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A $1000\times$ Faster LLM-enhanced Algorithm For Path Planning in Large-scale Grid Maps
Zeng, Junlin, Zhang, Xin, Zhao, Xiang, Pan, Yan
Path planning in grid maps, arising from various applications, has garnered significant attention. Existing methods, such as A*, Dijkstra, and their variants, work well for small-scale maps but fail to address large-scale ones due to high search time and memory consumption. Recently, Large Language Models (LLMs) have shown remarkable performance in path planning but still suffer from spatial illusion and poor planning performance. Among all the works, LLM-A* \cite{meng2024llm} leverages LLM to generate a series of waypoints and then uses A* to plan the paths between the neighboring waypoints. In this way, the complete path is constructed. However, LLM-A* still suffers from high computational time for large-scale maps. To fill this gap, we conducted a deep investigation into LLM-A* and found its bottleneck, resulting in limited performance. Accordingly, we design an innovative LLM-enhanced algorithm, abbr. as iLLM-A*. iLLM-A* includes 3 carefully designed mechanisms, including the optimization of A*, an incremental learning method for LLM to generate high-quality waypoints, and the selection of the appropriate waypoints for A* for path planning. Finally, a comprehensive evaluation on various grid maps shows that, compared with LLM-A*, iLLM-A* \textbf{1) achieves more than $1000\times$ speedup on average, and up to $2349.5\times$ speedup in the extreme case, 2) saves up to $58.6\%$ of the memory cost, 3) achieves both obviously shorter path length and lower path length standard deviation.}
Bilevel MCTS for Amortized O(1) Node Selection in Classical Planning
We study an efficient implementation of Multi-Armed Bandit (MAB)-based Monte-Carlo Tree Search (MCTS) for classical planning. One weakness of MCTS is that it spends a significant time deciding which node to expand next. While selecting a node from an OPEN list with $N$ nodes has $O(1)$ runtime complexity with traditional array-based priority-queues for dense integer keys, the tree-based OPEN list used by MCTS requires $O(\log N)$, which roughly corresponds to the search depth $d$. In classical planning, $d$ is arbitrarily large (e.g., $2^k-1$ in $k$-disk Tower-of-Hanoi) and the runtime for node selection is significant, unlike in game tree search, where the cost is negligible compared to the node evaluation (rollouts) because $d$ is inherently limited by the game (e.g., $d\leq 361$ in Go). To improve this bottleneck, we propose a bilevel modification to MCTS that runs a best-first search from each selected leaf node with an expansion budget proportional to $d$, which achieves amortized $O(1)$ runtime for node selection, equivalent to the traditional queue-based OPEN list. In addition, we introduce Tree Collapsing, an enhancement that reduces action selection steps and further improves the performance.
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Multi-goal path planning using multiple random trees
Janoš, Jaroslav, Vonásek, Vojtěch, Pěnička, Robert
In this paper, we propose a novel sampling-based planner for multi-goal path planning among obstacles, where the objective is to visit predefined target locations while minimizing the travel costs. The order of visiting the targets is often achieved by solving the Traveling Salesman Problem (TSP) or its variants. TSP requires to define costs between the individual targets, which - in a map with obstacles - requires to compute mutual paths between the targets. These paths, found by path planning, are used both to define the costs (e.g., based on their length or time-to-traverse) and also they define paths that are later used in the final solution. To enable TSP finding a good-quality solution, it is necessary to find these target-to-target paths as short as possible. We propose a sampling-based planner called Space-Filling Forest (SFF*) that solves the part of finding collision-free paths. SFF* uses multiple trees (forest) constructed gradually and simultaneously from the targets and attempts to find connections with other trees to form the paths. Unlike Rapidly-exploring Random Tree (RRT), which uses the nearest-neighbor rule for selecting nodes for expansion, SFF* maintains an explicit list of nodes for expansion. Individual trees are grown in a RRT* manner, i.e., with rewiring the nodes to minimize their cost. Computational results show that SFF* provides shorter target-to-target paths than existing approaches, and consequently, the final TSP solutions also have a lower cost.
Set-Based Retrograde Analysis: Precomputing the Solution to 24-card Bridge Double Dummy Deals
Stone, Isaac, Sturtevant, Nathan R., Schaeffer, Jonathan
Retrograde analysis is used in game-playing programs to solve states at the end of a game, working backwards toward the start of the game. The algorithm iterates through and computes the perfect-play value for as many states as resources allow. We introduce setrograde analysis which achieves the same results by operating on sets of states that have the same game value. The algorithm is demonstrated by computing exact solutions for Bridge double dummy card-play. For deals with 24 cards remaining to be played ( 10 27 states, which can be reduced to 10 15 states using preexisting techniques), we strongly solve all deals. The setrograde algorithm performs a factor of 10 3 fewer search operations than a standard retrograde algorithm, producing a database with a factor of 10 4 fewer entries. For applicable domains, this allows retrograde searching to reach unprecedented search depths. 1 Introduction Some of the early high-performance game-playing programs relied on retrograde analysis and endgame databases for strong play. The most notable example is Checkers, where 39 trillion endgame positions, all those with 10 or fewer pieces, were used as part of the C HINOOK program (Scha-effer et al. 1992), and for solving Checkers (Schaeffer et al. 2007). Endgame databases are also used widely in Chess programs (Chess 2024), as well as in many other games (e.g., for solving A wari (Romein and Bal 2003)). Endgame databases are most effective in games where there are far fewer positions at the end of the game than elsewhere. As a result, they have not been applied in games that do not have this property. For instance, Sturtevant (2003) noted that in 3-player Chinese Checkers a winning arrangement of a single player's pieces in the game has approximately 10 23 possible permutations of the other player's pieces, making it infeasible to store all the variations of even a single winning configuration. While in Chinese Checkers each player has a unique endgame configuration (the other side's piece locations are irrelevant), in Go the locations of both side's pieces in a terminal state are important. Hence these games require significantly different analysis (Berlekamp and Wolfe 1994). In a 4-player trick-based card game such as Bridge, the last two tricks have null 52 2 nullnull 50 2 nullnull 48 2 nullnull 46 2 null = 1 . However, there are only 16 ways for each deal to play out, meaning it is trivial to solve but storing all states (as done in Checkers) is difficult.
