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Classical Planning with Simulators: Results on the Atari Video Games

AAAI Conferences

The Atari 2600 games supported in the Arcade Learning Environment [Bellemare et al., 2013] all feature a known initial (RAM) state and actions that have deterministic effects. Classical planners, however, cannot be used off-the-shelf as there is no compact PDDL-model of the games, and action effects and goals are not known a priori. Indeed, there are no explicit goals, and the planner must select actions on line while interacting with a simulator that returns successor states and rewards. None of this precludes the use of blind lookahead algorithms for action selection like breadth-first search or Dijkstraโ€™s yet such methods are not effective over large state spaces. We thus turn to a different class of planning methods introduced recently that have been shown to be effective for solving large planning problems but which do not require prior knowledge of state transitions, costs (rewards) or goals. The empirical results over 54 Atari games show that the simplest such algorithm performs at the level of UCT, the state-of-the-art planning method in this domain, and suggest the potential of width-based methods for planning with simulators when factored, compact action models are not available.


Reasoning about Connectivity Constraints

AAAI Conferences

Many problems in computational sustainability involve constraints on connectivity. When designing a new wildlife corridor, we need it to be geographically connected. When planning the harvest of a forest, we need new areas to harvest to be connected to areas that have already been harvested so we can access them easily. And when town planning, we need to connect new homes to the existing utility infrastructure. To reason about connectivity, we propose a new family of global connectivity constraints. We identify when these constraints can be propagated tractably, and give some efficient, typically linear time propagators for when this is the case. We report results on several benchmark problems which demonstrate the efficiency of our propagation algorithms and the promise offered by reasoning globally about connectivity.


A Privacy Preserving Algorithm for Multi-Agent Planning and Search

AAAI Conferences

To engage diverse agents in cooperative behavior, it is important, even necessary, to provide algorithms that do not reveal information that is private or proprietary.A number of recent planning algorithms enable agents to plan together for shared goals without disclosing information about their private state and actions. But these algorithms lack clear and formal privacy guarantees: the fact that they do not require agents to explicitly reveal private information, does not imply that such information cannot be deduced. The main contribution of this paper is an enhanced version of the distributed forward-search planning framework of Nissim and Brafman that reveals less information than the original algorithm, and the first, to our knowledge, discussion and formal proof of privacy guarantees for distributed planning and search algorithms.


Optimal Route Search with the Coverage of Users' Preferences

AAAI Conferences

The preferences of users are important in route search and planning. For example, when a user plans a trip within a city, their preferences can be expressed as keywords shopping mall, restaurant, and museum, with weights 0.5, 0.4, and 0.1, respectively. The resulting route should best satisfy their weighted preferences. In this paper, we take into account the weighted user preferences in route search, and present a keyword coverage problem, which finds an optimal route from a source location to a target location such that the keyword coverage is optimized and that the budget score satisfies a specified constraint. We prove that this problem is NP-hard. To solve this complex problem, we pro- pose an optimal route search based on an A* variant for which we have defined an admissible heuristic function. The experiments conducted on real-world datasets demonstrate both the efficiency and accu- racy of our proposed algorithms.


Automated Geometry Theorem Proving for Human-Readable Proofs

AAAI Conferences

Geometry reasoning and proof form a major and challenging component in the K-121 mathematics curriculum. Although several computerized systems exist that help students learn and practice general geometry concepts, they do not target geometry proof problems, which are more advanced and difficult. Powerful geometry theorem provers also exist, however they typically employ advanced algebraic methods and generate complex, difficult to understand proofs, and thus do not meet general K-12 studentsโ€™ educational needs. This paper tackles these weaknesses of prior systems by introducing a geometry proof system, iGeoTutor, capable of generating human-readable elementary proofs, i.e. proofs using standard Euclidean axioms. We have gathered 77 problems in total from various sources, including ones unsolvable by other systems and from Math competitions. iGeoTutor solves all but two problems in under two minutes each, and more importantly, demonstrates a much more effective and intelligent proof search than prior systems. We have also conducted a pilot study with 12 high school students, and the results show that iGeoTutor provides a clear benefit in helping students learn geometry proofs. We are in active discussions with Khan Academy and local high schools for possible adoption of iGeo-Tutor in real learning environments.


