Planning & Scheduling
A Planner Called R
STRIPS (as given in Nilsson [1998, pp. I now illustrate the planning algorithm with an example from the blocks world. In the version given at the Fifth International Conference on Artificial Intelligence Planning and Scheduling (AIPS'00) competition, there are four actions, given below in Although the planner returns a reasonable plan in the previous example, this might not be the case in general. For example, given the same initial situation description and the goal on(a, b), on(b, c), it returns the plan [unstack(c, b), putdown (c), unstack(b, a), putdown(b), pickup(a), stack(a, b), unstack(a, b), putdown(a), pickup(b), stack(b, c), pickup(a), stack(a,b)] which is obviously not a good one. For the AIPS'00 competition, our team implemented the following strategy for postprocessing: Remove all immediate cycles.
A New Technique Enables Dynamic Replanning and Rescheduling of Aeromedical Evacuation
We describe an application of a dynamic replanning technique in a highly dynamic and complex domain: the military aeromedical evacuation of patients to medical treatment facilities. U.S. Transportation Command (USTRANSCOM) is the U.S. Department of Defense (DoD) agency responsible for evacuating patients during wartime and peace. Doctrinally, patients requiring extended treatment must be evacuated by air to a suitable medical treatment facility. The Persian Gulf War was the first significant armed conflict in which this concept was put to a serious test. The results were far from satisfactory--about 60 percent of the patients ended up at the wrong destinations.
A Call for Knowledge-Based Planning
We are interested in solving real-world planning problems and, to that end, argue for the use of domain knowledge in planning. We believe that the field must develop methods capable of using rich knowledge models to make planning tools useful for complex problems. We discuss the suitability of current planning paradigms for solving these problems. Real-world problems have been found to require more expressive representations and capabilities than are needed for the standard set of benchmark planning problems (blocks world, towers of Hanoi, simplified logistics, and the like) or for the problems used in the 1998 and 2000 Artificial Intelligence Planning and Scheduling (AIPS) Conference planning competitions (Bacchus et al. 2000; Long 2000; McDermott 2000). Past research in AI planning can roughly be divided into two camps: (1) systems that take a minimalist approach to domain knowledge and (2) systems that focus on leveraging as much domain knowledge as possible.
Scalable Planning with Tensorflow for Hybrid Nonlinear Domains
Wu, Ga, Say, Buser, Sanner, Scott
Given recent deep learning results that demonstrate the ability to effectively optimize high-dimensional non-convex functions with gradient descent optimization on GPUs, we ask in this paper whether symbolic gradient optimization tools such as Tensorflow can be effective for planning in hybrid (mixed discrete and continuous) nonlinear domains with high dimensional state and action spaces? To this end, we demonstrate that hybrid planning with Tensorflow and RMSProp gradient descent is competitive with mixed integer linear program (MILP) based optimization on piecewise linear planning domains (where we can compute optimal solutions) and substantially outperforms state-of-the-art interior point methods for nonlinear planning domains. Furthermore, we remark that Tensorflow is highly scalable, converging to a strong plan on a large-scale concurrent domain with a total of 576,000 continuous action parameters distributed over a horizon of 96 time steps and 100 parallel instances in only 4 minutes. We provide a number of insights that clarify such strong performance including observations that despite long horizons, RMSProp avoids both the vanishing and exploding gradient problems. Together these results suggest a new frontier for highly scalable planning in nonlinear hybrid domains by leveraging GPUs and the power of recent advances in gradient descent with highly optimized toolkits like Tensorflow.
Active Exploration for Learning Symbolic Representations
Andersen, Garrett, Konidaris, George
We introduce an online active exploration algorithm for data-efficiently learning an abstract symbolic model of an environment. Our algorithm is divided into two parts: the first part quickly generates an intermediate Bayesian symbolic model from the data that the agent has collected so far, which the agent can then use along with the second part to guide its future exploration towards regions of the state space that the model is uncertain about. We show that our algorithm outperforms random and greedy exploration policies on two different computer game domains. The first domain is an Asteroids-inspired game with complex dynamics but basic logical structure. The second is the Treasure Game, with simpler dynamics but more complex logical structure.
Near-Optimal Edge Evaluation in Explicit Generalized Binomial Graphs
Choudhury, Sanjiban, Javdani, Shervin, Srinivasa, Siddhartha, Scherer, Sebastian
Robotic motion-planning problems, such as a UAV flying fast in a partially-known environment or a robot arm moving around cluttered objects, require finding collision-free paths quickly. Typically, this is solved by constructing a graph, where vertices represent robot configurations and edges represent potentially valid movements of the robot between theses configurations. The main computational bottlenecks are expensive edge evaluations to check for collisions. State of the art planning methods do not reason about the optimal sequence of edges to evaluate in order to find a collision free path quickly. In this paper, we do so by drawing a novel equivalence between motion planning and the Bayesian active learning paradigm of decision region determination (DRD). Unfortunately, a straight application of ex- isting methods requires computation exponential in the number of edges in a graph. We present BISECT, an efficient and near-optimal algorithm to solve the DRD problem when edges are independent Bernoulli random variables. By leveraging this property, we are able to significantly reduce computational complexity from exponential to linear in the number of edges. We show that BISECT outperforms several state of the art algorithms on a spectrum of planning problems for mobile robots, manipulators, and real flight data collected from a full scale helicopter. Open-source code and details can be found here: https://github.com/sanjibac/matlab_learning_collision_checking
Simplifying travel planning through technology and AI: Interview (Includes interview and first-hand account)
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
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
Cohen, Liat, Shimony, Solomon Eyal, Weiss, Gera
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
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.