70,693 research outputs found

    The indexed time table approach for planning and acting

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    A representation is discussed of symbolic temporal relations, called IxTeT, that is both powerful enough at the reasoning level for tasks such as plan generation, refinement and modification, and efficient enough for dealing with real time constraints in action monitoring and reactive planning. Such representation for dealing with time is needed in a teleoperated space robot. After a brief survey of known approaches, the proposed representation shows its computational efficiency for managing a large data base of temporal relations. Reactive planning with IxTeT is described and exemplified through the problem of mission planning and modification for a simple surveying satellite

    PST and PARR: Plan specification tools and a planning and resource reasoning shell for use in satellite mission planning

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    Plan Specification Tools (PST) are tools that allow the user to specify satellite mission plans in terms of satellite activities, relevent orbital events, and targets for observation. The output of these tools is a set of knowledge bases and environmental events which can then be used by a Planning And Resource Reasoning (PARR) shell to build a schedule. PARR is a reactive planning shell which is capable of reasoning about actions in the satellite mission planning domain. Each of the PST tools and PARR are described as well as the use of PARR for scheduling computer usage in the multisatellite operations control center at Goddard Space Flight Center

    On-line case-based policy learning for automated planning in probabilistic environments

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    Many robotic control architectures perform a continuous cycle of sensing, reasoning and acting, where that reasoning can be carried out in a reactive or deliberative form. Reactive methods are fast and provide the robot with high interaction and response capabilities. Deliberative reasoning is particularly suitable in robotic systems because it employs some form of forward projection (reasoning in depth about goals, pre-conditions, resources and timing constraints) and provides the robot reasonable responses in situations unforeseen by the designer. However, this reasoning, typically conducted using Artificial Intelligence techniques like Automated Planning (AP), is not effective for controlling autonomous agents which operate in complex and dynamic environments. Deliberative planning, although feasible in stable situations, takes too long in unexpected or changing situations which require re-planning. Therefore, planning cannot be done on-line in many complex robotic problems, where quick responses are frequently required. In this paper, we propose an alternative approach based on case-based policy learning which integrates deliberative reasoning through AP and reactive response time through reactive planning policies. The method is based on learning planning knowledge from actual experiences to obtain a case-based policy. The contribution of this paper is two fold. First, it is shown that the learned case-based policy produces reasonable and timely responses in complex environments. Second, it is also shown how one case-based policy that solves a particular problem can be reused to solve a similar but more complex problem in a transfer learning scope.This paper has been partially supported by the Spanish Ministerio de Econom a y Competitividad TIN2015-65686-C5-1-R and the European Union's Horizon 2020 Research and Innovation programme under Grant Agreement No. 730086 (ERGO)

    Modelling rational user behaviour as games between an angel and a demon

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    Formal models of rational user behavior are essential for user-centered reasoning about interactive systems. At an abstract level, planned behavior and reactive behavior are two important aspects of the rational behavior of users for which existing cognitive modeling approaches are too detailed. In this paper, we propose a novel treatment of these aspects within our formal framework of cognitively plausible behavior. We develop an abstract, formal model of rational behavior as a game between two opponents. Intuitively, an Angel abstractly represents the planning aspects, whereas a Demon represents the reactive aspects of user behavior. The formalization is carried out within the MOCHA framework and is illustrated by simple examples of interactive tasks

    Integrating planning and reactive control

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    Artificial intelligence research on planning is concerned with designing control systems that choose actions by manipulating explicit descriptions of the world state, the goal to be achieved, and the effects of elementary operations available to the system. Because planning shifts much of the burden of reasoning to the machine, it holds great appeal as a high-level programming method. Experience shows, however, that it cannot be used indiscriminately because even moderately rich languages for describing goals, states, and the elementary operators lead to computational inefficiencies that render the approach unsuitable for realistic applications. This inadequacy has spawned a recent wave of research on reactive control or situated activity in which control systems are modeled as reacting directly to the current situation rather than as reasoning about the future effects of alternative action sequences. While this research has confronted the issue of run-time tractability head on, in many cases it has done so by sacrificing the advantages of declarative planning techniques. Ways in which the two approaches can be unified are discussed. The authors begin by modeling reactive control systems as state machines that map a stream of sensory inputs to a stream of control outputs. These machines can be decomposed into two continuously active subsystems: the planner and the execution module. The planner computes a plan, which can be seen as a set of bits that control the behavior of the execution module. An important element of this work is the formulation of a precise semantic interpretation for the inputs and outputs of the planning system. They show that the distinction between planned and reactive behavior is largely in the eye of the beholder: systems that seem to compute explicit plans can be redescribed in situation-action terms and vice versa. They also discuss practical programming techniques that allow the advantages of declarative programming and guaranteed reactive response to be achieved simultaneously

    A Reconsideration of Preconditions

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    This paper is part of an attempt to introduce intentionality of the actor to planning decisions. As a first step in this process the usual representations for actions used by planning systems must be reevaluated. this paper argues for the elimination of preconditions and qualification conditions from action representation in favor of explicit representation of intention, situated reasoning about the results of the action and reactive failure mechanisms. The paper then describes a planning system that has explicit representation and use of intentions and uses action representation that do not have preconditions

    Reasoning and planning in dynamic domains: An experiment with a mobile robot

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    Progress made toward having an autonomous mobile robot reason and plan complex tasks in real-world environments is described. To cope with the dynamic and uncertain nature of the world, researchers use a highly reactive system to which is attributed attitudes of belief, desire, and intention. Because these attitudes are explicitly represented, they can be manipulated and reasoned about, resulting in complex goal-directed and reflective behaviors. Unlike most planning systems, the plans or intentions formed by the system need only be partly elaborated before it decides to act. This allows the system to avoid overly strong expectations about the environment, overly constrained plans of action, and other forms of over-commitment common to previous planners. In addition, the system is continuously reactive and has the ability to change its goals and intentions as situations warrant. Thus, while the system architecture allows for reasoning about means and ends in much the same way as traditional planners, it also posseses the reactivity required for survival in complex real-world domains. The system was tested using SRI's autonomous robot (Flakey) in a scenario involving navigation and the performance of an emergency task in a space station scenario

    Reactive Semantic Planning in Unexplored Semantic Environments Using Deep Perceptual Feedback

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    This paper presents a reactive planning system that enriches the topological representation of an environment with a tightly integrated semantic representation, achieved by incorporating and exploiting advances in deep perceptual learning and probabilistic semantic reasoning. Our architecture combines object detection with semantic SLAM, affording robust, reactive logical as well as geometric planning in unexplored environments. Moreover, by incorporating a human mesh estimation algorithm, our system is capable of reacting and responding in real time to semantically labeled human motions and gestures. New formal results allow tracking of suitably non-adversarial moving targets, while maintaining the same collision avoidance guarantees. We suggest the empirical utility of the proposed control architecture with a numerical study including comparisons with a state-of-the-art dynamic replanning algorithm, and physical implementation on both a wheeled and legged platform in different settings with both geometric and semantic goals. For more information: Kod*la
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