherapy scheduling. An offline problem where all future patient arrivals are known in advance is solved to optimality using Integer Programming. A regression model is then trained to recognize the links between patients' arrival patterns and their ideal waiting time. The trained regression model is then embedded in a prediction-based approach that schedules a patient based on their characteristics and the present state of the calendar. The numerical results show that our prediction-based approach efficiently prevents overdue treatments for emergency patients while maintaining a good waiting time compared to other scheduling approaches based on a flat-reservation policy.


Split Moves for Monte-Carlo Tree Search

arXiv.org Artificial Intelligence

In many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a sequence of simpler / lower level moves is called \emph{splitting}. So far, split moves have been applied only in forementioned straightforward cases, and furthermore, there was almost no study revealing its impact on agents' playing strength. Taking the knowledge-free perspective, we aim to answer how to effectively use split moves within Monte-Carlo Tree Search (MCTS) and what is the practical impact of split design on agents' strength. This paper proposes a generalization of MCTS that works with arbitrarily split moves. We design several variations of the algorithm and try to measure the impact of split moves separately on efficiency, quality of MCTS, simulations, and action-based heuristics. The tests are carried out on a set of board games and performed using the Regular Boardgames General Game Playing formalism, where split strategies of different granularity can be automatically derived based on an abstract description of the game. The results give an overview of the behavior of agents using split design in different ways. We conclude that split design can be greatly beneficial for single- as well as multi-action games.


Retrosynthetic Planning with Experience-Guided Monte Carlo Tree Search

arXiv.org Artificial Intelligence

Retrosynthetic planning problem is to analyze a complex molecule and give a synthetic route using simple building blocks. The huge number of chemical reactions leads to a combinatorial explosion of possibilities, and even the experienced chemists could not select the most promising transformations. The current approaches rely on human-defined or machine-trained score functions which have limited chemical knowledge or use expensive estimation methods such as rollout to guide the search. In this paper, we propose {\tt MCTS}, a novel MCTS-based retrosynthetic planning approach, to deal with retrosynthetic planning problem. Instead of exploiting rollout, we build an Experience Guidance Network to learn knowledge from synthetic experiences during the search. Experiments on benchmark USPTO datasets show that, our {\tt MCTS} gains significant improvement over state-of-the-art approaches both in efficiency and effectiveness.


Autonomous Aerial Robot for High-Speed Search and Intercept Applications

arXiv.org Artificial Intelligence

In recent years, high-speed navigation and environment interaction in the context of aerial robotics has become a field of interest for several academic and industrial research studies. In particular, Search and Intercept (SaI) applications for aerial robots pose a compelling research area due to their potential usability in several environments. Nevertheless, SaI tasks involve a challenging development regarding sensory weight, on-board computation resources, actuation design and algorithms for perception and control, among others. In this work, a fully-autonomous aerial robot for high-speed object grasping has been proposed. As an additional sub-task, our system is able to autonomously pierce balloons located in poles close to the surface. Our first contribution is the design of the aerial robot at an actuation and sensory level consisting of a novel gripper design with additional sensors enabling the robot to grasp objects at high speeds. The second contribution is a complete software framework consisting of perception, state estimation, motion planning, motion control and mission control in order to rapid- and robustly perform the autonomous grasping mission. Our approach has been validated in a challenging international competition and has shown outstanding results, being able to autonomously search, follow and grasp a moving object at 6 m/s in an outdoor environment


VMAgent: Scheduling Simulator for Reinforcement Learning

arXiv.org Artificial Intelligence

A novel simulator called VMAgent is introduced to help RL researchers better explore new methods, especially for virtual machine scheduling. VMAgent is inspired by practical virtual machine (VM) scheduling tasks and provides an efficient simulation platform that can reflect the real situations of cloud computing. Three scenarios (fading, recovering, and expansion) are concluded from practical cloud computing and corresponds to many reinforcement learning challenges (high dimensional state and action spaces, high non-stationarity, and life-long demand). VMAgent provides flexible configurations for RL researchers to design their customized scheduling environments considering different problem features. From the VM scheduling perspective, VMAgent also helps to explore better learning-based scheduling solutions.


iRoPro: An interactive Robot Programming Framework

arXiv.org Artificial Intelligence

The great diversity of end-user tasks ranging from manufacturing environments to personal homes makes pre-programming robots for general purpose applications extremely challenging. In fact, teaching robots new actions from scratch that can be reused for previously unseen tasks remains a difficult challenge and is generally left up to robotics experts. In this work, we present iRoPro, an interactive Robot Programming framework that allows end-users with little to no technical background to teach a robot new reusable actions. We combine Programming by Demonstration and Automated Planning techniques to allow the user to construct the robot's knowledge base by teaching new actions by kinesthetic demonstration. The actions are generalised and reused with a task planner to solve previously unseen problems defined by the user. We implement iRoPro as an end-to-end system on a Baxter Research Robot to simultaneously teach low- and high-level actions by demonstration that the user can customise via a Graphical User Interface to adapt to their specific use case. To evaluate the feasibility of our approach, we first conducted pre-design experiments to better understand the user's adoption of involved concepts and the proposed robot programming process. We compare results with post-design experiments, where we conducted a user study to validate the usability of our approach with real end-users. Overall, we showed that users with different programming levels and educational backgrounds can easily learn and use iRoPro and its robot programming process.