Planning & Scheduling
Extracting Action and Event Semantics from Web Text
Sil, Avirup (Temple University) | Huang, Fei (Temple University) | Yates, Alexander (Temple University)
Most information extraction research identifies the state of the world in text, including the entities and the relationships that exist between them. Much less attention has been paid to the understanding of dynamics, or how the state of the world changes over time. Because intelligent behavior seeks to change the state of the world in rational and utility-maximizing ways, common-sense knowledge about dynamics is essential for intelligent agents. In this paper, we describe a novel system, Prepost , that tackles the problem of extracting the preconditions and effects of actions and events, two important kinds of knowledge for connecting world state and the actions that affect it. In experiments on Web text, Prepost is able to improve by 79% over a baseline technique for identifying the effects of actions (64% improvement for preconditions).
Applying Goal-Driven Autonomy to StarCraft
Weber, Ben George (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz) | Jhala, Arnav (University of California, Santa Cruz)
One of the main challenges in game AI is building agents that can intelligently react to unforeseen game situations. In real-time strategy games, players create new strategies and tactics that were not anticipated during development. In order to build agents capable of adapting to these types of events, we advocate the development of agents that reason about their goals in response to unanticipated game events. This results in a decoupling between the goal selection and goal execution logic in an agent. We present a reactive planning implementation of the Goal-Driven Autonomy conceptual model and demonstrate its application in StarCraft. Our system achieves a win rate of 73% against the built-in AI and outranks 48% of human players on a competitive ladder server.
Behavior Compilation for AI in Games
Orkin, Jeff (Massachusetts Institute of Technology) | Smith, Tynan (Massachusetts Institute of Technology) | Roy, Deb (Massachusetts Institute of Technology)
In order to cooperate effectively with human players, characters need to infer the tasks players are pursuing and select contextually appropriate responses. This process of parsing a serial input stream of observations to infer a hierarchical task structure is much like the process of compiling source code. We draw an analogy between compiling source code and compiling behavior, and propose modeling the cognitive system of a character as a compiler, which tokenizes observations and infers a hierarchical task structure. An evaluation comparing automatically compiled behavior to human annotation demonstrates the potential for this approach to enable AI characters to understand the behavior and infer the tasks of human partners.
An Offline Planning Approach to Game Plotline Adaptation
Li, Boyang (Georgia Institute of Technology) | Riedl, Mark (Georgia Institute of Technology)
Role-playing games, and other types of contemporary video games, usually contain a main storyline consisting of several causally related quests. As players have different motivations, tastes and preferences, it can be beneficial to customize game plotlines. In this paper, we present an offline algorithm for adapting human-authored game plotlines for computer role-playing games to suit the unique needs of individual players, thereby customizing gaming experiences and enhancing re-playability. Our approach uses an plan refinement technique based on partial-order planning to (a) optimize the global structure of the plotline according to input from a player model, (b) maintain plotline coherence, and (c) facilitate authorial intent by preserving as much of the original plotline as possible. A theoretical analysis of the authorial leverage and a user study suggest the benefits of this approach.
Solving the Resource Constrained Project Scheduling Problem with Generalized Precedences by Lazy Clause Generation
Schutt, Andreas, Feydy, Thibaut, Stuckey, Peter J., Wallace, Mark G.
The technical report presents a generic exact solution approach for minimizing the project duration of the resource-constrained project scheduling problem with generalized precedences (Rcpsp/max). The approach uses lazy clause generation, i.e., a hybrid of finite domain and Boolean satisfiability solving, in order to apply nogood learning and conflict-driven search on the solution generation. Our experiments show the benefit of lazy clause generation for finding an optimal solutions and proving its optimality in comparison to other state-of-the-art exact and non-exact methods. The method is highly robust: it matched or bettered the best known results on all of the 2340 instances we examined except 3, according to the currently available data on the PSPLib. Of the 631 open instances in this set it closed 573 and improved the bounds of 51 of the remaining 58 instances.
