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Stavros Vassos, University of Athens, Greece   stavrosv@di.uoa.gr   May 2012




INTRODUCTION TO AI
STRIPS PLANNING
.. and Applications to Video-games!
Course overview
2


       Lecture 1: STRIPS planning, state-space search
       Lecture 2: Planning graphs, domain independent
        heuristics
       Lecture 3: Game-inspired competitions for AI research,
        AI decision making for non-player characters in games
       Lecture 4: Planning Domain Definition Language (PDDL),
        examples with planners and Prolog code
       Lecture 5: Employing STRIPS planning in games:
        SimpleFPS, iThinkUnity3D, SmartWorkersRTS
       Lecture 6: Planning beyond STRIPS
STRIPS planning
3


       What we have seen so far

         The STRIPS formalism for specifying planning problems
         Solving planning problems using state-based search

         Progression planning

         Effective heuristics for progression planning (based on
          relaxed problems, planning graphs)
         PDDL tools for expressing and solving STRIPS problems
STRIPS planning
4


       What we have seen so far            Classical planning

         There is complete knowledge about the initial state
         Actions are deterministic with exactly one outcome

         The solution is a linear plan (a sequence of actions)
STRIPS planning
5


       What we have seen so far            Classical planning

         There is complete knowledge about the initial state
         Actions are deterministic with exactly one outcome

         The solution is a linear plan (a sequence of actions)



       Search “off-line”, then execute with “eyes closed”
STRIPS planning
6


                        Α
                        Β
    Α    Β    C         C


     On(Α,Table)
                      On(Α,Β)
     On(Β,Table)
                      On(Β,C)
     On(C,Table)
      Clear(Α)
      Clear(Β)
      Clear(C)



         s0             g
STRIPS planning
7


                                                       Α          Α
                                     Β                 Β          Β
    Α    Β     C            Α        C                 C          C


     On(Α,Table)          On(Α,Table)              On(Α,Β)
                                                                On(Α,Β)
     On(Β,Table)            On(Β,C)                On(Β,C)
                                                                On(Β,C)
     On(C,Table)          On(C,Table)            On(C,Table)
      Clear(Α)              Clear(Α)               Clear(Α)
      Clear(Β)              Clear(Β)             Clear(Table)
      Clear(C)            Clear(Table)

              Move(Β,Table,C)        Move(Α,Table,Β)
         s0                     s1                     s2         g
STRIPS planning: Search
8




     On(Α,Table)          On(Α,Table)              On(Α,Β)
                                                                On(Α,Β)
     On(Β,Table)            On(Β,C)                On(Β,C)
                                                                On(Β,C)
     On(C,Table)          On(C,Table)            On(C,Table)
      Clear(Α)              Clear(Α)               Clear(Α)
      Clear(Β)              Clear(Β)             Clear(Table)
      Clear(C)            Clear(Table)

              Move(Β,Table,C)        Move(Α,Table,Β)
         s0                     s1                     s2         g
STRIPS planning: Execute
9




     On(Α,Table)          On(Α,Table)              On(Α,Β)
                                                                On(Α,Β)
     On(Β,Table)            On(Β,C)                On(Β,C)
                                                                On(Β,C)
     On(C,Table)          On(C,Table)            On(C,Table)
      Clear(Α)              Clear(Α)               Clear(Α)
      Clear(Β)              Clear(Β)             Clear(Table)
      Clear(C)            Clear(Table)

              Move(Β,Table,C)        Move(Α,Table,Β)
         s0                     s1                     s2
STRIPS planning: Execute
10


        blackbox –o sokoban-domain.txt –f sokoban-problem.txt
         ----------------------------------------------------
         Begin plan
         1 (push c4-4 c4-3 c4-2 down box1)
         2 (push c4-3 c3-3 c2-3 left box2)
         3 (move c3-3 c3-2 down)
         4 (move c3-2 c2-2 left)
         5 (move c2-2 c1-2 left)
         …
         27 (move c2-2 c1-2 left)
         28 (move c1-2 c1-3 up)
         29 (push c1-3 c2-3 c3-3 right box1)
         30 (push c2-3 c3-3 c4-3 right box1)
         End plan
         ----------------------------------------------------
STRIPS planning: Execute
11


        blackbox –o sokoban-domain.txt –f sokoban-problem.txt
         ----------------------------------------------------
         Begin plan
         1 (push c4-4 c4-3 c4-2 down box1)
         2 (push c4-3 c3-3 c2-3 left box2)
         3 (move c3-3 c3-2 down)
         4 (move c3-2 c2-2 left)
         5 (move c2-2 c1-2 left)
         …
         27 (move c2-2 c1-2 left)
         28 (move c1-2 c1-3 up)
         29 (push c1-3 c2-3 c3-3 right box1)
         30 (push c2-3 c3-3 c4-3 right box1)
         End plan
         ----------------------------------------------------
Planning beyond STRIPS
12


