6 research outputs found
Generating Instructions at Different Levels of Abstraction
When generating technical instructions, it is often convenient to describe
complex objects in the world at different levels of abstraction. A novice user
might need an object explained piece by piece, while for an expert, talking
about the complex object (e.g. a wall or railing) directly may be more succinct
and efficient. We show how to generate building instructions at different
levels of abstraction in Minecraft. We introduce the use of hierarchical
planning to this end, a method from AI planning which can capture the structure
of complex objects neatly. A crowdsourcing evaluation shows that the choice of
abstraction level matters to users, and that an abstraction strategy which
balances low-level and high-level object descriptions compares favorably to
ones which don't.Comment: Accepted COLING 2020 long pape
Landmark Heuristics for Lifted Planning - Extended Abstract
Planning problems are usually modeled using lifted representations, they specify predicates and action schemas using variables over a finite universe of objects. However, current planning systems like Fast Downward need a grounded (propositional) input model. The process of grounding might result in an exponential blowup of the model size. This limits the application of grounded planning systems in practical applications. Recent work introduced an efficient planning system for lifted heuristic search, but the work on lifted heuristics is still limited. In this extended abstract, we introduce a novel lifted heuristic based on landmarks, which we extract from the lifted problem representation. Preliminary results on a benchmark set specialized to lifted planning show that there are domains where our approach finds enough landmarks to guide the search more effective than the heuristics available
Applying Monte-Carlo Tree Search in HTN Planning
Search methods are useful in hierarchical task network (HTN) planning to make performance less dependent on the domain knowledge provided, and to minimize plan costs. Here we investigate Monte-Carlo tree search (MCTS) as a new algorithmic alternative in HTN planning. We implement combinations of MCTS with heuristic search in PANDA. We furthermore investigate MCTS in JSHOP, to address lifted (non-grounded) planning, leveraging the fact that, in contrast to other search methods, MCTS does not require a grounded task representation. Our new methods yield coverage performance on par with the state of the art, but in addition can effectively minimize plan cost over time
Generating Instructions at Different Levels of Abstraction
When generating technical instructions, it is often convenient to describe complex objects in the world at different levels of abstraction. A novice user might need an object explained piece by piece, while for an expert, talking about the complex object (e.g. a wall or railing) directly may be more succinct and efficient. We show how to generate building instructions at different levels of abstraction in Minecraft. We introduce the use of hierarchical planning to this end, a method from AI planning which can capture the structure of complex objects neatly. A crowdsourcing evaluation shows that the choice of abstraction level matters to users, and that an abstraction strategy which balances low-level and high-level object descriptions compares favorably to ones which don’t