Planning & Scheduling
Search Performance of Multi-Agent Plan Recognition in a General Model
Banerjee, Bikramjit (University of Southern Mississippi) | Kraemer, Landon (University of Southern Mississippi)
Multi-Agent Plan Recognition (MAPR) seeks to identify the dynamic team structures and team behaviors from the observations of the activity-sequences of a set of intelligent agents, based on a library of known team-activities (plan library). It has important applications in analyzing data from automated monitoring, surveillance, and intelligence analysis in general. Recently, we have introduced a model for MAPR with a flat library structure, to study the complexity of basic MAPR, and also possibly its extensions in the future. Interestingly, this model makes fewer assumptions than existing models, and hence is more general. Therefore, as no existing algorithm would apply to this model, we have developed an hypothesis generation algorithm for this model, and adapted Knuth's Algorithm X for branch and bound search in the resulting hypothesis space. In this paper, we establish the time complexity of hypothesis generation in this model, propose and evaluate 3 different bounding criteria, and also empirically study the dependence of runtimes (hypothesis generation, and search times separately) on the model parameters.
Hierarchical Planning for Mobile Manipulation
Wolfe, Jason (University of California, Berkeley) | Marthi, Bhaskara (Willow Garage, Inc) | Russell, Stuart (University of California, Berkeley)
Humans somehow manage to choose quite intelligently planner should fill in to produce a concrete plan that accomplishes the 20 trillion primitive motor commands that constitute a the goal as quickly as possible. It has long been thought that hierarchical structure in Planning at multiple levels of abstraction has long been a behavior is essential in managing this complexity. For instance, Shakey the exists at many levels, ranging from small (hundred-step?) robot used STRIPS for high-level task planning, then called motor programs for typing characters and saying phonemes out to separate low-level planning/control algorithms to execute up to large (billion-step?) actions such as writing an ICAPS each of the planned actions (Fikes and Nilsson 1971). This hard separation of levels, where a high-level plan is We believe that leveraging hierarchical structure will be chosen before considering low-level details, greatly simplifies equally important in achieving robust, efficient robotic behaviors. However, the resulting plans While your household robot probably won't get may be inefficient or even infeasible due to missed lowerlevel tenure anytime soon, even simple domestic tasks still have synergies and conflicts.
A Travel-Time Optimizing Edge Weighting Scheme for Dynamic Re-Planning
Feit, Andrew (Drexel University) | Toval, Lenrik (Drexel University) | Hovagimian, Raffi (Drexel University) | Greenstadt, Rachel (Drexel University)
The success of autonomous vehicles has made path planning in real, physically grounded environments an increasingly important problem. In environments where speed matters and vehicles must maneuver around obstructions, such as autonomous car navigation in hostile environments, the speed with which real vehicles can traverse a path is often dependent on the sharpness of the corners on the path as well as the length of path edges. We present an algorithm that incorporates the use of the turn angle through path nodes as a limiting factor for vehicle speed. Vehicle speed is then used in a time-weighting calculation for each edge. This allows the path planning algorithm to choose potentially longer paths, with less turns in order to minimize path traversal time. Results simulated in the Breve environment show that travel time can be reduced over the solution obtained using the Anytime D* Algorithm by approximately 10% for a vehicle that is speed limited based on turn rate.
Closing the Loop between Motion Planning and Task Execution Using Real-Time GPU-Based Planners
Pan, Jia (University of North Carolina, Chapel Hill) | Manocha, Dinesh (University of North Carolina, )
Many task execution techniques tend to repeatedly invoke motion planning algorithms in order to perform complex tasks. In order to accelerate the perform of such methods, we present a real-time global motion planner that utilizes the computational capabilities of current many-core GPUs (graphics processing units). Our approach is based on randomized sample-based planners and we describe highly parallel algorithms to generate samples, perform collision queries, nearest-neighbor computations, local planning and graph search to compute collision-free paths for rigid robots. Our approach can efficiently solve the single-query and multiquery versions of the planning problem and can obtain one to two orders of speedup over prior CPU-based global planning algorithms. The resulting GPU-based planning algorithm can also be used for real-time feedback for task execution in challenging scenarios.
Possibilistic Behavior Recognition in Smart Homes for Cognitive Assistance
Roy, Patrice C. (Domus Lab, Universite de Sherbrooke) | Giroux, Sylvain (Domus Lab, Université) | Bouchard, Bruno (de Sherbrooke) | Bouzouane, Abdenour (LIARA Lab, Université) | Phua, Clifton (du Québec à) | Tolstikov, Andrei (Chicoutimi) | Biswas, Jit (LIARA Lab, Université)
Providing cognitive assistance in smart homes is a field of research that receives a lot of attention lately. In order to give adequate assistance at the opportune moment, we need to recognize the observed behavior when the patient carries out some activities in a smart home. To address this challenging issue, we present a formal activity recognition framework based on possibility theory. We present initial results from an implementation of this possibilistic recognition approach in a smart home laboratory.
