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 Planning & Scheduling


Planning over Chain Causal Graphs for Variables with Domains of Size 5 Is NP-Hard

arXiv.org Artificial Intelligence

Recently, considerable focus has been given to the problem of determining the boundary between tractable and intractable planning problems. In this paper, we study the complexity of planning in the class C_n of planning problems, characterized by unary operators and directed path causal graphs. Although this is one of the simplest forms of causal graphs a planning problem can have, we show that planning is intractable for C_n (unless P = NP), even if the domains of state variables have bounded size. In particular, we show that plan existence for C_n^k is NP-hard for k>=5 by reduction from CNFSAT. Here, k denotes the upper bound on the size of the state variable domains. Our result reduces the complexity gap for the class C_n^k to cases k=3 and k=4 only, since C_n^2 is known to be tractable.


Learning Partially Observable Deterministic Action Models

arXiv.org Artificial Intelligence

We present exact algorithms for identifying deterministic-actions effects and preconditions in dynamic partially observable domains. They apply when one does not know the action model(the way actions affect the world) of a domain and must learn it from partial observations over time. Such scenarios are common in real world applications. They are challenging for AI tasks because traditional domain structures that underly tractability (e.g., conditional independence) fail there (e.g., world features become correlated). Our work departs from traditional assumptions about partial observations and action models. In particular, it focuses on problems in which actions are deterministic of simple logical structure and observation models have all features observed with some frequency. We yield tractable algorithms for the modified problem for such domains. Our algorithms take sequences of partial observations over time as input, and output deterministic action models that could have lead to those observations. The algorithms output all or one of those models (depending on our choice), and are exact in that no model is misclassified given the observations. Our algorithms take polynomial time in the number of time steps and state features for some traditional action classes examined in the AI-planning literature, e.g., STRIPS actions. In contrast, traditional approaches for HMMs and Reinforcement Learning are inexact and exponentially intractable for such domains. Our experiments verify the theoretical tractability guarantees, and show that we identify action models exactly. Several applications in planning, autonomous exploration, and adventure-game playing already use these results. They are also promising for probabilistic settings, partially observable reinforcement learning, and diagnosis.


A Heuristic Search Approach to Planning with Continuous Resources in Stochastic Domains

arXiv.org Artificial Intelligence

We consider the problem of optimal planning in stochastic domains with resource constraints, where the resources are continuous and the choice of action at each step depends on resource availability. We introduce the HAO* algorithm, a generalization of the AO* algorithm that performs search in a hybrid state space that is modeled using both discrete and continuous state variables, where the continuous variables represent monotonic resources. Like other heuristic search algorithms, HAO* leverages knowledge of the start state and an admissible heuristic to focus computational effort on those parts of the state space that could be reached from the start state by following an optimal policy. We show that this approach is especially effective when resource constraints limit how much of the state space is reachable. Experimental results demonstrate its effectiveness in the domain that motivates our research: automated planning for planetary exploration rovers.


Any-Angle Path Planning

AI Magazine

In robotics and video games, one often discretizes continuous terrain into a grid with blocked and unblocked grid cells and then uses path-planning algorithms to find a shortest path on the resulting grid graph. This path, however, is typically not a shortest path in the continuous terrain. In this overview article, we discuss a path-planning methodology for quickly finding paths in continuous terrain that are typically shorter than shortest grid paths. Any-angle path-planning algorithms are variants of the heuristic path-planning algorithm A* that find short paths by propagating information along grid edges (like A*, to be fast) without constraining the resulting paths to grid edges (unlike A*, to find short paths).


The Eighth International Workshop on Planning and Scheduling for Space (IWPSS)

AI Magazine

The Eighth International Workshop on Planning and Scheduling for Space (IWPSS 2013) was held on March 25–26 2013 at the NASA Ames Research Center, Moffett Field, California. This was the eighth in a regular series that started in 1997.


