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 Planning & Scheduling


Multi-Agent Path Planning Using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

In this paper a deep reinforcement based multi-agent path planning approach is introduced. The experiments are realized in a simulation environment and in this environment different multi-agent path planning problems are produced. The produced problems are actually similar to a vehicle routing problem and they are solved using multi-agent deep reinforcement learning. In the simulation environment, the model is trained on different consecutive problems in this way and, as the time passes, it is observed that the model's performance to solve a problem increases. Always the same simulation environment is used and only the location of target points for the agents to visit is changed. This contributes the model to learn its environment and the right attitude against a problem as the episodes pass. At the end, a model who has already learned a lot to solve a path planning or routing problem in this environment is obtained and this model can already find a nice and instant solution to a given unseen problem even without any training. In routing problems, standard mathematical modeling or heuristics seem to suffer from high computational time to find the solution and it is also difficult and critical to find an instant solution. In this paper a new solution method against these points is proposed and its efficiency is proven experimentally.


A Novel Automated Curriculum Strategy to Solve Hard Sokoban Planning Instances

arXiv.org Artificial Intelligence

In recent years, we have witnessed tremendous progress in deep reinforcement learning (RL) for tasks such as Go, Chess, video games, and robot control. Nevertheless, other combinatorial domains, such as AI planning, still pose considerable challenges for RL approaches. The key difficulty in those domains is that a positive reward signal becomes {\em exponentially rare} as the minimal solution length increases. So, an RL approach loses its training signal. There has been promising recent progress by using a curriculum-driven learning approach that is designed to solve a single hard instance. We present a novel {\em automated} curriculum approach that dynamically selects from a pool of unlabeled training instances of varying task complexity guided by our {\em difficulty quantum momentum} strategy. We show how the smoothness of the task hardness impacts the final learning results. In particular, as the size of the instance pool increases, the ``hardness gap'' decreases, which facilitates a smoother automated curriculum based learning process. Our automated curriculum approach dramatically improves upon the previous approaches. We show our results on Sokoban, which is a traditional PSPACE-complete planning problem and presents a great challenge even for specialized solvers. Our RL agent can solve hard instances that are far out of reach for any previous state-of-the-art Sokoban solver. In particular, our approach can uncover plans that require hundreds of steps, while the best previous search methods would take many years of computing time to solve such instances. In addition, we show that we can further boost the RL performance with an intricate coupling of our automated curriculum approach with a curiosity-driven search strategy and a graph neural net representation.


Width-Based Planning and Active Learning for Atari

arXiv.org Artificial Intelligence

Width-based planning has shown promising results on Atari 2600 games using pixel input, while using substantially fewer environment interactions than reinforcement learning. Recent width-based approaches have computed feature vectors for each screen using a hand designed feature set or a variational autoencoder (VAE) trained on game screens, and prune screens that do not have novel features during the search. In this paper, we explore consideration of uncertainty in features generated by a VAE during width-based planning. Our primary contribution is the introduction of active learning to maximize the utility of screens observed during planning. Experimental results demonstrate that use of active learning strategies increases gameplay scores compared to alternative width-based approaches with equal numbers of environment interactions.


Reinforcement Learning for Classical Planning: Viewing Heuristics as Dense Reward Generators

arXiv.org Artificial Intelligence

Recent advances in reinforcement learning (RL) have led to a growing interest in applying RL to classical planning domains or applying classical planning methods to some complex RL domains. However, the long-horizon goal-based problems found in classical planning lead to sparse rewards for RL, making direct application inefficient. In this paper, we propose to leverage domain-independent heuristic functions commonly used in the classical planning literature to improve the sample efficiency of RL. These classical heuristics act as dense reward generators to alleviate the sparse-rewards issue and enable our RL agent to learn domain-specific value functions as residuals on these heuristics, making learning easier. Correct application of this technique requires consolidating the discounted metric used in RL and the non-discounted metric used in heuristics. We implement the value functions using Neural Logic Machines, a neural network architecture designed for grounded first-order logic inputs. We demonstrate on several classical planning domains that using classical heuristics for RL allows for good sample efficiency compared to sparse-reward RL. We further show that our learned value functions generalize to novel problem instances in the same domain.