        What we have not seen so far
Planning beyond STRIPS
13


        What we have not seen so far

          Initial   state with incomplete information
Planning beyond STRIPS
14


        What we have not seen so far

          Initial   state with incomplete information
            Open   world assumption, e.g., I don’t know anything about
             block D, could be sitting anywhere
            Disjunctive information, e.g., On(A,B)  On(B,A)
            Existential information, e.g., I know there is a block on top of
             A but I don’t know which one: x On(x,A)
Planning beyond STRIPS
15


        What we have not seen so far

          Initial   state with incomplete information
            Open   world assumption, e.g., I don’t know anything about
             block D, could be sitting anywhere
            Disjunctive information, e.g., On(A,B)  On(B,A)
            Existential information, e.g., I know there is a block on top of
             A but I don’t know which one: x On(x,A)



            Game-world:     I know there is treasure hidden in some chest
              but I don’t know which one
Planning beyond STRIPS
16


        What we have not seen so far

          Nondeterministic   actions with more than one outcome
Planning beyond STRIPS
17


        What we have not seen so far

          Nondeterministic   actions with more than one outcome
            An action succeeds with a degree of probability, e.g.,
             move(x,b,y) action succeeds with a 90% probability
            An action may have more than one outcomes, e.g., moving a
             block may lead to moving the intended block or a
             neighbouring one
Planning beyond STRIPS
18


        What we have not seen so far

          Nondeterministic   actions with more than one outcome
            An action succeeds with a degree of probability, e.g.,
             move(x,b,y) action succeeds with a 90% probability
            An action may have more than one outcomes, e.g., moving a
             block may lead to moving the intended block or a
             neighbouring one



            Game-world:  Picking a lock may result in the door opening or
            the tool breaking
Planning beyond STRIPS
19


        What we have not seen so far

          Representation   of the duration of actions
Planning beyond STRIPS
20


        What we have not seen so far

          Representation   of the duration of actions
            How   can we say that an action takes more time than another
             one?
            How can we say that the goal should be reached within a
             time limit?
Planning beyond STRIPS
21


        What we have not seen so far

          Exogenous   events
Planning beyond STRIPS
22


        What we have not seen so far

          Exogenous    events
            What  if in the blocks world we decided to push one of the
             blocks from time to time and change its location?
            What if in the blocks world there was another gripper that
             could move blocks in order to achieve their goal?
Planning beyond STRIPS
23


        What we have not seen so far

          Exogenous    events
            What  if in the blocks world we decided to push one of the
             blocks from time to time and change its location?
            What if in the blocks world there was another gripper that
             could move blocks in order to achieve their goal?



            Game-world: the state of the game is altered not only by the
            moves of our agent/NPC but also by the human player and
            other agents
Planning beyond STRIPS
24


        What we have not seen so far

          Sensing   actions
Planning beyond STRIPS
25


        What we have not seen so far

          Sensing   actions
            These   actions do not affect the world but instead the
             knowledge of the agent about the world is updated
            E.g., sense which is the block that is on top of block A
Planning beyond STRIPS
26


        What we have not seen so far

          Sensing   actions
            These   actions do not affect the world but instead the
             knowledge of the agent about the world is updated
            E.g., sense which is the block that is on top of block A




            Game-world:   look-inside(chest1) could update the information
             that the agent has about what is lying inside the chest
Planning beyond STRIPS
27


        What we have not seen so far

         A   more expressive solution
            Looking   for a linear plan is the simplest case (and works well
              only in classical planning problems)
Planning beyond STRIPS
28


        What we have not seen so far

         A   more expressive solution
            Looking   for a linear plan is the simplest case (and works well
              only in classical planning problems)

         A   solution can be
           a   tree of nested if-then-else statements, e.g.,
             [if open(chest) then … else …]
            a more expressive program that specifies how the agent
             should behave, e.g.,
             [while open(chest) do … end while]
Planning beyond STRIPS
29


