Planning & Scheduling
The human side of IT automation - The AI Journal
IT automation is the new normal. With the market for automation technologies ready to exceed $20 billion in 2022, automation is already playing a considerable role in business operations from invoice processing to customer support, as well as IT operations like deploying systems and automating recovery. But the area continues to grow, unlocking new opportunities to automate that depend on previous initiatives. According to Gartner, by 2023 most organisations will be able to automate an additional 25% of their tasks on top of those they have already automated. Until relatively recently, automation was relegated to the most mundane of tasks and used only by companies with extensive IT capabilities.
A Preliminary Case Study of Planning With Complex Transitions: Plotting
Coll, Jordi, Espasa, Joan, Miguel, Ian, Villaret, Mateu
Plotting is a tile-matching puzzle video game published by Taito in 1989. Its objective is to reduce a given grid of coloured blocks down to a goal number or fewer. This is achieved by the avatar character repeatedly shooting the block it holds into the grid. Plotting is an example of a planning problem: given a model of the environment, a planning problem asks us to find a sequence of actions that can lead from an initial state of the environment to a given goal state while respecting some constraints. The key difficulty in modelling Plotting is in capturing the way the puzzle state changes after each shot. A single shot can affect multiple tiles directly, and the grid is affected by gravity so numerous other tiles can be affected indirectly. We present and evaluate a constraint model of the Plotting problem that captures this complexity. We also discuss the difficulties and inefficiencies of modelling Plotting in PDDL, the standard language used for input to specialised AI planners. We conclude by arguing that AI planning could benefit from a richer modelling language.
Contrastive Explanations of Plans through Model Restrictions
Krarup, Benjamin | Krivic, Senka (King's College London) | Magazzeni, Daniele (King's College London) | Long, Derek (King's College London) | Cashmore, Michael | Smith, David E. (PS Research)
In automated planning, the need for explanations arises when there is a mismatch between a proposed plan and the user’s expectation. We frame Explainable AI Planning as an iterative plan exploration process, in which the user asks a succession of contrastive questions that lead to the generation and solution of hypothetical planning problems that are restrictions of the original problem. The object of the exploration is for the user to understand the constraints that govern the original plan and, ultimately, to arrive at a satisfactory plan. We present the results of a user study that demonstrates that when users ask questions about plans, those questions are usually contrastive, i.e. “why A rather than B?”. We use the data from this study to construct a taxonomy of user questions that often arise during plan exploration. Our approach to iterative plan exploration is a process of successive model restriction. Each contrastive user question imposes a set of constraints on the planning problem, leading to the construction of a new hypothetical planning problem as a restriction of the original. Solving this restricted problem results in a plan that can be compared with the original plan, admitting a contrastive explanation. We formally define model-based compilations in PDDL2.1 for each type of constraint derived from a contrastive user question in the taxonomy, and empirically evaluate the compilations in terms of computational complexity. The compilations were implemented as part of an explanation framework supporting iterative model restriction. We demonstrate its benefits in a second user study.
sbp-env: Sampling-based Motion Planners' Testing Environment
Sampling-based motion planners' testing environment (sbp-env) is a full feature framework to quickly test different sampling-based algorithms for motion planning. sbp-env focuses on the flexibility of tinkering with different aspects of the framework, and had divided the main planning components into two categories (i) samplers and (ii) planners. The focus of motion planning research had been mainly on (i) improving the sampling efficiency (with methods such as heuristic or learned distribution) and (ii) the algorithmic aspect of the planner using different routines to build a connected graph. Therefore, by separating the two components one can quickly swap out different components to test novel ideas.
Width-based Lookaheads with Learnt Base Policies and Heuristics Over the Atari-2600 Benchmark
O'Toole, Stefan, Lipovetzky, Nir, Ramirez, Miquel, Pearce, Adrian
We propose new width-based planning and learning algorithms inspired from a careful analysis of the design decisions made by previous width-based planners. The algorithms are applied over the Atari-2600 games and our best performing algorithm, Novelty guided Critical Path Learning (N-CPL), outperforms the previously introduced width-based planning and learning algorithms $\pi$-IW(1), $\pi$-IW(1)+ and $\pi$-HIW(n, 1). Furthermore, we present a taxonomy of the Atari-2600 games according to some of their defining characteristics. This analysis of the games provides further insight into the behaviour and performance of the algorithms introduced. Namely, for games with large branching factors, and games with sparse meaningful rewards, N-CPL outperforms $\pi$-IW, $\pi$-IW(1)+ and $\pi$-HIW(n, 1).