Finnish artificial intelligence company Plain Complex raises €150k from angel investors

#artificialintelligence

Plain Complex is a Finnish startup company founded in 2021, although the initial product development started already three years ago. As an anesthesiologist Sasu Liuhanen repeatedly witnessed the challenges of planning nurses’ shifts in his daily work; the process was slow, required a lot of manual work and the quality of the rosters left all too often a lot to desire.To develop a solution to the problem, Sasu Liuhanen, an experienced anesthesiologist and software developer, Tuomo Peltola, a seasoned professional in health-tech sales and marketing, and Stefano Campadello, a professional in business development and information technology founded a company and are now commercializing its artificial intelligence-based roster planning software. 150k from Finnish angel investors  The first angel investment round of the company was completed with four renowned angel investors. Ali Omar (FiBAN business angel of the year 2019), Reima Linnanvirta (chair of the board, FiBAN), Henry Nilert (founder of IoBox, FiBAN angel investor), and Pekka Ylitalo (Dimerent) made a 150 000 € seed investment into the company.  - Roster planning affects a great number of nurses and their families. Hence, the quality of the rosters has an immense effect on employees’ work-life balance and their well-being. Artificial intelligence is a true game-changer and enables finding optimal shifts for each employee, says Ali Omar.  - Well-being employees are the focus of Plain Complex, but at the same time, an organization can achieve significant cost savings brought by the uniform quality and fairness of the rosters. Using artificial intelligence is a true win-win, says FiBAN’s chair of the board, Reima Linnanvirta.  Artificial intelligence improves well-being at work and brings costs savings to healthcare  An ongoing pilot in a large Finnish hospital has already proven that artificial intelligence can plan rosters where employees can combine shift work and personal life in a way that has not been possible before. Transforming the previously long and tedious planning process from days or even weeks into a few minutes opens up new and unseen opportunities. - A good roster needs to comply with all applicable laws, collective agreements, organizational requirements, criteria for ergonomic design, and the employees’ personal wishes and preferences. Such a puzzle is often extremely difficult to solve and frequently it is the employees’ wishes that need to give in. Artificial intelligence can change all this and solve the puzzle in a way that everyone wins. A plan that takes all the aforementioned aspects into account is ready in minutes, says Sasu Liuhanen, CEO and co-founder of the company.  More information: Sasu LiuhanenCEO, Co-Founder, Plain Complex040-516 6467sasu.liuhanen@plaincomplex.complaincomplex.com / linkedin.com/company/plaincomplex Antti ViitanenDeal Flow Manager, FiBAN+358 45 2565 220antti@fiban.orgfiban.org


NICE: Robust Scheduling through Reinforcement Learning-Guided Integer Programming

arXiv.org Artificial Intelligence

Integer programs provide a powerful abstraction for representing a wide range of real-world scheduling problems. Despite their ability to model general scheduling problems, solving large-scale integer programs (IP) remains a computational challenge in practice. The incorporation of more complex objectives such as robustness to disruptions further exacerbates the computational challenge. We present NICE (Neural network IP Coefficient Extraction), a novel technique that combines reinforcement learning and integer programming to tackle the problem of robust scheduling. More specifically, NICE uses reinforcement learning to approximately represent complex objectives in an integer programming formulation. We use NICE to determine assignments of pilots to a flight crew schedule so as to reduce the impact of disruptions. We compare NICE with (1) a baseline integer programming formulation that produces a feasible crew schedule, and (2) a robust integer programming formulation that explicitly tries to minimize the impact of disruptions. Our experiments show that, across a variety of scenarios, NICE produces schedules resulting in 33\% to 48\% fewer disruptions than the baseline formulation. Moreover, in more severely constrained scheduling scenarios in which the robust integer program fails to produce a schedule within 90 minutes, NICE is able to build robust schedules in less than 2 seconds on average.


