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 Planning & Scheduling


Simplifying travel planning through technology and AI: Interview (Includes interview and first-hand account)

#artificialintelligence

One company pioneering technological innovations in travel is KAYAK, and the company is taking a self-declared bullish approach to using artificial intelligence to forward the next phase of travel planning. For example, KAYAK recently was the first in the travel industry to launch of a hands-free booking capabilities on Alexa for hotels. KAYAK assistants currently are also found on platforms like Facebook Messenger, Microsoft Teams, Apple TV, Google Home, and Slack. To understand how travel bookings and planning are changing, Digital Journal caught up with Matthias Keller, the Chief Scientist at KAYAK. Digital Journal: What are the main challenges facing the travel sector in terms of AI? Matthias Keller: One challenge we're facing is that voice transactions are brand new and people are not yet used to spending money on these platforms.


[R] On Monte Carlo Tree Search and Reinforcement Learning • r/MachineLearning

@machinelearnbot

Fuelled by successes in Computer Go, Monte Carlo tree search (MCTS) has achieved widespread adoption within the games community. Its links to traditional reinforcement learning (RL) methods have been outlined in the past; however, the use of RL techniques within tree search has not been thoroughly studied yet. In this paper we re-examine in depth this close relation between the two fields; our goal is to improve the cross-awareness between the two communities. We show that a straightforward adaptation of RL semantics within tree search can lead to a wealth of new algorithms, for which the traditional MCTS is only one of the variants. We confirm that planning methods inspired by RL in conjunction with online search demonstrate encouraging results on several classic board games and in arcade video game competitions, where our algorithm recently ranked first. Our study promotes a unified view of learning, planning, and search.


Estimating the Probability of Meeting a Deadline in Hierarchical Plans

arXiv.org Artificial Intelligence

Given a hierarchical plan (or schedule) with uncertain task times, we propose a deterministic polynomial (time and memory) algorithm for estimating the probability that its meets a deadline, or, alternately, that its {\em makespan} is less than a given duration. Approximation is needed as it is known that this problem is NP-hard even for sequential plans (just, a sum of random variables). In addition, we show two new complexity results: (1) Counting the number of events that do not cross deadline is \#P-hard; (2)~Computing the expected makespan of a hierarchical plan is NP-hard. For the proposed approximation algorithm, we establish formal approximation bounds and show that the time and memory complexities grow polynomially with the required accuracy, the number of nodes in the plan, and with the size of the support of the random variables that represent the durations of the primitive tasks. We examine these approximation bounds empirically and demonstrate, using task networks taken from the literature, how our scheme outperforms sampling techniques and exact computation in terms of accuracy and run-time. As the empirical data shows much better error bounds than guaranteed, we also suggest a method for tightening the bounds in some cases.


An introduction to Monte Carlo Tree Search

#artificialintelligence

We recently witnessed one of the biggest game AI events in history – Alpha Go became the first computer program to beat the world champion in a game of Go. The publication can be found here. Different techniques from machine learning and tree search have been combined by developers from DeepMind to achieve this result. One of them is the Monte Carlo Tree Search (MCTS) algorithm. This algorithm is fairly simple to understand and, interestingly, has applications outside of game AI.


The FastMap Algorithm for Shortest Path Computations

arXiv.org Artificial Intelligence

We present a new preprocessing algorithm for embedding the nodes of a given edge-weighted undirected graph into a Euclidean space. The Euclidean distance between any two nodes in this space approximates the length of the shortest path between them in the given graph. Later, at runtime, a shortest path between any two nodes can be computed with A* search using the Euclidean distances as heuristic. Our preprocessing algorithm, called FastMap, is inspired by the data mining algorithm of the same name and runs in near-linear time. Hence, FastMap is orders of magnitude faster than competing approaches that produce a Euclidean embedding using Semidefinite Programming. FastMap also produces admissible and consistent heuristics and therefore guarantees the generation of shortest paths. Moreover, FastMap applies to general undirected graphs for which many traditional heuristics, such as the Manhattan Distance heuristic, are not well defined. Empirically, we demonstrate that A* search using the FastMap heuristic is competitive with A* search using other state-of-the-art heuristics, such as the Differential heuristic.


