Integrated task and motion planning (TAMP) is desirable for generalized autonomy robots but it is challenging at the same time. TAMP requires the planner to not only search in both the large symbolic task space and the high-dimension motion space but also deal with the infeasible task actions due to its intrinsic hierarchical process. We propose a novel decision-making framework for TAMP by constructing an extended decision tree for both symbolic task planning and high-dimension motion variable binding. We integrate top-k planning for generating explicitly a skeleton space where a variety of candidate skeleton plans are at disposal. Moreover, we effectively combine this skeleton space with the resultant motion variable spaces into a single extended decision space. Accordingly, we use Monte-Carlo Tree Search (MCTS) to ensure an exploration-exploitation balance at each decision node and optimize globally to produce optimal solutions. The proposed seamless combination of symbolic top-k planning with streams, with the proved optimality of MCTS, leads to a powerful planning algorithm that can handle the combinatorial complexity of long-horizon manipulation tasks. We empirically evaluate our proposed algorithm in challenging robot tasks with different domains that require multi-stage decisions and show how our method can overcome the large task space and motion space through its effective tree search compared to its most competitive baseline method.
The human mental search (HMS) algorithm is a relatively recent population-based metaheuristic algorithm, which has shown competitive performance in solving complex optimisation problems. It is based on three main operators: mental search, grouping, and movement. In the original HMS algorithm, a clustering algorithm is used to group the current population in order to identify a promising region in search space, while candidate solutions then move towards the best candidate solution in the promising region. In this paper, we propose a novel HMS algorithm, HMS-OS, which is based on clustering in both objective and search space, where clustering in objective space finds a set of best candidate solutions whose centroid is then also used in updating the population. For further improvement, HMSOS benefits from an adaptive selection of the number of mental processes in the mental search operator. Experimental results on CEC-2017 benchmark functions with dimensionalities of 50 and 100, and in comparison to other optimisation algorithms, indicate that HMS-OS yields excellent performance, superior to those of other methods.
Learning a well-informed heuristic function for hard task planning domains is an elusive problem. Although there are known neural network architectures to represent such heuristic knowledge, it is not obvious what concrete information is learned and whether techniques aimed at understanding the structure help in improving the quality of the heuristics. This paper presents a network model to learn a heuristic capable of relating distant parts of the state space via optimal plan imitation using the attention mechanism, which drastically improves the learning of a good heuristic function. To counter the limitation of the method in the creation of problems of increasing difficulty, we demonstrate the use of curriculum learning, where newly solved problem instances are added to the training set, which, in turn, helps to solve problems of higher complexities and far exceeds the performances of all existing baselines including classical planning heuristics. We demonstrate its effectiveness for grid-type PDDL domains.
Designing code to be simplistic yet to offer choice is a tightrope walk. Additional modules such as optimizers and data sets make a framework useful to a broader audience, but the added complexity quickly becomes a problem. Framework parameters may apply only to some modules but not others, be mutually exclusive or depend on each other, often in unclear ways. Even so, many frameworks are limited to a few specific use cases. This paper presents the underlying concept of UniNAS, a framework designed to incorporate a variety of Neural Architecture Search approaches. Since they differ in the number of optimizers and networks, hyper-parameter optimization, network designs, candidate operations, and more, a traditional approach can not solve the task. Instead, every module defines its own hyper-parameters and a local tree structure of module requirements. A configuration file specifies which modules are used, their used parameters, and which other modules they use in turn This concept of argument trees enables combining and reusing modules in complex configurations while avoiding many problems mentioned above. Argument trees can also be configured from a graphical user interface so that designing and changing experiments becomes possible without writing a single line of code. UniNAS is publicly available at //github.com/cogsys-tuebingen/uninas
This study proposes a hierarchically integrated framework for safe task and motion planning (TAMP) of bipedal locomotion in a partially observable environment with dynamic obstacles and uneven terrain. The high-level task planner employs linear temporal logic (LTL) for a reactive game synthesis between the robot and its environment and provides a formal guarantee on navigation safety and task completion. To address environmental partial observability, a belief abstraction is employed at the high-level navigation planner to estimate the dynamic obstacles' location. Accordingly, a synthesized action planner sends a set of locomotion actions to the middle-level motion planner, while incorporating safe locomotion specifications extracted from safety theorems based on a reduced-order model (ROM) of the locomotion process. The motion planner employs the ROM to design safety criteria and a sampling algorithm to generate non-periodic motion plans that accurately track high-level actions. To address external perturbations, this study also investigates safe sequential composition of the keyframe locomotion state and achieves robust transitions against external perturbations through reachability analysis. A set of ROM-based hyperparameters are finally interpolated to design whole-body locomotion gaits generated by trajectory optimization and validate the viable deployment of the ROM-based TAMP on a 20-degrees-of-freedom Cassie robot designed by Agility Robotics.