Delete Relaxations for Planning with State-Dependent Action Costs

AAAI Conferences

Most work in planning focuses on tasks with state-independent or even uniform action costs. However, supporting state-dependent action costs admits a more compact representation of many tasks. We investigate how to solve such tasks using heuristic search, with a focus on delete-relaxation heuristics. We first define a generalization of the additive heuristic to such tasks and then discuss different ways of computing it via compilations to tasks with state-independent action costs and more directly by modifying the relaxed planning graph. We evaluate these approaches theoretically and present an implementation of the additive heuristic for planning with state-dependent action costs. To our knowledge, this gives rise to the first approach able to handle even the hardest instances of the combinatorial Academic Advising domain from the International Probabilistic Planning Competition (IPPC) 2014.


Smooth UCT Search in Computer Poker

AAAI Conferences

They concluded that UCT quickly finds Self-play Monte Carlo Tree Search (MCTS) has a good but suboptimal policy, while Outcome Sampling initially been successful in many perfect-information twoplayer learns more slowly but converges to the optimal policy games. Although these methods have been over time. In this paper, we address the question whether the extended to imperfect-information games, so far inability of UCT to converge to a Nash equilibrium can be they have not achieved the same level of practical overcome while retaining UCT's fast initial learning rate. We success or theoretical convergence guarantees focus on the full-game MCTS setting, which is an important as competing methods. In this paper we step towards developing sound variants of online MCTS in introduce Smooth UCT, a variant of the established imperfect-information games. Upper Confidence Bounds Applied to Trees In particular, we introduce Smooth UCT, which combines (UCT) algorithm.


Further Connections Between Contract-Scheduling and Ray-Searching Problems

AAAI Conferences

This paper addresses two classes of different, yet interrelated optimization problems. The first class of problems involves a robot that must locate a hidden target in an environment that consists of a set of concurrent rays. The second class pertains to the design of interruptible algorithms by means of a schedule of contract algorithms. We study several variants of these families of problems, such as searching and scheduling with probabilistic considerations, redundancy and fault-tolerance issues, randomized strategies, and trade-offs between performance and preemptions. For many of these problems we present the first known results that apply to multi-ray and multi-problem domains. Our objective is to demonstrate that several well-motivated settings can be addressed using a common approach.


Algorithmic Exam Generation

AAAI Conferences

Given a class of students, and a pool of questions in the domain of study, what subset will constitute a good exam? Millions of educators are dealing with this difficult problem worldwide, yet exams are still composed manually in non-systematic ways. In this work we present a novel algorithmic framework for exam composition. Our framework requires two input components: a student population represented by a distribution over overlay models, each consisting of a set of mastered abilities, or actions; and a target model ordering that, given any two student models, defines which should be given the higher grade. To determine the performance of a student model on a potential question, we test whether it satisfies a disjunctive action landmark, i.e., whether its abilities are sufficient to follow at least one solution path. We present a novel utility function for evaluating exams, using the described components. An exam is highly evaluated if it is expected to order the student population with high correlation to the target order.The merit of our algorithmic framework is exemplified with real auto-generated questions in the domain of middle-school algebra.


Interplanetary Trajectory Planning with Monte Carlo Tree Search

AAAI Conferences

Planning an interplanetary trajectory is a very complex task, traditionally accomplished by domain experts using computer-aided design tools. Recent advances in trajectory optimization allow automation of part of the trajectory design but have yet to provide an efficient way to select promising planetary encounter sequences. In this work, we present a heuristic-free approach to automated trajectory planning (including the encounter sequence planning) based on Monte Carlo Tree Search (MCTS). We discuss a number of modifications to traditional MCTS unique to the domain of interplanetary trajectory planning and provide results on the Rosetta and Cassini-Huygens interplanetary mission design problems. The resulting heuristic-free method is found to be orders of magnitude more efficient with respect to a standard tree search with heuristic-based pruning which is the current state-of-the art in this domain.