Planning & Scheduling
Scheduling Plans of Tasks
We present a heuristic algorithm for solving the problem of scheduling plans of tasks. The plans are ordered vectors of tasks, and tasks are basic operations carried out by resources. Plans are tied by temporal, precedence and resource constraints that makes the scheduling problem hard to solve in polynomial time. The proposed heuristic, that has a polynomial worst-case time complexity, searches for a feasible schedule that maximize the number of plans scheduled, along a fixed time window, with respect to temporal, precedence and resource constraints.
A review of motion planning algorithms for intelligent robotics
Zhou, Chengmin, Huang, Bingding, Fränti, Pasi
We investigate and analyze principles of typical motion planning algorithms. These include traditional planning algorithms, supervised learning, optimal value reinforcement learning, policy gradient reinforcement learning. Traditional planning algorithms we investigated include graph search algorithms, sampling-based algorithms, and interpolating curve algorithms. Supervised learning algorithms include MSVM, LSTM, MCTS and CNN. Optimal value reinforcement learning algorithms include Q learning, DQN, double DQN, dueling DQN. Policy gradient algorithms include policy gradient method, actor-critic algorithm, A3C, A2C, DPG, DDPG, TRPO and PPO. New general criteria are also introduced to evaluate performance and application of motion planning algorithms by analytical comparisons. Convergence speed and stability of optimal value and policy gradient algorithms are specially analyzed. Future directions are presented analytically according to principles and analytical comparisons of motion planning algorithms. This paper provides researchers with a clear and comprehensive understanding about advantages, disadvantages, relationships, and future of motion planning algorithms in robotics, and paves ways for better motion planning algorithms.
A metaheuristic for crew scheduling in a pickup-and-delivery problem with time windows
Lucci, Mauro, Severín, Daniel, Zabala, Paula
A vehicle routing and crew scheduling problem (VRCSP) consists of simultaneously planning the routes of a fleet of vehicles and scheduling the crews, where the vehicle-crew correspondence is not fixed through time. This allows a greater planning flexibility and a more efficient use of the fleet, but in counterpart, a high synchronisation is demanded. In this work, we present a VRCSP where pickup-and-delivery requests with time windows have to be fulfilled over a given planning horizon by using trucks and drivers. Crews can be composed of 1 or 2 drivers and any of them can be relieved in a given set of locations. Moreover, they are allowed to travel among locations with non-company shuttles, at an additional cost that is minimised. As our problem considers distinct routes for trucks and drivers, we have an additional flexibility not contemplated in other previous VRCSP given in the literature where a crew is handled as an indivisible unit. We tackle this problem with a two-stage sequential approach: a set of truck routes is computed in the first stage and a set of driver routes consistent with the truck routes is obtained in the second one. We design and evaluate the performance of a metaheuristic based algorithm for the latter stage. Our algorithm is mainly a GRASP with a perturbation procedure that allows reusing solutions already found in case the search for new solutions becomes difficult. This procedure together with other to repair infeasible solutions allow us to find high-quality solutions on instances of 100 requests spread across 15 cities with a fleet of 12-32 trucks (depending on the planning horizon) in less than an hour. We also conclude that the possibility of carrying an additional driver leads to a decrease of the cost of external shuttles by about 60% on average with respect to individual crews and, in some cases, to remove this cost completely.
Risk Aware and Multi-Objective Decision Making with Distributional Monte Carlo Tree Search
Hayes, Conor F., Reymond, Mathieu, Roijers, Diederik M., Howley, Enda, Mannion, Patrick
In many risk-aware and multi-objective reinforcement learning settings, the utility of the user is derived from the single execution of a policy. In these settings, making decisions based on the average future returns is not suitable. For example, in a medical setting a patient may only have one opportunity to treat their illness. When making a decision, just the expected return -- known in reinforcement learning as the value -- cannot account for the potential range of adverse or positive outcomes a decision may have. Our key insight is that we should use the distribution over expected future returns differently to represent the critical information that the agent requires at decision time. In this paper, we propose Distributional Monte Carlo Tree Search, an algorithm that learns a posterior distribution over the utility of the different possible returns attainable from individual policy executions, resulting in good policies for both risk-aware and multi-objective settings. Moreover, our algorithm outperforms the state-of-the-art in multi-objective reinforcement learning for the expected utility of the returns.
Improving Human Decision-Making by Discovering Efficient Strategies for Hierarchical Planning
Consul, Saksham, Heindrich, Lovis, Stojcheski, Jugoslav, Lieder, Falk
To make good decisions in the real world people need efficient planning strategies because their computational resources are limited. Knowing which planning strategies would work best for people in different situations would be very useful for understanding and improving human decision-making. But our ability to compute those strategies used to be limited to very small and very simple planning tasks. To overcome this computational bottleneck, we introduce a cognitively-inspired reinforcement learning method that can overcome this limitation by exploiting the hierarchical structure of human behavior. The basic idea is to decompose sequential decision problems into two sub-problems: setting a goal and planning how to achieve it. This hierarchical decomposition enables us to discover optimal strategies for human planning in larger and more complex tasks than was previously possible. The discovered strategies outperform existing planning algorithms and achieve a super-human level of computational efficiency. We demonstrate that teaching people to use those strategies significantly improves their performance in sequential decision-making tasks that require planning up to eight steps ahead. By contrast, none of the previous approaches was able to improve human performance on these problems. These findings suggest that our cognitively-informed approach makes it possible to leverage reinforcement learning to improve human decision-making in complex sequential decision-problems. Future work can leverage our method to develop decision support systems that improve human decision making in the real world.
