This is the first work to look at the application of large language models (LLMs) for the purpose of model space edits in automated planning tasks. To set the stage for this union, we explore two different flavors of model space problems that have been studied in the AI planning literature and explore the effect of an LLM on those tasks. We empirically demonstrate how the performance of an LLM contrasts with combinatorial search (CS) – an approach that has been traditionally used to solve model space tasks in planning, both with the LLM in the role of a standalone model space reasoner as well as in the role of a statistical signal in concert with the CS approach as part of a two-stage process. Our experiments show promising results suggesting further forays of LLMs into the exciting world of model space reasoning for planning tasks in the future.
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Stop! Planner Time: Metareasoning for Probabilistic Planning Using Learned Performance Profiles
PDF ↗The metareasoning framework aims to enable autonomous agents to factor in planning costs when making decisions. In this work, we develop the first non-myopic metareasoning algorithm for planning with Markov decision processes. Our method learns the behaviour of anytime probabilistic planning algorithms from performance data. Specifically, we propose a novel model for metareasoning, based on contextual performance profiles that predict the value of the planner's current solution given the time spent planning, the state of the planning algorithm's internal parameters, and the difficulty of the planning problem being solved. This model removes the need to assume that the current solution quality is always known, broadening the class of metareasoning problems that can be addressed. We then employ deep reinforcement learning to learn a policy that decides, at each timestep, whether to continue planning or start executing the current plan, and how to set hyperparameters of the planner to enhance its performance. We demonstrate our algorithm's ability to perform effective metareasoning in two domains.
Atomic congestion games are a classic topic in network design, routing, and algorithmic game theory, and are capable of modeling congestion and flow optimization tasks in various application areas. While both the price of anarchy for such games as well as the computational complexity of computing their Nash equilibria are by now well-understood, the computational complexity of computing a system-optimal set of strategies - that is, a centrally planned routing that minimizes the average cost of agents - is severely understudied in the literature. We close this gap by identifying the exact boundaries of tractability for the problem through the lens of the parameterized complexity paradigm. After showing that the problem remains highly intractable even on extremely simple networks, we obtain a set of results which demonstrate that the structural parameters which control the computational (in)tractability of the problem are not vertex-separator based in nature (such as, e.g., treewidth), but rather based on edge separators. We conclude by extending our analysis towards the (even more challenging) min-max variant of the problem.
This paper studies an approach to planning with PDDL3 constraints involving mixed propositional and numeric conditions, as well as metric time constraints. We show how the whole PDDL3 with instantaneous actions can be compiled away into a numeric planning problem without PDDL3 constraints, enabling the use of any state-of-the-art numeric planner that is agnostic to the existence of PDDL3. Our solution exploits the concept of regression. In addition to a basic compilation, we present an optimized variant based on the observation that it is possible to make the compilation sensitive to the structure of the problem to solve; this can be done by reasoning on the interactions between the problem actions and the constraints. The resulting optimization substantially reduces the size of the planning task. We experimentally observe that our approach significantly outperforms existing state-of-the-art planners supporting the same class of constraints over known benchmark domains, settling a new state-of-the-art planning system for PDDL3.
Learning Planning Domains from Non-redundant Fully-Observed Traces: Theoretical Foundations and Complexity Analysis
PDF ↗Domain learning is the task of finding an action model that can explain given observed plan executions, so-called traces. It allows us to automate the identification of actions' preconditions and effects instead of relying on hand-modeled expert knowledge. While previous research has put forth various techniques and covers multiple planning formalisms, the theoretical foundations of domain learning are still in their infancy. We investigate the most basic setting, that is grounded classical planning without negative preconditions or conditional effects with full observability of the state variables. The given traces are assumed to be justified in the sense that either no single action or no set of actions can be removed without violating correctness of the plan. Furthermore, we might be given additional constraints in the form of a propositional logical formula. We show the consequences of these assumptions for the computational complexity of identifying a satisfactory planning domain.