        Let’s see some scenarios that combine such features
Planning beyond STRIPS
30


        Three versions of the Vacuum Cleaner domain
Planning beyond STRIPS
31


        Version 1 of the Vacuum Cleaner domain




          Incomplete    information about the initial state
            The   cleaning bot does not know its position
          Deterministic   actions
            Actions  moveLeft, moveRight, clean always succeed with the
             intuitive effects
          The   bot does not get any other information about the state
Planning beyond STRIPS
32


        Version 1 of the Vacuum Cleaner domain




        Conformant planning
          Find a sequence of actions that achieves the goal in
           all possible cases
Planning beyond STRIPS
33


        Version 1 of the Vacuum Cleaner domain




        Conformant planning
          Find a sequence of actions that achieves the goal in
           all possible cases
          Plan: [moveLeft, clean, moveRight, clean]
Planning beyond STRIPS
34


        Version 2 of the Vacuum Cleaner domain




          Incomplete    information about the initial state
            The   cleaning bot does not know its position
          Deterministic   actions
            Actions  moveLeft, moveRight, clean always succeed with the
             intuitive effects
          At   run-time the cleaning bot can see which state it is in
Planning beyond STRIPS
35


        Version 2 of the Vacuum Cleaner domain




        Conditional planning
          Find  a plan that also uses if-then-else statements, such
           that it achieves the goal assuming that conditions can be
           evaluated at run-time
          Plan: [ if isRight then clean else moveRight, clean ]
Planning beyond STRIPS
36


        Version 3 of the Vacuum Cleaner domain




          Complete     information about the initial state
            The   cleaning bot is on the left, there is dirt on the right
          Nondeterministic      actions
            Actions   moveLeft, moveRight my fail without affecting the state
          At   run-time the cleaning bot can see which state it is in
Planning beyond STRIPS
37


        Version 3 of the Vacuum Cleaner domain




        Planning for more expressive plans
          Finda a plan that also uses while statements, such that it
           eventually achieves the goal assuming that conditions can
           be evaluated at run-time
          Plan: [ while isLeft do moveRight end while, clean ]
Planning beyond STRIPS
38


        We see that the resulting plan need not be a linear
         sequence of actions

        How do we search for such plans?
          AIMA Section 12.3: Planning and acting in
           nondeterministic domains
          AIMA Section 12.4: Conditional planning
Planning beyond STRIPS
39


        We see that the resulting plan need not be a linear
         sequence of actions

        How do we search for such plans?
          AIMA Section 12.3: Planning and acting in
           nondeterministic domains
          AIMA Section 12.4: Conditional planning



          Let’s
               see an interesting extension of STRIPS that aims to
           account for some of the problems we identified
Planning beyond STRIPS
40


        Planning with Knowledge and Sensing (PKS)
          [Petrick,
                   Bacchus 2002]
          http://homepages.inf.ed.ac.uk/rpetrick/software/pks/

        Extension of STRIPS that takes into account that
         some information will be available at run-time
            Kf is like the normal STRIPS database but with open world
            Kw holds literals whose truth value will be known at run-time
            Kv holds literals with terms that will be known at run-time
            Kx holds exclusive or information about literals

        Works with conditional plans that take cases
Planning beyond STRIPS
41


        We see that the resulting plan need not be a linear
         sequence of actions

        How do we search for such plans?
          AIMA Section 12.3: Planning and acting in
           nondeterministic domains
          AIMA Section 12.4: Conditional planning



        Are these enough for building a real NPC?
Planning beyond STRIPS
42


        What happens when an exogenous event changes
         something in the state while a plan is executed?
Planning beyond STRIPS
43


        MiniGame domain
Planning beyond STRIPS
44


        MiniGame domain
                                 up
                                 up
                                 up
                                 pickup
                                 right
                                 right
                                 right
                                 stab
Planning beyond STRIPS
45


        MiniGame domain
                                 up
                                 up
                                 up
                                 pickup
                                 right
                                 right
                                 right
                                 stab
Planning beyond STRIPS
46


        MiniGame domain
                                 up
                                 up
                                 up
                                 pickup
                                 right
                                 right
                                 right
                                 stab
Planning beyond STRIPS
47


        MiniGame domain
Planning beyond STRIPS
48


        What happens when an exogenous event changes
         something in the state while a plan is executed?
          The human player picks up the weapon that was part of
           the plan for the NPC
          The player pushes the NPC out of the position it thinks its
           located
         …
Planning beyond STRIPS
49


