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 Domshlak, Carmel


Planning for Operational Control Systems with Predictable Exogenous Events

AAAI Conferences

Various operational control systems (OCS) are naturally modeled as Markov Decision Processes. OCS often enjoy access to predictions of future events that have substantial impact on their operations. For example, reliable forecasts of extreme weather conditions are widely available, and such events can affect typical request patterns for customer response management systems, the flight and service time of airplanes, or the supply and demand patterns for electricity. The space of exogenous events impacting OCS can be very large, prohibiting their modeling within the MDP; moreover, for many of these exogenous events there is no useful predictive, probabilistic model. Realtime predictions, however, possibly with a short lead-time, are often available. In this work we motivate a model which combines offline MDP infinite horizon planning with realtime adjustments given specific predictions of future exogenous events, and suggest a framework in which such predictions are captured and trigger real-time planning problems. We propose a number of variants of existing MDP solution algorithms, adapted to this context, and evaluate them empirically.



To Max or Not to Max: Online Learning for Speeding Up Optimal Planning

AAAI Conferences

It is well known that there cannot be a single "best" heuristic for optimal planning in general. One way of overcoming this is by combining admissible heuristics (e.g. by using their maximum), which requires computing numerous heuristic estimates at each state. However, there is a tradeoff between the time spent on computing these heuristic estimates for each state, and the time saved by reducing the number of expanded states. We present a novel method that reduces the cost of combining admissible heuristics for optimal search, while maintaining its benefits. Based on an idealized search space model, we formulate a decision rule for choosing the best heuristic to compute at each state. We then present an active online learning approach for that decision rule, and employ the learned model to decide which heuristic to compute at each state. We evaluate this technique empirically, and show that it substantially outperforms each of the individual heuristics that were used, as well as their regular maximum.


Transferable Utility Planning Games

AAAI Conferences

Connecting between standard AI planning constructs and a classical cooperative model of transferable-utility coalition games, we introduce the notion of transferable-utility (TU) planning games. The key representational property of these games is that coalitions are valued implicitly based on their ability to carry out efficient joint plans. On the side of the expressiveness, we show that existing succinct representations of monotonic TU games can be efficiently compiled into TU planning games. On the side of computation, TU planning games allow us to provide some of the strongest to date tractability results for core-existence and core-membership queries in succinct TU coalition games.


When Abstractions Met Landmarks

AAAI Conferences

Abstractions and landmarks are two powerful mechanisms for devising admissible heuristics for classical planning. Here we aim at putting them together by integrating landmark information into abstractions, and propose a concrete realization of this direction suitable for structural-pattern abstractions, as well as for other abstraction heuristics. Our empirical evaluation shows that landmark information can substantially improve the quality of abstraction heuristic estimates.


Landmarks, Critical Paths and Abstractions: What's the Difference Anyway?

AAAI Conferences

Current heuristic estimators for classical domain-independent planning are usually based on one of four ideas: delete relaxations , critical paths , abstractions , and, most recently, landmarks . Previously, these different ideas for deriving heuristic functions were largely unconnected. We prove that admissible heuristics based on these ideas are in fact very closely related. Exploiting this relationship, we introduce a new admissible heuristic called the landmark cut heuristic , which compares favourably with the state of the art in terms of heuristic accuracy and overall performance.


Reasoning about soft constraints and conditional preferences: complexity results and approximation techniques

arXiv.org Artificial Intelligence

Many real life optimization problems contain both hard and soft constraints, as well as qualitative conditional preferences. However, there is no single formalism to specify all three kinds of information. We therefore propose a framework, based on both CP-nets and soft constraints, that handles both hard and soft constraints as well as conditional preferences efficiently and uniformly. We study the complexity of testing the consistency of preference statements, and show how soft constraints can faithfully approximate the semantics of conditional preference statements whilst improving the computational complexity


Preference Handling - An Introductory Tutorial

AI Magazine

We present a tutorial introduction to the area of preference handling - one of the core issues in the design of any system that automates or supports decision making. The main goal of this tutorial is to provide a framework, or perspective, within which current work on preference handling -representation, reasoning, and elicitation - can be understood. Our intention is not to provide a technical description of the diverse methods used, but rather, to provide a general perspective on the problem and its varied solutions and to highlight central ideas and techniques.


Preference Handling - An Introductory Tutorial

AI Magazine

Early work in AI focused on the notion of a goal--an explicit target that must be achieved--and this paradigm is still dominant in AI problem solving. But as application domains become more complex and realistic, it is apparent that the dichotomic notion of a goal, while adequate for certain puzzles, is too crude in general. The problem is that in many contemporary application domains, for example, information retrieval from large databases or the web, or planning in complex domains, the user has little knowledge about the set of possible solutions or feasible items, and what she or he typically seeks is the best that's out there. But since the user does not know what is the best achievable plan or the best available document or product, he or she typically cannot characterize it or its properties specifically. As a result, the user will end up either asking for an unachievable goal, getting no solution in response, or asking for too little, obtaining a solution that can be substantially improved. Of course, the user can gradually adjust the stated goals. This, however, is not a very appealing mode of interaction because the space of alternative solutions in such applications can be combinatorially huge, or even infinite. Moreover, such incremental goal refinement is simply infeasible when the goal must be supplied offline, as in the case of autonomous agents (whether on the web or on Mars).