Planning & Scheduling
Active Reinforcement Learning with Monte-Carlo Tree Search
Schulze, Sebastian, Evans, Owain
Active Reinforcement Learning (ARL) is a twist on RL where the agent observes reward information only if it pays a cost. This subtle change makes exploration substantially more challenging. Powerful principles in RL like optimism, Thompson sampling, and random exploration do not help with ARL. We relate ARL in tabular environments to Bayes-Adaptive MDPs. We provide an ARL algorithm using Monte-Carlo Tree Search that is asymptotically Bayes optimal. Experimentally, this algorithm is near-optimal on small Bandit problems and MDPs. On larger MDPs it outperforms a Q-learner augmented with specialised heuristics for ARL. By analysing exploration behaviour in detail, we uncover obstacles to scaling up simulation-based algorithms for ARL.
Deep Reinforcement Learning with Model Learning and Monte Carlo Tree Search in Minecraft
Deep reinforcement learning has been successfully applied to several visual-input tasks using model-free methods. In this paper, we propose a model-based approach that combines learning a DNN-based transition model with Monte Carlo tree search to solve a block-placing task in Minecraft. Our learned transition model predicts the next frame and the rewards one step ahead given the last four frames of the agent's first-person-view image and the current action. Then a Monte Carlo tree search algorithm uses this model to plan the best sequence of actions for the agent to perform. On the proposed task in Minecraft, our model-based approach reaches the performance comparable to the Deep Q-Network's, but learns faster and, thus, is more training sample efficient. Keywords: Acknowledgements Reinforcement Learning, Model-Based Reinforcement Learning, Deep Learning, Model Learning, Monte Carlo Tree Search I would like to express my sincere gratitude to my supervisor Dr. Stefan Uhlich for his continuous support, patience, and immense knowledge that helped me a lot during this study. My thanks and appreciation also go to my colleague Anna Konobelkina for insightful comments on the paper as well as to Sony Europe Limited for providing the resources for this project.
Learning Planning Operators from Episodic Traces
Menager, David (University of Kansas) | Choi, Dongkyu (University of Kansas) | Roberts, Mark (US Naval Research Laboratory) | Aha, David W. (US Naval Research Laboratory)
Learning is an important aspect of human intelligence. People learn from various aspects of their experience over time. We present an episodic infrastructure for learning in the context of a cognitive architecture, \icarus/. After a review of this architecture, we formally define the architectural extensions for episodic capabilities. We then demonstrate the extended system's capability to learn planning operators using the episodic traces from two Minecraft-like scenarios.
Validation of Hierarchical Plans via Parsing of Attribute Grammars
Bartak, Roman (Charles University) | Maillard, Adrien (Charles University) | Cardoso, Rafael C. (Pontifícia Universidade Católica do Rio Grande do Sul)
An important problem of automated planning is validating if a plan complies with the planning domain model. Such validation is straightforward for classical sequential planning but until recently there was no such validation approach for Hierarchical Task Networks (HTN) planning. In this paper we propose a novel technique for validating HTN plans that is based on representing the HTN model as an attribute grammar and using a special parsing algorithm to verify if the plan can be generated by the grammar.
User Interfaces and Scheduling and Planning: Workshop Summary and Proposed Challenges
Freedman, Richard G. (University of Massachusetts Amherst) | Chakraborti, Tathagata (Arizona State University) | Talamadupula, Kartik (IBM Research) | Magazzeni, Daniele (King's College London) | Frank, Jeremy D. (NASA Ames Research Center)
The User Interfaces and Scheduling and Planning (UISP) Workshop had its inaugural meeting at the 2017 International Conference on Automated Scheduling and Planning (ICAPS). The UISP community focuses on bridging the gap between automated planning and scheduling technologies and user interface (UI) technologies. Planning and scheduling systems need UIs, and UIs can be designed and built using planning and scheduling systems. The workshop participants included representatives from government organizations, industry, and academia with various insights and novel challenges. We summarize the discussions from the workshop as well as outline challenges related to this area of research, introducing the now formally established field to the broader user experience and artificial intelligence communities.
