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 Planning & Scheduling


Selecting Computations: Theory and Applications

arXiv.org Artificial Intelligence

Sequential decision problems are often approximately solvable by simulating possible future action sequences. Metalevel decision procedures have been developed for selecting which action sequences to simulate, based on estimating the expected improvement in decision quality that would result from any particular simulation; an example is the recent work on using bandit algorithms to control Monte Carlo tree search in the game of Go. In this paper we develop a theoretical basis for metalevel decisions in the statistical framework of Bayesian selection problems, arguing (as others have done) that this is more appropriate than the bandit framework. We derive a number of basic results applicable to Monte Carlo selection problems, including the first finite sampling bounds for optimal policies in certain cases; we also provide a simple counterexample to the intuitive conjecture that an optimal policy will necessarily reach a decision in all cases. We then derive heuristic approximations in both Bayesian and distribution-free settings and demonstrate their superiority to bandit-based heuristics in one-shot decision problems and in Go.


Planning through Automatic Portfolio Configuration: The PbP Approach

Journal of Artificial Intelligence Research

In the field of domain-independent planning, several powerful planners implementing different techniques have been developed. However, no one of these systems outperforms all others in every known benchmark domain. In this work, we propose a multi-planner approach that automatically configures a portfolio of planning techniques for each given domain. The configuration process for a given domain uses a set of training instances to: (i) compute and analyze some alternative sets of macro-actions for each planner in the portfolio identifying a (possibly empty) useful set, (ii) select a cluster of planners, each one with the identified useful set of macro-actions, that is expected to perform best, and (iii) derive some additional information for configuring the execution scheduling of the selected planners at planning time. The resulting planning system, called PbP (Portfolio- based Planner), has two variants focusing on speed and plan quality. Different versions of PbP entered and won the learning track of the sixth and seventh International Planning Competitions. In this paper, we experimentally analyze PbP considering planning speed and plan quality in depth. We provide a collection of results that help to understand PbPs behavior, and demonstrate the effectiveness of our approach to configuring a portfolio of planners with macro-actions.


Towards an Extended Declarative Representation for Camera Planning

AAAI Conferences

In many applications of 3D virtual worlds, it is necessary to design cinematic sequences that capture events of importance. We present a language by which authors can define these sequences, or Idioms, declaratively at a high level, while taking advantage of low level camera planning techniques. We further extend this representation with the addition of some procedural elements to increase expressivity. The features of the language are then demonstrated through examples.


Integrating Queueing Theory and Scheduling for Dynamic Scheduling Problems

Journal of Artificial Intelligence Research

Dynamic scheduling problems consist of both challenging combinatorics, as found in classical scheduling problems, and stochastics due to uncertainty about the arrival times, resource requirements, and processing times of jobs. To address these two challenges, we investigate the integration of queueing theory and scheduling. The former reasons about long-run stochastic system characteristics, whereas the latter typically deals with short-term combinatorics. We investigate two simple problems to isolate the core differences and potential synergies between the two approaches: a two-machine dynamic flowshop and a flexible queueing network. We show for the first time that stability, a fundamental characteristic in queueing theory, can be applied to approaches that periodically solve combinatorial scheduling problems. We empirically demonstrate that for a dynamic flowshop, the use of combinatorial reasoning has little impact on schedule quality beyond queueing approaches. In contrast, for the more complicated flexible queueing network, a novel algorithm that combines long-term guidance from queueing theory with short-term combinatorial decision making outperforms all other tested approaches. To our knowledge, this is the first time that such a hybrid of queueing theory and scheduling techniques has been proposed and evaluated.


