We investigate learning heuristics for domain-specific planning. Prior work framed learning a heuristic as an ordinary regression problem. However, in a greedy best-first search, the ordering of states induced by a heuristic is more indicative of the resulting planner's performance than mean squared error. Thus, we instead frame learning a heuristic as a learning to rank problem which we solve using a RankSVM formulation. Additionally, we introduce new methods for computing features that capture temporal interactions in an approximate plan. Our experiments on recent International Planning Competition problems show that the RankSVM learned heuristics outperform both the original heuristics and heuristics learned through ordinary regression.
Arizona State University(亚利桑那州立大学);IBM Research AI(IBM人工智能研究院)
In this work, we present a new planning formalism called Expectation-Aware planning for decision making with humans in the loop where the human's expectations about an agent may differ from the agent's own model. We show how this formulation allows agents to not only leverage existing strategies for handling model differences but can also exhibit novel behaviors that are generated through the combination of these different strategies. Our formulation also reveals a deep connection to existing approaches in epistemic planning. Specifically, we show how we can leverage classical planning compila…
Although heuristic search is one of the most successful approaches to classical planning, this planning paradigm does not apply straightforwardly to Generalized Planning (GP). Planning as heuristic search traditionally addresses the computation of sequential plans by searching in a grounded state-space. On the other hand GP aims at computing algorithm-like plans, that can branch and loop, and that generalize to a (possibly infinite) set of classical planning instances. This paper adapts the planning as heuristic search paradigm to the particularities of GP, and presents the first native heuris…
Although heuristic search is one of the most successful approaches to classical planning, this planning paradigm does not apply straightforwardly to Generalized Planning (GP). This paper adapts the planning as heuristic search paradigm to the particularities of GP, and presents the first native heuristic search approach to GP. First, the paper defines a program-based solution space for GP that is independent of the number of planning instances in a GP problem, and the size of these instances. Second, the paper defines the BFGP algorithm for GP, that implements a best-first search in our progra…
Universitat Pompeu Fabra(庞培法布拉大学);Universitat Politècnica de València(瓦伦西亚理工大学)
Planning as heuristic search is one of the most successful approaches to classical planning but unfortunately, it does not extend trivially to Generalized Planning (GP). GP aims to compute algorithmic solutions that are valid for a set of classical planning instances from a given domain, even if these instances differ in the number of objects, the number of state variables, their domain size, or their initial and goal configuration. The generalization requirements of GP make it impractical to perform the state-space search that is usually implemented by heuristic planners. This paper adapts th…
We introduce a new algorithm, Regression based Supervised Learning (RSL), for learning per instance Neural Network (NN) defined heuristic functions for classical planning problems. RSL uses regression to select relevant sets of states at a range of different distances from the goal. RSL then formulates a Supervised Learning problem to obtain the parameters that define the NN heuristic, using the selected states labeled with exact or estimated distances to goal states. Our experimental study shows that RSL outperforms, in terms of coverage, previous classical planning NN heuristics functions wh…
Landmarks are one of the most effective search heuristics for classical planning, but largely ignored in generalized planning. Generalized planning (GP) is usually addressed as a combinatorial search in a given space of algorithmic solutions, where candidate solutions are evaluated w.r.t.~the instances they solve. This type of solution evaluation ignores any sub-goal information that is not explicit in the representation of the planning instances, causing plateaus in the space of candidate generalized plans. Furthermore, node expansion in GP is a run-time bottleneck since it requires evaluatin…
Laboratoire d’Informatique de Paris Descartes(巴黎笛卡尔大学信息学实验室);Université Paris Descartes(巴黎笛卡尔大学)
