Planning (Chapter 10)

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Presentation transcript:

Planning (Chapter 10)

Planning Problem: I’m at home and I need milk, bananas, and a drill. 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 1970sSTRIPS 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” Start state: Goal state: On(A,B) On(B,C) Let’s try to achieve On(A,B): Let’s try to achieve On(B,C):

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 Challenges of planning: “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 Finish Sells(SM, Bananas) Have(Milk)Have(Bananas) Start At(Home) Sells(SM, Milk) Start: empty plan Action: find flaw in the plan and modify plan to fix the flaw

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

Application of planning: Automated storytelling

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

Complexity of planning Planning is PSPACE-completePSPACE-complete –The length of a plan can be exponential in the number of “objects” in the problem! Example: towers of Hanoi

Complexity of planning Planning is PSPACE-completePSPACE-complete –The length of a plan can be exponential in the number of “objects” in the problem! –So is game search Archetypal PSPACE-complete problem: quantified boolean formula (QBF) –Example: is this formula true?  x 1  x 2  x 3  x 4 (x 1  x 3  x 4 )  (  x 2  x 3  x 4 ) Compare to SAT:  x 1  x 2  x 3  x 4 (x 1  x 3  x 4 )  (  x 2  x 3  x 4 ) Relationship between SAT and QBF is akin to the relationship between puzzles and games

Real-world planning Resource constraints Actions at different levels of granularity: hierarchical planning Incorporating sensing and feedback Contingencies: actions failing Uncertainty