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 Planning & Scheduling


Probabilistic Planning with Reduced Models

Journal of Artificial Intelligence Research

Reduced models are simplified versions of a given domain, designed to accelerate the planning process. Interest in reduced models has grown since the surprising success of determinization in the first international probabilistic planning competition, leading to the development of several enhanced determinization techniques. To address the drawbacks of previous determinization methods, we introduce a family of reduced models in which probabilistic outcomes are classified as one of two types: primary and exceptional. In each model that belongs to this family of reductions, primary outcomes can occur an unbounded number of times per trajectory, while exceptions can occur at most a finite number of times, specified by a parameter. Distinct reduced models are characterized by two parameters: the maximum number of primary outcomes per action, and the maximum number of occurrences of exceptions per trajectory. This family of reductions generalizes the well-known most-likely-outcome determinization approach, which includes one primary outcome per action and zero exceptional outcomes per plan. We present a framework to determine the benefits of planning with reduced models, and develop a continual planning approach that handles situations where the number of exceptions exceeds the specified bound during plan execution. Using this framework, we compare the performance of various reduced models and consider the challenge of generating good ones automatically. We show that each one of the dimensions---allowing more than one primary outcome or planning for some limited number of exceptions---could improve performance relative to standard determinization. The results place previous work on determinization in a broader context and lay the foundation for a systematic exploration of the space of model reductions.


Goal Recognition Design in Deterministic Environments

Journal of Artificial Intelligence Research

Goal recognition design (GRD) facilitates understanding the goals of acting agents through the analysis and redesign of goal recognition models, thus offering a solution for assessing and minimizing the maximal progress of any agent in the model before goal recognition is guaranteed. In a nutshell, given a model of a domain and a set of possible goals, a solution to a GRD problem determines (1) the extent to which actions performed by an agent within the model reveal the agent’s objective; and (2) how best to modify the model so that the objective of an agent can be detected as early as possible. This approach is relevant to any domain in which rapid goal recognition is essential and the model design can be controlled. Applications include intrusion detection, assisted cognition, computer games, and human-robot collaboration. A GRD problem has two components: the analyzed goal recognition setting, and a design model specifying the possible ways the environment in which agents act can be modified so as to facilitate recognition. This work formulates a general framework for GRD in deterministic and partially observable environments, and offers a toolbox of solutions for evaluating and optimizing model quality for various settings. For the purpose of evaluation we suggest the worst case distinctiveness (WCD) measure, which represents the maximal cost of a path an agent may follow before its goal can be inferred by a goal recognition system. We offer novel compilations to classical planning for calculating WCD in settings where agents are bounded-suboptimal. We then suggest methods for minimizing WCD by searching for an optimal redesign strategy within the space of possible modifications, and using pruning to increase efficiency. We support our approach with an empirical evaluation that measures WCD in a variety of GRD settings and tests the efficiency of our compilation-based methods for computing it. We also examine the effectiveness of reducing WCD via redesign and the performance gain brought about by our proposed pruning strategy.


Action Prediction in Humans and Robots

arXiv.org Artificial Intelligence

Efficient action prediction is of central importance for the fluent workflow between humans and equally so for human‐robot interaction. To achieve prediction, actions can be encoded by a series of events, where every event corresponds to a change in a (static or dynamic) relation between some of the objects in a scene. Manipulation actions and others can be uniquely encoded this way and only, on average, less than 60% of the time series has to pass until an action can be predicted. Using a virtual reality setup and testing ten different manipulation actions, here we show that in most cases humans predict actions at the same event as the algorithm. In addition, we perform an in‐depth analysis about the temporal gain resulting from such predictions when chaining actions and show in some robotic experiments that the percentage gain for humans and robots is approximately equal. Thus, if robots use this algorithm then their prediction‐moments will be compatible to those of their human interaction partners, which should much benefit natural human‐robot collaboration.


Dynamics-Aware Unsupervised Discovery of Skills

arXiv.org Machine Learning

Conventionally, model-based reinforcement learning (MBRL) aims to learn a global model for the dynamics of the environment. A good model can potentially enable planning algorithms to generate a large variety of behaviors and solve diverse tasks. However, learning an accurate model for complex dynamical systems is difficult, and even then, the model might not generalize well outside the distribution of states on which it was trained. In this work, we combine model-based learning with model-free learning of primitives that make model-based planning easy. To that end, we aim to answer the question: how can we discover skills whose outcomes are easy to predict? We propose an unsupervised learning algorithm, Dynamics-Aware Discovery of Skills (DADS), which simultaneously discovers predictable behaviors and learns their dynamics. Our method can leverage continuous skill spaces, theoretically, allowing us to learn infinitely many behaviors even for high-dimensional state-spaces. We demonstrate that zero-shot planning in the learned latent space significantly outperforms standard MBRL and model-free goal-conditioned RL, can handle sparse-reward tasks, and substantially improves over prior hierarchical RL methods for unsupervised skill discovery.