Position Paper: Reasoning About Domains with PDDL
Shleyfman, Alexander (Technion) | Karpas, Erez (Technion)
One of the major drivers for the progress in scalability of automated planners has been the introduction of the Planning Domain Definition Language (PDDL) and the International Planning Competition (IPC). While PDDL provides a convenient formalism to describe planning problems, there is a significant gap with regards to describing domains. Although PDDL is split into a domain description and a problem description, the domain description is not enough to specify a domain completely, as it does not constrain the possible problems in the domain. For example, there is nothing in the blocksworld PDDL domain description which says that a block can not be on top of itself in the initial state. In this position paper, we argue that PDDL domains should be extended to incorporate a new section which constrains possible problems in the domain. We argue that such an extension can be based on first-order logic, and describe several use cases where this extension might be of use. We also provide some preliminary empirical results of one way for automatically extracting such constraints based on mutual exclusion.
Fully Observable Non-deterministic Planning as Assumption-Based Reactive Synthesis
D'Ippolito, Nicolás, Rodrı́guez, Natalia, Sardina, Sebastian
We contribute to recent efforts in relating two approaches to automatic synthesis, namely, automated planning and discrete reactive synthesis. First, we develop a declarative characterization of the standard "fairness" assumption on environments in non-deterministic planning, and show that strong-cyclic plans are correct solution concepts for fair environments. This complements, and arguably completes, the existing foundational work on non-deterministic planning, which focuses on characterizing (and computing) plans enjoying special "structural" properties, namely loopy but closed policy structures. Second, we provide an encoding suitable for reactive synthesis that avoids the naive exponential state space blowup. To do so, special care has to be taken to specify the fairness assumption on the environment in a succinct manner.
Fact-Alternating Mutex Groups for Classical Planning
Fišer, Daniel, Komenda, Antonín
Mutex groups are defined in the context of STRIPS planning as sets of facts out of which, maximally, one can be true in any state reachable from the initial state. The importance of computing and exploiting mutex groups was repeatedly pointed out in many studies. However, the theoretical analysis of mutex groups is sparse in current literature. This work provides a complexity analysis showing that inference of mutex groups is as hard as planning itself (PSPACE-Complete) and it also shows a tight relationship between mutex groups and graph cliques. This result motivates us to propose a new type of mutex group called a fact-alternating mutex group (fam-group) of which inference is NP-Complete. Moreover, we introduce an algorithm for the inference of fam-groups based on integer linear programming that is complete with respect to the maximal fam-groups and we demonstrate how beneficial fam-groups can be in the translation of planning tasks into finite domain representation. Finally, we show that fam-groups can be used for the detection of dead-end states and we propose a simple algorithm for the pruning of operators and facts as a preprocessing step that takes advantage of the properties of fam-groups. The experimental evaluation of the pruning algorithm shows a substantial increase in a number of solved tasks in domains from the optimal deterministic track of the last two planning competitions (IPC 2011 and 2014).
GraphGrail Ai Innovation plan – Graph Grail AI – Medium
GraphGrail Ai heralds the merger of Artificial Intelligence, Blockchain and Big Data into a singularity aimed at assisting businesses and developing the technical and innovative potential of millions of users. As the AI market grows and consumes more branches of various advance industries, the need for sorting, marking up, creating and organizing information into coherent streams of useful data will become a necessary and noble purpose that promises to yield profits for all involved. GraphGrail Ai is the platform that means to unite developers and empower them to create solutions businesses need on the basis of immense amounts of data using blockchain technologies, and monetize on their successful constructs. It is undeniable that Blockchain, big data, and AI are great technologies that are catalyzing the process of innovation and introducing major changes in every industry. Of course, every technology comes with a certain degree of technical complexity and business implications but these innovations have the capacity to redesign the entire technological paradigm from scratch.
KABouM: Knowledge-Level Action and Bounding Geometry Motion Planner
Gaschler, Andre, Petrick, Ronald P. A., Khatib, Oussama, Knoll, Alois
For robots to solve real world tasks, they often require the ability to reason about both symbolic and geometric knowledge. We present a framework, called KABouM, for integrating knowledge-level task planning and motion planning in a bounding geometry. By representing symbolic information at the knowledge level, we can model incomplete information, sensing actions and information gain; by representing all geometric entities-- objects, robots and swept volumes of motions--by sets of convex polyhedra, we can efficiently plan manipulation actions and raise reasoning about geometric predicates, such as collisions, to the symbolic level. At the geometric level, we take advantage of our bounded convex decomposition and swept volume computation with quadratic convergence, and fast collision detection of convex bodies. We evaluate our approach on a wide set of problems using real robots, including tasks with multiple manipulators, sensing and branched plans, and mobile manipulation.