Identifying Hierarchies for Fast Optimal Search

AAAI Conferences

For some search problems, the graph is known beforehand and there is time to preprocess the graph to make the search faster. One such example is video games, where one can often preprocess maps before a game is released or while a map is loaded into memory. The data produced by preprocessing should use only a small amount of memory, and, in case they are generated during runtime, preprocessing should be fast. Search with Subgoal Graphs (Uras, Koenig, and Hernandez 2013) was a non-dominated optimal path-planning algorithm in the Grid-Based Path Planning Competitions 2012 and 2013. During a preprocessing phase, it computes a Simple Subgoal Graph from a given grid, which is analogous to a visibility graph for continuous terrain, and then partitions the vertices into global and local subgoals to obtain a Two-Level Subgoal Graph. During the path-planning phase, it performs an A* search over the subgoal graph that ignores local subgoals that are not relevant to the search, which significantly reduces the size of the graph being searched. This paper is an abstract of (Uras and Koenig 2014), which generalizes this partitioning process to any undirected graph and shows that it can be recursively applied to generate more than two levels, which reduces the size of the graph being searched even further. We call these graphs N-Level Graphs.


Hybrid Planning Heuristics Based on Task Decomposition Graphs

AAAI Conferences

Hybrid Planning combines Hierarchical Task Network (HTN) planning with concepts known from Partial-Order Causal-Link (POCL) planning. We introduce novel heuristics for Hybrid Planning that estimate the number of necessary modifications to turn a partial plan into a solution. These estimates are based on the task decomposition graph that contains all decompositions of the abstract tasks in the planning domain. Our empirical evaluation shows that the proposed heuristics can significantly improve planning performance.


Self-Play Monte-Carlo Tree Search in Computer Poker

AAAI Conferences

Self-play reinforcement learning has proved to be successful in many perfect information two-player games. However, research carrying over its theoretical guarantees and practical success to games of imperfect information has been lacking. In this paper, we evaluate self-play Monte-Carlo Tree Search in limit Texas Hold'em and Kuhn poker. We introduce a variant of the established UCB algorithm and provide first empirical results demonstrating its ability to find approximate Nash equilibria.


A Tree-Based Algorithm for Construction Robots

AAAI Conferences

In this paper, we present a tree-based algorithm for construction robots. Inspired by the TERMES project of Harvard University, robots in this domain are required to gather construction blocks from a reservoir and build user-specified structures much larger than themselves. While the robots are of roughly the same size as the blocks, they can scale greater heights by using temporarily constructed ramps in the substructures. In this paper, we consider the problem of minimizing the number of pickup and drop-off operations performed on blocks in order to build user-specified structures. Our polynomial-time algorithm heuristically solves this problem and is based on the idea of performing dynamic programming on a spanning tree in the inner loop and searching for a good tree to do so in the outer loop. Our algorithm performs very well in simulation and scales easily to large problem instances. For planning problems of this nature that are akin to construction domains, we believe that valuable lessons can be learned from comparing the success of our algorithm with the failure of off-the-shelf planning technologies.


Oversubscription Planning: Complexity and Compilability

AAAI Conferences

Many real-world planning problems are oversubscription problems where all goals are not simultaneously achievable and the planner needs to find a feasible subset. We present complexity results for the so-called partial satisfaction and net benefit problems under various restrictions; this extends previous work by van den Briel et al. Our results reveal strong connections between these problems and with classical planning. We also present a method for efficiently compiling oversubscription problems into the ordinary plan existence problem; this can be viewed as a continuation of earlier work by Keyder & Geffner.


Symbolic Domain Predictive Control

AAAI Conferences

Planning-based methods to guide switched hybrid systems from an initial state into a desired goal region opens an interesting field for control. The idea of the Domain Predictive Control (DPC) approach is to generate input signals affecting both the numerical states and the modes of the system by stringing together atomic actions to a logically consistent plan. However, the existing DPC approach is restricted in the sense that a discrete and pre-defined input signal is required for each action. In this paper, we extend the approach to deal with symbolic states. This allows for the propagation of reachable regions of the state space emerging from actions with inputs that can be arbitrarily chosen within specified input bounds. This symbolic extension enables the applicability of DPC to systems with bounded inputs sets and increases its robustness due to the implicitly reduced search space. Moreover, precise numeric goal states instead of goal regions become reachable.