        What happens when an exogenous event changes
         something in the state while a plan is executed?
          Before  executing the next action check that the
           preconditions of the actions are satisfied
          Before executing the next action check that the
           preconditions of all remaining actions will be satisfied
          Specify some special conditions that should hold at each
           step of the plan in order to continue executing it
Planning beyond STRIPS
50


        What happens when an exogenous event changes
         something in the state while a plan is executed?
          Before  executing the next action check that the
           preconditions of the actions are satisfied
          Before executing the next action check that the
           preconditions of all remaining actions will be satisfied
          Specify some special conditions that should hold at each
           step of the plan in order to continue executing it

        AIMA Section 12.5: Execution monitoring and replanning
Planning beyond STRIPS
51


        The approaches we have seen so far look for a plan
         that features simple programming constructs
Planning beyond STRIPS
52


        The approaches we have seen so far look for a plan
         that features simple programming constructs
        What if we could also provide the planner with a
         “sketch” of how the plan should look like?
          Note that this makes sense only for a particular
           application, i.e., it is domain dependant
Planning beyond STRIPS
53


        The approaches we have seen so far look for a plan
         that features simple programming constructs
        What if we could also provide the planner with a
         “sketch” of how the plan should look like?
          Note that this makes sense only for a particular
           application, i.e., it is domain dependant

        In this way we can also specify a behavior for an
         agent that works in an “on-line” manner
          First,
               find a way to get a weapon. Execute the plan.
          Then, find a way to get to the player. …
Planning beyond STRIPS
54


        MiniGame domain
Planning beyond STRIPS
55


        Golog: High-level agent programming language

          search (
            (turn; π x. move(x) )*;
            π x. pick-up(x);
            ?(π x. gun(x) and npc-holding(x));
          );
          search (
              (turn; π x. move(x) )*;
              ?(npc-at(x) and player-at(y) and adjacent (x,y));
           );
          shoot-player
Planning beyond STRIPS
56


        Golog: High-level agent programming language
Planning beyond STRIPS
57


        Golog: High-level agent programming language

          Based   on situation calculus, a first-order logic formalism

          Much
              more expressive than STRIPS for specifying a
          domain and an initial situation

          Many extensions in the literature, and a few working
          systems available, e.g.,
            http://www.cs.toronto.edu/cogrobo/main/systems/index.html
Course overview
58


        Lecture 1: STRIPS planning, state-space search
        Lecture 2: Planning graphs, domain independent
         heuristics
        Lecture 3: Game-inspired competitions for AI research,
         AI decision making for non-player characters in games
        Lecture 4: Planning Domain Definition Language (PDDL),
         examples with planners and Prolog code
        Lecture 5: Employing STRIPS planning in games:
         SimpleFPS, iThinkUnity3D, SmartWorkersRTS
        Lecture 6: Planning beyond STRIPS
Bibliography
59


      Material
        Artificial
                 Intelligence: A Modern Approach 2nd Ed. Stuart Russell,
         Peter Norvig. Prentice Hall, 2003 Sections 11.2, 12.3, 12.4, 12.5
      References
       A   knowledge-based approach to planning with incomplete
         information and sensing. Ronald P. A. Petrick, Fahiem Bacchus. In
         Proceedings of the International Conference on AI Planning and
         Scheduling Systems (AIPS), 2002
        Golog: A Logic Programming Language for Dynamic Domains.
         Hector J. Levesque, Raymond Reiter, Yves Lesperance, Fangzhen
         Lin, Richard B. Scherl. Logic Programming, Vol. 31, No. 1-3. 1997

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Intro to AI STRIPS Planning & Applications in Video-games Lecture6-Part1

