Planning & Scheduling
Probabilistic Planning with Reduced Models
Pineda, Luis Enrique (University of Massachusetts Amherst)
Markov decision processes (MDP) offer a rich model that has been extensively used by the AI community for planning and learning under uncertainty. However, solving MDPs is often intractable, which has led to the development of many approximate algorithms. In my dissertation work I introduce a new paradigm to handle this complexity by defining a family of MDP reduced models characterized by two parameters: the maximum number of primary outcomes per action that are fully accounted for and the maximum number of occurrences of the remaining exceptional outcomes that are planned for in advance. Reduced models can be solved much faster using heuristic search algorithms, benefiting from the dramatic reduction in the number of reachable states. This framework places recent work on MDP determinization in a broader context and lays the foundation for efficient and systematic exploration of the space of MDP model reductions. Progress so far work includes a formal definition of this family of MDP reductions, a continual planning paradigm to handle the case when the number of exceptions reaches the maximum allowed, a simple greedy approach to generate good reductions for a given planning domain, and a compilation scheme that generates MDP reductions from a PPDDL description of a planning problem.
An Adversarial Interpretation of Information-Theoretic Bounded Rationality
Ortega, Pedro A. (University of Pennsylvania) | Lee, Daniel D. (University of Pennsylvania)
Recently, there has been a growing interest in modeling planning with information constraints. Accordingly, an agent maximizes a regularized expected utility known as the free energy, where the regularizer is given by the information divergence from a prior to a posterior policy. While this approach can be justified in various ways, including from statistical mechanics and information theory, it is still unclear how it relates to decision-making against adversarial environments. This connection has previously been suggested in work relating the free energy to risk-sensitive control and to extensive form games. Here, we show that a single-agent free energy optimization is equivalent to a game between the agent and an imaginary adversary. The adversary can, by paying an exponential penalty, generate costs that diminish the decision maker's payoffs. It turns out that the optimal strategy of the adversary consists in choosing costs so as to render the decision maker indifferent among its choices, which is a definining property of a Nash equilibrium, thus tightening the connection between free energy optimization and game theory.
Automatic Game Design via Mechanic Generation
Zook, Alexander (Georgia Institute of Technology) | Riedl, Mark O. (Georgia Institute of Technology)
Game designs often center on the game mechanics - rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and cross-domain representation for game mechanics that draws from AI planning action representations. We use a constraint solver to generate mechanics subject to design requirements on the form of those mechanics - what they do in the game. A planner takes a set of generated mechanics and tests whether those mechanics meet playability requirements - controlling how mechanics function in a game to affect player behavior. We demonstrate our system by modeling and generating mechanics in a role-playing game, platformer game, and combined role-playing-platformer game.
Identifying Hierarchies for Fast Optimal Search
Uras, Tansel (University of Southern California) | Koenig, Sven (University of Southern California)
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 that ignores local subgoals that are not relevant to the search, which significantly reduces the size of the graph being searched. In this paper, we generalize this partitioning process to any undirected graph and show that it can be recursively applied to generate more than two levels, which reduces the size of the graph being searched even further. We distinguish between basic partitioning, which only partitions the vertices into different levels, and advanced partitioning, which can also add new edges.We show that the construction of Simple-Subgoal Graphs from grids and the construction of Two-Level Subgoal Graphs from Simple Subgoal Graphs are instances of generalized partitioning. We then report on experiments on Subgoal Graphs that demonstrate the effects of different types and levels of partitioning. We also report on experiments that demonstrate that our new N-Level Subgoal Graphs achieve a speed up of 1.6 compared to Two-Level Subgoal graphs from (Uras, Koenig, and Hern´andez 2013) on maps from the video games StarCraft and Dragon Age: Origins.
