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 Planning & Scheduling


Interactive Movement Primitives: Planning to Push Occluding Pieces for Fruit Picking

arXiv.org Artificial Intelligence

Robotic technology is increasingly considered the major mean for fruit picking. However, picking fruits in a dense cluster imposes a challenging research question in terms of motion/path planning as conventional planning approaches may not find collision-free movements for the robot to reach-and-pick a ripe fruit within a dense cluster. In such cases, the robot needs to safely push unripe fruits to reach a ripe one. Nonetheless, existing approaches to planning pushing movements in cluttered environments either are computationally expensive or only deal with 2-D cases and are not suitable for fruit picking, where it needs to compute 3-D pushing movements in a short time. In this work, we present a path planning algorithm for pushing occluding fruits to reach-and-pick a ripe one. Our proposed approach, called Interactive Probabilistic Movement Primitives (I-ProMP), is not computationally expensive (its computation time is in the order of 100 milliseconds) and is readily used for 3-D problems. We demonstrate the efficiency of our approach with pushing unripe strawberries in a simulated polytunnel. Our experimental results confirm I-ProMP successfully pushes table top grown strawberries and reaches a ripe one.


A Column Generation based Heuristic for the Tail Assignment Problem

arXiv.org Artificial Intelligence

This article proposes an efficient heuristic in accelerating the column generation by parallel resolution of pricing problems for aircrafts in the tail assignment problem (TAP). The approach is able to achieve considerable improvement in resolution time for real life test instances from two major Indian air carriers. The different restrictions on individual aircraft for maintenance routing as per aviation regulatory bodies are considered in this paper. We also present a variable fixing heuristic to improve the integrality of the solution. The hybridization of constraint programming and column generation was substantial in accelerating the resolution process.


Exploring Instance Generation for Automated Planning

arXiv.org Artificial Intelligence

Many of the core disciplines of artificial intelligence have sets of standard benchmark problems well known and widely used by the community when developing new algorithms. Constraint programming and automated planning are examples of these areas, where the behaviour of a new algorithm is measured by how it performs on these instances. Typically the efficiency of each solving method varies not only between problems, but also between instances of the same problem. Therefore, having a diverse set of instances is crucial to be able to effectively evaluate a new solving method. Current methods for automatic generation of instances for Constraint Programming problems start with a declarative model and search for instances with some desired attributes, such as hardness or size. We first explore the difficulties of adapting this approach to generate instances starting from problem specifications written in PDDL, the de-facto standard language of the automated planning community. We then propose a new approach where the whole planning problem description is modelled using essence, an abstract modelling language that allows expressing high-level structures without committing to a particular low level representation in PDDL.


Multi Agent Path Finding with Awareness for Spatially Extended Agents

arXiv.org Artificial Intelligence

Path finding problems involve identification of a plan for conflict free movement of agents over a common road network. Most approaches to this problem handle the agents as point objects, wherein the size of the agent is significantly smaller than the road on which it travels. In this paper, we consider spatially extended agents which have a size comparable to the length of the road on which they travel. An optimal multi agent path finding approach for spatially-extended agents was proposed in the eXtended Conflict Based Search (XCBS) algorithm. As XCBS resolves only a pair of conflicts at a time, it results in deeper search trees in case of cascading or multiple (more than two agent) conflicts at a given location. This issue is addressed in eXtended Conflict Based Search with Awareness (XCBS-A) in which an agent uses awareness of other agents' plans to make its own plan. In this paper, we explore XCBS-A in greater detail, we theoretically prove its completeness and empirically demonstrate its performance with other algorithms in terms of variances in road characteristics, agent characteristics and plan characteristics. We demonstrate the distributive nature of the algorithm by evaluating its performance when distributed over multiple machines. XCBS-A generates a huge search space impacting its efficiency in terms of memory; to address this we propose an approach for memory-efficiency and empirically demonstrate the performance of the algorithm. The nature of XCBS-A is such that it may lead to suboptimal solutions, hence the final contribution of this paper is an enhanced approach, XCBS-Local Awareness (XCBS-LA) which we prove will be optimal and complete.


AI and Wargaming

arXiv.org Artificial Intelligence

Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human players in classic games such as Go, or commercial computer games such as Starcraft. We review the current state-of-the-art through the lens of wargaming, and ask firstly what features of wargames distinguish them from the usual AI testbeds, and secondly which recent AI advances are best suited to address these wargame-specific features.