Resource-Optimal Planning For An Autonomous Planetary Vehicle
Della Penna, Giuseppe, Intrigila, Benedetto, Magazzeni, Daniele, Mercorio, Fabio
Autonomous planetary vehicles, also known as rovers, are small autonomous vehicles equipped with a variety of sensors used to perform exploration and experiments on a planet's surface. Rovers work in a partially unknown environment, with narrow energy/time/movement constraints and, typically, small computational resources that limit the complexity of on-line planning and scheduling, thus they represent a great challenge in the field of autonomous vehicles. Indeed, formal models for such vehicles usually involve hybrid systems with nonlinear dynamics, which are difficult to handle by most of the current planning algorithms and tools. Therefore, when offline planning of the vehicle activities is required, for example for rovers that operate without a continuous Earth supervision, such planning is often performed on simplified models that are not completely realistic. In this paper we show how the UPMurphi model checking based planning tool can be used to generate resource-optimal plans to control the engine of an autonomous planetary vehicle, working directly on its hybrid model and taking into account several safety constraints, thus achieving very accurate results.
Reinforcement Learning via AIXI Approximation
Veness, Joel (University of New South Wales and NICTA) | Ng, Kee Siong (Medicare Australia and Australian National University) | Hutter, Marcus (Australian National University and NICTA) | Silver, David (University College London)
This paper introduces a principled approach for the design of a scalable general reinforcement learning agent. This approach is based on a direct approximation of AIXI, a Bayesian optimality notion for general reinforcement learning agents. Previously, it has been unclear whether the theory of AIXI could motivate the design of practical algorithms. We answer this hitherto open question in the affirmative, by providing the first computationally feasible approximation to the AIXI agent. To develop our approximation, we introduce a Monte Carlo Tree Search algorithm along with an agent-specific extension of the Context Tree Weighting algorithm. Empirically, we present a set of encouraging results on a number of stochastic, unknown, and partially observable domains.
An Optimization Variant of Multi-Robot Path Planning Is Intractable
Surynek, Pavel (Charles University in Prague)
An optimization variant of a problem of path planning for multiple robots is addressed in this work. The task is to find spatial-temporal path for each robot of a group of robots such that each robot can reach its destination by navigating through these paths. In the optimization variant of the problem, there is an additional requirement that the makespan of the solution must be as small as possible. A proof of the claim that optimal path planning for multiple robots is NP‑complete is sketched in this short paper.
SAP Speaks PDDL
Hoffmann, Joerg (INRIA) | Weber, Ingo (University of New South Wales) | Kraft, Frank Michael (SAP)
In several application areas for Planning, in particular helping with the creation of new processes in Business Process Management (BPM), a major obstacle lies in the modeling. Obtaining a suitable model to plan with is often prohibitively complicated and/or costly. Our core observation in this work is that, for software-architectural purposes, SAP is already using a model that is essentially a variant of PDDL. That model describes the behavior of Business Objects, in terms of status variables and how they are affected by system transactions. We show herein that one can leverage the model to obtain (a) a promising BPM planning application which incurs hardly any modeling costs, and (b) an interesting planning benchmark. We design a suitable planning formalism and an adaptation of FF, and we perform large-scale experiments. Our prototype is part of a research extension to the SAP NetWeaver platform.
High-Quality Policies for the Canadian Traveler's Problem
Eyerich, Patrick (Albert-Ludwigs-Universität Freiburg) | Keller, Thomas (Albert-Ludwigs-Universität Freiburg) | Helmert, Malte (Albert-Ludwigs-Universität Freiburg)
We consider the stochastic variant of the Canadian Traveler's Problem, a path planning problem where adverse weather can cause some roads to be untraversable. The agent does not initially know which roads can be used. However, it knows a probability distribution for the weather, and it can observe the status of roads incident to its location. The objective is to find a policy with low expected travel cost. We introduce and compare several algorithms for the stochastic CTP. Unlike the optimistic approach most commonly considered in the literature, the new approaches we propose take uncertainty into account explicitly. We show that this property enables them to generate policies of much higher quality than the optimistic one, both theoretically and experimentally.