Planning & Scheduling
A 20-Year Community Roadmap for Artificial Intelligence Research in the US
Decades of research in artificial intelligence (AI) have produced formidable technologies that are providing immense benefit to industry, government, and society. AI systems can now translate across multiple languages, identify objects in images and video, streamline manufacturing processes, and control cars. The deployment of AI systems has not only created a trillion-dollar industry that is projected to quadruple in three years, but has also exposed the need to make AI systems fair, explainable, trustworthy, and secure. Future AI systems will rightfully be expected to reason effectively about the world in which they (and people) operate, handling complex tasks and responsibilities effectively and ethically, engaging in meaningful communication, and improving their awareness through experience. Achieving the full potential of AI technologies poses research challenges that require a radical transformation of the AI research enterprise, facilitated by significant and sustained investment. These are the major recommendations of a recent community effort coordinated by the Computing Community Consortium and the Association for the Advancement of Artificial Intelligence to formulate a Roadmap for AI research and development over the next two decades.
ASNets: Deep Learning for Generalised Planning
Toyer, Sam, Trevizan, Felipe, Thiรฉbaux, Sylvie, Xie, Lexing
In this paper, we discuss the learning of generalised policies for probabilistic and classical planning problems using Action Schema Networks (ASNets). The ASNet is a neural network architecture that exploits the relational structure of (P)PDDL planning problems to learn a common set of weights that can be applied to any problem in a domain. By mimicking the actions chosen by a traditional, non-learning planner on a handful of small problems in a domain, ASNets are able to learn a generalised reactive policy that can quickly solve much larger instances from the domain. This work extends the ASNet architecture to make it more expressive, while still remaining invariant to a range of symmetries that exist in PPDDL problems. We also present a thorough experimental evaluation of ASNets, including a comparison with heuristic search planners on seven probabilistic and deterministic domains, an extended evaluation on over 18,000 Blocksworld instances, and an ablation study. Finally, we show that sparsity-inducing regularisation can produce ASNets that are compact enough for humans to understand, yielding insights into how the structure of ASNets allows them to generalise across a domain.
Monte-Carlo Tree Search for Simulation-based Strategy Analysis
Zook, Alexander, Harrison, Brent, Riedl, Mark O.
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be time-consuming and of limited effectiveness in exhausting the space of possible behaviors. In this paper, we propose the use of automated planning agents to simulate humans of varying skill levels to generate game playthroughs. Metrics can then be gathered from these playthroughs to evaluate the current game design and identify its potential flaws. We demonstrate this technique in two games: the popular word game Scrabble and a collectible card game of our own design named Cardonomicon. Using these case studies, we show how using simulated agents to model humans of varying skill levels allows us to extract metrics to describe game balance (in the case of Scrabble) and highlight potential design flaws (in the case of Cardonomicon).
Automatic Game Design via Mechanic Generation
Zook, Alexander, Riedl, Mark O.
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and cross-domain representation for game mechanics that draws from AI planning action representations. We use a constraint solver to generate mechanics subject to design requirements on the form of those mechanics---what they do in the game. A planner takes a set of generated mechanics and tests whether those mechanics meet playability requirements---controlling how mechanics function in a game to affect player behavior. We demonstrate our system by modeling and generating mechanics in a role-playing game, platformer game, and combined role-playing-platformer game.
Solving a Flowshop Scheduling Problem with Answer Set Programming: Exploiting the Problem to Reduce the Number of Combinations
Garcรญa-Mata, Carmen Leticia, Mรกrquez-Gutiรฉrrez, Pedro Rafael
A distinctive characteristic of combinatorial problems is their massive search space. This huge domain is due to the number of possible solutions that although finit e, grows exponentially with the amount of data. Some typical combinatorial problems are the search fo r the cheapest or shortest paths, internet data packets routing, protein structure prediction, and planni ng and scheduling of resources. In theory it is possible to find the optimal solution for each c ombinatorial problem by conducting an exhaustive search. However, in practice finding an optimal s olution is often an intractable problem, even for problems of modest size. In this paper, Answer Set Programming (ASP) is used to explor e how to solve the scheduling problem for an Automated Wet-etch Station (A WS) of a Semiconduct or Manufacturing System where the optimization objective is the makespan. If a robot is not use d to transfer jobs between baths, the problem can be approximated as a special case of the most general n o-wait scheduling flowshop problem. A flowshop is a multistage production process where all jobs m ust pass through the same stages. There is a set J of jobs with J N jobs in total.
