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 Planning & Scheduling


Learning General Policies from Small Examples Without Supervision

arXiv.org Artificial Intelligence

Generalized planning is concerned with the computation of general policies that solve multiple instances of a planning domain all at once. It has been recently shown that these policies can be computed in two steps: first, a suitable abstraction in the form of a qualitative numerical planning problem (QNP) is learned from sample plans, then the general policies are obtained from the learned QNP using a planner. In this work, we introduce an alternative approach for computing more expressive general policies which does not require sample plans or a QNP planner. The new formulation is very simple and can be cast in terms that are more standard in machine learning: a large but finite pool of features is defined from the predicates in the planning examples using a general grammar, and a small subset of features is sought for separating "good" from "bad" state transitions, and goals from non-goals. The problems of finding such a "separating surface" while labeling the transitions as "good" or "bad" are jointly addressed as a single combinatorial optimization problem expressed as a Weighted Max-SAT problem. The advantage of looking for the simplest policy in the given feature space that solves the given examples, possibly non-optimally, is that many domains have no general, compact policies that are optimal. The approach yields general policies for a number of benchmark domains.


Multiple Plans are Better than One: Diverse Stochastic Planning

arXiv.org Artificial Intelligence

In planning problems, it is often challenging to fully model the desired specifications. In particular, in human-robot interaction, such difficulty may arise due to human's preferences that are either private or complex to model. Consequently, the resulting objective function can only partially capture the specifications and optimizing that may lead to poor performance with respect to the true specifications. Motivated by this challenge, we formulate a problem, called diverse stochastic planning, that aims to generate a set of representative -- small and diverse -- behaviors that are near-optimal with respect to the known objective. In particular, the problem aims to compute a set of diverse and near-optimal policies for systems modeled by a Markov decision process. We cast the problem as a constrained nonlinear optimization for which we propose a solution relying on the Frank-Wolfe method. We then prove that the proposed solution converges to a stationary point and demonstrate its efficacy in several planning problems.


SPOTTER: Extending Symbolic Planning Operators through Targeted Reinforcement Learning

arXiv.org Artificial Intelligence

Symbolic planning models allow decision-making agents to sequence actions in arbitrary ways to achieve a variety of goals in dynamic domains. However, they are typically handcrafted and tend to require precise formulations that are not robust to human error. Reinforcement learning (RL) approaches do not require such models, and instead learn domain dynamics by exploring the environment and collecting rewards. However, RL approaches tend to require millions of episodes of experience and often learn policies that are not easily transferable to other tasks. In this paper, we address one aspect of the open problem of integrating these approaches: how can decision-making agents resolve discrepancies in their symbolic planning models while attempting to accomplish goals? We propose an integrated framework named SPOTTER that uses RL to augment and support ("spot") a planning agent by discovering new operators needed by the agent to accomplish goals that are initially unreachable for the agent. SPOTTER outperforms pure-RL approaches while also discovering transferable symbolic knowledge and does not require supervision, successful plan traces or any a priori knowledge about the missing planning operator.


Identification of Unexpected Decisions in Partially Observable Monte-Carlo Planning: a Rule-Based Approach

arXiv.org Artificial Intelligence

Partially Observable Monte-Carlo Planning (POMCP) is a powerful online algorithm able to generate approximate policies for large Partially Observable Markov Decision Processes. The online nature of this method supports scalability by avoiding complete policy representation. The lack of an explicit representation however hinders interpretability. In this work, we propose a methodology based on Satisfiability Modulo Theory (SMT) for analyzing POMCP policies by inspecting their traces, namely sequences of belief-action-observation triplets generated by the algorithm. The proposed method explores local properties of policy behavior to identify unexpected decisions. We propose an iterative process of trace analysis consisting of three main steps, i) the definition of a question by means of a parametric logical formula describing (probabilistic) relationships between beliefs and actions, ii) the generation of an answer by computing the parameters of the logical formula that maximize the number of satisfied clauses (solving a MAX-SMT problem), iii) the analysis of the generated logical formula and the related decision boundaries for identifying unexpected decisions made by POMCP with respect to the original question. We evaluate our approach on Tiger, a standard benchmark for POMDPs, and a real-world problem related to mobile robot navigation. Results show that the approach can exploit human knowledge on the domain, outperforming state-of-the-art anomaly detection methods in identifying unexpected decisions. An improvement of the Area Under Curve up to 47\% has been achieved in our tests.


Goal Reasoning by Selecting Subgoals with Deep Q-Learning

arXiv.org Artificial Intelligence

In this work we propose a goal reasoning method which learns to select subgoals with Deep Q-Learning in order to decrease the load of a planner when faced with scenarios with tight time restrictions, such as online execution systems. We have designed a CNN-based goal selection module and trained it on a standard video game environment, testing it on different games (planning domains) and levels (planning problems) to measure its generalization abilities. When comparing its performance with a satisfying planner, the results obtained show both approaches are able to find plans of good quality, but our method greatly decreases planning time. We conclude our approach can be successfully applied to different types of domains (games), and shows good generalization properties when evaluated on new levels (problems) of the same game (domain).


