Recently, width-based planning methods have been shown to yield state-of-the-art results in the Atari 2600 video games. For this, the states were associated with the (RAM) memory states of the simulator. In this work, we consider the same planning problem but using the screen instead. By using the same visual inputs, the planning results can be compared with those of humans and learning methods. We show that the planning approach, out of the box and without training, results in scores that compare well with those obtained by humans and learning methods, and moreover, by developing an episodic, rollout version of the IW(k) algorithm, we show that such scores can be obtained in almost real time.
Grupo Oesía(奥西亚集团);Universitat Pompeu Fabra(庞培法布拉大学)
Width-based planning has demonstrated great success in recent years due to its ability to scale independently of the size of the state space. For example, Bandres et al. (2018) introduced a rollout version of the Iterated Width algorithm whose performance compares well with humans and learning methods in the pixel setting of the Atari games suite. In this setting, planning is done on-line using the "screen" states and selecting actions by looking ahead into the future. However, this algorithm is purely exploratory and does not leverage past reward information. Furthermore, it requires the stat…
Width-based planning methods have been shown to yield state-of-the-art performance in the Atari 2600 domain using pixel input. One successful approach, RolloutIW, represents states with the B-PROST boolean feature set. An augmented version of RolloutIW, $π$-IW, shows that learned features can be competitive with handcrafted ones for width-based search. In this paper, we leverage variational autoencoders (VAEs) to learn features directly from pixels in a principled manner, and without supervision. The inference model of the trained VAEs extracts boolean features from pixels, and RolloutIW plans…
University of Toronto(多伦多大学);Vector Institute(向量研究所)
Learning task-agnostic dynamics models in high-dimensional observation spaces can be challenging for model-based RL agents. We propose a novel way to learn latent world models by learning to predict sequences of future actions conditioned on task completion. These task-conditioned models adaptively focus modeling capacity on task-relevant dynamics, while simultaneously serving as an effective heuristic for planning with sparse rewards. We evaluate our method on challenging visual goal completion tasks and show a substantial increase in performance compared to prior model-free approaches.
Google Brain(谷歌大脑);University of Toronto(多伦多大学);DeepMind(深度思维);Google Research(谷歌研究院);University of Michigan(密歇根大学)
Planning has been very successful for control tasks with known environment dynamics. To leverage planning in unknown environments, the agent needs to learn the dynamics from interactions with the world. However, learning dynamics models that are accurate enough for planning has been a long-standing challenge, especially in image-based domains. We propose the Deep Planning Network (PlaNet), a purely model-based agent that learns the environment dynamics from images and chooses actions through fast online planning in latent space. To achieve high performance, the dynamics model must accurately p…
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);University Innsbruck(因斯布鲁克大学)
The ability to form complex plans based on raw visual input is a litmus test for current capabilities of artificial intelligence, as it requires a seamless combination of visual processing and abstract algorithmic execution, two traditionally separate areas of computer science. A recent surge of interest in this field brought advances that yield good performance in tasks ranging from arcade games to continuous control; these methods however do not come without significant issues, such as limited generalization capabilities and difficulties when dealing with combinatorially hard planning instan…
Width-based search methods have demonstrated state-of-the-art performance in a wide range of testbeds, from classical planning problems to image-based simulators such as Atari games. These methods scale independently of the size of the state-space, but exponentially in the problem width. In practice, running the algorithm with a width larger than 1 is computationally intractable, prohibiting IW from solving higher width problems. In this paper, we present a hierarchical algorithm that plans at two levels of abstraction. A high-level planner uses abstract features that are incrementally discove…
School of Computer Science, Northeast Normal University(东北师范大学计算机科学学院);Key Laboratory of Symbolic Computation and Knowledge Engineering for the Ministry of Education, Jilin University(吉林大学符号计算与知识工程教育部重点实验室)
We explore phase transitions of plan modification, which mainly focus on the conformant planning problems. By analyzing features of plan modification in conformant planning problems, quantitative results are obtained. If the number of operators is less than, almost all conformant planning problems can't be solved with plan modification. If the number of operators is more than, almost all conformant planning problems can be solved with plan modification. The results of the experiments also show that there exists an experimental threshold of density (ratio of number of operators to number of pro…
Intention deception involves computing a strategy which deceives the opponent into a wrong belief about the agent's intention or objective. This paper studies a class of probabilistic planning problems with intention deception and investigates how a defender's limited sensing modality can be exploited by an attacker to achieve its attack objective almost surely (with probability one) while hiding its intention. In particular, we model the attack planning in a stochastic system modeled as a Markov decision process (MDP). The attacker is to reach some target states while avoiding unsafe states i…
UC Berkeley(加州大学伯克利分校);Google Research(谷歌研究院);University of Toronto(多伦多大学);Covariant(协变机器人公司)
Intelligent agents need to select long sequences of actions to solve complex tasks. While humans easily break down tasks into subgoals and reach them through millions of muscle commands, current artificial intelligence is limited to tasks with horizons of a few hundred decisions, despite large compute budgets. Research on hierarchical reinforcement learning aims to overcome this limitation but has proven to be challenging, current methods rely on manually specified goal spaces or subtasks, and no general solution exists. We introduce Director, a practical method for learning hierarchical behav…
Planning is an important capability of artificial agents that perform long-horizon tasks in real-world environments. In this work, we explore the use of pre-trained language models (PLMs) to reason about plan sequences from text instructions in embodied visual environments. Prior PLM based approaches for planning either assume observations are available in the form of text (e.g., provided by a captioning model), reason about plans from the instruction alone, or incorporate information about the visual environment in limited ways (such as a pre-trained affordance function). In contrast, we show…
Nanyang Technological University(南洋理工大学);Singapore Institute of Manufacturing Technology (SIMTech) A*STAR(新加坡科技研究局制造技术研究院)
With an increasing demand from emerging logistics businesses, Vehicle Routing Problem with Private fleet and common Carrier (VRPPC) has been introduced to manage package delivery services from a supplier to customers. However, almost all of existing studies focus on the deterministic problem that assumes all parameters are known perfectly at the time when the planning and routing decisions are made. In reality, some parameters are random and unknown. Therefore, in this paper, we consider VRPPC with hard time windows and random demand, called Optimal Delivery Planning (ODP). The proposed ODP ai…
MIT(麻省理工学院);MIT-IBM Watson AI Lab(麻省理工学院-IBM沃森人工智能实验室)
Width-based planning has shown promising results on Atari 2600 games using pixel input, while using substantially fewer environment interactions than reinforcement learning. Recent width-based approaches have computed feature vectors for each screen using a hand designed feature set or a variational autoencoder trained on game screens (VAE-IW), and prune screens that do not have novel features during the search. We propose Olive (Online-VAE-IW), which updates the VAE features online using active learning to maximize the utility of screens observed during planning. Experimental results in 55 At…
Shanghai Jiao Tong University(上海交通大学);Renmin University of China(中国人民大学);State Key Laboratory of General Artificial Intelligence, BIGAI(通用人工智能国家重点实验室,BIGAI)