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We present the Goal Uncertain Stochastic Shortest Path (GUSSP) problem -- a general framework to model path planning and decision making in stochastic environments with goal uncertainty. The framework extends the stochastic shortest path (SSP) model to dynamic environments in which it is impossible to determine the exact goal states ahead of plan execution. GUSSPs introduce flexibility in goal specification by allowing a belief over possible goal configurations. The unique observations at potential goals helps the agent identify the true goal during plan execution. The partial observability is restricted to goals, facilitating the reduction to an SSP with a modified state space. We formally define a GUSSP and discuss its theoretical properties. We then propose an admissible heuristic that reduces the planning time using FLARES -- a start-of-the-art probabilistic planner. We also propose a determinization approach for solving this class of problems. Finally, we present empirical results on a search and rescue mobile robot and three other problem domains in simulation.
Planning methods can solve temporally extended sequential decision making problems by composing simple behaviors. However, planning requires suitable abstractions for the states and transitions, which typically need to be designed by hand. In contrast, model-free reinforcement learning (RL) can acquire behaviors from low-level inputs directly, but often struggles with temporally extended tasks. Can we utilize reinforcement learning to automatically form the abstractions needed for planning, thus obtaining the best of both approaches? We show that goal-conditioned policies learned with RL can be incorporated into planning, so that a planner can focus on which states to reach, rather than how those states are reached. However, with complex state observations such as images, not all inputs represent valid states. We therefore also propose using a latent variable model to compactly represent the set of valid states for the planner, so that the policies provide an abstraction of actions, and the latent variable model provides an abstraction of states. We compare our method with planning-based and model-free methods and find that our method significantly outperforms prior work when evaluated on image-based robot navigation and manipulation tasks that require non-greedy, multi-staged behavior.
In timeline-based planning, domains are described as sets of independent, but interacting, components, whose behaviour over time (the set of timelines) is governed by a set of temporal constraints. A distinguishing feature of timeline-based planning systems is the ability to integrate planning with execution by synthesising control strategies for flexible plans. However, flexible plans can only represent temporal uncertainty, while more complex forms of nondeterminism are needed to deal with a wider range of realistic problems. In this paper, we propose a novel game-theoretic approach to timeline-based planning problems, generalising the state of the art while uniformly handling temporal uncertainty and nondeterminism. We define a general concept of timeline-based game and we show that the notion of winning strategy for these games is strictly more general than that of control strategy for dynamically controllable flexible plans. Moreover, we show that the problem of establishing the existence of such winning strategies is decidable using a doubly exponential amount of space.
Bayesian networks provide a probabilistic semantics for qualitative assertions about likelihood. A qualitative reasoner based on an algebra over these assertions can derive further conclusions about the influence of actions. While the conclusions are much weaker than those computed from complete probability distributions, they are still valuable for suggesting potential actions, eliminating obviously inferior plans, identifying important tradeoffs, and explaining probabilistic models.
Planning under model uncertainty is a fundamental problem across many applications of decision making and learning. In this paper, we propose the Robust Adaptive Monte Carlo Planning (RAMCP) algorithm, which allows computation of risk-sensitive Bayes-adaptive policies that optimally trade off exploration, exploitation, and robustness. RAMCP formulates the risk-sensitive planning problem as a two-player zero-sum game, in which an adversary perturbs the agents belief over the models. We introduce t
While AI techniques have found many successful applications in autonomous systems, many of them permit behaviours that are difficult to interpret and may lead to uncertain results. We follow the verification as planning paradigm and propose to use model checking techniques to solve planning and goal reasoning problems for autonomous systems. We give a new formulation of Goal Task Network (GTN) that is tailored for our model checking based framework. We then provide a systematic method that models GTNs in the model checker Process Analysis Toolkit (PAT). We present our planning and goal reasoning system as a framework called Goal Reasoning And Verification for Independent Trusted Autonomous Systems (GRAVITAS) and discuss how it helps provide trustworthy plans in an uncertain environment. Finally, we demonstrate the proposed ideas in an experiment that simulates a survey mission performed by the REMUS-100 autonomous underwater vehicle.