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 Planning & Scheduling


Being There, Being the RRT: Space-Filling and Searching in Place with Minimalist Robots

AAAI Conferences

Inspired by the Rapidly Exploring Random Tree data-structure and algorithm for path planning in high-dimensional, continuous spaces, we consider an approach for spanning a space with a group of simple robots. We employ a minimalist approach in which InfraRed and contact sensors form the primary means of communication; the agents physically embody the elements of the tree through their position and other agents can either follow the tree to useful locations or expand the tree by becoming part of it. Although robots are constrained in some of the operations they may perform in space, we argue that our approach remains consistent with the original data-structure. We demonstrate that one may perform a planning query from a point to the tree origin directly via message passing where passing involves direct physical motion or simple IR messages. Based on the work done by Werger and Matariฤ‡ , our implementation proves that it is possible to form and maintain a RRT using simple position unaware robots. The work is important because it demonstrates that decentralized path planning can be performed by simple agents using purely reactive behaviors and at the same time poses significant challenges to keep the shape of the tree intact.


Help Me to Help You: How to Learn Intentions, Actions and Plans

AAAI Conferences

The collaboration between a human and a robot is here understood as a learning process mediated by the instructor prompt behaviours and the apprentice collecting information from them to learn a plan. The instructor wears the Gaze Machine, a wearable device gathering and conveying visual and audio input from the instructor while executing a task. The robot, on the other hand, is eager to learn both the best sequence of actions, their timing and how they interlace. The cross relation among actions is specified both in terms of time intervals for their execution, and in terms of location in space to cope with the instruction interaction with people and objects in the scene. We outline this process: how to transform the rich information delivered by the Gaze Machine into a plan. Specifically, how to obtain a map of the instructor positions and his gaze position, via visual slam and gaze fixations; further, how to obtain an action map from the running commentaries and the topological maps and, finally, how to obtain a temporal net of the relevant actions that have been extracted. The learned structure is then managed by the flexible time paradigm of flexible planning in the Situation Calculus for execution monitoring and plan generation.


Cost Based Satisficing Search Considered Harmful

arXiv.org Artificial Intelligence

Recently, several researchers have found that cost-based satisficing search with A* often runs into problems. Although some "work arounds" have been proposed to ameliorate the problem, there has not been any concerted effort to pinpoint its origin. In this paper, we argue that the origins can be traced back to the wide variance in action costs that is observed in most planning domains. We show that such cost variance misleads A* search, and that this is no trifling detail or accidental phenomenon, but a systemic weakness of the very concept of "cost-based evaluation functions + systematic search + combinatorial graphs". We show that satisficing search with sized-based evaluation functions is largely immune to this problem.


Planning Graph Heuristics for Belief Space Search

arXiv.org Artificial Intelligence

Some recent works in conditional planning have proposed reachability heuristics to improve planner scalability, but many lack a formal description of the properties of their distance estimates. To place previous work in context and extend work on heuristics for conditional planning, we provide a formal basis for distance estimates between belief states. We give a definition for the distance between belief states that relies on aggregating underlying state distance measures. We give several techniques to aggregate state distances and their associated properties. Many existing heuristics exhibit a subset of the properties, but in order to provide a standardized comparison we present several generalizations of planning graph heuristics that are used in a single planner. We compliment our belief state distance estimate framework by also investigating efficient planning graph data structures that incorporate BDDs to compute the most effective heuristics. We developed two planners to serve as test-beds for our investigation. The first, CAltAlt, is a conformant regression planner that uses A* search. The second, POND, is a conditional progression planner that uses AO* search. We show the relative effectiveness of our heuristic techniques within these planners. We also compare the performance of these planners with several state of the art approaches in conditional planning.


Climbing depth-bounded adjacent discrepancy search for solving hybrid flow shop scheduling problems with multiprocessor tasks

arXiv.org Artificial Intelligence

This paper considers multiprocessor task scheduling in a multistage hybrid flow-shop environment. The problem even in its simplest form is NP-hard in the strong sense. The great deal of interest for this problem, besides its theoretical complexity, is animated by needs of various manufacturing and computing systems. We propose a new approach based on limited discrepancy search to solve the problem. Our method is tested with reference to a proposed lower bound as well as the best-known solutions in literature. Computational results show that the developed approach is efficient in particular for large-size problems.