Activity Recognition Based on Home to Home Transfer Learning
Rashidi, Parisa (Washington State University) | Cook, Diane J. (Washington State University)
Activity recognition plays an important role in many areas such as smart environments by offering unprecedented opportunities for assisted living, automation, security and energy efficiency. It’s also an essential component for planning and plan recognition in smart environments. One challenge of activity recognition is the need for collecting and annotating huge amounts of data for each new physical setting in order to be able to carry out the conventional activity discovery and recognition algorithms. This extensive initial phase of data collection and annotation results in a prolonged installation process and excessive time investment for each new space. In this paper we propose a new method of transferring learned knowledge of activities to a new physical space in order to leverage the learning process in the new environment. Our method called ”Home to Home Transfer Learning” (HHTL) is based on using a semi EM framework and modeling activities using structural, temporal and spatial features. This method allows us to avoid the tedious task of collecting and labeling huge amounts of data in the target space, and allows for a more accelerated and more scalable deployment cycle in the real world. It also allows us to exploit the insights learned in previous spaces. To validate our algorithms, we use the data collected in several smart apartments with different physical layouts.
Opponent Behaviour Recognition for Real-Time Strategy Games
Kabanza, Froduald (Universite de Sherbrooke) | Bellefeuille, Philipe (Universite de Sherbrooke) | Bisson, Francis (Universite de Sherbrooke) | Benaskeur, Abder Rezak (Defence R&D Canada - Valcartier) | Irandoust, Hengameh (Defence R&D Canada &ndash)
In Real-Time Strategy (RTS) video games, players (controlled by humans or computers) build structures and recruit armies, fight for space and resources in order to control strategic points, destroy the opposing force and ultimately win the game. Players need to predict where and how the opponents will strike in order to best defend themselves. Conversely, assessing how the opponents will defend themselves is crucial to mounting a successful attack while exploiting the vulnerabilities in the opponent's defence strategy. In this context, to be truly adaptable, computer-controlled players need to recognize their opponents' behaviour, their goals, and their plans to achieve those goals. In this paper we analyze the algorithmic challenges behind behaviour recognition in RTS games and discuss a generic RTS behaviour recognition system that we are developing to address those challenges. The application domain is that of RTS games, but many of the key points we discuss also apply to other video game genres such as multiplayer first person shooter (FPS) games.
Handling Looping and Optional Actions in YAPPR
Geib, Christopher (University of Edinburgh) | Goldman, Robert (SIFT LLC)
Previous work on the YAPPR plan recognition system provided algorithms for translating conventional HTN plan libraries into lexicalized grammars and treated the problem of plan recognition as one of parsing. To produce these grammars required a fixed bound for any loops within the grammar and a presented a problem for optional actions within HTN plans. In this work we show that well known transformations from formal language theory can be used to rewrite the plan grammars to remove these limitations on the plan libraries.
Integrating Opponent Models with Monte-Carlo Tree Search in Poker
Ponsen, Marc (Maastricht University) | Gerritsen, Geert (Maastricht University) | Chaslot, Guillaume (Maastricht University)
In this paper we apply a Monte-Carlo Tree Search implementation that is boosted with domain knowledge to the game of poker. More specifically, we integrate an opponent model in the Monte-Carlo Tree Search algorithm to produce a strong poker playing program. Opponent models allow the search algorithm to focus on relevant parts of the game-tree. We use an opponent modelling approach that starts from a (learned) prior, i.e., general expectations about opponent behavior, and then learns a relational regression tree-function that adapts these priors to specific opponents. Our modelling approach can generate detailed game features or relations on-the-fly. Additionally, using a prior we can already make reasonable predictions even when limited experience is available for a particular player. We show that Monte-Carlo Tree Search with integrated opponent models performs well against state-of-the-art poker programs.
Hierarchical Planning in the Now
Kaelbling, Leslie Pack (Massachusetts Institute of Technology) | Lozano-Perez, Tomas (Massachusetts Institute of Technology)
In this paper we outline an approach to the integration of task planning and motion planning that has the following key properties: It is aggressively hierarchical. It makes choices and commits to them in a top-down fashion in an attempt to limit the length of plans that need to be constructed, and thereby exponentially decrease the amount of search required. Importantly, our approach also limits the need to project the effect of actions into the far future. It operates on detailed, continuous geometric representations and partial symbolic descriptions. It does not require a complete symbolic representation of the input geometry or of the geometric effect of the task-level operations.