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 Planning & Scheduling


Smooth UCT Search in Computer Poker

AAAI Conferences

They concluded that UCT quickly finds Self-play Monte Carlo Tree Search (MCTS) has a good but suboptimal policy, while Outcome Sampling initially been successful in many perfect-information twoplayer learns more slowly but converges to the optimal policy games. Although these methods have been over time. In this paper, we address the question whether the extended to imperfect-information games, so far inability of UCT to converge to a Nash equilibrium can be they have not achieved the same level of practical overcome while retaining UCT's fast initial learning rate. We success or theoretical convergence guarantees focus on the full-game MCTS setting, which is an important as competing methods. In this paper we step towards developing sound variants of online MCTS in introduce Smooth UCT, a variant of the established imperfect-information games. Upper Confidence Bounds Applied to Trees In particular, we introduce Smooth UCT, which combines (UCT) algorithm.


Agile Planning for Real-World Disaster Response

AAAI Conferences

However, as pointed out by [Moran et al., 2013], such We consider a setting where an agent-based planner assumptions simply do not hold in reality. The environment instructs teams of human emergency responders to is typically prone to significant uncertainties and humans may perform tasks in the real world. Due to uncertainty reject plans suggested by a software agent if they are tired or in the environment and the inability of the planner prefer to work with specific partners. Now, a naรฏve solution to consider all human preferences and all attributes to this would involve re-planning every time a rejection is of the real-world, humans may reject plans received. However, this may instead result in a high computational computed by the agent. A naรฏve solution that replans cost (as a whole new plan needs to be computed for given a rejection is inefficient and does not the whole team), may generate a plan that is still not acceptable, guarantee the new plan will be acceptable. Hence, and, following multiple rejection/replanning cycles (as we propose a new model re-planning problem using all individual team members need to accept the new plan), a Multi-agent Markov Decision Process that may lead the teams to suboptimal solutions.


Interplanetary Trajectory Planning with Monte Carlo Tree Search

AAAI Conferences

Planning an interplanetary trajectory is a very complex task, traditionally accomplished by domain experts using computer-aided design tools. Recent advances in trajectory optimization allow automation of part of the trajectory design but have yet to provide an efficient way to select promising planetary encounter sequences. In this work, we present a heuristic-free approach to automated trajectory planning (including the encounter sequence planning) based on Monte Carlo Tree Search (MCTS). We discuss a number of modifications to traditional MCTS unique to the domain of interplanetary trajectory planning and provide results on the Rosetta and Cassini-Huygens interplanetary mission design problems. The resulting heuristic-free method is found to be orders of magnitude more efficient with respect to a standard tree search with heuristic-based pruning which is the current state-of-the art in this domain.


Estimating the Probability of Meeting a Deadline in Hierarchical Plans

AAAI Conferences

Given a hierarchical plan (or schedule) with uncertain task times, we may need to determine the probability that a given plan will satisfy a given deadline. This problem is shown to be NP-hard for series-parallel hierarchies. We provide a polynomial-time approximation algorithm for it. Computing the expected makespan of an hierarchical plan is also shown to be NP-hard. We examine the approximation bounds empirically and demonstrate where our scheme is superior to sampling and to exact computation.


Optimal Planning with Axioms

AAAI Conferences

The use of expressive logical axioms to specify derived predicates often allows planning domains to be formulated more compactly and naturally. We consider axioms in the form of a logic program with recursively defined predicates and negation-as-failure, as in PDDL 2.2. We show that problem formulations with axioms are not only more elegant, but can also be easier to solve, because specifying indirect action effects via axioms removes unnecessary choices from the search space of the planner. Despite their potential, however, axioms are not widely supported, particularly by cost-optimal planners. We draw on the connection between planning axioms and answer set programming to derive a consistency-based relaxation, from which we obtain axiom-aware versions of several admissible planning heuristics, such as hmax and pattern database heuristics.


Exploiting Symmetries by Planning for a Descriptive Quotient

AAAI Conferences

We eliminate symmetry from a problem before searching for a plan. The planning problem with symmetries is decomposed into a set of isomorphic subproblems. One plan is computed for a small planning problem posed by a descriptive quotient, a description of any such subproblem. A concrete plan is synthesized by concatenating instantiations of that one plan for each subproblem. Our approach is sound.


Cost-Optimal and Net-Benefit Planning โ€” A Parameterised Complexity View

AAAI Conferences

Cost-optimal planning (COP) uses action costs and asks for a minimum-cost plan. It is sometimes assumed that there is no harm in using actions with zero cost or rational cost. Classical complexity analysis does not contradict this assumption; planning is PSPACE-complete regardless of whether action costs are positive or non-negative, integer or rational. We thus apply parameterised complexity analysis to shed more light on this issue. Our main results are the following. COP is [W2]-complete for positive integer costs, i.e. it is no harder than finding a minimum-length plan, but it is paraNP-hard if the costs are non-negative integers or positive rationals. This is a very strong indication that the latter cases are substantially harder. Net-benefit planning (NBP) additionally assigns goal utilities and asks for a plan with maximum difference between its utility and its cost. NBP is paraNP-hard even when action costs and utilities are positive integers, suggesting that it is harder than COP. In addition, we also analyse a large number of subclasses, using both the PUBS restrictions and restricting the number of preconditions and effects.


Mining Expert Play to Guide Monte Carlo Search in the Opening Moves of Go

AAAI Conferences

We propose a method to guide a Monte Carlo search in the initial moves of the game of Go. Our method matches the current state of a Go board against clusters of board configurations that are derived from a large number of games played by experts. The main advantage of this method is that it does not require an exact match of the current board, and hence is effective for a longer sequence of moves compared to traditional opening books. We apply this method to two different open-source Go-playing programs. Our experiments show that this method, through its filtering or biasing the choice of a next move to a small subset of possible moves, improves play effectively in the initial moves of a game.


Simulation-Based Admissible Dominance Pruning

AAAI Conferences

In optimal planning as heuristic search, admissible pruning techniques are paramount. One idea is dominance pruning, identifying states "better than" other states. Prior approaches are limited to simple dominance notions, like "more STRIPS facts true" or "higher resource supply". We apply simulation, well-known in model checking, to compute much more general dominance relations based on comparing transition behavior across states. We do so effectively by expressing state-space simulations through the composition of simulations on orthogonal projections. We show how simulation can be made more powerful by intertwining it with a notion of label dominance. Our experiments show substantial improvements across several IPC benchmark domains.


A Complete Epistemic Planner without the Epistemic Closed World Assumption

AAAI Conferences

Planning with epistemic goals has received attention from both the dynamic logic and planning communities. In the single-agent case, under the epistemic closed-world assumption (ECWA), epistemic planning can be reduced to contingent planning. However, it is inappropriate to make the ECWA in some epistemic planning scenarios, for example, when the agent is not fully introspective, or when the agent wants to devise a generic plan that applies to a wide range of situations. In this paper, we propose a complete single-agent epistemic planner without the ECWA. We identify two normal forms of epistemic formulas: weak minimal epistemic DNF and weak minimal epistemic CNF, and present the progression and entailment algorithms based on these normal forms. We adapt the PrAO algorithm for contingent planning from the literature as the main planning algorithm and develop a complete epistemic planner called EPK. Our experimental results show that EPK can generate solutions effectively for most of the epistemic planning problems we have considered including those without the ECWA.