On-line Planning and Scheduling: An Application to Controlling Modular Printers

Journal of Artificial Intelligence Research

We present a case study of artificial intelligence techniques applied to the control of production printing equipment. Like many other real-world applications, this complex domain requires high-speed autonomous decision-making and robust continual operation. To our knowledge, this work represents the first successful industrial application of embedded domain-independent temporal planning. Our system handles execution failures and multi-objective preferences. At its heart is an on-line algorithm that combines techniques from state-space planning and partial-order scheduling. We suggest that this general architecture may prove useful in other applications as more intelligent systems operate in continual, on-line settings. Our system has been used to drive several commercial prototypes and has enabled a new product architecture for our industrial partner. When compared with state-of-the-art off-line planners, our system is hundreds of times faster and often finds better plans. Our experience demonstrates that domain-independent AI planning based on heuristic search can flexibly handle time, resources, replanning, and multiple objectives in a high-speed practical application without requiring hand-coded control knowledge.


A Monte-Carlo AIXI Approximation

Journal of Artificial Intelligence Research

This paper introduces a principled approach for the design of a scalable general reinforcement learning agent. Our approach is based on a direct approximation of AIXI, a Bayesian optimality notion for general reinforcement learning agents. Previously, it has been unclear whether the theory of AIXI could motivate the design of practical algorithms. We answer this hitherto open question in the affirmative, by providing the first computationally feasible approximation to the AIXI agent. To develop our approximation, we introduce a new Monte-Carlo Tree Search algorithm along with an agent-specific extension to the Context Tree Weighting algorithm. Empirically, we present a set of encouraging results on a variety of stochastic and partially observable domains. We conclude by proposing a number of directions for future research.


Monte-Carlo Planning in Large POMDPs

Neural Information Processing Systems

This paper introduces a Monte-Carlo algorithm for online planning in large POMDPs. The algorithm combines a Monte-Carlo update of the agent's belief state with a Monte-Carlo tree search from the current belief state. The new algorithm, POMCP, has two important properties. First, Monte-Carlo sampling is used to break the curse of dimensionality both during belief state updates and during planning. Second, only a black box simulator of the POMDP is required, rather than explicit probability distributions. These properties enable POMCP to plan effectively in significantly larger POMDPs than has previously been possible. We demonstrate its effectiveness in three large POMDPs. We scale up a well-known benchmark problem, Rocksample, by several orders of magnitude. We also introduce two challenging new POMDPs: 10x10 Battleship and Partially Observable PacMan, with approximately 10^18 and 10^56 states respectively. Our Monte-Carlo planning algorithm achieved a high level of performance with no prior knowledge, and was also able to exploit simple domain knowledge to achieve better results with less search. POMCP is the first general purpose planner to achieve high performance in such large and unfactored POMDPs.


Phase Transitions of Plan Modification in Conformant Planning

arXiv.org Artificial Intelligence

We explore phase transitions of plan modification, which mainly focus on the conformant planning problems. By analyzing features of plan modification in conformant planning problems, quantitative results are obtained. If the number of operators is less than, almost all conformant planning problems can't be solved with plan modification. If the number of operators is more than, almost all conformant planning problems can be solved with plan modification. The results of the experiments also show that there exists an experimental threshold of density (ratio of number of operators to number of propositions), which separates the region where almost all conformant planning problems can't be solved with plan modification from the region where almost all conformant planning problems can be solved with plan modification.


Rethinking Traditional Planning Assumptions to Facilitate Narrative Generation

AAAI Conferences

STRIPS-style planning has proven to be a helpful methodology for narrative generation, but certain assumptions about the process remain in use which inhibit the creation of interesting stories. The sequence of actions is more important than the initial and goal state of the world, so a narrative planner should first build a plot and then adapt the world to that plot. This is possible by relaxing the closed world assumption to allow revision to the initial and goal states.