Planning & Scheduling
Generating Approximate Solutions to the TTP using a Linear Distance Relaxation
Hoshino, R., Kawarabayashi, K.
In some domestic professional sports leagues, the home stadiums are located in cities connected by a common train line running in one direction. For these instances, we can incorporate this geographical information to determine optimal or nearly-optimal solutions to the n-team Traveling Tournament Problem (TTP), an NP-hard sports scheduling problem whose solution is a double round-robin tournament schedule that minimizes the sum total of distances traveled by all n teams. We introduce the Linear Distance Traveling Tournament Problem (LD-TTP), and solve it for n=4 and n=6, generating the complete set of possible solutions through elementary combinatorial techniques. For larger n, we propose a novel "expander construction" that generates an approximate solution to the LD-TTP. For n congruent to 4 modulo 6, we show that our expander construction produces a feasible double round-robin tournament schedule whose total distance is guaranteed to be no worse than 4/3 times the optimal solution, regardless of where the n teams are located. This 4/3-approximation for the LD-TTP is stronger than the currently best-known ratio of 5/3 + epsilon for the general TTP. We conclude the paper by applying this linear distance relaxation to general (non-linear) n-team TTP instances, where we develop fast approximate solutions by simply "assuming" the n teams lie on a straight line and solving the modified problem. We show that this technique surprisingly generates the distance-optimal tournament on all benchmark sets on 6 teams, as well as close-to-optimal schedules for larger n, even when the teams are located around a circle or positioned in three-dimensional space.
Optimal Limited Contingency Planning
Meuleau, Nicolas, Smith, David
For a given problem, the optimal Markov policy can be considerred as a conditional or contingent plan containing a (potentially large) number of branches. Unfortunately, there are applications where it is desirable to strictly limit the number of decision points and branches in a plan. For example, it may be that plans must later undergo more detailed simulation to verify correctness and safety, or that they must be simple enough to be understood and analyzed by humans. As a result, it may be necessary to limit consideration to plans with only a small number of branches. This raises the question of how one goes about finding optimal plans containing only a limited number of branches. In this paper, we present an any-time algorithm for optimal k-contingency planning (OKP). It is the first optimal algorithm for limited contingency planning that is not an explicit enumeration of possible contingent plans. By modelling the problem as a Partially Observable Markov Decision Process, it implements the Bellman optimality principle and prunes the solution space. We present experimental results of applying this algorithm to some simple test cases.
Marginalizing Out Future Passengers in Group Elevator Control
Nikovski, Daniel N., Brand, Matthew
Group elevator scheduling is an NPhard sequential decision-making problem with unbounded state spaces and substantial uncertainty. Decision-theoretic reasoning plays a surprisingly limited role in fielded systems. A new opportunity for probabilistic methods has opened with the recent discovery of a tractable solution for the expected waiting times of all passengers in the building, marginalized over all possible passenger itineraries [Nikovski and Brand, 2003]. Though commercially competitive, this solution does not contemplate future passengers. Yet in up-peak traffic, the effects of future passengers arriving at the lobby and entering elevator cars can dominate all waiting times. We develop a probabilistic model of how these arrivals affect the behavior of elevator cars at the lobby, and demonstrate how this model can be used to very significantly reduce the average waiting time of all passengers.
Learning STRIPS Operators from Noisy and Incomplete Observations
Mourao, Kira, Zettlemoyer, Luke S., Petrick, Ronald P. A., Steedman, Mark
Agents learning to act autonomously in real-world domains must acquire a model of the dynamics of the domain in which they operate. Learning domain dynamics can be challenging, especially where an agent only has partial access to the world state, and/or noisy external sensors. Even in standard STRIPS domains, existing approaches cannot learn from noisy, incomplete observations typical of real-world domains. We propose a method which learns STRIPS action models in such domains, by decomposing the problem into first learning a transition function between states in the form of a set of classifiers, and then deriving explicit STRIPS rules from the classifiers' parameters. We evaluate our approach on simulated standard planning domains from the International Planning Competition, and show that it learns useful domain descriptions from noisy, incomplete observations.
I Have a Robot, and Iโm Not Afraid to Use It!
Kaminka, Gal A. (Bar Ilan University)
I Have a Robot, and I'm Not Afraid to Use It! The AAMAS community is investing efforts to encourage robotics research within itself. An annual robotics special track, an associated robotics workshop (Autonomous Robots and Multirobot Systems), and a series of exciting AAMAS-sponsored plenary speakers and awards over a number of years are drawing roboticists in. The number of robotics papers is increasing. There are fruitful interactions with the other communities within AAMAS, such as virtual agents, game theory, and machine learning. Robots are being used both to inspire AAMAS research as well as to conduct it. I posit that the growing success of robotics at AAMAS is due not only to the nurturing efforts of the AAMAS community, but mainly to the increasing recognition of an important, deeper, truth: robots are agents.