Existing works on goal recognition design (GRD) consider the underlying domain as a classical planning domain and apply modifications to the domain to minimize the worst case distinctiveness. In this paper, we propose replacing existing modifications with blocks, which group several closely related modifications together such that a block can modify a region in a search space with respect to some design constraints. Moreover, there could be blocks within blocks such that the design space becomes hierarchical for modifications at different levels of granularity. We present 1) a new version of pruned-reduce, a successful pruning rule for GRD, for block-level GRD, and 2) a new pruning rule for pruning some branches in both hierarchical and non-hierarchical design space. Our experiments show that searching in hierarchical design spaces greatly speeds up the redesign process.
Multi-goal conversational recommender system (MG-CRS) which is more in line with realistic scenarios has attracted a lot of attention. MG-CRS can dynamically capture the demands of users in conversation, continuously engage their interests, and make recommendations. The key of accomplishing these tasks is to plan a reasonable goal sequence which can naturally guide the user to accept the recommended goal. Previous works have demonstrated that mining the correlations of goals from the goal sequences in the dialogue corpus is helpful for recommending the goal that the user is interested in. However, they independently model correlations for each level of goal (i.e., goal type or entity) and neglect the order of goals appear in the dialogue. In this paper, we propose a goal interaction graph planning framework which constructs a directed heterogeneous graph to flexibly model the correlations between any level of goals and retain the order of goals. We design a goal interaction graph learning module to model the goal correlations and propagate goal representations via directed edges, then use an encoder and a dual-way fusion decoder to extract the most relevant information with the current goal from the conversation and domain knowledge, making the next-goal prediction fully exploit the prior goal correlations and user feedback. Finally we generate engaging responses based on the predicted goal sequence to complete the recommendation task. Experiments on two benchmark datasets show that our method achieves significant improvements in both the goal planning and response generation tasks.
Structured Complex Task Decomposition (SCTD) is the problem of breaking down a complex real-world task (such as planning a wedding) into a directed acyclic graph over individual steps that contribute to achieving the task, with edges specifying temporal dependencies between steps. SCTD is an important component of assistive planning tools, and a challenge for commonsense reasoning systems. We probe how accurately SCTD can be done with the knowledge extracted from pre-trained Large Language Models (LLMs). We introduce a new high-quality human-annotated dataset for this problem and novel metrics to fairly assess performance of LLMs against several baselines. Our experiments reveal that LLMs are able to decompose complex tasks into individual steps effectively, with a relative improvement of 15% to 280% over the best baseline. We also propose a number of approaches to further improve their performance, with a relative improvement of 7% to 37%. However, we find that LLMs still struggle to predict pairwise temporal dependencies, which reveals a gap in their understanding of complex tasks.
Hierarchical topic modeling aims to discover latent topics from a corpus and organize them into a hierarchy to understand documents with desirable semantic granularity. However, existing work struggles with producing topic hierarchies of low affinity, rationality, and diversity, which hampers document understanding. To overcome these challenges, we in this paper propose Transport Plan and Context-aware Hierarchical Topic Model (TraCo). Instead of early simple topic dependencies, we propose a transport plan dependency method. It constrains dependencies to ensure their sparsity and balance, and also regularizes topic hierarchy building with them. This improves affinity and diversity of hierarchies. We further propose a context-aware disentangled decoder. Rather than previously entangled decoding, it distributes different semantic granularity to topics at different levels by disentangled decoding. This facilitates the rationality of hierarchies. Experiments on benchmark datasets demonstrate that our method surpasses state-of-the-art baselines, effectively improving the affinity, rationality, and diversity of hierarchical topic modeling with better performance on downstream tasks.