The Eighth International Workshop on Planning and Scheduling for Space (IWPSS)

AI Magazine

The two invited talks illustrated used NASA's Deep Space Habitat both the diverse applications of planning (DSH), an analog spacecraft habitat, for and scheduling technologies for the simulation, and a number of scenarios space, as well as the degree to which covering a range of activities these technologies have been successfully were applied. Scheduling for Space (IWPSS) focuses infused into space systems. In addition to the two full days of he Workshop on Planning and on the technical challenges Chien from JPL presented a talk titled technical talks, there were demonstrations and opportunities facing the AI planning "Using Space, Air, Marine, and Ground of six planning and scheduling and scheduling community when Assets for Disaster Response and Environmental systems in various stages of deployment. He described Copies of papers and slides are space-based applications, from mission how space, air, Inin-situ, and marine available at robotics.estec.esa.int/IWoperations to autonomy in space exploration assets have been integrated into sensor PSS. There have been webs to enable detection, tracking, The next IWPSS workshop will be eight workshops in the series. At this and response to a wide range of terrestrial held in 2015 at a location to be determined.


Any-Angle Path Planning

AI Magazine

In robotics and video games, one often discretizes continuous terrain into a grid with blocked and unblocked grid cells and then uses path-planning algorithms to find a shortest path on the resulting grid graph. This path, however, is typically not a shortest path in the continuous terrain. In this overview article, we discuss a path-planning methodology for quickly finding paths in continuous terrain that are typically shorter than shortest grid paths. Any-angle path-planning algorithms are variants of the heuristic path-planning algorithm A* that find short paths by propagating information along grid edges (like A*, to be fast) without constraining the resulting paths to grid edges (unlike A*, to find short paths).


Aggregating Optimistic Planning Trees for Solving Markov Decision Processes

Neural Information Processing Systems

This paper addresses the problem of online planning in Markov decision processes using a randomized simulator, under a budget constraint. We propose a new algorithm which is based on the construction of a forest of planning trees, where each tree corresponds to a random realization of the stochastic environment. The trees are constructed using a "safe" optimistic planning strategy combining the optimistic principle (in order to explore the most promising part of the search space first) with a safety principle (which guarantees a certain amount of uniform exploration). In the decision-making step of the algorithm, the individual trees are aggregated and an immediate action is recommended. We provide a finite-sample analysis and discuss the tradeoff between the principles of optimism and safety. We also report numerical results on a benchmark problem. Our algorithm performs as well as state-of-the-art optimistic planning algorithms, and better than a related algorithm which additionally assumes the knowledge of all transition distributions.


Synthesizing Robust Plans under Incomplete Domain Models

Neural Information Processing Systems

Most current planners assume complete domain models and focus on generating correct plans. Unfortunately, domain modeling is a laborious and error-prone task, thus real world agents have to plan with incomplete domain models. While domain experts cannot guarantee completeness, often they are able to circumscribe the incompleteness of the model by providing annotations as to which parts of the domain model may be incomplete. In such cases, the goal should be to synthesize plans that are robust with respect to any known incompleteness of the domain. In this paper, we first introduce annotations expressing the knowledge of the domain incompleteness and formalize the notion of plan robustness with respect to an incomplete domain model. We then show an approach to compiling the problem of finding robust plans to the conformant probabilistic planning problem, and present experimental results with Probabilistic-FF planner.


Convergence of Monte Carlo Tree Search in Simultaneous Move Games

Neural Information Processing Systems

We study Monte Carlo tree search (MCTS) in zero-sum extensive-form games with perfect information and simultaneous moves. We present a general template ofMCTS algorithms for these games, which can be instantiated by various selection methods. We formally prove that if a selection method is ɛ-Hannan consistent ina matrix game and satisfies additional requirements on exploration, then the MCTS algorithm eventually converges to an approximate Nash equilibrium (NE) of the extensive-form game. We empirically evaluate this claim using regret matching and Exp3 as the selection methods on randomly generated games and empirically selected worst case games. We confirm the formal result and show that additional MCTS variants also converge to approximate NE on the evaluated games.