Many important real-world problems have action spaces that are high-dimensional, continuous or both, making full enumeration of all possible actions infeasible. Instead, only small subsets of actions can be sampled for the purpose of policy evaluation and improvement. In this paper, we propose a general framework to reason in a principled way about policy evaluation and improvement over such sampled action subsets. This sample-based policy iteration framework can in principle be applied to any reinforcement learning algorithm based upon policy iteration. Concretely, we propose Sampled MuZero, an extension of the MuZero algorithm that is able to learn in domains with arbitrarily complex action spaces by planning over sampled actions. We demonstrate this approach on the classical board game of Go and on two continuous control benchmark domains: DeepMind Control Suite and Real-World RL Suite.
We present Neural A*, a novel data-driven search method for path planning problems. Despite the recent increasing attention to data-driven path planning, a machine learning approach to search-based planning is still challenging due to the discrete nature of search algorithms. In this work, we reformulate a canonical A* search algorithm to be differentiable and couple it with a convolutional encoder to form an end-to-end trainable neural network planner. Neural A* solves a path planning problem by encoding a problem instance to a guidance map and then performing the differentiable A* search with the guidance map. By learning to match the search results with ground-truth paths provided by experts, Neural A* can produce a path consistent with the ground truth accurately and efficiently. Our extensive experiments confirmed that Neural A* outperformed state-of-the-art data-driven planners in terms of the search optimality and efficiency trade-off, and furthermore, successfully predicted realistic human trajectories by directly performing search-based planning on natural image inputs.
Retrosynthetic planning is a critical task in organic chemistry which identifies a series of reactions that can lead to the synthesis of a target product. The vast number of possible chemical transformations makes the size of the search space very big, and retrosynthetic planning is challenging even for experienced chemists. However, existing methods either require expensive return estimation by rollout with high variance, or optimize for search speed rather than the quality. In this paper, we propose Retro*, a neural-based A*-like algorithm that finds high-quality synthetic routes efficiently. It maintains the search as an AND-OR tree, and learns a neural search bias with off-policy data. Then guided by this neural network, it performs best-first search efficiently during new planning episodes. Experiments on benchmark USPTO datasets show that, our proposed method outperforms existing state-of-the-art with respect to both the success rate and solution quality, while being more efficient at the same time.
This paper presents a comprehensive survey on vision-based robotic grasping. We concluded four key tasks during robotic grasping, which are object localization, pose estimation, grasp detection and motion planning. In detail, object localization includes object detection and segmentation methods, pose estimation includes RGB-based and RGB-D-based methods, grasp detection includes traditional methods and deep learning-based methods, motion planning includes analytical methods, imitating learning methods, and reinforcement learning methods. Besides, lots of methods accomplish some of the tasks jointly, such as object-detection-combined 6D pose estimation, grasp detection without pose estimation, end-to-end grasp detection, and end-to-end motion planning. These methods are reviewed elaborately in this survey. What's more, related datasets are summarized and comparisons between state-of-the-art methods are given for each task. Challenges about robotic grasping are presented, and future directions in addressing these challenges are also pointed out.
In many real-world settings, a team of agents must coordinate their behaviour while acting in a decentralised way. At the same time, it is often possible to train the agents in a centralised fashion in a simulated or laboratory setting, where global state information is available and communication constraints are lifted. Learning joint action-values conditioned on extra state information is an attractive way to exploit centralised learning, but the best strategy for then extracting decentralised policies is unclear. Our solution is QMIX, a novel value-based method that can train decentralised policies in a centralised end-to-end fashion. QMIX employs a network that estimates joint action-values as a complex non-linear combination of per-agent values that condition only on local observations. We structurally enforce that the joint-action value is monotonic in the per-agent values, which allows tractable maximisation of the joint action-value in off-policy learning, and guarantees consistency between the centralised and decentralised policies. We evaluate QMIX on a challenging set of StarCraft II micromanagement tasks, and show that QMIX significantly outperforms existing value-based multi-agent reinforcement learning methods.
Querying graph structured data is a fundamental operation that enables important applications including knowledge graph search, social network analysis, and cyber-network security. However, the growing size of real-world data graphs poses severe challenges for graph databases to meet the response-time requirements of the applications. Planning the computational steps of query processing - Query Planning - is central to address these challenges. In this paper, we study the problem of learning to speedup query planning in graph databases towards the goal of improving the computational-efficiency of query processing via training queries.We present a Learning to Plan (L2P) framework that is applicable to a large class of query reasoners that follow the Threshold Algorithm (TA) approach. First, we define a generic search space over candidate query plans, and identify target search trajectories (query plans) corresponding to the training queries by performing an expensive search. Subsequently, we learn greedy search control knowledge to imitate the search behavior of the target query plans. We provide a concrete instantiation of our L2P framework for STAR, a state-of-the-art graph query reasoner. Our experiments on benchmark knowledge graphs including DBpedia, YAGO, and Freebase show that using the query plans generated by the learned search control knowledge, we can significantly improve the speed of STAR with negligible loss in accuracy.