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 Planning & Scheduling


Unlocking The Value Of Artificial Intelligence For Retailers - Retail TouchPoints

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Competition for good workers is tight, and employees' expectations of their jobs have never been higher. They want an inspirational workplace where they feel motivated to be loyal, productive and engaged. Among many things, that means keeping up with technology. Giving retail teams access to leading-edge tech that uses AI and machine learning will provide them -- and you -- insights not previously available, increasing productivity and helping morale. For example, modern workforce management can empower employees with preferred scheduling options and flexible clocking.


Hybrid Planning for Dynamic Multimodal Stochastic Shortest Paths

arXiv.org Artificial Intelligence

Sequential decision problems in applications such as manipulation in warehouses, multi-step meal preparation, and routing in autonomous vehicle networks often involve reasoning about uncertainty, planning over discrete modes as well as continuous states, and reacting to dynamic updates. To formalize such problems generally, we introduce a class of Markov Decision Processes (MDPs) called Dynamic Multimodal Stochastic Shortest Paths (DMSSPs). Much of the work in these domains solves deterministic variants, which can yield poor results when the uncertainty has downstream effects. We develop a Hybrid Stochastic Planning (HSP) algorithm, which uses domain-agnostic abstractions to efficiently unify heuristic search for planning over discrete modes, approximate dynamic programming for stochastic planning over continuous states, and hierarchical interleaved planning and execution.


Object Placement on Cluttered Surfaces: A Nested Local Search Approach

arXiv.org Artificial Intelligence

Abstract-- For planning rearrangements of objects in a clutter, it is required to know the goal configuration of the objects. The intermediate local search relies I. INTRODUCTION For instance, typical human environments, object movements. RELATED WORK are usually cluttered; and manipulating the environment to deal with such clutter is integral to performing everyday Related work in robotics Rearrangement of multiple movable chores in social environments, whether that means rearranging objects, a challenging problem that involves planning, objects upon a surface or across multiple surfaces. In particular, planning for geometric a surface is a difficult problem, because it requires the rearrangement with multiple movable objects and its variations, manipulation of existing objects on the surface, as well as such as navigation among movable obstacles [1], [2], the placement of new objects to be put on the surface. To have been studied using various approaches. Since even a solve such a problem, in general, task planning is required simplified variant the rearrangement problem with only one to decide for the order of manipulation actions (e.g., when to movable obstacle has been proved to be NPhard [3], [4], pick, place, move objects), and feasibility checks are required most studies introduce several important restrictions to the to check the execution of each manipulation action against problem, like monotonicity of plans [5]-[9], where each geometric/kinematic constraints (e.g., to avoid collisions).


Learning to Plan Hierarchically from Curriculum

arXiv.org Artificial Intelligence

We present a framework for learning to plan hierarchically in domains with unknown dynamics. We enhance planning performance by exploiting problem structure in several ways: (i) We simplify the search over plans by leveraging knowledge of skill objectives, (ii) Shorter plans are generated by enforcing aggressively hierarchical planning, (iii) We learn transition dynamics with sparse local models for better generalisation. Our framework decomposes transition dynamics into skill effects and success conditions, which allows fast planning by reasoning on effects, while learning conditions from interactions with the world. We propose a simple method for learning new abstract skills, using successful trajectories stemming from completing the goals of a curriculum. Learned skills are then refined to leverage other abstract skills and enhance subsequent planning. We show that both conditions and abstract skills can be learned simultaneously while planning, even in stochastic domains. Our method is validated in experiments of increasing complexity, with up to 2^100 states, showing superior planning to classic non-hierarchical planners or reinforcement learning methods. Applicability to real-world problems is demonstrated in a simulation-to-real transfer experiment on a robotic manipulator.