Winnie: Task-Oriented Dialog System with Structure-Aware Contrastive Learning and Enhanced Policy Planning
PDF ↗Pre-trained encoder-decoder models are widely applied in Task-Oriented Dialog (TOD) systems on the session level, mainly focusing on modeling the dialog semantic information. Dialogs imply structural information indicating the interaction among user utterances, belief states, database search results, system acts and responses, which is also crucial for TOD systems. In addition, for the system acts, additional pre-training and datasets are considered to improve their accuracies, undoubtedly introducing a burden. Therefore, a novel end-to-end TOD system named Winnie is proposed in this paper to improve the TOD performance. First, to make full use of the intrinsic structural information, supervised contrastive learning is adopted to narrow the gap in the representation space between text representations of the same category and enlarge the overall continuous representation margin between text representations of different categories in dialog context. Then, a system act classification task is introduced for policy optimization during fine-tuning. Empirical results show that Winnie substantially improves the performance of the TOD system. By introducing the supervised contrastive and system act classification losses, Winnie achieves state-of-the-art results on benchmark datasets, including MultiWOZ2.2, In-Car, and Camrest676. Their end-to-end combined scores are improved by 3.2, 1.9, and 1.1 points, respectively.
We study graph-based Multi-Robot Coverage Path Planning (MCPP) that aims to compute coverage paths for multiple robots to cover all vertices of a given 2D grid terrain graph G. Existing graph-based MCPP algorithms first compute a tree cover on G---a forest of multiple trees that cover all vertices---and then employ the Spanning Tree Coverage (STC) paradigm to generate coverage paths on the decomposed graph D of the terrain graph G by circumnavigating the edges of the computed trees, aiming to optimize the makespan (i.e., the maximum coverage path cost among all robots). In this paper, we take a different approach by exploring how to systematically search for good coverage paths directly on D. We introduce a new algorithmic framework, called LS-MCPP, which leverages a local search to operate directly on D. We propose a novel standalone paradigm, Extended-STC (ESTC), that extends STC to achieve complete coverage for MCPP on any decomposed graph, even those resulting from incomplete terrain graphs. Furthermore, we demonstrate how to integrate ESTC with three novel types of neighborhood operators into our framework to effectively guide its search process. Our extensive experiments demonstrate the effectiveness of LS-MCPP, consistently improving the initial solution returned by two state-of-the-art baseline algorithms that compute suboptimal tree covers on G, with a notable reduction in makespan by up to 35.7% and 30.3%, respectively. Moreover, LS-MCPP consistently matches or surpasses the results of optimal tree cover computation, achieving these outcomes with orders of magnitude faster runtime, thereby showcasing its significant benefits for large-scale real-world coverage tasks.
Bidirectional Temporal Plan Graph: Enabling Switchable Passing Orders for More Efficient Multi-Agent Path Finding Plan Execution
PDF ↗The Multi-Agent Path Finding (MAPF) problem involves planning collision-free paths for multiple agents in a shared environment. The majority of MAPF solvers rely on the assumption that an agent can arrive at a specific location at a specific timestep. However, real-world execution uncertainties can cause agents to deviate from this assumption, leading to collisions and deadlocks. Prior research solves this problem by having agents follow a Temporal Plan Graph (TPG), enforcing a consistent passing order at every location as defined in the MAPF plan. However, we show that TPGs are overly strict because, in some circumstances, satisfying the passing order requires agents to wait unnecessarily, leading to longer execution time. To overcome this issue, we introduce a new graphical representation called a Bidirectional Temporal Plan Graph (BTPG), which allows switching passing orders during execution to avoid unnecessary waiting time. We design two anytime algorithms for constructing a BTPG: BTPG-naïve and BTPG-optimized. Experimental results show that following BTPGs consistently outperforms following TPGs, reducing unnecessary waits by 8-20%.
Multi-agent Pathfinding (MAPF) problem generally asks to find a set of conflict-free paths for a set of agents confined to a graph and is typically solved in a centralized fashion. Conversely, in this work, we investigate the decentralized MAPF setting, when the central controller that possesses all the information on the agents' locations and goals is absent and the agents have to sequentially decide the actions on their own without having access to the full state of the environment. We focus on the practically important lifelong variant of MAPF, which involves continuously assigning new goals to the agents upon arrival to the previous ones. To address this complex problem, we propose a method that integrates two complementary approaches: planning with heuristic search and reinforcement learning through policy optimization. Planning is utilized to construct and re-plan individual paths. We enhance our planning algorithm with a dedicated technique tailored to avoid congestion and increase the throughput of the system. We employ reinforcement learning to discover the collision avoidance policies that effectively guide the agents along the paths. The policy is implemented as a neural network and is effectively trained without any reward-shaping or external guidance. We evaluate our method on a wide range of setups comparing it to the state-of-the-art solvers. The results show that our method consistently outperforms the learnable competitors, showing higher throughput and better ability to generalize to the maps that were unseen at the training stage. Moreover our solver outperforms a rule-based one in terms of throughput and is an order of magnitude faster than a state-of-the-art search-based solver. The code is available at https://github.com/AIRI-Institute/learn-to-follow.
