13 research outputs found

    Simple Regret Optimization in Online Planning for Markov Decision Processes

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    We consider online planning in Markov decision processes (MDPs). In online planning, the agent focuses on its current state only, deliberates about the set of possible policies from that state onwards and, when interrupted, uses the outcome of that exploratory deliberation to choose what action to perform next. The performance of algorithms for online planning is assessed in terms of simple regret, which is the agent's expected performance loss when the chosen action, rather than an optimal one, is followed. To date, state-of-the-art algorithms for online planning in general MDPs are either best effort, or guarantee only polynomial-rate reduction of simple regret over time. Here we introduce a new Monte-Carlo tree search algorithm, BRUE, that guarantees exponential-rate reduction of simple regret and error probability. This algorithm is based on a simple yet non-standard state-space sampling scheme, MCTS2e, in which different parts of each sample are dedicated to different exploratory objectives. Our empirical evaluation shows that BRUE not only provides superior performance guarantees, but is also very effective in practice and favorably compares to state-of-the-art. We then extend BRUE with a variant of "learning by forgetting." The resulting set of algorithms, BRUE(alpha), generalizes BRUE, improves the exponential factor in the upper bound on its reduction rate, and exhibits even more attractive empirical performance

    Active End-Effector Pose Selection for Tactile Object Recognition through Monte Carlo Tree Search

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    This paper considers the problem of active object recognition using touch only. The focus is on adaptively selecting a sequence of wrist poses that achieves accurate recognition by enclosure grasps. It seeks to minimize the number of touches and maximize recognition confidence. The actions are formulated as wrist poses relative to each other, making the algorithm independent of absolute workspace coordinates. The optimal sequence is approximated by Monte Carlo tree search. We demonstrate results in a physics engine and on a real robot. In the physics engine, most object instances were recognized in at most 16 grasps. On a real robot, our method recognized objects in 2--9 grasps and outperformed a greedy baseline.Comment: Accepted to International Conference on Intelligent Robots and Systems (IROS) 201

    Active End-Effector Pose Selection for Tactile Object Recognition through Monte Carlo Tree Search

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    This paper considers the problem of active object recognition using touch only. The focus is on adaptively selecting a sequence of wrist poses that achieves accurate recognition by enclosure grasps. It seeks to minimize the number of touches and maximize recognition confidence. The actions are formulated as wrist poses relative to each other, making the algorithm independent of absolute workspace coordinates. The optimal sequence is approximated by Monte Carlo tree search. We demonstrate results in a physics engine and on a real robot. In the physics engine, most object instances were recognized in at most 16 grasps. On a real robot, our method recognized objects in 2--9 grasps and outperformed a greedy baseline.Comment: Accepted to International Conference on Intelligent Robots and Systems (IROS) 201

    Planning in Markov Decision Processes with Gap-Dependent Sample Complexity

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    We propose MDP-GapE, a new trajectory-based Monte-Carlo Tree Search algorithm for planning in a Markov Decision Process in which transitions have a finite support. We prove an upper bound on the number of calls to the generative models needed for MDP-GapE to identify a near-optimal action with high probability. This problem-dependent sample complexity result is expressed in terms of the sub-optimality gaps of the state-action pairs that are visited during exploration. Our experiments reveal that MDP-GapE is also effective in practice, in contrast with other algorithms with sample complexity guarantees in the fixed-confidence setting, that are mostly theoretical

    Planning in entropy-regularized Markov decision processes and games

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    International audienceWe propose SmoothCruiser, a new planning algorithm for estimating the value function in entropy-regularized Markov decision processes and two-player games, given a generative model of the environment. SmoothCruiser makes use of the smoothness of the Bellman operator promoted by the regularization to achieve problem-independent sample complexity of order O(1/ε 4) for a desired accuracy ε, whereas for non-regularized settings there are no known algorithms with guaranteed polynomial sample complexity in the worst case

    Scale-free adaptive planning for deterministic dynamics & discounted rewards

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    International audienceWe address the problem of planning in an environment with deterministic dynamics and stochas-tic discounted rewards under a limited numerical budget where the ranges of both rewards and noise are unknown. We introduce PlaTγPOOS, an adaptive, robust, and efficient alternative to the OLOP (open-loop optimistic planning) algorithm. Whereas OLOP requires a priori knowledge of the ranges of both rewards and noise, PlaTγPOOS dynamically adapts its behavior to both. This allows PlaTγPOOS to be immune to two vulnerabil-ities of OLOP: failure when given underestimated ranges of noise and rewards and inefficiency when these are overestimated. PlaTγPOOS additionally adapts to the global smoothness of the value function. PlaTγPOOS acts in a provably more efficient manner vs. OLOP when OLOP is given an overestimated reward and show that in the case of no noise, PlaTγPOOS learns exponentially faster

    Planning in Markov Decision Processes with Gap-Dependent Sample Complexity

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    International audienceWe propose MDP-GapE, a new trajectory-based Monte-Carlo Tree Search algorithm for planning in a Markov Decision Process in which transitions have a finite support. We prove an upper bound on the number of calls to the generative models needed for MDP-GapE to identify a near-optimal action with high probability. This problem-dependent sample complexity result is expressed in terms of the sub-optimality gaps of the state-action pairs that are visited during exploration. Our experiments reveal that MDP-GapE is also effective in practice, in contrast with other algorithms with sample complexity guarantees in the fixed-confidence setting, that are mostly theoretical

    Robots in Retirement Homes: Applying Off-the-Shelf Planning and Scheduling to a Team of Assistive Robots

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    This paper investigates three different technologies for solving a planning and scheduling problem of deploying multiple robots in a retirement home environment to assist elderly residents. The models proposed make use of standard techniques and solvers developed in AI planning and scheduling, with two primary motivations. First, to find a planning and scheduling solution that we can deploy in our real-world application. Second, to evaluate planning and scheduling technology in terms of the ``model-and-solve'' functionality that forms a major research goal in both domain-independent planning and constraint programming. Seven variations of our application are studied using the following three technologies: PDDL-based planning, time-line planning and scheduling, and constraint-based scheduling. The variations address specific aspects of the problem that we believe can impact the performance of the technologies while also representing reasonable abstractions of the real world application. We evaluate the capabilities of each technology and conclude that a constraint-based scheduling approach, specifically a decomposition using constraint programming, provides the most promising results for our application. PDDL-based planning is able to find mostly low quality solutions while the timeline approach was unable to model the full problem without alterations to the solver code, thus moving away from the model-and-solve paradigm. It would be misleading to conclude that constraint programming is ``better'' than PDDL-based planning in a general sense, both because we have examined a single application and because the approaches make different assumptions about the knowledge one is allowed to embed in a model. Nonetheless, we believe our investigation is valuable for AI planning and scheduling researchers as it highlights these different modelling assumptions and provides insight into avenues for the application of AI planning and scheduling for similar robotics problems. In particular, as constraint programming has not been widely applied to robot planning and scheduling in the literature, our results suggest significant untapped potential in doing so.California Institute of Technology. Keck Institute for Space Studie
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