Planning & Scheduling
Policy Iteration Based on Stochastic Factorization
Barreto, A. M. S., Pineau, J., Precup, D.
When a transition probability matrix is represented as the product of two stochastic matrices, one can swap the factors of the multiplication to obtain another transition matrix that retains some fundamental characteristics of the original. Since the derived matrix can be much smaller than its precursor, this property can be exploited to create a compact version of a Markov decision process (MDP), and hence to reduce the computational cost of dynamic programming. Building on this idea, this paper presents an approximate policy iteration algorithm called policy iteration based on stochastic factorization, or PISF for short. In terms of computational complexity, PISF replaces standard policy iteration's cubic dependence on the size of the MDP with a function that grows only linearly with the number of states in the model. The proposed algorithm also enjoys nice theoretical properties: it always terminates after a finite number of iterations and returns a decision policy whose performance only depends on the quality of the stochastic factorization. In particular, if the approximation error in the factorization is sufficiently small, PISF computes the optimal value function of the MDP. The paper also discusses practical ways of factoring an MDP and illustrates the usefulness of the proposed algorithm with an application involving a large-scale decision problem of real economical interest.
Selecting Computations: Theory and Applications
Hay, Nicholas, Russell, Stuart, Tolpin, David, Shimony, Solomon Eyal
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
Gerevini, A., Saetti, A., Vallati, M.
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.
Integrating Queueing Theory and Scheduling for Dynamic Scheduling Problems
Terekhov, D., Tran, T. T., Down, D. G., Beck, J.C.
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
Uras, Tansel (University of Southern California) | Koenig, Sven (University of Southern California)
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
Bercher, Pascal (Ulm University) | Keen, Shawn (Ulm University) | Biundo, Susanne (Ulm University)
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
Heinrich, Johannes (University College London) | Silver, David (University College London)
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
Kumar, T. K. Satish (University of Southern California) | Jung, Sangmook Johnny (University of Southern California) | Koenig, Sven (University of Southern California)
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.
Towards an Extended Declarative Representation for Camera Planning
Price, Thomas William (North Carolina State University) | Young, R. Michael (North Carolina State University)
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.
A Schedule Optimization Tool for Destructive and Non-Destructive Vehicle Tests
Ludwig, Jeremy (Stottler Henke Associates, Inc.) | Kalton, Annaka (Stottler Henke Associates, Inc.) | Richards, Robert (Stottler Henke Associates, Inc.) | Bautsch, Brian (Honda Americas, Inc.) | Markusic, Craig (Honda R&D Americas, Inc.) | Schumacher, J. (Honda Americas, Inc.)
Whenever an auto manufacturer refreshes an existing car or truck model or builds a new one, the model will undergo hundreds if not thousands of tests before the factory line and tooling is finished and vehicle production beings. These tests are generally carried out on expensive, custom-made vehicles because the new factory lines for the model do not exist yet. The work presented in this paper describes how an existing intelligent scheduling software framework was modified to include domain-specific heuristics used in the vehicle test planning process. The result of this work is a prototype scheduling tool that optimizes the overall given test schedule in order to complete the work in a given time window while minimizing the total number of vehicles required for the test schedule. Initial results are presented that show a reduction in required test vehicles compared to manual scheduling of the same tasks as well as increased capability to ask “what-if” questions to further improve the schedule.