Domain-Independent Cost-Optimal Planning in ASP
Spies, David, You, Jia-Huai, Hayward, Ryan
We investigate the problem of cost-optimal planning in ASP. Current ASP planners can be trivially extended to a cost-optimal one by adding weak constraints, but only for a given makespan (number of steps). It is desirable to have a planner that guarantees global optimality. In this paper, we present two approaches to addressing this problem. First, we show how to engineer a cost-optimal planner composed of two ASP programs running in parallel. Using lessons learned from this, we then develop an entirely new approach to cost-optimal planning, stepless planning, which is completely free of makespan. Experiments to compare the two approaches with the only known cost-optimal planner in SAT reveal good potentials for stepless planning in ASP. The paper is under consideration for acceptance in TPLP.
From Machine Learning to Machine Cognition
We managed to use machine learning to develop face recognition, games intelligence, self driving vehicles or language translation. With mathematically generated patterns similar to the brain neurons, these systems can learn and perform actions similar to humans or even better. It's a huge evidence that this approach is working and the model we have copied from the brain is valid. We knew that one day, we will reach for the moon when we created the first plane or the first rocket. Today, we know that one day, we will build intelligent machines - we just don't know how long it's going to take. We are somehow designed to create intelligent beings. All discoveries today seem to head us there and we cannot stop this progress.
Towards a Theory of Intentions for Human-Robot Collaboration
Gomez, Rocio, Sridharan, Mohan, Riley, Heather
The architecture described in this paper encodes a theory of intentions based on the the key principles of non-procrastination, persistence, and automatically limiting reasoning to relevant knowledge and observations. The architecture reasons with transition diagrams of any given domain at two different resolutions, with the fine-resolution description defined as a refinement of, and hence tightly-coupled to, a coarse-resolution description. Non-monotonic logical reasoning with the coarse-resolution description computes an activity (i.e., plan) comprising abstract actions for any given goal. Each abstract action is implemented as a sequence of concrete actions by automatically zooming to and reasoning with the part of the fine-resolution transition diagram relevant to the current coarse-resolution transition and the goal. Each concrete action in this sequence is executed using probabilistic models of the uncertainty in sensing and actuation, and the corresponding fine-resolution outcomes are used to infer coarse-resolution observations that are added to the coarse-resolution history. The architecture's capabilities are evaluated in the context of a simulated robot assisting humans in an office domain, on a physical robot (Baxter) manipulating tabletop objects, and on a wheeled robot (Turtlebot) moving objects to particular places or people. The experimental results indicate improvements in reliability and computational efficiency compared with an architecture that does not include the theory of intentions, and an architecture that does not include zooming for fine-resolution reasoning.
Learning High-Level Planning Symbols from Intrinsically Motivated Experience
Oddi, Angelo, Rasconi, Riccardo, Cartoni, Emilio, Sartor, Gabriele, Baldassarre, Gianluca, Santucci, Vieri Giuliano
In symbolic planning systems, the knowledge on the domain is commonly provided by an expert. Recently, an automatic abstraction procedure has been proposed in the literature to create a Planning Domain Definition Language (PDDL) representation, which is the most widely used input format for most off-the-shelf automated planners, starting from `options', a data structure used to represent actions within the hierarchical reinforcement learning framework. We propose an architecture that potentially removes the need for human intervention. In particular, the architecture first acquires options in a fully autonomous fashion on the basis of open-ended learning, then builds a PDDL domain based on symbols and operators that can be used to accomplish user-defined goals through a standard PDDL planner. We start from an implementation of the above mentioned procedure tested on a set of benchmark domains in which a humanoid robot can change the state of some objects through direct interaction with the environment. We then investigate some critical aspects of the information abstraction process that have been observed, and propose an extension that mitigates such criticalities, in particular by analysing the type of classifiers that allow a suitable grounding of symbols.
Representation Learning for Classical Planning from Partially Observed Traces
Xiao, Zhanhao, Wan, Hai, Zhuo, Hankui Hankz, Lin, Jinxia, Liu, Yanan
Specifying a complete domain model is time-consuming, which has been a bottleneck of AI planning technique application in many real-world scenarios. Most classical domain-model learning approaches output a domain model in the form of the declarative planning language, such as STRIPS or PDDL, and solve new planning instances by invoking an existing planner. However, planning in such a representation is sensitive to the accuracy of the learned domain model which probably cannot be used to solve real planning problems. In this paper, to represent domain models in a vectorization representation way, we propose a novel framework based on graph neural network (GNN) integrating model-free learning and model-based planning, called LP-GNN . By embedding propositions and actions in a graph, the latent relationship between them is explored to form a domain-specific heuristics. We evaluate our approach on five classical planning domains, comparing with the classical domain-model learner ARMS. The experimental results show that the domain models learned by our approach are much more effective on solving real planning problems.