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 Planning & Scheduling


Automated Playtesting of Matching Tile Games

arXiv.org Artificial Intelligence

Matching tile games are an extremely popular game genre. Arguably the most popular iteration, Match-3 games, are simple to understand puzzle games, making them great benchmarks for research. In this paper, we propose developing different procedural personas for Match-3 games in order to approximate different human playstyles to create an automated playtesting system. The procedural personas are realized through evolving the utility function for the Monte Carlo Tree Search agent. We compare the performance and results of the evolution agents with the standard Vanilla Monte Carlo Tree Search implementation as well as to a random move-selection agent. We then observe the impacts on both the game's design and the game design process. Lastly, a user study is performed to compare the agents to human play traces.


Motion Planning Networks: Bridging the Gap Between Learning-based and Classical Motion Planners

arXiv.org Artificial Intelligence

This paper describes Motion Planning Networks (MPNet), a computationally efficient, learning-based neural planner for solving motion planning problems. MPNet uses neural networks to learn general near-optimal heuristics for path planning in seen and unseen environments. It receives environment information as point-clouds, as well as a robot's initial and desired goal configurations and recursively calls itself to bidirectionally generate connectable paths. In addition to finding directly connectable and near-optimal paths in a single pass, we show that worst-case theoretical guarantees can be proven if we merge this neural network strategy with classical sample-based planners in a hybrid approach while still retaining significant computational and optimality improvements. To learn the MPNet models, we present an active continual learning approach that enables MPNet to learn from streaming data and actively ask for expert demonstrations when needed, drastically reducing data for training. We validate MPNet against gold-standard and state-of-the-art planning methods in a variety of problems from 2D to 7D robot configuration spaces in challenging and cluttered environments, with results showing significant and consistently stronger performance metrics, and motivating neural planning in general as a modern strategy for solving motion planning problems efficiently.


Revolutionary Warfare The AI of Total War (Part 3)

#artificialintelligence

As the core systems of Total War have been established and redefined in the franchise - a point I have discussed in the first two parts of this series - there is always a need to strive for better. RTS games continue to be one of the most demanding domains for AI to operate within and as such we seek new inspiration from outside of game AI practices. With this in mind, I will be taking a look at 2013's Total War: Rome II - one of the most important games in the franchise when it comes to the design and development of AI practices. So let's take a look at what happened behind the scenes and what makes Rome II such a critical and vital step in Total Wars future progression. In part 2 of this series we concluded with an overview of the dramatic changes to the underlying AI systems in Total War with the release of Empire, followed by Napoleon in 2009 and 2010 respectively.


Extended Abstract: Lifelong Path Planning with Kinematic Constraints for Multi-Agent Pickup and Delivery

AAAI Conferences

The Multi-Agent Pickup and Delivery (MAPD) problem models applications where a large number of agents attend to a stream of incoming pickup-and-delivery tasks. Token Passing (TP) is a recent MAPD algorithm that is efficient and effective. We make TP even more efficient and effective by using a novel combinatorial search algorithm, called Safe Interval Path Planning with Reservation Table (SIPPwRT), for single-agent path planning. SIPPwRT uses an advanced data structure that allows for fast updates and lookups of the current paths of all agents in an online setting. The resulting MAPD algorithm TP-SIPPwRT takes kinematic constraints of real robots into account directly during planning, computes continuous agent movements with given velocities that work on non-holonomic robots rather than discrete agent movements with uniform velocity, and is complete for well-formed MAPD instances. We demonstrate its benefits for automated warehouses using both an agent simulator and a standard robot simulator. For example, we demonstrate that it can compute paths for hundreds of agents and thousands of tasks in seconds and is more efficient and effective than existing MAPD algorithms that use a post-processing step to adapt their paths to continuous agent movements with given velocities. This paper was published at AAAI 2019.


A Case Study on the Importance of Low-Level Algorithmic Details in Domain-Independent Heuristics

AAAI Conferences

It is known that seemingly small details such as tie-breaking among nodes with the same f-cost can significantly affect the performance of a best-first search algorithm on many domains (Asai and Fukunaga 2017). In this paper, we show that low-level algorithmic details of domain-independent planning heuristics can have a surprisingly large impact on search performance. As a case study, we consider the well-known FF heuristic (hff ) (Hoffmann and Nebel 2001).


