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 Planning & Scheduling


Goal-Driven Autonomy in a Navy Strategy Simulation

AAAI Conferences

Modern complex games and simulations pose many challenges for an intelligent agent, including partial observability, continuous time and effects, hostile opponents, and exogenous events. We present ARTUE (Autonomous Response to Unexpected Events), a domain-independent autonomous agent that dynamically reasons about what goals to pursue in response to unexpected circumstances in these types of environments. ARTUE integrates AI research in planning, environment monitoring, explanation, goal generation, and goal management. To explain our conceptualization of the problem ARTUE addresses, we present a new conceptual framework, goal-driven autonomy, for agents that reason about their goals. We evaluate ARTUE on scenarios in the TAO Sandbox, a Navy training simulation, and demonstrate its novel architecture, which includes components for Hierarchical Task Network planning, explanation, and goal management. Our evaluation shows that ARTUE can perform well in a complex environment and that each component is necessary and contributes to the performance of the integrated system.


Lazy Theta*: Any-Angle Path Planning and Path Length Analysis in 3D

AAAI Conferences

Grids with blocked and unblocked cells are often used to represent continuous 2D and 3D environments in robotics and video games. The shortest paths formed by the edges of 8-neighbor 2D grids can be up to 8% longer than the shortest paths in the continuous environment. Theta* typically finds much shorter paths than that by propagating information along graph edges (to achieve short runtimes) without constraining paths to be formed by graph edges (to find short "any-angle" paths). We show in this paper that the shortest paths formed by the edges of 26-neighbor 3D grids can be 13% longer than the shortest paths in the continuous environment, which highlights the need for smart path planning algorithms in 3D. Theta* can be applied to 3D grids in a straight-forward manner, but it performs a line-of-sight check for each unexpanded visible neighbor of each expanded vertex and thus it performs many more line-of-sight checks per expanded vertex on a 26-neighbor 3D grid than on an 8-neighbor 2D grid. We therefore introduce Lazy Theta*, a variant of Theta* which uses lazy evaluation to perform only one line-of-sight check per expanded vertex (but with slightly more expanded vertices). We show experimentally that Lazy Theta* finds paths faster than Theta* on 26-neighbor 3D grids, with one order of magnitude fewer line-of-sight checks and without an increase in path length.


An Optimization Variant of Multi-Robot Path Planning Is Intractable

AAAI Conferences

An optimization variant of a problem of path planning for multiple robots is addressed in this work. The task is to find spatial-temporal path for each robot of a group of robots such that each robot can reach its destination by navigating through these paths. In the optimization variant of the problem, there is an additional requirement that the makespan of the solution must be as small as possible. A proof of the claim that optimal path planning for multiple robots is NP‑complete is sketched in this short paper.


Temporal Planning for Interacting Durative Actions with Continuous Effects

AAAI Conferences

We consider planning domains with both discrete and continuous changes. Continuous change occurs especially when agents share time-dependent critical resources. In these cases, besides discrete and continuous changes, their interactions should also be taken into consideration. However concurrency of durative actions with interacting continuous effects cannot be exploited by existing temporal planners. To overcome this problem, we propose an action lifting approach and we analyze path sharing problem to illustrate interaction of continuous linear effects in the planning domain.


Security Games with Arbitrary Schedules: A Branch and Price Approach

AAAI Conferences

Security games, and important class of Stackelberg games, are used in deployed decision-support tools in use by LAX police and the Federal Air Marshals Service. The algorithms used to solve these games find optimal randomized schedules to allocate security resources for infrastructure protection. Unfortunately, the state of the art algorithms either fail to scale or to provide a correct solution for large problems with arbitrary scheduling constraints. We introduce ASPEN, a branch-and-price approach that overcomes these limitations based on two key contributions: (i) A column-generation approach that exploits a novel network flow representation, avoiding a combinatorial explosion of schedule allocations; (ii) A branch-and-bound algorithm that generates bounds via a fast algorithm for solving security games with relaxed scheduling constraints. ASPEN is the first known method for efficiently solving massive security games with arbitrary schedules.


