Results 1 - 10
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25
Plan stability: Replanning versus plan repair
- In Proc. ICAPS
, 2006
"... The ultimate objective in planning is to construct plans for execution. However, when a plan is executed in a real environment it can encounter differences between the expected and actual context of execution. These differences can manifest as divergences between the expected and observed states of ..."
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Cited by 77 (4 self)
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The ultimate objective in planning is to construct plans for execution. However, when a plan is executed in a real environment it can encounter differences between the expected and actual context of execution. These differences can manifest as divergences between the expected and observed states of the world, or as a change in the goals to be achieved by the plan. In both cases, the old plan must be replaced with a new one. In replacing the plan an important consideration is plan stability. We compare two alternative strategies for achieving the stable repair of a plan: one is simply to replan from scratch and the other is to adapt the existing plan to the new context. We present arguments to support the claim that plan stability is a valuable property. We then propose an implementation, based on LPG, of a plan repair strategy that adapts a plan to its new context. We demonstrate empirically that our plan repair strategy achieves more stability than replanning and can produce repaired plans more efficiently than replanning. 1
Lifelong Planning A*
, 2005
"... Heuristic search methods promise to find shortest paths for path-planning problems faster than uninformed search methods. Incremental search methods, on the other hand, promise to find shortest paths for series of similar path-planning problems faster than is possible by solving each path-planning p ..."
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Cited by 58 (3 self)
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Heuristic search methods promise to find shortest paths for path-planning problems faster than uninformed search methods. Incremental search methods, on the other hand, promise to find shortest paths for series of similar path-planning problems faster than is possible by solving each path-planning problem from scratch. In this article, we develop Lifelong Planning A * (LPA*), an incremental version of A * that combines ideas from the artificial intelligence and the algorithms literature. It repeatedly finds shortest paths from a given start vertex to a given goal vertex while the edge costs of a graph change or vertices are added or deleted. Its first search is the same as that of a version of A * that breaks ties in favor of vertices with smaller g-values but many of the subsequent searches are potentially faster because it reuses those parts of the previous search tree that are identical to the new one. We present analytical results that demonstrate its similarity to A * and experimental results that demonstrate its potential advantage in two different domains if the path-planning problems change only slightly and the changes are close to the goal.
A Guide to Heuristicbased Path Planning
- in: Proceedings of the Workshop on Planning under Uncertainty for Autonomous Systems at The International Conference on Automated Planning and Scheduling (ICAPS
, 2005
"... We describe a family of recently developed heuristicbased algorithms used for path planning in the real world. We discuss the fundamental similarities between static algorithms (e.g. A*), replanning algorithms (e.g. D*), anytime algorithms (e.g. ARA*), and anytime replanning algorithms (e.g. AD*). W ..."
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Cited by 17 (1 self)
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We describe a family of recently developed heuristicbased algorithms used for path planning in the real world. We discuss the fundamental similarities between static algorithms (e.g. A*), replanning algorithms (e.g. D*), anytime algorithms (e.g. ARA*), and anytime replanning algorithms (e.g. AD*). We introduce the motivation behind each class of algorithms, discuss their use on real robotic systems, and highlight their practical benefits and disadvantages.
Monitoring Plan Optimality During Execution
"... A great deal of research has addressed the problem of generating optimal plans, but these plans are of limited use in circumstances where noisy sensors, unanticipated exogenous actions, or imperfect models result in discrepancies between predicted and observed states of the world during plan executi ..."
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Cited by 17 (7 self)
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A great deal of research has addressed the problem of generating optimal plans, but these plans are of limited use in circumstances where noisy sensors, unanticipated exogenous actions, or imperfect models result in discrepancies between predicted and observed states of the world during plan execution. Such discrepancies bring into question the continued optimality of the plan being executed and, according to current-day practice, are resolved by aborting the plan and replanning, often unnecessarily. In this paper we address the problem of monitoring the continued optimality of a given plan at execution time, in the face of such discrepancies. While replanning cannot be avoided when critical aspects of the environment change, our objective is to avoid replanning unnecessarily. We address the problem by building on practical approaches to monitoring plan validity. We begin by formalizing plan validity in the situation calculus and characterizing common approaches to monitoring plan validity. We then generalize this characterization to the notion of plan optimality and propose an algorithm that verifies continued plan optimality. We have implemented our algorithm and tested it on simulated execution failures in well-known planning domains. Experimental results yield a significant speedup in performance over the alternative of replanning, clearly demonstrating the merit of our approach. 1
Casebased subgoaling in real-time heuristic search for video game pathfinding
- J. Artif. Intell. Res
, 2010
"... Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video games where Artificial Intelligence controlled agents must ..."
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Cited by 17 (4 self)
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Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video games where Artificial Intelligence controlled agents must react quickly to user commands and to other agents ’ actions. On the downside, real-time search algorithms employ learning methods that frequently lead to poor solution quality and cause the agent to appear irrational by re-visiting the same problem states repeatedly. The situation changed recently with a new algorithm, D LRTA*, which attempted to eliminate learning by automatically selecting subgoals. D LRTA * is well poised for video games, except it has a complex and memory-demanding pre-computation phase during which it builds a database of subgoals. In this paper, we propose a simpler and more memory-efficient way of pre-computing subgoals thereby eliminating the main obstacle to applying state-of-the-art real-time search methods in video games. The new algorithm solves a number of randomly chosen problems off-line, compresses the solutions into a series of subgoals and stores them in a database. When presented with a novel problem on-line, it queries the database for the most similar previously solved case and uses its subgoals to solve the problem. In the domain of pathfinding on four large video game maps, the new algorithm delivers solutions eight times better while using 57 times less memory and requiring 14 % less pre-computation time. 1.