In this paper, we introduce a new heuristic search algorithm based on mean values for real-time planning, called MHSP. It consists in associating the principles of UCT, a bandit-based algorithm which gave very good results in computer games, and especially in Computer Go, with heuristic search in order to obtain a real-time planner in the context of classical planning. MHSP is evaluated on different planning problems and compared to existing algorithms performing on-line search and learning. Besides, our results highlight the capacity of MHSP to return plans in a real-time manner which tend to…
Hierarchical Task Network Planning with LLM-Generated Heuristics
University of Aberdeen, UK(爱丁堡大学(英国));PUCRS, Brazil(巴西普埃布拉联邦大学);University of Oxford, UK(牛津大学(英国));Saarland University, Germany(萨尔大学(德国));Universidade Federal do Rio Grande do Sul, Brazil(巴西里约格兰德 do 南大学)
Fast Downward是一个经典的基于启发式搜索的规划系统。它可以处理PDDL2.2的命题片段中编码的一般确定性规划问题,包括ADL条件和效果以及派生谓词(公理)等高级功能。与HSP和FF等其他著名的规划器一样,Fast Downward是一种渐进式规划器,在向前的方向上搜索规划任务的世界状态空间。然而,与其他PDDL规划系统不同,Fast Downward不直接使用规划任务的命题PDDL表示。相反,输入首先被翻译成一种替代的表示称为多值规划任务,这使得许多命题规划任务的隐式约束显式。利用这种替代表示,Fast Downward使用规划任务的分层分解来计算其启发式函数,称为因果图启发式,这与传统的HSP类启发式算法非常不同,该算法基于忽略操作员的负面相互作用。本文详细介绍了求解多值规划问题的FastDownwards方法。我们将先前对因果图启发式的讨论扩展到涉及公理和条件效应的任务,并提出了一些用于快速向下最佳优先搜索算法的搜索控制的新技术:优选的操作符将有帮助的动作的思想从局部搜索转移到全局最佳优先搜索,启发式函数的延迟评估减轻了大的分支因子对搜索性能的负面影响,而多启发式最佳优先搜索以正交方式将多个启发式评估函数组合在单个搜索算法内。我们还描述了有效的数据结构快速状态扩展(后继生成器和公理评估器),并提出了一种新的非启发式搜索算法称为集中迭代拓宽搜索,它利用编码在因果图中的…
University of Basel(巴塞尔大学);Universidad Simón Bolívar(西蒙玻利瓦尔大学)
Potential heuristics for state-space search are defined as weighted sums over simple state features. Atomic features consider the value of a single state variable in a factored state representation, while binary features consider joint assignments to two state variables. Previous work showed that the set of all admissible and consistent potential heuristics using atomic features can be characterized by a compact set of linear constraints. We generalize this result to binary features and prove a hardness result for features of higher dimension. Furthermore, we prove a tractability result based …
We present the first approach capable of learning domain-independent planning heuristics entirely from scratch. The heuristics we learn map the hypergraph representation of the delete-relaxation of the planning problem at hand, to a cost estimate that approximates that of the least-cost path from the current state to the goal through the hypergraph. We generalise Graph Networks to obtain a new framework for learning over hypergraphs, which we specialise to learn planning heuristics by training over state/value pairs obtained from optimal cost plans. Our experiments show that the resulting arch…
Decades of research have been invested in making computer programs for playing games such as Chess and Go. This paper focuses on a new game, Tetris Link, a board game that is still lacking any scientific analysis. Tetris Link has a large branching factor, hampering a traditional heuristic planning approach. We explore heuristic planning and two other approaches: Reinforcement Learning, Monte Carlo tree search. We document our approach and report on their relative performance in a tournament. Curiously, the heuristic approach is stronger than the planning/learning approaches. However, experienc…
Learning a well-informed heuristic function for hard task planning domains is an elusive problem. Although there are known neural network architectures to represent such heuristic knowledge, it is not obvious what concrete information is learned and whether techniques aimed at understanding the structure help in improving the quality of the heuristics. This paper presents a network model to learn a heuristic capable of relating distant parts of the state space via optimal plan imitation using the attention mechanism, which drastically improves the learning of a good heuristic function. To coun…
Domain-general model-based planners often derive their generality by constructing search heuristics through the relaxation or abstraction of symbolic world models. We illustrate how abstract interpretation can serve as a unifying framework for these abstraction-based heuristics, extending the reach of heuristic search to richer world models that make use of more complex datatypes and functions (e.g. sets, geometry), and even models with uncertainty and probabilistic effects. These heuristics can also be integrated with learning, allowing agents to jumpstart planning in novel world models via a…