Compiling quantum circuits to realistic hardware architectures using temporal planners

arXiv.org Artificial Intelligence

To run quantum algorithms on emerging gate-model quantum hardware, quantum circuits must be compiled to take into account constraints on the hardware. For near-term hardware, with only limited means to mitigate decoherence, it is critical to minimize the duration of the circuit. We investigate the application of temporal planners to the problem of compiling quantum circuits to newly emerging quantum hardware. While our approach is general, we focus on compiling to superconducting hardware architectures with nearest neighbor constraints. Our initial experiments focus on compiling Quantum Alternating Operator Ansatz (QAOA) circuits whose high number of commuting gates allow great flexibility in the order in which the gates can be applied. That freedom makes it more challenging to find optimal compilations but also means there is a greater potential win from more optimized compilation than for less flexible circuits. We map this quantum circuit compilation problem to a temporal planning problem, and generated a test suite of compilation problems for QAOA circuits of various sizes to a realistic hardware architecture. We report compilation results from several state-of-the-art temporal planners on this test set. This early empirical evaluation demonstrates that temporal planning is a viable approach to quantum circuit compilation.


On Monte Carlo Tree Search and Reinforcement Learning

Journal of Artificial Intelligence Research

Fuelled by successes in Computer Go, Monte Carlo tree search (MCTS) has achieved widespread adoption within the games community. Its links to traditional reinforcement learning (RL) methods have been outlined in the past; however, the use of RL techniques within tree search has not been thoroughly studied yet. In this paper we re-examine in depth this close relation between the two fields; our goal is to improve the cross-awareness between the two communities. We show that a straightforward adaptation of RL semantics within tree search can lead to a wealth of new algorithms, for which the traditional MCTS is only one of the variants. We confirm that planning methods inspired by RL in conjunction with online search demonstrate encouraging results on several classic board games and in arcade video game competitions, where our algorithm recently ranked first. Our study promotes a unified view of learning, planning, and search.


Advance in perception and motion planning for autonomous vehicles Electric Vehicles Research

#artificialintelligence

AEye Inc has introduced iDAR, a new form of intelligent data collection that enables rapid, dynamic perception and path planning. AEye's iDAR is designed to intelligently prioritize and interrogate co-located pixels (2D) and voxels (3D) within a frame, enabling the system to target and identify objects within a scene 10-20x more effectively than LiDAR-only products. Additionally, iDAR is capable of overlaying 2D images on 3D point clouds for the creation of True Color LiDAR. Its embedded AI capabilities enable iDAR to utilize thousands of existing and custom computer vision algorithms, which add intelligence that can be leveraged by path planning software. The introduction of iDAR follows AEye's September demonstration of the first 360 degree, vehicle-mounted, solid-state LiDAR system with ranges up to 300 meters at high resolution.


Chargers have made their run in AFC West with the pass, and Redskins are next on flight plan

Los Angeles Times

The question to running back Melvin Gordon seemed straightforward. Did the Chargers under first-year coach Anthony Lynn, try to force the run a little too much earlier this season? "Uh, probably … um … not really," Gordon said. "Actually, I don't know, maybe." Lynn, a running backs coach for 14 of his 17 years as an NFL assistant, came to the Chargers preaching the importance of the run.


Explicablility as Minimizing Distance from Expected Behavior

arXiv.org Artificial Intelligence

In order to have effective human AI collaboration, it is not simply enough to address the question of autonomy; an equally important question is, how the AI's behavior is being perceived by their human counterparts. When AI agent's task plans are generated without such considerations, they may often demonstrate inexplicable behavior from the human's point of view. This problem arises due to the human's partial or inaccurate understanding of the agent's planning process and/or the model. This may have serious implications on human-AI collaboration, from increased cognitive load and reduced trust in the agent, to more serious concerns of safety in interactions with physical agent. In this paper, we address this issue by modeling the notion of plan explicability as a function of the distance between a plan that agent makes and the plan that human expects it to make. To this end, we learn a distance function based on different plan distance measures that can accurately model this notion of plan explicability, and develop an anytime search algorithm that can use this distance as a heuristic to come up with progressively explicable plans. We evaluate the effectiveness of our approach in a simulated autonomous car domain and a physical service robot domain. We provide empirical evaluations that demonstrate the usefulness of our approach in making the planning process of an autonomous agent conform to human expectations.