Appointments pushed back, confusion reigns over 2nd COVID-19 vaccine dose
The instructions upon getting a first dose of COVID-19 vaccine are clear: People should get the second shot three or four weeks later. But things get a lot murkier when it comes to actually getting an appointment to meet that deadline. As more Los Angeles County residents than ever receive their first doses, tightening vaccine supplies and online scheduling problems are hampering their ability to finish the two-dose vaccination process. On Thursday, potentially thousands of people had their vaccine appointments postponed after the Ralphs supermarket chain -- a large vaccine distributor -- said the county's Department of Public Health, at the request of state officials, had "recovered" 10,000 doses previously intended for scheduled appointments, according to emails obtained by The Times. A Ralphs spokesperson said only first-dose customers were affected, but it only added to the confusion.
An Integrated Localisation, Motion Planning and Obstacle Avoidance Algorithm in Belief Space
Thomas, Antony, Mastrogiovanni, Fulvio, Baglietto, Marco
As robots are being increasingly used in close proximity to humans and objects, it is imperative that robots operate safely and efficiently under real-world conditions. Yet, the environment is seldom known perfectly. Noisy sensors and actuation errors compound to the errors introduced while estimating features of the environment. We present a novel approach (1) to incorporate these uncertainties for robot state estimation and (2) to compute the probability of collision pertaining to the estimated robot configurations. The expression for collision probability is obtained as an infinite series and we prove its convergence. An upper bound for the truncation error is also derived and the number of terms required is demonstrated by analyzing the convergence for different robot and obstacle configurations. We evaluate our approach using two simulation domains which use a roadmap-based strategy to synthesize trajectories that satisfy collision probability bounds.
RTGPU: Real-Time GPU Scheduling of Hard Deadline Parallel Tasks with Fine-Grain Utilization
Zou, An, Li, Jing, Gill, Christopher D., Zhang, Xuan
Many emerging cyber-physical systems, such as autonomous vehicles and robots, rely heavily on artificial intelligence and machine learning algorithms to perform important system operations. Since these highly parallel applications are computationally intensive, they need to be accelerated by graphics processing units (GPUs) to meet stringent timing constraints. However, despite the wide adoption of GPUs, efficiently scheduling multiple GPU applications while providing rigorous real-time guarantees remains a challenge. In this paper, we propose RTGPU, which can schedule the execution of multiple GPU applications in real-time to meet hard deadlines. Each GPU application can have multiple CPU execution and memory copy segments, as well as GPU kernels. We start with a model to explicitly account for the CPU and memory copy segments of these applications. We then consider the GPU architecture in the development of a precise timing model for the GPU kernels and leverage a technique known as persistent threads to implement fine-grained kernel scheduling with improved performance through interleaved execution. Next, we propose a general method for scheduling parallel GPU applications in real time. Finally, to schedule multiple parallel GPU applications, we propose a practical real-time scheduling algorithm based on federated scheduling and grid search (for GPU kernel segments) with uniprocessor fixed priority scheduling (for multiple CPU and memory copy segments). Our approach provides superior schedulability compared with previous work, and gives real-time guarantees to meet hard deadlines for multiple GPU applications according to comprehensive validation and evaluation on a real NVIDIA GTX1080Ti GPU system.
Ordinal Monte Carlo Tree Search
Joppen, Tobias, Fürnkranz, Johannes
In many problem settings, most notably in game playing, an agent receives a possibly delayed reward for its actions. Often, those rewards are handcrafted and not naturally given. Even simple terminal-only rewards, like winning equals one and losing equals minus one, can not be seen as an unbiased statement, since these values are chosen arbitrarily, and the behavior of the learner may change with different encodings. It is hard to argue about good rewards and the performance of an agent often depends on the design of the reward signal. In particular, in domains where states by nature only have an ordinal ranking and where meaningful distance information between game state values is not available, a numerical reward signal is necessarily biased. In this paper we take a look at MCTS, a popular algorithm to solve MDPs, highlight a reoccurring problem concerning its use of rewards, and show that an ordinal treatment of the rewards overcomes this problem. Using the General Video Game Playing framework we show dominance of our newly proposed ordinal MCTS algorithm over other MCTS variants, based on a novel bandit algorithm that we also introduce and test versus UCB.
Solving a Multi-resource Partial-ordering Flexible Variant of the Job-shop Scheduling Problem with Hybrid ASP
Francescutto, Giulia, Schekotihin, Konstantin, El-Kholany, Mohammed M. S.
Many complex activities of production cycles, such as quality control or fault analysis, require highly experienced specialists to perform various operations on (semi)finished products using different tools. In practical scenarios, the selection of a next operation is complicated, since each expert has only a local view on the total set of operations to be performed. As a result, decisions made by the specialists are suboptimal and might cause significant costs. In this paper, we consider a Multi-resource Partial-ordering Flexible Job-shop Scheduling (MPF-JSS) problem where partially-ordered sequences of operations must be scheduled on multiple required resources, such as tools and specialists. The resources are flexible and can perform one or more operations depending on their properties. The problem is modeled using Answer Set Programming (ASP) in which the time assignments are efficiently done using Difference Logic. Moreover, we suggest two multi-shot solving strategies aiming at the identification of the time bounds allowing for a solution of the schedule optimization problem. Experiments conducted on a set of instances extracted from a medium-sized semiconductor fault analysis lab indicate that our approach can find schedules for 87 out of 91 considered real-world instances.