PACMAN: A Planner-Actor-Critic Architecture for Human-Centered Planning and Learning

arXiv.org Artificial Intelligence

Conventional reinforcement learning (RL) allows an agent to learn policies via environmental rewards only, with a long and slow learning curve at the beginning stage. On the contrary, human learning is usually much faster because prior and general knowledge and multiple information resources are utilized. In this paper, we propose a \textbf{P}lanner-\textbf{A}ctor-\textbf{C}ritic architecture for hu\textbf{MAN}-centered planning and learning (\textbf{PACMAN}), where an agent uses its prior, high-level, deterministic symbolic knowledge to plan for goal-directed actions, while integrates Actor-Critic algorithm of RL to fine-tune its behaviors towards both environmental rewards and human feedback. This is the first unified framework where knowledge-based planning, RL, and human teaching jointly contribute to the policy learning of an agent. Our experiments demonstrate that PACMAN leads to a significant jump start at the early stage of learning, converges rapidly and with small variance, and is robust to inconsistent, infrequent and misleading feedback.


A concise guide to existing and emerging vehicle routing problem variants

arXiv.org Artificial Intelligence

Vehicle routing problems have been the focus of extensive research over the past sixty years, driven by their economic importance and their theoretical interest. The diversity of applications has motivated the study of a myriad of problem variants with different attributes. In this article, we provide a brief survey of existing and emerging problem variants. Models are typically refined along three lines: considering more relevant objectives and performance metrics, integrating vehicle routing evaluations with other tactical decisions, and capturing fine-grained yet essential aspects of modern supply chains. We organize the main problem attributes within this structured framework. We discuss recent research directions and pinpoint current shortcomings, recent successes, and emerging challenges.


Personalized Apprenticeship Learning from Heterogeneous Decision-Makers

arXiv.org Artificial Intelligence

Human domain experts solve difficult planning problems by drawing on years of experience. In many cases, computing a solution to such problems is computationally intractable or requires encoding heuristics from human domain experts. As codifying this knowledge leaves much to be desired, we aim to infer their strategies through observation. The challenge lies in that humans exhibit heterogeneity in their latent decision-making criteria. To overcome this, we propose a personalized apprenticeship learning framework that automatically infers a representation of all human task demonstrators by extracting a human-specific embedding. Our framework is built on a propositional architecture that allows for distilling an interpretable representation of each human demonstrator's decision-making.


Towards Empathetic Planning

arXiv.org Artificial Intelligence

Critical to successful human interaction is a capacity for empathy - the ability to understand and share the thoughts and feelings of another. As Artificial Intelligence (AI) systems are increasingly required to interact with humans in a myriad of settings, it is important to enable AI to wield empathy as a tool to benefit those it interacts with. In this paper, we work towards this goal by bringing together a number of important concepts: empathy, AI planning, and reasoning in the presence of knowledge and belief. We formalize the notion of Empathetic Planning which is informed by the beliefs and affective state of the empathizee. We appeal to an epistemic logic framework to represent the beliefs of the empathizee and propose AI planning-based computational approaches to compute empathetic solutions. We illustrate the potential benefits of our approach by conducting a study where we evaluate participants' perceptions of the agent's empathetic abilities and assistive capabilities.


Survey of Artificial Intelligence for Card Games and Its Application to the Swiss Game Jass

arXiv.org Artificial Intelligence

In the last decades we have witnessed the success of applications of Artificial Intelligence to playing games. In this work we address the challenging field of games with hidden information and card games in particular. Jass is a very popular card game in Switzerland and is closely connected with Swiss culture. To the best of our knowledge, performances of Artificial Intelligence agents in the game of Jass do not outperform top players yet. Our contribution to the community is two-fold. First, we provide an overview of the current state-of-the-art of Artificial Intelligence methods for card games in general. Second, we discuss their application to the use-case of the Swiss card game Jass. This paper aims to be an entry point for both seasoned researchers and new practitioners who want to join in the Jass challenge.


Ordinal Bucketing for Game Trees using Dynamic Quantile Approximation

arXiv.org Artificial Intelligence

In this paper, we present a simple and cheap ordinal bucketing algorithm that approximately generates $q$-quantiles from an incremental data stream. The bucketing is done dynamically in the sense that the amount of buckets $q$ increases with the number of seen samples. We show how this can be used in Ordinal Monte Carlo Tree Search (OMCTS) to yield better bounds on time and space complexity, especially in the presence of noisy rewards. Besides complexity analysis and quality tests of quantiles, we evaluate our method using OMCTS in the General Video Game Framework (GVGAI). Our results demonstrate its dominance over vanilla Monte Carlo Tree Search in the presence of noise, where OMCTS without bucketing has a very bad time and space complexity.