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 order planning


DiMA: An LLM-Powered Ride-Hailing Assistant at DiDi

Ning, Yansong, Cai, Shuowei, Li, Wei, Fang, Jun, Tan, Naiqiang, Chai, Hua, Liu, Hao

arXiv.org Artificial Intelligence

On-demand ride-hailing services like DiDi, Uber, and Lyft have transformed urban transportation, offering unmatched convenience and flexibility. In this paper, we introduce DiMA, an LLM-powered ride-hailing assistant deployed in DiDi Chuxing. Its goal is to provide seamless ride-hailing services and beyond through a natural and efficient conversational interface under dynamic and complex spatiotemporal urban contexts. To achieve this, we propose a spatiotemporal-aware order planning module that leverages external tools for precise spatiotemporal reasoning and progressive order planning. Additionally, we develop a cost-effective dialogue system that integrates multi-type dialog repliers with cost-aware LLM configurations to handle diverse conversation goals and trade-off response quality and latency. Furthermore, we introduce a continual fine-tuning scheme that utilizes real-world interactions and simulated dialogues to align the assistant's behavior with human preferred decision-making processes. Since its deployment in the DiDi application, DiMA has demonstrated exceptional performance, achieving 93% accuracy in order planning and 92% in response generation during real-world interactions. Offline experiments further validate DiMA capabilities, showing improvements of up to 70.23% in order planning and 321.27% in response generation compared to three state-of-the-art agent frameworks, while reducing latency by $0.72\times$ to $5.47\times$. These results establish DiMA as an effective, efficient, and intelligent mobile assistant for ride-hailing services.


Build Order Optimization in StarCraft

Churchill, David (University of Alberta) | Buro, Michael (University of Alberta)

AAAI Conferences

In recent years, real-time strategy (RTS) games have gained interest in the AI research community for their multitude of challenging subproblems — such as collaborative pathfinding, effective resource allocation and unit targeting, to name a few. In this paper we consider the build order problem in RTS games in which we need to find concurrent action sequences that, constrained by unit dependencies and resource availability, create a certain number of units and structures in the shortest possible time span. We present abstractions and heuristics that speed up the search for approximative solutions considerably in the game of StarCraft, and show the efficacy of our method by comparing its real-time performance with that of professional StarCraft players.