  • 1. Stavros Vassos, University of Athens, Greece stavrosv@di.uoa.gr May 2012 INTRODUCTION TO AI STRIPS PLANNING .. and Applications to Video-games!
  • 2. Course overview 2  Lecture 1: STRIPS planning, state-space search  Lecture 2: Planning graphs, domain independent heuristics  Lecture 3: Game-inspired competitions for AI research, AI decision making for non-player characters in games  Lecture 4: Planning Domain Definition Language (PDDL), examples with planners and Prolog code  Lecture 5: Employing STRIPS planning in games: SimpleFPS, iThinkUnity3D, SmartWorkersRTS  Lecture 6: Planning beyond STRIPS
  • 3. STRIPS planning 3  What we have seen so far  The STRIPS formalism for specifying planning problems  Solving planning problems using state-based search  Progression planning  Effective heuristics for progression planning (based on relaxed problems, planning graphs)  PDDL tools for expressing and solving STRIPS problems
  • 4. STRIPS planning 4  What we have seen so far Classical planning  There is complete knowledge about the initial state  Actions are deterministic with exactly one outcome  The solution is a linear plan (a sequence of actions)
  • 5. STRIPS planning 5  What we have seen so far Classical planning  There is complete knowledge about the initial state  Actions are deterministic with exactly one outcome  The solution is a linear plan (a sequence of actions)  Search “off-line”, then execute with “eyes closed”
  • 6. STRIPS planning 6 Α Β Α Β C C On(Α,Table) On(Α,Β) On(Β,Table) On(Β,C) On(C,Table) Clear(Α) Clear(Β) Clear(C) s0 g
  • 7. STRIPS planning 7 Α Α Β Β Β Α Β C Α C C C On(Α,Table) On(Α,Table) On(Α,Β) On(Α,Β) On(Β,Table) On(Β,C) On(Β,C) On(Β,C) On(C,Table) On(C,Table) On(C,Table) Clear(Α) Clear(Α) Clear(Α) Clear(Β) Clear(Β) Clear(Table) Clear(C) Clear(Table) Move(Β,Table,C) Move(Α,Table,Β) s0 s1 s2 g
  • 8. STRIPS planning: Search 8 On(Α,Table) On(Α,Table) On(Α,Β) On(Α,Β) On(Β,Table) On(Β,C) On(Β,C) On(Β,C) On(C,Table) On(C,Table) On(C,Table) Clear(Α) Clear(Α) Clear(Α) Clear(Β) Clear(Β) Clear(Table) Clear(C) Clear(Table) Move(Β,Table,C) Move(Α,Table,Β) s0 s1 s2 g
  • 9. STRIPS planning: Execute 9 On(Α,Table) On(Α,Table) On(Α,Β) On(Α,Β) On(Β,Table) On(Β,C) On(Β,C) On(Β,C) On(C,Table) On(C,Table) On(C,Table) Clear(Α) Clear(Α) Clear(Α) Clear(Β) Clear(Β) Clear(Table) Clear(C) Clear(Table) Move(Β,Table,C) Move(Α,Table,Β) s0 s1 s2
  • 10. STRIPS planning: Execute 10  blackbox –o sokoban-domain.txt –f sokoban-problem.txt ---------------------------------------------------- Begin plan 1 (push c4-4 c4-3 c4-2 down box1) 2 (push c4-3 c3-3 c2-3 left box2) 3 (move c3-3 c3-2 down) 4 (move c3-2 c2-2 left) 5 (move c2-2 c1-2 left) … 27 (move c2-2 c1-2 left) 28 (move c1-2 c1-3 up) 29 (push c1-3 c2-3 c3-3 right box1) 30 (push c2-3 c3-3 c4-3 right box1) End plan ----------------------------------------------------
  • 11. STRIPS planning: Execute 11  blackbox –o sokoban-domain.txt –f sokoban-problem.txt ---------------------------------------------------- Begin plan 1 (push c4-4 c4-3 c4-2 down box1) 2 (push c4-3 c3-3 c2-3 left box2) 3 (move c3-3 c3-2 down) 4 (move c3-2 c2-2 left) 5 (move c2-2 c1-2 left) … 27 (move c2-2 c1-2 left) 28 (move c1-2 c1-3 up) 29 (push c1-3 c2-3 c3-3 right box1) 30 (push c2-3 c3-3 c4-3 right box1) End plan ----------------------------------------------------
  • 12. Planning beyond STRIPS 12  What we have not seen so far
  • 13. Planning beyond STRIPS 13  What we have not seen so far  Initial state with incomplete information
  • 14. Planning beyond STRIPS 14  What we have not seen so far  Initial state with incomplete information  Open world assumption, e.g., I don’t know anything about block D, could be sitting anywhere  Disjunctive information, e.g., On(A,B)  On(B,A)  Existential information, e.g., I know there is a block on top of A but I don’t know which one: x On(x,A)
  • 15. Planning beyond STRIPS 15  What we have not seen so far  Initial state with incomplete information  Open world assumption, e.g., I don’t know anything about block D, could be sitting anywhere  Disjunctive information, e.g., On(A,B)  On(B,A)  Existential information, e.g., I know there is a block on top of A but I don’t know which one: x On(x,A)  Game-world: I know there is treasure hidden in some chest but I don’t know which one
  • 16. Planning beyond STRIPS 16  What we have not seen so far  Nondeterministic actions with more than one outcome