Path Planning using Neural A* Search

arXiv.org Artificial Intelligence

We present Neural A*, a novel data-driven search algorithm for path planning problems. Although data-driven planning has received much attention in recent years, little work has focused on how search-based methods can learn from demonstrations to plan better. In this work, we reformulate a canonical A* search algorithm to be differentiable and couple it with a convolutional encoder to form an end-to-end trainable neural network planner. Neural A* solves a path planning problem by (1) encoding a visual representation of the problem to estimate a movement cost map and (2) performing the A* search on the cost map to output a solution path. By minimizing the difference between the search results and ground-truth paths in demonstrations, the encoder learns to capture a variety of visual planning cues in input images, such as shapes of dead-end obstacles, bypasses, and shortcuts, which makes estimated cost maps informative. Our extensive experiments confirmed that Neural A* (a) outperformed state-of-the-art data-driven planners in terms of the search optimality and efficiency trade-off and (b) predicted realistic pedestrian paths by directly performing a search on raw image inputs.


Assessing Game Balance with AlphaZero: Exploring Alternative Rule Sets in Chess

arXiv.org Artificial Intelligence

It is non-trivial to design engaging and balanced sets of game rules. Modern chess has evolved over centuries, but without a similar recourse to history, the consequences of rule changes to game dynamics are difficult to predict. AlphaZero provides an alternative in silico means of game balance assessment. It is a system that can learn near-optimal strategies for any rule set from scratch, without any human supervision, by continually learning from its own experience. In this study we use AlphaZero to creatively explore and design new chess variants. There is growing interest in chess variants like Fischer Random Chess, because of classical chess's voluminous opening theory, the high percentage of draws in professional play, and the non-negligible number of games that end while both players are still in their home preparation. We compare nine other variants that involve atomic changes to the rules of chess. The changes allow for novel strategic and tactical patterns to emerge, while keeping the games close to the original. By learning near-optimal strategies for each variant with AlphaZero, we determine what games between strong human players might look like if these variants were adopted. Qualitatively, several variants are very dynamic. An analytic comparison show that pieces are valued differently between variants, and that some variants are more decisive than classical chess. Our findings demonstrate the rich possibilities that lie beyond the rules of modern chess.


Mobile Robot Path Planning in Dynamic Environments through Globally Guided Reinforcement Learning

arXiv.org Artificial Intelligence

Path planning for mobile robots in large dynamic environments is a challenging problem, as the robots are required to efficiently reach their given goals while simultaneously avoiding potential conflicts with other robots or dynamic objects. In the presence of dynamic obstacles, traditional solutions usually employ re-planning strategies, which re-call a planning algorithm to search for an alternative path whenever the robot encounters a conflict. However, such re-planning strategies often cause unnecessary detours. To address this issue, we propose a learning-based technique that exploits environmental spatio-temporal information. Different from existing learning-based methods, we introduce a globally guided reinforcement learning approach (G2RL), which incorporates a novel reward structure that generalizes to arbitrary environments. We apply G2RL to solve the multi-robot path planning problem in a fully distributed reactive manner. We evaluate our method across different map types, obstacle densities, and the number of robots. Experimental results show that G2RL generalizes well, outperforming existing distributed methods, and performing very similarly to fully centralized state-of-the-art benchmarks.


Planning with Learned Object Importance in Large Problem Instances using Graph Neural Networks

arXiv.org Artificial Intelligence

Real-world planning problems often involve hundreds or even thousands of objects, straining the limits of modern planners. In this work, we address this challenge by learning to predict a small set of objects that, taken together, would be sufficient for finding a plan. We propose a graph neural network architecture for predicting object importance in a single inference pass, thus incurring little overhead while greatly reducing the number of objects that must be considered by the planner. Our approach treats the planner and transition model as black boxes, and can be used with any off-the-shelf planner. Empirically, across classical planning, probabilistic planning, and robotic task and motion planning, we find that our method results in planning that is significantly faster than several baselines, including other partial grounding strategies and lifted planners. We conclude that learning to predict a sufficient set of objects for a planning problem is a simple, powerful, and general mechanism for planning in large instances.


Monte Carlo Tree Search: Implementing Reinforcement Learning in Real-Time Game Player

#artificialintelligence

In this article, to answer these questions, we go through the Monte Carlo Tree Search fundamentals. Since in the next articles, we will implement this algorithm on "HEX" board game, I try to explain the concepts through examples in this board game environment. If you're more interested in the code, find it in this link. There is also a more optimized version which is applicable on linux due to utilizing cython and you can find it in here. Monte Carlo method was coined by Stanislaw Ulam for the first time after applying statistical approach "The Monte Carlo method".