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 Planning & Scheduling


Classical Planning with Simulators: Results on the Atari Video Games

AAAI Conferences

The Atari 2600 games supported in the Arcade Learning Environment [Bellemare et al., 2013] all feature a known initial (RAM) state and actions that have deterministic effects. Classical planners, however, cannot be used off-the-shelf as there is no compact PDDL-model of the games, and action effects and goals are not known a priori. Indeed, there are no explicit goals, and the planner must select actions on line while interacting with a simulator that returns successor states and rewards. None of this precludes the use of blind lookahead algorithms for action selection like breadth-first search or Dijkstraโ€™s yet such methods are not effective over large state spaces. We thus turn to a different class of planning methods introduced recently that have been shown to be effective for solving large planning problems but which do not require prior knowledge of state transitions, costs (rewards) or goals. The empirical results over 54 Atari games show that the simplest such algorithm performs at the level of UCT, the state-of-the-art planning method in this domain, and suggest the potential of width-based methods for planning with simulators when factored, compact action models are not available.


A Privacy Preserving Algorithm for Multi-Agent Planning and Search

AAAI Conferences

To engage diverse agents in cooperative behavior, it is important, even necessary, to provide algorithms that do not reveal information that is private or proprietary.A number of recent planning algorithms enable agents to plan together for shared goals without disclosing information about their private state and actions. But these algorithms lack clear and formal privacy guarantees: the fact that they do not require agents to explicitly reveal private information, does not imply that such information cannot be deduced. The main contribution of this paper is an enhanced version of the distributed forward-search planning framework of Nissim and Brafman that reveals less information than the original algorithm, and the first, to our knowledge, discussion and formal proof of privacy guarantees for distributed planning and search algorithms.


Tight Bounds for HTN Planning with Task Insertion

AAAI Conferences

Hierarchical Task Network (HTN) planning with Task Insertion (TIHTN planning) is a formalism that hybridizes classical planning with HTN planning by allowing the insertion of operators from outside the method hierarchy. This additional capability has some practical benefits, such as allowing more flexibility for design choices of HTN models: the task hierarchy may be specified only partially, since "missing required tasks" may be inserted during planning rather than prior planning by means of the (predefined) HTN methods. While task insertion in a hierarchical planning setting has already been applied in practice, its theoretical properties have not been studied in detail, yet โ€” only EXPSPACE membership is known so far. We lower that bound proving NEXPTIME-completeness and further prove tight complexity bounds along two axes: whether variables are allowed in method and action schemas, and whether methods must be totally ordered. We also introduce a new planning technique called acyclic progression, which we use to define provably efficient TIHTN planning algorithms.


Using a Recursive Neural Network to Learn an Agent's Decision Model for Plan Recognition

AAAI Conferences

Plan recognition, the problem of inferring the goals or plans of an observed agent, is a key element of situation awareness in human-machine and machine-machine interactions for many applications. Some plan recognition algorithms require knowledge about the potential behaviours of the observed agent in the form of a plan library, together with a decision model about how the observed agent uses the plan library to make decisions. It is however difficult to elicit and specify the decision model a priori . In this paper, we present a recursive neural network model that learns such a decision model automatically. We discuss promising experimental results of the approach with comparisons to selected state-of-the-art plan recognition algorithms on three benchmark domains.


Compiling Away Uncertainty in Strong Temporal Planning with Uncontrollable Durations

AAAI Conferences

Real world temporal planning often involves dealing with uncertainty about the duration of actions. In this paper, we describe a sound-and-complete compilation technique for strong planning that reduces any planning instance with uncertainty in the duration of actions to a plain temporal planning problem without uncertainty. We evaluate our technique by comparing it with a recent technique for PDDL domains with temporal uncertainty. The experimental results demonstrate the practical applicability of our approach and show complementary behavior with respect to previous techniques. We also demonstrate the high expressiveness of the translation by applying it to a significant fragment of the ANML language.


On the Online Generation of Effective Macro-Operators

AAAI Conferences

Macro-operator (macro, for short) generation is a well-known technique that is used to speed-up the planning process. Most published work on using macros in automated planning relies on an offline learning phase where training plans, that is, solutions of simple problems, are used to generate the macros. However, there might not always be a place to accommodate training. In this paper we propose OMA, an efficient method for generating useful macros without an offline learning phase, by utilising lessons learnt from existing macro learning techniques. Empirical evaluation with IPC benchmarks demonstrates performance improvement in a range of state-of-the-art planning engines, and provides insights into what macros can be generated without training.


A Fast Goal Recognition Technique Based on Interaction Estimates

AAAI Conferences

Goal Recognition is the task of inferring an actor's goals given some or all of the actor's observed actions. There is considerable interest in Goal Recognition for use in intelligent personal assistants, smart environments, intelligent tutoring systems, and monitoring user's needs. In much of this work, the actor's observed actions are compared against a generated library of plans. Recent work by Ramirez and Geffner makes use of AI planning to determine how closely a sequence of observed actions matches plans for each possible goal. For each goal, this is done by comparing the cost of a plan for that goal with the cost of a plan for that goal that includes the observed actions. This approach yields useful rankings, but is impractical for real-time goal recognition in large domains because of the computational expense of constructing plans for each possible goal. In this paper, we introduce an approach that propagates cost and interaction information in a plan graph, and uses this information to estimate goal probabilities. We show that this approach is much faster, but still yields high quality results.


Planning for Stochastic Games with Co-Safe Objectives

AAAI Conferences

We consider planning problems for stochastic games with objectives specified by a branching-time logic, called probabilistic computation tree logic (PCTL). This problem has been shown to be undecidable if strategies with perfect recall, i.e., history-dependent, are considered. In this paper, we show that, if restricted to co-safe properties, a subset of PCTL properties capable to specify a wide range of properties in practice including reachability ones, the problem turns to be decidable, even when the class of general strategies is considered. We also give an algorithm for solving robust stochastic planning, where a winning strategy is tolerant to some perturbations of probabilities in the model. Our result indicates that satisfiability of co-safe PCTL is decidable as well.


Delete Relaxations for Planning with State-Dependent Action Costs

AAAI Conferences

Most work in planning focuses on tasks with state-independent or even uniform action costs. However, supporting state-dependent action costs admits a more compact representation of many tasks. We investigate how to solve such tasks using heuristic search, with a focus on delete-relaxation heuristics. We first define a generalization of the additive heuristic to such tasks and then discuss different ways of computing it via compilations to tasks with state-independent action costs and more directly by modifying the relaxed planning graph. We evaluate these approaches theoretically and present an implementation of the additive heuristic for planning with state-dependent action costs. To our knowledge, this gives rise to the first approach able to handle even the hardest instances of the combinatorial Academic Advising domain from the International Probabilistic Planning Competition (IPPC) 2014.


Raising Expectations in GDA Agents Acting in Dynamic Environments

AAAI Conferences

Goal-driven autonomy (GDA) agents reason about goals while introspectively examining if their course of action matches their expectations. Many GDA agents adopt a hierarchical planning model to generate plans but limit reasoning with expectations to individual actions or projecting the expected state. In this paper we present a relaxation of this limitation. Taking advantage of hierarchical planning principles, our GDA agent elicits expectations that not only validate the next action but the overall plan trajectory without requiring validation against the complete state. We report on (1) a formalization of GDA's expectations that covers trajectories, (2) an implementation of these ideas and (3) benchmarking on two domains used in the GDA literature.