Contrails: How tweaking flight plans can help the climate
Prof Marc Stettler, transport and environment lecturer at Imperial College London, says changing the altitude of fewer than 2% of flights could potentially reduce contrail-linked climate change by a staggering 59%. "Tweaking the flight elevation by just a thousand feet can stop some contrails from forming," he explains.
Semantic Sensing and Planning for Human-Robot Collaboration in Uncertain Environments
Burks, Luke, Ray, Hunter M., McGinley, Jamison, Vunnam, Sousheel, Ahmed, Nisar
Autonomous robots can benefit greatly from human-provided semantic characterizations of uncertain task environments and states. However, the development of integrated strategies which let robots model, communicate, and act on such soft data remains challenging. Here, a framework is presented for active semantic sensing and planning in human-robot teams which addresses these gaps by formally combining the benefits of online sampling-based POMDP policies, multi-modal semantic interaction, and Bayesian data fusion. This approach lets humans opportunistically impose model structure and extend the range of semantic soft data in uncertain environments by sketching and labeling arbitrary landmarks across the environment. Dynamic updating of the environment while searching for a mobile target allows robotic agents to actively query humans for novel and relevant semantic data, thereby improving beliefs of unknown environments and target states for improved online planning. Target search simulations show significant improvements in time and belief state estimates required for interception versus conventional planning based solely on robotic sensing. Human subject studies demonstrate a average doubling in dynamic target capture rate compared to the lone robot case, employing reasoning over a range of user characteristics and interaction modalities. Video of interaction can be found at https://youtu.be/Eh-82ZJ1o4I.
Gradient-Based Mixed Planning with Discrete and Continuous Actions
Jin, Kebing, Zhuo, Hankz Hankui, Xiao, Zhanhao, Wan, Hai, Kambhampati, Subbarao
Dealing with planning problems with both discrete logical relations and continuous numeric changes in real-world dynamic environments is challenging. Existing numeric planning systems for the problem often discretize numeric variables or impose convex quadratic constraints on numeric variables, which harms the performance when solving the problem. In this paper, we propose a novel algorithm framework to solve the numeric planning problems mixed with discrete and continuous actions based on gradient descent. We cast the numeric planning with discrete and continuous actions as an optimization problem by integrating a heuristic function based on discrete effects. Specifically, we propose a gradient-based framework to simultaneously optimize continuous parameters and actions of candidate plans. The framework is combined with a heuristic module to estimate the best plan candidate to transit initial state to the goal based on relaxation. We repeatedly update numeric parameters and compute candidate plan until it converges to a valid plan to the planning problem. In the empirical study, we exhibit that our algorithm framework is both effective and efficient, especially when solving non-convex planning problems.
Goal Agnostic Planning using Maximum Likelihood Paths in Hypergraph World Models
In this paper, we present a hypergraph--based machine learning algorithm, a datastructure--driven maintenance method, and a planning algorithm based on a probabilistic application of Dijkstra's algorithm. Together, these form a goal agnostic automated planning engine for an autonomous learning agent which incorporates beneficial properties of both classical Machine Learning and traditional Artificial Intelligence. We prove that the algorithm determines optimal solutions within the problem space, mathematically bound learning performance, and supply a mathematical model analyzing system state progression through time yielding explicit predictions for learning curves, goal achievement rates, and response to abstractions and uncertainty. To validate performance, we exhibit results from applying the agent to three archetypal planning problems, including composite hierarchical domains, and highlight empirical findings which illustrate properties elucidated in the analysis.
Reinforcement Learning-Based Coverage Path Planning with Implicit Cellular Decomposition
Heydari, Javad, Saha, Olimpiya, Ganapathy, Viswanath
Coverage path planning in a generic known environment is shown to be NP-hard. When the environment is unknown, it becomes more challenging as the robot is required to rely on its online map information built during coverage for planning its path. A significant research effort focuses on designing heuristic or approximate algorithms that achieve reasonable performance. Such algorithms have sub-optimal performance in terms of covering the area or the cost of coverage, e.g., coverage time or energy consumption. In this paper, we provide a systematic analysis of the coverage problem and formulate it as an optimal stopping time problem, where the trade-off between coverage performance and its cost is explicitly accounted for. Next, we demonstrate that reinforcement learning (RL) techniques can be leveraged to solve the problem computationally. To this end, we provide some technical and practical considerations to facilitate the application of the RL algorithms and improve the efficiency of the solutions. Finally, through experiments in grid world environments and Gazebo simulator, we show that reinforcement learning-based algorithms efficiently cover realistic unknown indoor environments, and outperform the current state of the art.