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Count-based Novelty Exploration in Classical Planning
Rosa, Giacomo, Lipovetzky, Nir
Count-based exploration methods are widely employed subdivide planning problems into smaller sub-problems through the to improve the exploratory behavior of learning agents over sequential use of partitioning heuristics to control the direction of search and decision problems. Meanwhile, Novelty search has achieved success increase the number of novel nodes. Katz et al. [13] provide a definition in Classical Planning through recording of the first, but not successive, of novelty of a state with respect to its heuristic estimate, providing occurrences of tuples. In order to structure the exploration, multiple novelty measures which quantify the novelty degree of a however, the number of tuples considered needs to grow exponentially state in terms of the number of novel and non-novel state facts. More as the search progresses. We propose a new novelty technique, recently, Singh et al. [27] introduce approximate novelty, which uses classical count-based novelty, which aims to explore the state space an approximate measurement of state novelty which is more time with a constant number of tuples, by leveraging the frequency of each and memory efficient, proving capable of estimating novelty values tuple's appearance in a search tree. We then justify the mechanisms of cardinality greater than 2 in practical scenarios. Relating Novelty through which lower tuple counts lead the search towards novel tuples.
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- Information Technology > Artificial Intelligence > Cognitive Science > Problem Solving (0.87)
Extreme Value Monte Carlo Tree Search
Asai, Masataro, Wissow, Stephen
Despite being successful in board games and reinforcement learning (RL), UCT, a Monte-Carlo Tree Search (MCTS) combined with UCB1 Multi-Armed Bandit (MAB), has had limited success in domain-independent planning until recently. Previous work showed that UCB1, designed for $[0,1]$-bounded rewards, is not appropriate for estimating the distance-to-go which are potentially unbounded in $\mathbb{R}$, such as heuristic functions used in classical planning, then proposed combining MCTS with MABs designed for Gaussian reward distributions and successfully improved the performance. In this paper, we further sharpen our understanding of ideal bandits for planning tasks. Existing work has two issues: First, while Gaussian MABs no longer over-specify the distances as $h\in [0,1]$, they under-specify them as $h\in [-\infty,\infty]$ while they are non-negative and can be further bounded in some cases. Second, there is no theoretical justifications for Full-Bellman backup (Schulte & Keller, 2014) that backpropagates minimum/maximum of samples. We identified \emph{extreme value} statistics as a theoretical framework that resolves both issues at once and propose two bandits, UCB1-Uniform/Power, and apply them to MCTS for classical planning. We formally prove their regret bounds and empirically demonstrate their performance in classical planning.
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Automatic parking planning control method based on improved A* algorithm
As the trend of moving away from high-precision maps gradually emerges in the autonomous driving industry,traditional planning algorithms are gradually exposing some problems. To address the high real-time, high precision, and high trajectory quality requirements posed by the automatic parking task under real-time perceived local maps,this paper proposes an improved automatic parking planning algorithm based on the A* algorithm, and uses Model Predictive Control (MPC) as the control module for automatic parking.The algorithm enhances the planning real-time performance by optimizing heuristic functions, binary heap optimization, and bidirectional search; it calculates the passability of narrow areas by dynamically loading obstacles and introduces the vehicle's own volume during planning; it improves trajectory quality by using neighborhood expansion and Bezier curve optimization methods to meet the high trajectory quality requirements of the parking task. After obtaining the output results of the planning algorithm, a loss function is designed according to the characteristics of the automatic parking task under local maps, and the MPC algorithm is used to output control commands to drive the car along the planned trajectory. This paper uses the perception results of real driving environments converted into maps as planning inputs to conduct simulation tests and ablation experiments on the algorithm. Experimental results show that the improved algorithm proposed in this paper can effectively meet the special requirements of automatic parking under local maps and complete the automatic parking planning and control tasks.
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Planning and Acting While the Clock Ticks
Coles, Andrew, Karpas, Erez, Lavrinenko, Andrey, Ruml, Wheeler, Shimony, Solomon Eyal, Shperberg, Shahaf
Standard temporal planning assumes that planning takes place offline and then execution starts at time 0. Recently, situated temporal planning was introduced, where planning starts at time 0 and execution occurs after planning terminates. Situated temporal planning reflects a more realistic scenario where time passes during planning. However, in situated temporal planning a complete plan must be generated before any action is executed. In some problems with time pressure, timing is too tight to complete planning before the first action must be executed. For example, an autonomous car that has a truck backing towards it should probably move out of the way now and plan how to get to its destination later. In this paper, we propose a new problem setting: concurrent planning and execution, in which actions can be dispatched (executed) before planning terminates. Unlike previous work on planning and execution, we must handle wall clock deadlines that affect action applicability and goal achievement (as in situated planning) while also supporting dispatching actions before a complete plan has been found. We extend previous work on metareasoning for situated temporal planning to develop an algorithm for this new setting. Our empirical evaluation shows that when there is strong time pressure, our approach outperforms situated temporal planning.
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