The Multi-Agent Pathfinding (MAPF) problem involves finding a set of conflict-free paths for a group of agents confined to a graph. In typical MAPF scenarios, the graph and the agents' starting and ending vertices are known beforehand, allowing the use of centralized planning algorithms. However, in this study, we focus on the decentralized MAPF setting, where the agents may observe the other agents only locally and are restricted in communications with each other. Specifically, we investigate the lifelong variant of MAPF, where new goals are continually assigned to the agents upon completion of previous ones. Drawing inspiration from the successful AlphaZero approach, we propose a decentralized multi-agent Monte Carlo Tree Search (MCTS) method for MAPF tasks. Our approach utilizes the agent's observations to recreate the intrinsic Markov decision process, which is then used for planning with a tailored for multi-agent tasks version of neural MCTS. The experimental results show that our approach outperforms state-of-the-art learnable MAPF solvers. The source code is available at https://github.com/AIRI-Institute/mats-lp.
Anytime multi-agent path finding (MAPF) is a promising approach to scalable path optimization in large-scale multi-agent systems. State-of-the-art anytime MAPF is based on Large Neighborhood Search (LNS), where a fast initial solution is iteratively optimized by destroying and repairing a fixed number of parts, i.e., the neighborhood of the solution, using randomized destroy heuristics and prioritized planning. Despite their recent success in various MAPF instances, current LNS-based approaches lack exploration and flexibility due to greedy optimization with a fixed neighborhood size which can lead to low-quality solutions in general. So far, these limitations have been addressed with extensive prior effort in tuning or offline machine learning beyond actual planning. In this paper, we focus on online learning in LNS and propose Bandit-based Adaptive LArge Neighborhood search Combined with Exploration (BALANCE). BALANCE uses a bi-level multi-armed bandit scheme to adapt the selection of destroy heuristics and neighborhood sizes on the fly during search. We evaluate BALANCE on multiple maps from the MAPF benchmark set and empirically demonstrate performance improvements of at least 50% compared to state-of-the-art anytime MAPF in large-scale scenarios. We find that Thompson Sampling performs particularly well compared to alternative multi-armed bandit algorithms.
In centralized multi-agent systems, often modeled as multi-agent partially observable Markov decision processes (MPOMDPs), the action and observation spaces grow exponentially with the number of agents, making the value and belief estimation of single-agent online planning ineffective. Prior work partially tackles value estimation by exploiting the inherent structure of multi-agent settings via so-called coordination graphs. Additionally, belief estimation methods have been improved by incorporating the likelihood of observations into the approximation. However, the challenges of value estimation and belief estimation have only been tackled individually, which prevents existing methods from scaling to settings with many agents. Therefore, we address these challenges simultaneously. First, we introduce weighted particle filtering to a sample-based online planner for MPOMDPs. Second, we present a scalable approximation of the belief. Third, we bring an approach that exploits the typical locality of agent interactions to novel online planning algorithms for MPOMDPs operating on a so-called sparse particle filter tree. Our experimental evaluation against several state-of-the-art baselines shows that our methods (1) are competitive in settings with only a few agents and (2) improve over the baselines in the presence of many agents.
