Planning & Scheduling
A Logical Semantics for PDDL+
Batusov, Vitaliy, Soutchanski, Mikhail
PDDL+ is an extension of PDDL2.1 which incorporates fully-featured autonomous processes and allows for better modelling of mixed discrete-continuous domains. Unlike PDDL2.1, PDDL+ lacks a logical semantics, relying instead on state-transitional semantics enriched with hybrid automata semantics for the continuous states. This complex semantics makes analysis and comparisons to other action formalisms difficult. In this paper, we propose a natural extension of Reiter's situation calculus theories inspired by hybrid automata. The kinship between PDDL+ and hybrid automata allows us to develop a direct mapping between PDDL+ and situation calculus, thereby supplying PDDL+ with a logical semantics and the situation calculus with a modern way of representing autonomous processes. We outline the potential benefits of the mapping by suggesting a new approach to effective planning in PDDL+.
Branching Time Active Inference: the theory and its generality
Champion, Théophile, Da Costa, Lancelot, Bowman, Howard, Grześ, Marek
Over the last 10 to 15 years, active inference has helped to explain various brain mechanisms from habit formation to dopaminergic discharge and even modelling curiosity. However, the current implementations suffer from an exponential (space and time) complexity class when computing the prior over all the possible policies up to the time-horizon. Fountas et al (2020) used Monte Carlo tree search to address this problem, leading to impressive results in two different tasks. In this paper, we present an alternative framework that aims to unify tree search and active inference by casting planning as a structure learning problem. Two tree search algorithms are then presented. The first propagates the expected free energy forward in time (i.e., towards the leaves), while the second propagates it backward (i.e., towards the root). Then, we demonstrate that forward and backward propagations are related to active inference and sophisticated inference, respectively, thereby clarifying the differences between those two planning strategies.
Talk-to-Resolve: Combining scene understanding and spatial dialogue to resolve granular task ambiguity for a collocated robot
Pramanick, Pradip, Sarkar, Chayan, Banerjee, Snehasis, Bhowmick, Brojeshwar
The utility of collocating robots largely depends on the easy and intuitive interaction mechanism with the human. If a robot accepts task instruction in natural language, first, it has to understand the user's intention by decoding the instruction. However, while executing the task, the robot may face unforeseeable circumstances due to the variations in the observed scene and therefore requires further user intervention. In this article, we present a system called Talk-to-Resolve (TTR) that enables a robot to initiate a coherent dialogue exchange with the instructor by observing the scene visually to resolve the impasse. Through dialogue, it either finds a cue to move forward in the original plan, an acceptable alternative to the original plan, or affirmation to abort the task altogether. To realize the possible stalemate, we utilize the dense captions of the observed scene and the given instruction jointly to compute the robot's next action. We evaluate our system based on a data set of initial instruction and situational scene pairs. Our system can identify the stalemate and resolve them with appropriate dialogue exchange with 82% accuracy. Additionally, a user study reveals that the questions from our systems are more natural (4.02 on average on a scale of 1 to 5) as compared to a state-of-the-art (3.08 on average).
Operations for Autonomous Spacecraft
Castano, Rebecca, Vaquero, Tiago, Rossi, Federico, Verma, Vandi, Van Wyk, Ellen, Allard, Dan, Huffmann, Bennett, Murphy, Erin M., Dhamani, Nihal, Hewitt, Robert A., Davidoff, Scott, Amini, Rashied, Barrett, Anthony, Castillo-Rogez, Julie, Chien, Steve A., Choukroun, Mathieu, Dadaian, Alain, Francis, Raymond, Gorr, Benjamin, Hofstadter, Mark, Ingham, Mitch, Sorice, Cristina, Tierney, Iain
Onboard autonomy technologies such as planning and scheduling, identification of scientific targets, and content-based data summarization, will lead to exciting new space science missions. However, the challenge of operating missions with such onboard autonomous capabilities has not been studied to a level of detail sufficient for consideration in mission concepts. These autonomy capabilities will require changes to current operations processes, practices, and tools. We have developed a case study to assess the changes needed to enable operators and scientists to operate an autonomous spacecraft by facilitating a common model between the ground personnel and the onboard algorithms. We assess the new operations tools and workflows necessary to enable operators and scientists to convey their desired intent to the spacecraft, and to be able to reconstruct and explain the decisions made onboard and the state of the spacecraft. Mock-ups of these tools were used in a user study to understand the effectiveness of the processes and tools in enabling a shared framework of understanding, and in the ability of the operators and scientists to effectively achieve mission science objectives.
Goal Setting : Ultimate Story Based Course
Goal setting seems like a no brainer to achieve any Great Goal! Yet it is seldom effectively practiced. The Key is not about learning complex concepts but rather developing DEEP understanding about simple yet effective methods. What better way to learn this other than through a story? In this 6 Episode series, let us learn various aspects of Goal setting in an extremely effective manner by walking along with Billy as he learns powerful techniques that truly revolutionize his life.