RWD & AI in the Journals: June top 10

#artificialintelligence

MHRA/CPRD – publish on the data use for PV, including updated capabilities and data reach (CPRD Aurum based on EMIS; fully linked data for 15.9m unique patients) Kaiser – on STOP CRC trial, a 100% EHR driven trial (recruitment, data collection), and challenges in recruitment "reach" achieved via levering the EHR


Anticipatory Thinking: A Metacognitive Capability

arXiv.org Artificial Intelligence

Anticipatory thinking is a complex cognitive process for assessing and managing risk in many contexts. Humans use anticipatory thinking to identify potential future issues and proactively take actions to manage their risks. In this paper we define a cognitive systems approach to anticipatory thinking as a metacognitive goal reasoning mechanism. The contributions of this paper include (1) defining anticipatory thinking in the MIDCA cognitive architecture, (2) operationalizing anticipatory thinking as a three step process for managing risk in plans, and (3) a numeric risk assessment calculating an expected cost-benefit ratio for modifying a plan with anticipatory actions.


Solving a Path Planning Problem in a Partially Known Environment using a Swarm Algorithm

arXiv.org Artificial Intelligence

This paper proposes a path planning strategy for an Autonomous Ground Vehicle (AGV) navigating in a partially known environment. Global path planning is performed by first using a spatial database of the region to be traversed containing selected attributes such as height data and soil information from a suitable spatial database. The database is processed using a biomimetic swarm algorithm that is inspired by the nest building strategies followed by termites. Local path planning is performed online utilizing information regarding contingencies that affect the safe navigation of the AGV from various sensors. The simulation discussed has been implemented on the open source Player-Stage-Gazebo platform.


A Constant-Factor Approximation Algorithm for Online Coverage Path Planning with Energy Constraint

arXiv.org Artificial Intelligence

In this paper, we study the problem of coverage planning by a mobile robot with a limited energy budget. The objective of the robot is to cover every point in the environment while minimizing the traveled path length. The environment is initially unknown to the robot. Therefore, it needs to avoid the obstacles in the environment on-the-fly during the exploration. As the robot has a specific energy budget, it might not be able to cover the complete environment in one traversal. Instead, it will need to visit a static charging station periodically in order to recharge its energy. To solve the stated problem, we propose a budgeted depth-first search (DFS)-based exploration strategy that helps the robot to cover any unknown planar environment while bounding the maximum path length to a constant-factor of the shortest-possible path length. Our $O(1)$-approximation guarantee advances the state-of-the-art of log-approximation for this problem. Simulation results show that our proposed algorithm outperforms the current state-of-the-art algorithm both in terms of the traveled path length and run time in all the tested environments with concave and convex obstacles.


An Efficient B-spline-Based Kinodynamic Replanning Framework for Quadrotors

arXiv.org Artificial Intelligence

Trajectory replanning for quadrotors is essential to enable fully autonomous flight in unknown environments. Hierarchical motion planning frameworks, which combine path planning with path parameterization, are popular due to their time efficiency. However, the path planning cannot properly deal with non-static initial states of the quadrotor, which may result in non-smooth or even dynamically infeasible trajectories. In this paper, we present an efficient kinodynamic replanning framework by exploiting the advantageous properties of the B-spline, which facilitates dealing with the non-static state and guarantees safety and dynamical feasibility. Our framework starts with an efficient B-spline-based kinodynamic (EBK) search algorithm which finds a feasible trajectory with minimum control effort and time. To compensate for the discretization induced by the EBK search, an elastic optimization (EO) approach is proposed to refine the control point placement to the optimal location. Systematic comparisons against the state-of-the-art are conducted to validate the performance. Comprehensive onboard experiments using two different vision-based quadrotors are carried out showing the general applicability of the framework.


3D Multi-Robot Patrolling with a Two-Level Coordination Strategy

arXiv.org Artificial Intelligence

Teams of UGVs patrolling harsh and complex 3D environments can experience interference and spatial conflicts with one another. Neglecting the occurrence of these events crucially hinders both soundness and reliability of a patrolling process. This work presents a distributed multi-robot patrolling technique, which uses a two-level coordination strategy to minimize and explicitly manage the occurrence of conflicts and interference. The first level guides the agents to single out exclusive target nodes on a topological map. This target selection relies on a shared idleness representation and a coordination mechanism preventing topological conflicts. The second level hosts coordination strategies based on a metric representation of space and is supported by a 3D SLAM system. Here, each robot path planner negotiates spatial conflicts by applying a multi-robot traversability function. Continuous interactions between these two levels ensure coordination and conflicts resolution. Both simulations and real-world experiments are presented to validate the performances of the proposed patrolling strategy in 3D environments. Results show this is a promising solution for managing spatial conflicts and preventing deadlocks.