Reasoning on LTL on Finite Traces: Insensitivity to Infiniteness
Giacomo, Giuseppe De (Sapienza Università di Roma) | Masellis, Riccardo De (Sapienza Università di Roma) | Montali, Marco (Free University of Bozen-Bolzano)
In this paper we study when an LTL formula on finite traces (LTLf formula) is insensitive to infiniteness, that is, it can be correctly handled as a formula on infinite traces under the assumption that at a certain point the infinite trace starts repeating an end event forever, trivializing all other propositions to false. This intuition has been put forward and (wrongly) assumed to hold in general in the literature. We define a necessary and sufficient condition to characterize whether an LTLf formula is insensitive to infiniteness, which can be automatically checked by any LTL reasoner. Then, we show that typical LTLf specification patterns used in process and service modeling in CS, as well as trajectory constraints in Planning and transition-based LTLf specifications of action domains in KR, are indeed very often insensitive to infiniteness. This may help to explain why the assumption of interpreting LTL on finite and on infinite traces has been (wrongly) blurred. Possibly because of this blurring, virtually all literature detours to Buechi automata for constructing the NFA that accepts the traces satisfying an LTLf formula. As a further contribution, we give a simple direct algorithm for computing such NFA.
Learning Unknown Event Models
Molineaux, Matthew (Knexus Research Corporation) | Aha, David W. (Naval Research Laboratory)
Agents with incomplete environment models are likely to be surprised, and this represents an opportunity to learn. We investigate approaches for situated agents to detect surprises, discriminate among different forms of surprise, and hypothesize new models for the unknown events that surprised them. We instantiate these approaches in a new goal reasoning agent (named FoolMeTwice), investigate its performance in simulation studies, and report that it produces plans with significantly reduced execution cost in comparison to not learning models for surprising events.
Social Planning: Achieving Goals by Altering Others' Mental States
Pearce, Chris (University of Auckland) | Meadows, Ben (University of Auckland) | Langley, Pat (University of Auckland) | Barley, Mike (University of Auckland)
In this paper, we discuss a computational approach to the cognitivetask of social planning. First, we specify a class of planningproblems that involve an agent who attempts to achieve its goalsby altering other agents' mental states. Next, we describe SFPS,a flexible problem solver that generates social plans of this sort,including ones that include deception and reasoning about otheragents' beliefs. We report the results for experiments on socialscenarios that involve different levels of sophistication and thatdemonstrate both SFPS's capabilities and the sources of its power.Finally, we discuss how our approach to social planning has beeninformed by earlier work in the area and propose directions foradditional research on the topic.
Dramatis: A Computational Model of Suspense
O' (Western New England University) | Neill, Brian (Georgia Institute of Technology) | Riedl, Mark
We introduce Dramatis, a computational model of suspense based on a reformulation of a psychological definition of the suspense phenomenon. In this reformulation, suspense is correlated with the audience’s ability to generate a plan for the protagonist to avoid an impending negative outcome. Dramatis measures the suspense level by generating such a plan and determining its perceived likelihood of success. We report on three evaluations of Dramatis, including a comparison of Dramatis output to the suspense reported by human readers, as well as ablative tests of Dramatis components. In these studies, we found that Dramatis output corresponded to the suspense ratings given by human readers for stories in three separate domains.
The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report
Sukthankar, Gita (University of Central Florida) | Horswill, Ian (Northwestern University)
The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) was held October 14–18, 2013, at Northeastern University in Boston, Massachusetts. The mission of the AIIDE conference is to provide a forum for researchers and game developers to discuss ways that AI can enhance games and other forms of interactive entertainment. In addition to presentations on adapting standard AI techniques such as search, planning and machine learning for use within games, key topic areas include creating realistic autonomous characters, interactive narrative, procedural content generation, and integrating AI into game design and production tools.
Diagnostic Problem Solving via Planning with Ontic and Epistemic Goals
Baier, Jorge A. (Pontificia Universidad Catolica de Chile) | Mombourquette, Brent (University of Toronto) | McIlraith, Sheila A. (University of Toronto)
Diagnostic problem solving involves a myriad of reasoning tasks associated with the determination of diagnoses, the generation and execution of tests to discriminate diagnoses, and the determination and execution of actions to alleviate symptoms and/or their root causes. Fundamental to diagnostic problem solving is the need to reason about action and change. In this work we explore these myriad of reasoning tasks through the lens of artificial intelligence (AI) automated planning. We characterize a diversity of reasoning tasks associated with diagnostic problem solving, prove properties of these characterizations, and define correspondences with established automated planning tasks and existing state-of-the-art planning systems. In doing so, we characterize a class of epistemic planning tasks which we show can be compiled into non-epistemic planning, allowing state-of-the-art planners to compute plans for such tasks. Furthermore, we explore the effectiveness of using the conditional planner Contingent-FF with a number of diagnostic planning tasks.