Learning to Navigate in a VUCA Environment: Hierarchical Multi-expert Approach
Zhang, Wenqi, Zhao, Kai, Li, Peng, Zhu, Xiao, Ye, Faping, Jiang, Weijie, Fu, Huiqiao, Wang, Tao
Despite decades of efforts, robot navigation in a real scenario with volatility, uncertainty, complexity, and ambiguity (VUCA for short), remains a challenging topic. Inspired by the central nervous system (CNS), we propose a hierarchical multi-expert learning framework for autonomous navigation in a VUCA environment. With a heuristic exploration mechanism considering target location, path cost, and safety level, the upper layer performs simultaneous map exploration and route-planning to avoid trapping in a blind alley, similar to the cerebrum in the CNS. Using a local adaptive model fusing multiple discrepant strategies, the lower layer pursuits a balance between collision-avoidance and go-straight strategies, acting as the cerebellum in the CNS. We conduct simulation and real-world experiments on multiple platforms, including legged and wheeled robots. Experimental results demonstrate our algorithm outperforms the existing methods in terms of task achievement, time efficiency, and security.
Learning Robust Scheduling with Search and Attention
Sandberg, David, Kvernvik, Tor, Calabrese, Francesco Davide
Allocating physical layer resources to users based on channel quality, buffer size, requirements and constraints represents one of the central optimization problems in the management of radio resources. The solution space grows combinatorially with the cardinality of each dimension making it hard to find optimal solutions using an exhaustive search or even classical optimization algorithms given the stringent time requirements. This problem is even more pronounced in MU-MIMO scheduling where the scheduler can assign multiple users to the same time-frequency physical resources. Traditional approaches thus resort to designing heuristics that trade optimality in favor of feasibility of execution. In this work we treat the MU-MIMO scheduling problem as a tree-structured combinatorial problem and, borrowing from the recent successes of AlphaGo Zero, we investigate the feasibility of searching for the best performing solutions using a combination of Monte Carlo Tree Search and Reinforcement Learning. To cater to the nature of the problem at hand, like the lack of an intrinsic ordering of the users as well as the importance of dependencies between combinations of users, we make fundamental modifications to the neural network architecture by introducing the self-attention mechanism. We then demonstrate that the resulting approach is not only feasible but vastly outperforms state-of-the-art heuristic-based scheduling approaches in the presence of measurement uncertainties and finite buffers.
Learning Numerical Action Models from Noisy Input Data
Segura-Muros, José Á., Fernández-Olivares, Juan, Pérez, Raúl
This paper presents the PlanMiner-N algorithm, a domain learning technique based on the PlanMiner domain learning algorithm. The algorithm presented here improves the learning capabilities of PlanMiner when using noisy data as input. The PlanMiner algorithm is able to infer arithmetic and logical expressions to learn numerical planning domains from the input data, but it was designed to work under situations of incompleteness making it unreliable when facing noisy input data. In this paper, we propose a series of enhancements to the learning process of PlanMiner to expand its capabilities to learn from noisy data. These methods preprocess the input data by detecting noise and filtering it and study the learned action models learned to find erroneous preconditions/effects in them. The methods proposed in this paper were tested using a set of domains from the International Planning Competition (IPC). The results obtained indicate that PlanMiner-N improves the performance of PlanMiner greatly when facing noisy input data.
Analysis of the Impact of Randomization of Search-Control Parameters in Monte-Carlo Tree Search
Sironi, Chiara F. | Winands, Mark H. M. (Maastricht University)
Monte-Carlo Tree Search (MCTS) has been applied successfully in many domains, including games. However, its performance is not uniform on all domains, and it also depends on how parameters that control the search are set. Parameter values that are optimal for a task might be sub-optimal for another. In a domain that tackles many games with different characteristics, like general game playing (GGP), selecting appropriate parameter settings is not a trivial task. Games are unknown to the player, thus, finding optimal parameters for a given game in advance is not feasible. Previous work has looked into tuning parameter values online, while the game is being played, showing some promising results. This tuning approach looks for optimal parameter values, balancing exploitation of values that performed well so far in the search and exploration of less sampled values. Continuously changing parameter values while performing the search, combined also with exploration of multiple values, introduces some randomization in the process. In addition, previous research indicates that adding randomization to certain components of MCTS might increase the diversification of the search and improve the performance. Therefore, this article investigates the effect of randomly selecting values for MCTS search-control parameters online among predefined sets of reasonable values. For the GGP domain, this article evaluates four different online parameter randomization strategies by comparing them with other methods to set parameter values: online parameter tuning, offline parameter tuning and sub-optimal parameter choices. Results on a set of 14 heterogeneous abstract games show that randomizing parameter values before each simulation has a positive effect on the search in some of the tested games, with respect to using fixed offline-tuned parameters. Moreover, results show a clear distinction between games for which online parameter tuning works best and games for which online randomization works best. In addition, the overall performance of online parameter randomization is closer to the one of online parameter turning than the one of sub-optimal parameter values, showing that online randomization is a reasonable parameter selection strategy. When analyzing the structure of the search trees generated by agents that use the different parameters selection strategies, it is clear that randomization causes MCTS to become more explorative, which is helpful for alignment games that present many winning paths in their trees. Online parameter tuning, instead, seems more suitable for games that present narrow winning paths and many losing paths.
Application of Fuzzy Set Theory to Setup Planning
Computer-aided process planning and computer-aided fixture planning have been widely researched in the last two decades. Most of these computer-aided systems are, however, either dealing only with process planning or fixture design. A set-up planning system for the machining of prismatic parts on a 3-axis vertical machining centre is proposed. This system formulates set-up plans based on the initial, intermediate and final states of a part. The system uses the fuzzy set representation, along with production rules and object representation.