partial plan
Relevance Score: A Landmark-Like Heuristic for Planning
The use of heuristics to guide search and limit the search space is an important component of modern planning systems. There is a well-established literature of methods that use heuristics to improve the computational efficiency of computing plans. The existence of a sound heuristic that can be computed quickly makes path planning in Euclidean space much more efficient than the more abstract search spaces used for task planning. One of the successful heuristics used for task planning is a count of the "landmarks" that remain to be reached from a given state Zhu and Givan (2003); Hoffmann et al. (2004); Richter and Westphal (2010); Keyder et al. (2010), where a landmark is a fact, action, or a logical formula over facts and/or actions, that is present in all valid solutions (i.e., sequence of actions) for a planning problem. This leads to a preference for actions (in plans) that are a landmark or achieve one.
Theory of Mind abilities of Large Language Models in Human-Robot Interaction : An Illusion?
Verma, Mudit, Bhambri, Siddhant, Kambhampati, Subbarao
Large Language Models have shown exceptional generative abilities in various natural language and generation tasks. However, possible anthropomorphization and leniency towards failure cases have propelled discussions on emergent abilities of Large Language Models especially on Theory of Mind (ToM) abilities in Large Language Models. While several false-belief tests exists to verify the ability to infer and maintain mental models of another entity, we study a special application of ToM abilities that has higher stakes and possibly irreversible consequences : Human Robot Interaction. In this work, we explore the task of Perceived Behavior Recognition, where a robot employs a Large Language Model (LLM) to assess the robot's generated behavior in a manner similar to human observer. We focus on four behavior types, namely - explicable, legible, predictable, and obfuscatory behavior which have been extensively used to synthesize interpretable robot behaviors. The LLMs goal is, therefore to be a human proxy to the agent, and to answer how a certain agent behavior would be perceived by the human in the loop, for example "Given a robot's behavior X, would the human observer find it explicable?". We conduct a human subject study to verify that the users are able to correctly answer such a question in the curated situations (robot setting and plan) across five domains. A first analysis of the belief test yields extremely positive results inflating ones expectations of LLMs possessing ToM abilities. We then propose and perform a suite of perturbation tests which breaks this illusion, i.e. Inconsistent Belief, Uninformative Context and Conviction Test. We conclude that, the high score of LLMs on vanilla prompts showcases its potential use in HRI settings, however to possess ToM demands invariance to trivial or irrelevant perturbations in the context which LLMs lack.
On Guiding Search in HTN Temporal Planning with non Temporal Heuristics
Cavrel, Nicolas, Pellier, Damien, Fiorino, Humbert
The Hierarchical Task Network (HTN) formalism is used to express a wide variety of planning problems as task decompositions, and many techniques have been proposed to solve them. However, few works have been done on temporal HTN. This is partly due to the lack of a formal and consensual definition of what a temporal hierarchical planning problem is as well as the difficulty to develop heuristics in this context. In response to these inconveniences, we propose in this paper a new general POCL (Partial Order Causal Link) approach to represent and solve a temporal HTN problem by using existing heuristics developed to solve non temporal problems. We show experimentally that this approach is performant and can outperform the existing ones.
Optimal task and motion planning and execution for human-robot multi-agent systems in dynamic environments
Faroni, Marco, Umbrico, Alessandro, Beschi, Manuel, Orlandini, Andrea, Cesta, Amedeo, Pedrocchi, Nicola
Combining symbolic and geometric reasoning in multi-agent systems is a challenging task that involves planning, scheduling, and synchronization problems. Existing works overlooked the variability of task duration and geometric feasibility that is intrinsic to these systems because of the interaction between agents and the environment. We propose a combined task and motion planning approach to optimize sequencing, assignment, and execution of tasks under temporal and spatial variability. The framework relies on decoupling tasks and actions, where an action is one possible geometric realization of a symbolic task. At the task level, timeline-based planning deals with temporal constraints, duration variability, and synergic assignment of tasks. At the action level, online motion planning plans for the actual movements dealing with environmental changes. We demonstrate the approach effectiveness in a collaborative manufacturing scenario, in which a robotic arm and a human worker shall assemble a mosaic in the shortest time possible. Compared with existing works, our approach applies to a broader range of applications and reduces the execution time of the process.
Controller Synthesis for Timeline-based Games
Acampora, Renato, Geatti, Luca, Gigante, Nicola, Montanari, Angelo, Picotti, Valentino
In the timeline-based approach to planning, originally born in the space sector, the evolution over time of a set of state variables (the timelines) is governed by a set of temporal constraints. Traditional timeline-based planning systems excel at the integration of planning with execution by handling temporal uncertainty. In order to handle general nondeterminism as well, the concept of timeline-based games has been recently introduced. It has been proved that finding whether a winning strategy exists for such games is 2EXPTIME-complete. However, a concrete approach to synthesize controllers implementing such strategies is missing. This paper fills this gap, outlining an approach to controller synthesis for timeline-based games.
Building machines that better understand human goals
In a classic experiment on human social intelligence by psychologists Felix Warneken and Michael Tomasello, an 18-month old toddler watches a man carry a stack of books towards an unopened cabinet. When the man reaches the cabinet, he clumsily bangs the books against the door of the cabinet several times, then makes a puzzled noise. Something remarkable happens next: the toddler offers to help. Having inferred the man's goal, the toddler walks up to the cabinet and opens its doors, allowing the man to place his books inside. But how is the toddler, with such limited life experience, able to make this inference?
FAPE: a Constraint-based Planner for Generative and Hierarchical Temporal Planning
Bit-Monnot, Arthur, Ghallab, Malik, Ingrand, Félix, Smith, David E.
Temporal planning offers numerous advantages when based on an expressive representation. Timelines have been known to provide the required expressiveness but at the cost of search efficiency. We propose here a temporal planner, called FAPE, which supports many of the expressive temporal features of the ANML modeling language without loosing efficiency. FAPE's representation coherently integrates flexible timelines with hierarchical refinement methods that can provide efficient control knowledge. A novel reachability analysis technique is proposed and used to develop causal networks to constrain the search space. It is employed for the design of informed heuristics, inference methods and efficient search strategies. Experimental results on common benchmarks in the field permit to assess the components and search strategies of FAPE, and to compare it to IPC planners. The results show the proposed approach to be competitive with less expressive planners and often superior when hierarchical control knowledge is provided. FAPE, a freely available system, provides other features, not covered here, such as the integration of planning with acting, and the handling of sensing actions in partially observable environments.
An Argumentation-based Approach for Identifying and Dealing with Incompatibilities among Procedural Goals
Morveli-Espinoza, Mariela, Nieves, Juan Carlos, Possebom, Ayslan, Puyol-Gruart, Josep, Tacla, Cesar Augusto
During the first step of practical reasoning, i.e. deliberation, an intelligent agent generates a set of pursuable goals and then selects which of them he commits to achieve. An intelligent agent may in general generate multiple pursuable goals, which may be incompatible among them. In this paper, we focus on the definition, identification and resolution of these incompatibilities. The suggested approach considers the three forms of incompatibility introduced by Castelfranchi and Paglieri, namely the terminal incompatibility, the instrumental or resources incompatibility and the superfluity. We characterise computationally these forms of incompatibility by means of arguments that represent the plans that allow an agent to achieve his goals. Thus, the incompatibility among goals is defined based on the conflicts among their plans, which are represented by means of attacks in an argumentation framework. We also work on the problem of goals selection; we propose to use abstract argumentation theory to deal with this problem, i.e. by applying argumentation semantics. We use a modified version of the "cleaner world" scenario in order to illustrate the performance of our proposal.