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 Planning & Scheduling


Procedural Puzzle Challenge Generation in Fujisan

arXiv.org Artificial Intelligence

Challenges for physical solitaire puzzle games are typically designed in advance by humans and limited in number. Alternately, some games incorporate stochastic setup rules, where the human solver randomly sets up the game board before solving the challenge, which can greatly increase the number of possible challenges. However, these setup rules can often generate unsolvable or uninteresting challenges. To better understand these setup processes, we apply a taxonomy for procedural content generation algorithms to solitaire puzzle games. In particular, for the game Fujisan, we examine how different stochastic challenge generation algorithms attempt to minimize undesirable challenges, and we report their affect on ease of physical setup, challenge solvability, and challenge difficulty. We find that algorithms can be simple for the solver yet generate solvable and difficult challenges, by constraining randomness through embedding sub-elements of the puzzle mechanics into the physical pieces of the game.


Zerg Rush: A History of StarCraft AI Research โ€“ Tommy Thompson โ€“ Medium

#artificialintelligence

Real time strategy games are among the most challenging for artificial intelligence development and research. The need to manage resources and agent co-ordination in this genre still presents real challenges to even the most state of the art techniques in AI. My recent series on the AI of Total War highlights the continued efforts by series developers Creative Assembly to improve and expand the suite of AI systems required to craft the epic battles and nuanced diplomacy players comes to expect from that franchise. Today I want to look at this same issue from a research perspective, with a particular focus on the franchise that is arguably most synonymous with the genre: Blizzard's StarCraft. I want to take a look at the challenges this series presents to AI research and the significant efforts made in developing new AI techniques that adopts StarCraft as a test-bed. It's important that this be re-iterated at time when mass media rhetoric suggests the recent interest by the likes of Google DeepMind is the first real exploration of the problem.


Refining Manually-Designed Symbol Grounding and High-Level Planning by Policy Gradients

arXiv.org Artificial Intelligence

Hierarchical planners that produce interpretable and appropriate plans are desired, especially in its application to supporting human decision making. In the typical development of the hierarchical planners, higher-level planners and symbol grounding functions are manually created, and this manual creation requires much human effort. In this paper, we propose a framework that can automatically refine symbol grounding functions and a high-level planner to reduce human effort for designing these modules. In our framework, symbol grounding and high-level planning, which are based on manually-designed knowledge bases, are modeled with semi-Markov decision processes. A policy gradient method is then applied to refine the modules, in which two terms for updating the modules are considered. The first term, called a reinforcement term, contributes to updating the modules to improve the overall performance of a hierarchical planner to produce appropriate plans. The second term, called a penalty term, contributes to keeping refined modules consistent with the manually-designed original modules. Namely, it keeps the planner, which uses the refined modules, producing interpretable plans. We perform preliminary experiments to solve the Mountain car problem, and its results show that a manually-designed high-level planner and symbol grounding function were successfully refined by our framework.


How Machine Learning and IoT Transforms Field Workforce Management

#artificialintelligence

Machine learning has begun to transform the world as we know it. Everywhere around you, you are'connected' to something. Now with Google Echo and Alexa, you are'connected' even when you are relaxing on your couch. An average person is connected to at least 3 devices and multiple accounts through them, at any given time. This network of connectivity is denser than ever and is doubling every year.


Learning Quickly to Plan Quickly Using Modular Meta-Learning

arXiv.org Artificial Intelligence

Multi-object manipulation problems in continuous state and action spaces can be solved by planners that search over sampled values for the continuous parameters of operators. The efficiency of these planners depends critically on the effectiveness of the samplers used, but effective sampling in turn depends on details of the robot, environment, and task. Our strategy is to learn functions called specializers that generate values for continuous operator parameters, given a state description and values for the discrete parameters. Rather than trying to learn a single specializer for each operator from large amounts of data on a single task, we take a modular meta-learning approach. We train on multiple tasks and learn a variety of specializers that, on a new task, can be quickly adapted using relatively little data -- thus, our system "learns quickly to plan quickly" using these specializers. We validate our approach experimentally in simulated 3D pick-and-place tasks with continuous state and action spaces.