Multi-Agent Plan Recognition: Formalization and Algorithms

AAAI Conferences

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. In this paper, we formalize MAPR using a basic model that explicates the cost of abduction in single agent plan recognition by "flattening" or decompressing the (usually compact, hierarchical) plan library. We show that single-agent plan recognition with a decompressed library can be solved in time polynomial in the input size, while it is known that with a compressed (by partial ordering constraints) library it is NP-complete. This leads to an important insight: that although the compactness of the plan library plays an important role in the hardness of single-agent plan recognition (as recognized in the existing literature), that is not the case with multiple agents. We show, for the first time, that MAPR is NP-complete even when the (multi-agent) plan library is fully decompressed. As with previous solution approaches, we break the problem into two stages: hypothesis generation and hypothesis search. We show that Knuth's ``Algorithm X'' (with the efficient ``dancing links'' representation) is particularly suited for our model, and can be adapted to perform a branch and bound search for the second stage, in this model. We show empirically that this new approach leads to significant pruning of the hypothesis space in MAPR.


The Model-Based Approach to Autonomous Behavior: A Personal View

AAAI Conferences

The selection of the action to do next is one of the central problems faced by autonomous agents. In AI, three approaches have been used to address this problem: the programming-based approach, where the agent controller is given by the programmer, the learning-based approach, where the controller is induced from experience via a learning algorithm, and the model-based approach, where the controller is derived from a model of the problem. Planning in AI is best conceived as the model-based approach to action selection. The models represent the initial situation, actions, sensors, and goals. The main challenge in planning is computational, as all the models, whether accommodating feedback and uncertainty or not, are intractable in the worst case. In this article, I review some of the models considered in current planning research, the progress achieved in solving these models, and some of the open problems.


SixthSense: Fast and Reliable Recognition of Dead Ends in MDPs

AAAI Conferences

The results of the latest International Probabilistic Planning Competition (IPPC-2008) indicate that the presence of dead ends, states with no trajectory to the goal, makes MDPs hard for modern probabilistic planners. Implicit dead ends, states with executable actions but no path to the goal, are particularly challenging; existing MDP solvers spend much time and memory identifying these states. As a first attempt to address this issue, we propose a machine learning algorithm called SIXTHSENSE. SIXTHSENSE helps existing MDP solvers by finding nogoods, conjunctions of literals whose truth in a state implies that the state is a dead end. Importantly, our learned nogoods are sound, and hence the states they identify are true dead ends. SIXTHSENSE is very fast, needs little training data, and takes only a small fraction of total planning time. While IPPC problems may have millions of dead ends, they may typically be represented with only a dozen or two no-goods. Thus, nogood learning efficiently produces a quick and reliable means for dead-end recognition. Our experiments show that the nogoods found by SIXTHSENSE routinely reduce planning space and time on IPPC domains, enabling some planners to solve problems they could not previously handle.


SAP Speaks PDDL

AAAI Conferences

In several application areas for Planning, in particular helping with the creation of new processes in Business Process Management (BPM), a major obstacle lies in the modeling. Obtaining a suitable model to plan with is often prohibitively complicated and/or costly. Our core observation in this work is that, for software-architectural purposes, SAP is already using a model that is essentially a variant of PDDL. That model describes the behavior of Business Objects, in terms of status variables and how they are affected by system transactions. We show herein that one can leverage the model to obtain (a) a promising BPM planning application which incurs hardly any modeling costs, and (b) an interesting planning benchmark. We design a suitable planning formalism and an adaptation of FF, and we perform large-scale experiments. Our prototype is part of a research extension to the SAP NetWeaver platform.


High-Quality Policies for the Canadian Traveler's Problem

AAAI Conferences

We consider the stochastic variant of the Canadian Traveler's Problem, a path planning problem where adverse weather can cause some roads to be untraversable. The agent does not initially know which roads can be used. However, it knows a probability distribution for the weather, and it can observe the status of roads incident to its location. The objective is to find a policy with low expected travel cost. We introduce and compare several algorithms for the stochastic CTP. Unlike the optimistic approach most commonly considered in the literature, the new approaches we propose take uncertainty into account explicitly. We show that this property enables them to generate policies of much higher quality than the optimistic one, both theoretically and experimentally.