Generating Narrative Action Schemas for Suspense
Giannatos, Spyridon (IT University of Copenhagen) | Cheong, Yun-Gyung (IT University of Copenhagen) | Nelson, Mark J. (IT University of Copenhagen) | Yannakakis, Georgios N. (IT University of Copenhagen)
A bottleneck in interactive storytelling is the authorial burden of writing narrative units, and connecting them to the interactive narrative structure. To address this problem, we present a hybrid approach that combines AI planning and evolutionary optimization in order to generated new plan operators representing possible story actions, within the framework of a planning-based interactive narrative system. We focus our work on inventing plan operators that are useful for contributing to suspenseful interactive stories, using suspense metrics that have been proposed in the literature. We devise an encoding scheme for converting a plan operator into a genetic-algorithm chromosome and vice versa, respecting constraints that are needed for an operator to be well-formed. We discuss the performance of the system, and several examples from preliminary experiments carried out to evaluate the evolved operators.
Toward Narrative Schema-Based Goal Recognition Models for Interactive Narrative Environments
Baikadi, Alok (North Carolina State University) | Rowe, Jonathan P. (North Carolina State University) | Mott, Bradford W. (North Carolina State University) | Lester, James C. (North Carolina State University)
Computational models for goal recognition hold great promise for enhancing the capabilities of drama managers and director agents for interactive narratives. The problem of goal recognition, and its more general form, plan recognition, have been the subjects of extensive investigation in the AI community. However, relatively little effort has been undertaken to examine goal recognition in interactive narrative. In this paper, we propose a research agenda to improve the accuracy of goal recognition models for interactive narratives using explicit representations of narrative structure inspired by the natural language processing community. We describe a particular category of narrative representations, narrative schemas, that we anticipate will effectively capture patterns of player behavior in interactive narratives and improve the accuracy of goal recognition models.
Assistant Agents for Sequential Planning Problems
Macindoe, Owen (Massachusetts Institute of Technology)
The problem of optimal planning under uncertainty in collaborative multi-agent domains is known to be deeply intractable but still demands a solution. This thesis will explore principled approximation methods that yield tractable approaches to planning for AI assistants, which allow them to understand the intentions of humans and help them achieve their goals. AI assistants are ubiquitous in video games, mak- ing them attractive domains for applying these planning techniques. However, games are also challenging domains, typically having very large state spaces and long planning horizons. The approaches in this thesis will leverage recent advances in Monte-Carlo search, approximation of stochastic dynamics by deterministic dynamics, and hierarchical action representation, to handle domains that are too complex for existing state of the art planners. These planning techniques will be demonstrated across a range of video game domains.
Toward a Computational Model of Character Personality for Planning-Based Narrative Generation
Bahamon, Julio Cesar (North Carolina State University)
Authoring narrative content for interactive digital media can be both difficult and time consuming.The research proposed here aims at enhancing the capabilities of content creators through the development of a computational model that improves the quality of automatically generated stories, potentially decreasing the burden placed on the author. The quality and believability of a story can be significantly enhanced by the presence of compelling characters. To achieve this objective, I aim to develop a choice-based computational model that facilitates the automatic generation of narrative that includes characters that are made more compelling by the presence of distinct personality characteristics.
Planning Is the Game: Action Planning as a Design Tool and Game Mechanism
Kadlec, Rudolf (Charles University in Prague) | Toth, Csaba (Charles University in Prague) | Cerny, Martin (Charles University in Prague) | Bartak, Roman (Charles University in Prague) | Brom, Cyril (Charles University in Prague)
Recent development in game AI has seen action planning and its derivates being adapted for controlling agents in classical types of games, such as FPSs or RPGs. Complementary, one can seek new types of gameplay elements inspired by planning. We propose and formally define a new game "genre" called anticipation games and demonstrate that planning can be used as their key concept both at design time and run time. In an anticipation game, a human player observes a computer controlled agent or agents, tries to predict their actions and indirectly helps them to achieve their goal. The paper describes an example prototype of an anticipation game we developed. The player helps a burglar steal an artifact from a museum guarded by guard agents. The burglar has incomplete knowledge of the environment and his plan will contain pitfalls. The player has to identify these pitfalls by observing burglar's behavior and change the environment so that the burglar replans and avoids the pitfalls. The game prototype is evaluated in a small-scale human-subject study, which suggests that the anticipation game concept is promising.