MCTS Based Agents for Multistage Single-Player Card Game

arXiv.org Artificial Intelligence

The article presents the use of Monte Carlo Tree Search algorithms for the card game Lord of the Rings. The main challenge was the complexity of the game mechanics, in which each round consists of 5 decision stages and 2 random stages. To test various decision-making algorithms, a game simulator has been implemented. The research covered an agent based on expert rules, using flat Monte-Carlo search, as well as complete MCTS-UCB. Moreover different playout strategies has been compared. As a result of experiments, an optimal (assuming a limited time) combination of algorithms were formulated. The developed MCTS based method have demonstrated a advantage over agent with expert knowledge.


A dynamic programming algorithm for informative measurements and near-optimal path-planning

arXiv.org Artificial Intelligence

An informative measurement is the most efficient way to gain information about an unknown state. We give a first-principles derivation of a general-purpose dynamic programming algorithm that returns a sequence of informative measurements by sequentially maximizing the entropy of possible measurement outcomes. This algorithm can be used by an autonomous agent or robot to decide where best to measure next, planning a path corresponding to an optimal sequence of informative measurements. This algorithm is applicable to states and controls that are continuous or discrete, and agent dynamics that is either stochastic or deterministic; including Markov decision processes. Recent results from approximate dynamic programming and reinforcement learning, including on-line approximations such as rollout and Monte Carlo tree search, allow an agent or robot to solve the measurement task in real-time. The resulting near-optimal solutions include non-myopic paths and measurement sequences that can generally outperform, sometimes substantially, commonly-used greedy heuristics such as maximizing the entropy of each measurement outcome. This is demonstrated for a global search problem, where on-line planning with an extended local search is found to reduce the number of measurements in the search by half.


Safe-Planner: A Single-Outcome Replanner for Computing Strong Cyclic Policies in Fully Observable Non-Deterministic Domains

arXiv.org Artificial Intelligence

Replanners are efficient methods for solving non-deterministic planning problems. Despite showing good scalability, existing replanners often fail to solve problems involving a large number of misleading plans, i.e., weak plans that do not lead to strong solutions, however, due to their minimal lengths, are likely to be found at every replanning iteration. The poor performance of replanners in such problems is due to their all-outcome determinization. That is, when compiling from non-deterministic to classical, they include all compiled classical operators in a single deterministic domain which leads replanners to continually generate misleading plans. We introduce an offline replanner, called Safe-Planner (SP), that relies on a single-outcome determinization to compile a non-deterministic domain to a set of classical domains, and ordering heuristics for ranking the obtained classical domains. The proposed single-outcome determinization and the heuristics allow for alternating between different classical domains. We show experimentally that this approach can allow SP to avoid generating misleading plans but to generate weak plans that directly lead to strong solutions. The experiments show that SP outperforms state-of-the-art non-deterministic solvers by solving a broader range of problems. We also validate the practical utility of SP in real-world non-deterministic robotic tasks.


Distributed Mission Planning of Complex Tasks for Heterogeneous Multi-Robot Teams

arXiv.org Artificial Intelligence

In this paper, we propose a distributed multi-stage optimization method for planning complex missions for heterogeneous multi-robot teams. This class of problems involves tasks that can be executed in different ways and are associated with cross-schedule dependencies that constrain the schedules of the different robots in the system. The proposed approach involves a multi-objective heuristic search of the mission, represented as a hierarchical tree that defines the mission goal. This procedure outputs several favorable ways to fulfill the mission, which directly feed into the next stage of the method. We propose a distributed metaheuristic based on evolutionary computation to allocate tasks and generate schedules for the set of chosen decompositions. The method is evaluated in a simulation setup of an automated greenhouse use case, where we demonstrate the method's ability to adapt the planning strategy depending on the available robots and the given optimization criteria.