Planning & Scheduling
Scheduling Bipartite Tournaments to Minimize Total Travel Distance
Hoshino, R., Kawarabayashi, K.
In many professional sports leagues, teams from opposing leagues/conferences compete against one another, playing inter-league games. This is an example of a bipartite tournament. In this paper, we consider the problem of reducing the total travel distance of bipartite tournaments, by analyzing inter-league scheduling from the perspective of discrete optimization. This research has natural applications to sports scheduling, especially for leagues such as the National Basketball Association (NBA) where teams must travel long distances across North America to play all their games, thus consuming much time, money, and greenhouse gas emissions. We introduce the Bipartite Traveling Tournament Problem (BTTP), the inter-league variant of the well-studied Traveling Tournament Problem. We prove that the 2n-team BTTP is NP-complete, but for small values of n, a distance-optimal inter-league schedule can be generated from an algorithm based on minimum-weight 4-cycle-covers. We apply our theoretical results to the 12-team Nippon Professional Baseball (NPB) league in Japan, producing a provably-optimal schedule requiring 42950 kilometres of total team travel, a 16% reduction compared to the actual distance traveled by these teams during the 2010 NPB season. We also develop a nearly-optimal inter-league tournament for the 30-team NBA league, just 3.8% higher than the trivial theoretical lower bound.
Marvin: A Heuristic Search Planner with Online Macro-Action Learning
This paper describes Marvin, a planner that competed in the Fourth International Planning Competition (IPC 4). Marvin uses action-sequence-memoisation techniques to generate macro-actions, which are then used during search for a solution plan. We provide an overview of its architecture and search behaviour, detailing the algorithms used. We also empirically demonstrate the effectiveness of its features in various planning domains; in particular, the effects on performance due to the use of macro-actions, the novel features of its search behaviour, and the native support of ADL and Derived Predicates.
Understanding Algorithm Performance on an Oversubscribed Scheduling Application
Barbulescu, L., Howe, A. E., Roberts, M., Whitley, L. D.
The best performing algorithms for a particular oversubscribed scheduling application, Air Force Satellite Control Network (AFSCN) scheduling, appear to have little in common. Yet, through careful experimentation and modeling of performance in real problem instances, we can relate characteristics of the best algorithms to characteristics of the application. In particular, we find that plateaus dominate the search spaces (thus favoring algorithms that make larger changes to solutions) and that some randomization in exploration is critical to good performance (due to the lack of gradient information on the plateaus). Based on our explanations of algorithm performance, we develop a new algorithm that combines characteristics of the best performers; the new algorithms performance is better than the previous best. We show how hypothesis driven experimentation and search modeling can both explain algorithm performance and motivate the design of a new algorithm.
Proactive Algorithms for Job Shop Scheduling with Probabilistic Durations
Most classical scheduling formulations assume a fixed and known duration for each activity. In this paper, we weaken this assumption, requiring instead that each duration can be represented by an independent random variable with a known mean and variance. The best solutions are ones which have a high probability of achieving a good makespan. We first create a theoretical framework, formally showing how Monte Carlo simulation can be combined with deterministic scheduling algorithms to solve this problem. We propose an associated deterministic scheduling problem whose solution is proved, under certain conditions, to be a lower bound for the probabilistic problem. We then propose and investigate a number of techniques for solving such problems based on combinations of Monte Carlo simulation, solutions to the associated deterministic problem, and either constraint programming or tabu search. Our empirical results demonstrate that a combination of the use of the associated deterministic problem and Monte Carlo simulation results in algorithms that scale best both in terms of problem size and uncertainty. Further experiments point to the correlation between the quality of the deterministic solution and the quality of the probabilistic solution as a major factor responsible for this success.
PDDL 2.1: Representation vs. Computation
Journal of Arti ial In telligen e Resear h 20 (2003) 139-144 Submitted 09/03; published 12/03 Commentary PDDL 2.1: Represen tation vs. Computation H e tor Gener he tor.geffner ICREA { Universitat Pomp eu F abr a Pase o de Cir unvala ion 8 08003 Bar elona, Sp ain Abstra t I ommen t on the PDDL 2.1 language and its use in the planning omp etition, fo using on the hoi es made for a ommo dating time and on urren y . I also dis uss some metho d-ologi al issues that ha v e to do with the mo v e to w ard more expressiv e planning languages and the balan e needed in planning resear h b et w een seman ti s and omputation. In tro du tion F o x and Long should b e thank ed and ongratulated for their eort in organizing and running the 3rd In ternational Planning Comp etition. They ame up with an extended planning language along with a n um b er of new problems and domains that hallenged existing planners and will ertainly hallenge future planners as w ell.
Imperfect Match: PDDL 2.1 and Real Applications
PDDL was originally conceived and constructed as a lingua franca for the International Planning Competition. PDDL2.1 embodies a set of extensions intended to support the expression of something closer to real planning problems. This objective has only been partially achieved, due in large part to a deliberate focus on not moving too far from classical planning models and solution methods.
The Power of Modeling - a Response to PDDL2.1
In this commentary I argue that although PDDL is a very useful standard for the planning competition, its design does not properly consider the issue of domain modeling. Hence, I would not advocate its use in specifying planning domains outside of the context of the planning competition. Rather, the field needs to explore different approaches and grapple more directly with the problem of effectively modeling and utilizing all of the diverse pieces of knowledge we typically have about planning domains.
An Approach to Temporal Planning and Scheduling in Domains with Predictable Exogenous Events
Gerevini, A., Saetti, A., Serina, I.
The treatment of exogenous events in planning is practically important in many real-world domains where the preconditions of certain plan actions are affected by such events. In this paper we focus on planning in temporal domains with exogenous events that happen at known times, imposing the constraint that certain actions in the plan must be executed during some predefined time windows. When actions have durations, handling such temporal constraints adds an extra difficulty to planning. We propose an approach to planning in these domains which integrates constraint-based temporal reasoning into a graph-based planning framework using local search. Our techniques are implemented in a planner that took part in the 4th International Planning Competition (IPC-4). A statistical analysis of the results of IPC-4 demonstrates the effectiveness of our approach in terms of both CPU-time and plan quality. Additional experiments show the good performance of the temporal reasoning techniques integrated into our planner.
Learning Symbolic Models of Stochastic Domains
Kaelbling, L. P., Pasula, H. M., Zettlemoyer, L. S.
In this article, we work towards the goal of developing agents that can learn to act in complex worlds. We develop a probabilistic, relational planning rule representation that compactly models noisy, nondeterministic action effects, and show how such rules can be effectively learned. Through experiments in simple planning domains and a 3D simulated blocks world with realistic physics, we demonstrate that this learning algorithm allows agents to effectively model world dynamics.
A Bayesian Model for Plan Recognition in RTS Games Applied to StarCraft
Synnaeve, Gabriel (University of Grenoble, LPPA at Collège de France, E-Motion at INRIA Rhône-Alpes) | Bessière, Pierre (Collège de France, CNRS UMR 7152)
The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. “Tech trees” or “build trees” are the core of real-time strategy (RTS) game strategic (long term) planning. This paper presents a generic and simple Bayesian model for RTS build tree prediction from noisy observations, which parameters are learned from replays (game logs). This unsupervised machine learning approach involves minimal work for the game developers as it leverage players’ data (com- mon in RTS). We applied it to StarCraft1 and showed that it yields high quality and robust predictions, that can feed an adaptive AI.