Dynamic control in real-time heuristic search
, 2008
"... Real-time heuristic search is a challenging type of agent-centered search because the agent’s planning time per action is bounded by a constant independent of problem size. A common problem that imposes such restrictions is pathfinding in modern computer games where a large number of units must plan ..."
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Cited by 16 (11 self)
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Real-time heuristic search is a challenging type of agent-centered search because the agent’s planning time per action is bounded by a constant independent of problem size. A common problem that imposes such restrictions is pathfinding in modern computer games where a large number of units must plan their paths simultaneously over large maps. Common search algorithms (e.g., A*, IDA*, D*, ARA*, AD*) are inherently not real-time and may lose completeness when a constant bound is imposed on per-action planning time. Real-time search algorithms retain completeness but frequently produce unacceptably suboptimal solutions. In this paper, we extend classic and modern real-time search algorithms with an automated mechanism for dynamic depth and subgoal selection. The new algorithms remain real-time and complete. On large computer game maps, they find paths within 7 % of optimal while on average expanding roughly a single state per action. This is nearly a three-fold improvement in suboptimality over the existing state-of-the-art algorithms and, at the same time, a 15-fold improvement in the amount of planning per action.
Dynamic Control in Path-Planning with Real-Time Heuristic Search
"... Real-time heuristic search methods, such as LRTA*, are used by situated agents in applications that require the amount of planning per action to be constant-bounded regardless of the problem size. LRTA * interleaves planning and execution, with a fixed search depth being used to achieve progress tow ..."
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Cited by 15 (4 self)
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Real-time heuristic search methods, such as LRTA*, are used by situated agents in applications that require the amount of planning per action to be constant-bounded regardless of the problem size. LRTA * interleaves planning and execution, with a fixed search depth being used to achieve progress towards a fixed goal. Here we generalize the algorithm to allow for a dynamically changing search depth and a dynamically changing (sub-)goal. Evaluation in path-planning on videogame maps shows that the new algorithm significantly outperforms fixed-depth, fixed-goal LRTA*. The new algorithm can achieve the same quality solutions as LRTA*, but with nine times less computation, or use the same amount of computation, but produce four times better quality solutions. These extensions make real-time heuristic search a practical choice for path-planning in computer video-games.
Incremental heuristic search in artificial intelligence
- Artificial Intelligence Magazine
"... Incremental search reuses information from previous searches to find solutions to a series of similar search problems potentially faster than is possible by solving each search problem from scratch. This is important since many artificial intelligence systems have to adapt their plans continuously t ..."
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Cited by 14 (7 self)
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Incremental search reuses information from previous searches to find solutions to a series of similar search problems potentially faster than is possible by solving each search problem from scratch. This is important since many artificial intelligence systems have to adapt their plans continuously to changes in (their knowledge of) the world. In this article, we therefore give an overview of incremental search, focusing on Lifelong Planning A*, and outline some of its possible applications in artificial intelligence. Overview It is often important that searches be fast. Artificial intelligence has developed several ways of speeding up searches by trading off the search time and the cost of the resulting path. This includes using inadmissible heuristics (Pohl
Monitoring the Generation and Execution of Optimal Plans
, 2009
"... In dynamic domains, the state of the world may change in unexpected ways during the generation or execution of plans. Regardless of the cause of such changes, they raise the question of whether they interfere with ongoing planning efforts. Unexpected changes during plan generation may invalidate the ..."
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Cited by 8 (2 self)
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In dynamic domains, the state of the world may change in unexpected ways during the generation or execution of plans. Regardless of the cause of such changes, they raise the question of whether they interfere with ongoing planning efforts. Unexpected changes during plan generation may invalidate the current planning effort, while discrepancies between expected and actual state of the world during execution may render the executing plan invalid or sub-optimal, with respect to previously identified planning objectives. In this thesis we develop a general monitoring technique that can be used during both plan generation and plan execution to determine the relevance of unexpected changes and which supports recovery. This way, time intensive replanning from scratch in the new and unexpected state can often be avoided. The technique can be applied to a variety of objectives, including monitoring the optimality of plans, rather then just their validity. Intuitively, the technique operates in two steps: during planning the plan is annotated with additional information that is relevant to the achievement of the objective; then, when an unexpected change occurs, this information is used to determine the relevance of the discrepancy with respect to the objective. We
A new principle for incremental heuristic search: Theoretical results [poster abstract
- In Proceedings of the International Conference on Automated Planning and Scheduling
"... Planning is often not a one-shot task because either the world or the agent’s knowledge of the world changes. In this paper, we introduce a new principle that can be used to solve a series of similar search tasks faster with heuristic search methods than running individ-ual searches in isolation, by ..."
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Cited by 7 (5 self)
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Planning is often not a one-shot task because either the world or the agent’s knowledge of the world changes. In this paper, we introduce a new principle that can be used to solve a series of similar search tasks faster with heuristic search methods than running individ-ual searches in isolation, by updating the heuristics over time to make them more informed and thus fu-ture searches more focused. This principle is simple and easy to integrate into heuristic search methods, and it is easy to prove the correctness of the resulting heuristic search methods.