Error Analysis and Correction for Weighted A*’s Suboptimality

AAAI Conferences

Weighted A* (wA*) is a widely used algorithm for rapidly, but suboptimally, solving planning and search problems. The cost of the solution it produces is guaranteed to be at most W times the optimal solution cost, where W is the weight wA* uses in prioritizing open nodes. W is therefore a suboptimality bound for the solution produced by wA*. There is broad consensus that this bound is not very accurate, that the actual suboptimality of wA*'s solution is often much less than W times optimal. However, there is very little published evidence supporting that view, and no existing explanation of why W is a poor bound. This paper fills in these gaps in the literature. We begin with a large-scale experiment demonstrating that, across a wide variety of domains and heuristics for those domains, W is indeed very often far from the true suboptimality of wA*'s solution. We then analytically identify the potential sources of error. Finally, we present a practical method for correcting for two of these sources of error and experimentally show that the corrections frequently eliminate much of the error.


Guiding Search with Generalized Policies for Probabilistic Planning

AAAI Conferences

We examine techniques for combining generalized policies with search algorithms to exploit the strengths and overcome the weaknesses of each when solving probabilistic planning problems. The Action Schema Network (ASNet) is a recent contribution to planning that uses deep learning and neural networks to learn generalized policies for probabilistic planning problems. ASNets are well suited to problems where local knowledge of the environment can be exploited to improve performance, but may fail to generalize to problems they were not trained on. Monte-Carlo Tree Search (MCTS) is a forward-chaining state space search algorithm for optimal decision making which performs simulations to incrementally build a search tree and estimate the values of each state. Although MCTS can achieve state-of-the-art results when paired with domain-specific knowledge, without this knowledge, MCTS requires a large number of simulations in order to obtain reliable state-value estimates. By combining ASNets with MCTS, we are able to improve the capability of an ASNet to generalize beyond the distribution of problems it was trained on, as well as enhance the navigation of the search space by MCTS.


PASAR — Planning as Satisfiability with Abstraction Refinement

AAAI Conferences

One of the classical approaches to automated planning is the reduction to propositional satisfiability (SAT). Recently, it has been shown that incremental SAT solving can increase the capabilities of several modern encodings for SAT-based planning. In this paper, we present a further improvement to SAT-based planning by introducing a new algorithm named PASAR based on the principles of counterexample guided abstraction refinement (CEGAR). As an abstraction of the original problem, we use a simplified encoding where interference between actions is generally allowed. Abstract plans are converted into actual plans where possible or otherwise used as a counterexample to refine the abstraction. Using benchmark domains from recent International Planning Competitions, we compare our approach to different state-of-the-art planners and find that, in particular, combining PASAR with forward state-space search techniques leads to promising results.


Intuitive, Reliable Plans with Contingencies: Planning with Safety Nets for Landmark-Based Routing

AAAI Conferences

We are interested in the problem of providing intuitive instructions for human agents to enable reliable navigation in unknown environments. Since the advent of GPS and digital maps, a common approach is to visually provide a planned path on a digital map defined in terms of actions to take at specific junctions. However, this approach relies on the agent to constantly and accurately localize itself. Furthermore, it comes in stark contrast to the way humans provide instructions—by leveraging known landmarks in the environment to both augment the description of the planned path as well as to allow to detect when the agent deviated from the planned path. Hence, there is need for assurable means of localization, an intuitive way of compactly conveying directions to agents and a systematic approach to account for human errors. To this end, our key insight is to employ known landmarks in the environment to overcome these challenges. We formally model this intuitive way to use landmarks for conveying instructions and for creating contingency plans. We present experiments demonstrating the efficacy of our approach both on synthetic environments as well as on realworld maps, computed using a smart-phone iOS application that we developed.


Data-driven Policy on Feasibility Determination for the Train Shunting Problem

arXiv.org Artificial Intelligence

Parking, matching, scheduling, and routing are common problems in train maintenance. In particular, train units are commonly maintained and cleaned at dedicated shunting yards. The planning problem that results from such situations is referred to as the Train Unit Shunting Problem (TUSP). This problem involves matching arriving train units to service tasks and determining the schedule for departing trains. The TUSP is an important problem as it is used to determine the capacity of shunting yards and arises as a sub-problem of more general scheduling and planning problems. In this paper, we consider the case of the Dutch Railways (NS) TUSP. As the TUSP is complex, NS currently uses a local search (LS) heuristic to determine if an instance of the TUSP has a feasible solution. Given the number of shunting yards and the size of the planning problems, improving the evaluation speed of the LS brings significant computational gain. In this work, we use a machine learning approach that complements the LS and accelerates the search process. We use a Deep Graph Convolutional Neural Network (DGCNN) model to predict the feasibility of solutions obtained during the run of the LS heuristic. We use this model to decide whether to continue or abort the search process. In this way, the computation time is used more efficiently as it is spent on instances that are more likely to be feasible. Using simulations based on real-life instances of the TUSP, we show how our approach improves upon the previous method on prediction accuracy and leads to computational gains for the decision-making process.