Planning (Chapter 10) http://en.wikipedia.org/wiki/Rube_Goldberg_machine.

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Presentation transcript:

Planning (Chapter 10) http://en.wikipedia.org/wiki/Rube_Goldberg_machine

Planning Example problem: I’m at home and I need milk, bananas, and a drill. What do I do? How is planning different from regular search? States and action sequences typically have complex internal structure State space and branching factor are huge Multiple subgoals at multiple levels of resolution Examples of planning applications Scheduling of tasks in space missions Logistics planning for the army Assembly lines, industrial processes Robotics Games, storytelling

A representation for planning STRIPS (Stanford Research Institute Problem Solver): classical planning framework from the 1970s States are specified as conjunctions of predicates Start state: At(Home)  Sells(SM, Milk)  Sells(SM, Bananas)  Sells(HW, Drill) Goal state: At(Home)  Have(Milk)  Have(Banana)  Have(Drill) Actions are described in terms of preconditions and effects: Go(x, y) Precond: At(x) Effect: ¬At(x)  At(y) Buy(x, store) Precond: At(store)  Sells(store, x) Effect: Have(x) Planning is “just” a search problem

Challenges of planning: “Sussman anomaly” Goal state: Start state: On(A,B) On(B,C) Let’s try to achieve On(A,B): Let’s try to achieve On(B,C): http://en.wikipedia.org/wiki/Sussman_Anomaly

Challenges of planning: “Sussman anomaly” Shows the limitations of non-interleaved planners that consider subgoals in sequence and try to satisfy them one at a time If you try to satisfy subgoal X and then subgoal Y, X might undo some preconditions for Y, or Y might undo some effects of X More powerful planning approaches must interleave the steps towards achieving multiple subgoals http://en.wikipedia.org/wiki/Sussman_Anomaly

Algorithms for planning Forward (progression) state-space search: starting with the start state, find all applicable actions (actions for which preconditions are satisfied), compute the successor state based on the effects, keep searching until goals are met Can work well with good heuristics

Algorithms for planning Forward (progression) state-space search: starting with the start state, find all applicable actions (actions for which preconditions are satisfied), compute the successor state based on the effects, keep searching until goals are met Can work well with good heuristics Backward (regression) relevant-states search: to achieve a goal, what must have been true in the previous state?

Situation space planning vs. plan space planning Situation space planners: each node in the search space represents a world state, arcs are actions in the world Plans are sequences of actions from start to finish Must be totally ordered Plan space planners: nodes are (incomplete) plans, arcs are transformations between plans Actions in the plan may be partially ordered Principle of least commitment: avoid ordering plan steps unless absolutely necessary

Partial order planning Task: put on socks and shoes Partial order plan Total order (linear) plans

Partial Order Planning Example Start Sells(SM, Milk) At(Home) Sells(SM, Bananas) Start: empty plan Action: find flaw in the plan and modify plan to fix the flaw Have(Milk) Have(Bananas) Finish

Partial Order Planning Example Start Sells(SM, Milk) At(Home) Sells(SM, Bananas) At(x3) Go(x3, SM) At(SM) Sells(x1, Milk) At(x1) At(x2) Sells(x2, Bananas) Buy(x1, Milk) Buy(x2, Bananas) Have(Milk) Have(Bananas) x1 = SM Have(Milk) Have(Bananas) x2 = SM x3 = Home Finish

Application of planning: Automated storytelling https://research.cc.gatech.edu/inc/mark-riedl

Application of planning: Automated storytelling Applications Personalized experience in games Automatically generating training scenarios (e.g., for the army) Therapy for kids with autism Computational study of creativity https://research.cc.gatech.edu/inc/mark-riedl

Challenges of real-world planning Actions at different levels of granularity: hierarchical planning Resource constraints (semi-dynamic environments) Dynamic environments Stochastic or partially observable environments Multi-agent environments Example: path planning with moving obstacles