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(Classical) AI Planning

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Title: (Classical) AI Planning


1
(Classical)AI Planning
2
General-Purpose Planning State Goals
A
  • Initial state (on A Table) (on C A) (on B Table)
    (clear B) (clear C)
  • Goals (on C Table) (on B C) (on A B) (clear A)

Initial state
Goals
C
B
A
B
C
(Ke Xu)
3
General-Purpose Planning Operators
?x
?y
?y
?x

  • Operator (Unstack ?x)
  • Preconditions (on ?x ?y) (clear ?x)
  • Effects
  • Add (on ?x table) (clear ?y)
  • Delete (on ?x ?y)

4
Planning Search Space
C
A
B
C
A
B
C
B
A
B
A
C
A
B
C
B
A
B
C
B
C
A
B
A
C
C
A
A
A
B
C
B
C
C
B
A
A
B
C
(Michael Moll)
5
Some Examples
Which of the following problems can be modeled as
AI planning problems?
  • Route search Find a route between Lehigh
    University and the Naval Research Laboratory
  • Project management Construct a project plan for
    organizing an event (e.g., the Musikfest)
  • Military operations Develop an air campaign
  • Information gathering Find and reserve an
    airline ticket to travel from Newark to Miami
  • Game playing plan the behavior of a computer
    controlled player
  • Resources control Plan the stops of several of
    elevators in a skyscraper building.

Answer ALL!
6
FSM vs AI Planning
Neither is more powerful than the other one
7
But Planning Gives More Flexibility
  • Separates implementation from data --- Orkin

If conditions in the state change making the
current plan unfeasible replan!
8
But Does Classical Planning Work for Games?
  • F.E.A.R. not!

9
General Purpose vs. Domain-Specific
  • Planning find a sequence of actions to achieve a
    goal
  • General purpose symbolic descriptions of the
    problems and the domain. The plan generation
    algorithm the same
  • Domain Specific The plan generation algorithm
    depends on the particular domain

Advantage - opportunity to have clear
semantics Disadvantage - symbolic description
requirement
Advantage - can be very efficient Disadvantag
e - lack of clear semantics
- knowledge-engineering for plan generation
10
Classes of General-Purpose Planners
General purpose planners can be classified
according to the space where the search is
performed
  • SAT

11
State- and Plan-Space Planning
  • State-space planners transform the state of the
    world. These planners search for a sequence of
    transformations linking the starting state and
    a final state

(total order)
  • Plan-space planners transform the plans. These
    planners search for a a plan satisfying certain
    conditions

(partial-order, least-commitment)
12
Why Plan-Space Planning?
  • 1. Motivation Sussman Anomaly
  • Two subgoals to achieve
  • (on A B) (on B C)

A
C
B
B
A
C
13
Why Plan-Space Planning?
  • Problem of state-space search
  • Try (on A B) first
  • put C on the Table, then put A on B
  • Accidentally wind up with A on B when B is still
    on the Table
  • We can not get B on C without taking A off B
  • Try to solve the first subgoal first appears to
    be mistaken

A
A
B
A
B
C
C
B
C
14
Hierarchical (HTN) Planning
Principle Complex tasks are decomposed into
simpler tasks. The goal is to decompose all the
tasks into primitive tasks, which define actions
that change the world.
Travel from UMD to Lehigh University
alternative methods
15
Application to Computer Bridge
  • Chess better than all but the best humans
  • Bridge worse than many good players
  • Why bridge is difficult for computers
  • It is an imperfect information game
  • Dont know what cards the others have (except the
    dummy)
  • Many possible card distributions, so many
    possible moves
  • If we encode the additional moves as additional
    branches in the game tree, this increasesthe
    number of nodes exponentially
  • worst case about 6x1044 leaf nodes
  • average case about 1024 leaf nodes

Not enough time to search the game tree
(Dana S. Nau)
16
How to Reduce the Sizeof the Game Tree?
  • Bridge is a game of planning
  • Declarer plans how to play the handby combining
    various strategies (ruffing, finessing, etc.)
  • If a move doesnt fit into a sensible
    strategy,then it probably doesnt need to be
    considered
  • HTN approach for declarer play
  • Use HTN planning to generate a game tree in which
    each move corresponds to a different strategy,
    not a different card
  • Reduces average game-tree size to about 26,000
    leaf nodes
  • Bridge Baron implements HTN planning
  • Won the 1997 World Bridge Computer Challenge
  • All commercial versions of Bridge Baron since
    1997 have include an HTN planner (has sold many
    thousands of copies)

(Dana S. Nau)
17
Universal Classical Planning (UCP) (Khambampati,
1997)
  • Loop
  • If the current partial plan is a solution, then
    exit
  • Nondeterministically choose a way to refine the
    plan
  • Some of the possible refinements
  • Forward backward state-space refinement
  • Plan-space refinement
  • Hierarchical refinements

18
Abstract Example
19
Why Classical?
  • Classical planning makes a number of assumptions
  • Symbolic information (i.e., non numerical)
  • Actions always succeed
  • The Strips assumption only changes that takes
    place are those indicated by the operators
  • Despite these (admittedly unrealistic)
    assumptions some work-around can be made (and
    have been made!) to apply the principles of
    classical planning to games
  • Neoclassical planning removes some of these
    assumptions
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