Learning to Play Imperfect-Information Games by Imitating an Oracle Planner

arXiv.org Artificial Intelligence

We consider learning to play multiplayer imperfect-information games with simultaneous moves and large state-action spaces. Previous attempts to tackle such challenging games have largely focused on model-free learning methods, often requiring hundreds of years of experience to produce competitive agents. Our approach is based on model-based planning. We tackle the problem of partial observability by first building an (oracle) planner that has access to the full state of the environment and then distilling the knowledge of the oracle to a (follower) agent which is trained to play the imperfect-information game by imitating the oracle's choices. We experimentally show that planning with naive Monte Carlo tree search does not perform very well in large combinatorial action spaces. We therefore propose planning with a fixed-depth tree search and decoupled Thompson sampling for action selection. We show that the planner is able to discover efficient playing strategies in the games of Clash Royale and Pommerman and the follower policy successfully learns to implement them by training on a few hundred battles.


Voronoi Progressive Widening: Efficient Online Solvers for Continuous Space MDPs and POMDPs with Provably Optimal Components

arXiv.org Artificial Intelligence

Markov decision processes (MDPs) and partially observable MDPs (POMDPs) can effectively represent complex real-world decision and control problems. However, continuous space MDPs and POMDPs, i.e. those having continuous state, action and observation spaces, are extremely difficult to solve, and there are few online algorithms with convergence guarantees. This paper introduces Voronoi Progressive Widening (VPW), a general technique to modify tree search algorithms to effectively handle continuous or hybrid action spaces, and proposes and evaluates three continuous space solvers: VOSS, VOWSS, and VOMCPOW. VOSS and VOWSS are theoretical tools based on sparse sampling and Voronoi optimistic optimization designed to justify VPW-based online solvers. While previous algorithms have enjoyed convergence guarantees for problems with continuous state and observation spaces, VOWSS is the first with global convergence guarantees for problems that additionally have continuous action spaces. VOMCPOW is a versatile and efficient VPW-based algorithm that consistently outperforms POMCPOW and BOMCP in several simulation experiments.


On Exploiting Hitting Sets for Model Reconciliation

arXiv.org Artificial Intelligence

In human-aware planning, a planning agent may need to provide an explanation to a human user on why its plan is optimal. A popular approach to do this is called model reconciliation, where the agent tries to reconcile the differences in its model and the human's model such that the plan is also optimal in the human's model. In this paper, we present a logic-based framework for model reconciliation that extends beyond the realm of planning. More specifically, given a knowledge base $KB_1$ entailing a formula $\varphi$ and a second knowledge base $KB_2$ not entailing it, model reconciliation seeks an explanation, in the form of a cardinality-minimal subset of $KB_1$, whose integration into $KB_2$ makes the entailment possible. Our approach, based on ideas originating in the context of analysis of inconsistencies, exploits the existing hitting set duality between minimal correction sets (MCSes) and minimal unsatisfiable sets (MUSes) in order to identify an appropriate explanation. However, differently from those works targeting inconsistent formulas, which assume a single knowledge base, MCSes and MUSes are computed over two distinct knowledge bases. We conclude our paper with an empirical evaluation of the newly introduced approach on planning instances, where we show how it outperforms an existing state-of-the-art solver, and generic non-planning instances from recent SAT competitions, for which no other solver exists.


General Policies, Serializations, and Planning Width

arXiv.org Artificial Intelligence

It has been observed that in many of the benchmark planning domains, atomic goals can be reached with a simple polynomial exploration procedure, called IW, that runs in time exponential in the problem width. Such problems have indeed a bounded width: a width that does not grow with the number of problem variables and is often no greater than two. Yet, while the notion of width has become part of the state-of-the-art planning algorithms like BFWS, there is still no good explanation for why so many benchmark domains have bounded width. In this work, we address this question by relating bounded width and serialized width to ideas of generalized planning, where general policies aim to solve multiple instances of a planning problem all at once. We show that bounded width is a property of planning domains that admit optimal general policies in terms of features that are explicitly or implicitly represented in the domain encoding. The results are extended to much larger class of domains with bounded serialized width where the general policies do not have to be optimal. The study leads also to a new simple, meaningful, and expressive language for specifying domain serializations in the form of policy sketches which can be used for encoding domain control knowledge by hand or for learning it from traces. The use of sketches and the meaning of the theoretical results are all illustrated through a number of examples.


Online Action Recognition

arXiv.org Artificial Intelligence

Recognition in planning seeks to find agent intentions, goals or activities given a set of observations and a knowledge library (e.g. goal states, plans or domain theories). In this work we introduce the problem of Online Action Recognition. It consists in recognizing, in an open world, the planning action that best explains a partially observable state transition from a knowledge library of first-order STRIPS actions, which is initially empty. We frame this as an optimization problem, and propose two algorithms to address it: Action Unification (AU) and Online Action Recognition through Unification (OARU). The former builds on logic unification and generalizes two input actions using weighted partial MaxSAT. The latter looks for an action within the library that explains an observed transition. If there is such action, it generalizes it making use of AU, building in this way an AU hierarchy. Otherwise, OARU inserts a Trivial Grounded Action (TGA) in the library that explains just that transition. We report results on benchmarks from the International Planning Competition and PDDLGym, where OARU recognizes actions accurately with respect to expert knowledge, and shows real-time performance.