Optimal transport (OT) is an important methodology to measure distribution discrepancy, which has achieved promising performance in artificial intelligence applications, e.g., unsupervised domain adaptation. However, from the view of transportation, there are still limitations: 1) the local discriminative structures for downstream tasks, e.g., cluster structure for classification, cannot be explicitly admitted by the learned OT plan; 2) the entropy regularization induces a dense OT plan with increasing uncertainty. To tackle these issues, we propose a novel Probability-Polarized OT (PPOT) framework, which can characterize the structure of OT plan explicitly. Specifically, the probability polarization mechanism is proposed to guide the optimization direction of OT plan, which generates a clear margin between similar and dissimilar transport pairs and reduces the uncertainty. Further, a dynamic mechanism for margin is developed by incorporating task-related information into the polarization, which directly captures the intra/inter class correspondence for knowledge transportation. A mathematical understanding for PPOT is provided from the view of gradient, which ensures interpretability. Extensive experiments on several datasets validate the effectiveness and empirical efficiency of PPOT.
We propose novel fast algorithms for optimal transport (OT) utilizing a cyclic symmetry structure of input data. Such OT with cyclic symmetry appears universally in various real-world examples: image processing, urban planning, and graph processing. Our main idea is to reduce OT to a small optimization problem that has significantly fewer variables by utilizing cyclic symmetry and various optimization techniques. On the basis of this reduction, our algorithms solve the small optimization problem instead of the original OT. As a result, our algorithms obtain the optimal solution and the objective function value of the original OT faster than solving the original OT directly. In this paper, our focus is on two crucial OT formulations: the linear programming OT (LOT) and the strongly convex-regularized OT, which includes the well-known entropy-regularized OT (EROT). Experiments show the effectiveness of our algorithms for LOT and EROT in synthetic/real-world data that has a strict/approximate cyclic symmetry structure. Through theoretical and experimental results, this paper successfully introduces the concept of symmetry into the OT research field for the first time.
Hypothesis, Verification, and Induction: Grounding Large Language Models with Self-Driven Skill Learning
PDF ↗Large language models (LLMs) show their powerful automatic reasoning and planning capability with a wealth of semantic knowledge about the human world. However, the grounding problem still hinders the applications of LLMs in the real-world environment. Existing studies try to fine-tune the LLM or utilize pre-defined behavior APIs to bridge the LLMs and the environment, which not only costs huge human efforts to customize for every single task but also weakens the generality strengths of LLMs. To autonomously ground the LLM onto the environment, we proposed the Hypothesis, Verification, and Induction (HYVIN) framework to automatically and progressively ground the LLM with self-driven skill learning. HYVIN first employs the LLM to propose the hypothesis of sub-goals to achieve tasks and then verify the feasibility of the hypothesis via interacting with the underlying environment. Once verified, HYVIN can then learn generalized skills with the guidance of these successfully grounded subgoals. These skills can be further utilized to accomplish more complex tasks that fail to pass the verification phase. Verified in the famous instruction following task set, BabyAI, HYVIN achieves comparable performance in the most challenging tasks compared with imitation learning methods that cost millions of demonstrations, proving the effectiveness of learned skills and showing the feasibility and efficiency of our framework.
To ensure the usefulness of Reinforcement Learning (RL) in real systems, it is crucial to ensure they are robust to noise and adversarial attacks. In adversarial RL, an external attacker has the power to manipulate the victim agent's interaction with the environment. We study the full class of online manipulation attacks, which include (i) state attacks, (ii) observation attacks (which are a generalization of perceived-state attacks), (iii) action attacks, and (iv) reward attacks. We show the attacker's problem of designing a stealthy attack that maximizes its own expected reward, which often corresponds to minimizing the victim's value, is captured by a Markov Decision Process (MDP) that we call a meta-MDP since it is not the true environment but a higher level environment induced by the attacked interaction. We show that the attacker can derive optimal attacks by planning in polynomial time or learning with polynomial sample complexity using standard RL techniques. We argue that the optimal defense policy for the victim can be computed as the solution to a stochastic Stackelberg game, which can be further simplified into a partially-observable turn-based stochastic game (POTBSG). Neither the attacker nor the victim would benefit from deviating from their respective optimal policies, thus such solutions are truly robust. Although the defense problem is NP-hard, we show that optimal Markovian defenses can be computed (learned) in polynomial time (sample complexity) in many scenarios.