Human-Machine Collaborative Optimization via Apprenticeship Scheduling

Journal of Artificial Intelligence Research

Coordinating agents to complete a set of tasks with intercoupled temporal and resource constraints is computationally challenging, yet human domain experts can solve these difficult scheduling problems using paradigms learned through years of apprenticeship. A process for manually codifying this domain knowledge within a computational framework is necessary to scale beyond the "single-expert, single-trainee" apprenticeship model. However, human domain experts often have difficulty describing their decision-making processes. We propose a new approach for capturing this decision-making process through counterfactual reasoning in pairwise comparisons. Our approach is model-free and does not require iterating through the state space. We demonstrate that this approach accurately learns multifaceted heuristics on a synthetic and real world data sets. We also demonstrate that policies learned from human scheduling demonstration via apprenticeship learning can substantially improve the efficiency of schedule optimization. We employ this human-machine collaborative optimization technique on a variant of the weapon-to-target assignment problem. We demonstrate that this technique generates optimal solutions up to 9.5 times faster than a state-of-the-art optimization algorithm.


Towards Blended Reactive Planning and Acting using Behavior Trees

arXiv.org Artificial Intelligence

In this paper, we show how a planning algorithm can be used to automatically create and update a Behavior Tree (BT), controlling a robot in a dynamic environment. The planning part of the algorithm is based on the idea of back chaining. Starting from a goal condition we iteratively select actions to achieve that goal, and if those actions have unmet preconditions, they are extended with actions to achieve them in the same way. The fact that BTs are inherently modular and reactive makes the proposed solution blend acting and planning in a way that enables the robot to efficiently react to external disturbances. If an external agent undoes an action the robot reexecutes it without re-planning, and if an external agent helps the robot, it skips the corresponding actions, again without replanning. We illustrate our approach in two different robotics scenarios.


On Plans With Loops and Noise

arXiv.org Artificial Intelligence

In an influential paper, Levesque proposed a formal specification for analysing the correctness of program-like plans, such as conditional plans, iterative plans, and knowledge-based plans. He motivated a logical characterisation within the situation calculus that included binary sensing actions. While the characterisation does not immediately yield a practical algorithm, the specification serves as a general skeleton to explore the synthesis of program-like plans for reasonable, tractable fragments. Increasingly, classical plan structures are being applied to stochastic environments such as robotics applications. This raises the question as to what the specification for correctness should look like, since Levesque's account makes the assumption that sensing is exact and actions are deterministic. Building on a situation calculus theory for reasoning about degrees of belief and noise, we revisit the execution semantics of generalised plans. The specification is then used to analyse the correctness of example plans.


Decentralized Cooperative Planning for Automated Vehicles with Continuous Monte Carlo Tree Search

arXiv.org Artificial Intelligence

Urban traffic scenarios often require a high degree of cooperation between traffic participants to ensure safety and efficiency. Observing the behavior of others, humans infer whether or not others are cooperating. This work aims to extend the capabilities of automated vehicles, enabling them to cooperate implicitly in heterogeneous environments. Continuous actions allow for arbitrary trajectories and hence are applicable to a much wider class of problems than existing cooperative approaches with discrete action spaces. Based on cooperative modeling of other agents, Monte Carlo Tree Search (MCTS) in conjunction with Decoupled-UCT evaluates the action-values of each agent in a cooperative and decentralized way, respecting the interdependence of actions among traffic participants. The extension to continuous action spaces is addressed by incorporating novel MCTS-specific enhancements for efficient search space exploration. The proposed algorithm is evaluated under different scenarios, showing that the algorithm is able to achieve effective cooperative planning and generate solutions egocentric planning fails to identify.


iDriveSense: Dynamic Route Planning Involving Roads Quality Information

arXiv.org Machine Learning

Owing to the expeditious growth in the information and communication technologies, smart cities have raised the expectations in terms of efficient functioning and management. One key aspect of residents' daily comfort is assured through affording reliable traffic management and route planning. Comprehensively, the majority of the present trip planning applications and service providers are enabling their trip planning recommendations relying on shortest paths and/or fastest routes. However, such suggestions may discount drivers' preferences with respect to safe and less disturbing trips. Road anomalies such as cracks, potholes, and manholes induce risky driving scenarios and can lead to vehicles damages and costly repairs. Accordingly, in this paper, we propose a crowdsensing based dynamic route planning system. Leveraging both the vehicle motion sensors and the inertial sensors within the smart devices, road surface types and anomalies have been detected and categorized. In addition, the monitored events are geo-referenced utilizing GPS receivers on both vehicles and smart devices. Consequently, road segments assessments are conducted using fuzzy system models based on aspects such as the number of anomalies and their severity levels in each road segment. Afterward, another fuzzy model is adopted to recommend the best trip routes based on the road segments quality in each potential route. Extensive road experiments are held to build and show the potential of the proposed system.