  • 17. Planning beyond STRIPS 17  What we have not seen so far  Nondeterministic actions with more than one outcome  An action succeeds with a degree of probability, e.g., move(x,b,y) action succeeds with a 90% probability  An action may have more than one outcomes, e.g., moving a block may lead to moving the intended block or a neighbouring one
  • 18. Planning beyond STRIPS 18  What we have not seen so far  Nondeterministic actions with more than one outcome  An action succeeds with a degree of probability, e.g., move(x,b,y) action succeeds with a 90% probability  An action may have more than one outcomes, e.g., moving a block may lead to moving the intended block or a neighbouring one  Game-world: Picking a lock may result in the door opening or the tool breaking
  • 19. Planning beyond STRIPS 19  What we have not seen so far  Representation of the duration of actions
  • 20. Planning beyond STRIPS 20  What we have not seen so far  Representation of the duration of actions  How can we say that an action takes more time than another one?  How can we say that the goal should be reached within a time limit?
  • 21. Planning beyond STRIPS 21  What we have not seen so far  Exogenous events
  • 22. Planning beyond STRIPS 22  What we have not seen so far  Exogenous events  What if in the blocks world we decided to push one of the blocks from time to time and change its location?  What if in the blocks world there was another gripper that could move blocks in order to achieve their goal?
  • 23. Planning beyond STRIPS 23  What we have not seen so far  Exogenous events  What if in the blocks world we decided to push one of the blocks from time to time and change its location?  What if in the blocks world there was another gripper that could move blocks in order to achieve their goal?  Game-world: the state of the game is altered not only by the moves of our agent/NPC but also by the human player and other agents
  • 24. Planning beyond STRIPS 24  What we have not seen so far  Sensing actions
  • 25. Planning beyond STRIPS 25  What we have not seen so far  Sensing actions  These actions do not affect the world but instead the knowledge of the agent about the world is updated  E.g., sense which is the block that is on top of block A
  • 26. Planning beyond STRIPS 26  What we have not seen so far  Sensing actions  These actions do not affect the world but instead the knowledge of the agent about the world is updated  E.g., sense which is the block that is on top of block A  Game-world: look-inside(chest1) could update the information that the agent has about what is lying inside the chest
  • 27. Planning beyond STRIPS 27  What we have not seen so far A more expressive solution  Looking for a linear plan is the simplest case (and works well only in classical planning problems)
  • 28. Planning beyond STRIPS 28  What we have not seen so far A more expressive solution  Looking for a linear plan is the simplest case (and works well only in classical planning problems) A solution can be a tree of nested if-then-else statements, e.g., [if open(chest) then … else …]  a more expressive program that specifies how the agent should behave, e.g., [while open(chest) do … end while]
  • 29. Planning beyond STRIPS 29  Let’s see some scenarios that combine such features
  • 30. Planning beyond STRIPS 30  Three versions of the Vacuum Cleaner domain
  • 31. Planning beyond STRIPS 31  Version 1 of the Vacuum Cleaner domain  Incomplete information about the initial state  The cleaning bot does not know its position  Deterministic actions  Actions moveLeft, moveRight, clean always succeed with the intuitive effects  The bot does not get any other information about the state
  • 32. Planning beyond STRIPS 32  Version 1 of the Vacuum Cleaner domain  Conformant planning  Find a sequence of actions that achieves the goal in all possible cases
  • 33. Planning beyond STRIPS 33  Version 1 of the Vacuum Cleaner domain  Conformant planning  Find a sequence of actions that achieves the goal in all possible cases  Plan: [moveLeft, clean, moveRight, clean]
  • 34. Planning beyond STRIPS 34  Version 2 of the Vacuum Cleaner domain  Incomplete information about the initial state  The cleaning bot does not know its position  Deterministic actions  Actions moveLeft, moveRight, clean always succeed with the intuitive effects  At run-time the cleaning bot can see which state it is in
  • 35. Planning beyond STRIPS 35  Version 2 of the Vacuum Cleaner domain  Conditional planning  Find a plan that also uses if-then-else statements, such that it achieves the goal assuming that conditions can be evaluated at run-time  Plan: [ if isRight then clean else moveRight, clean ]
  • 36. Planning beyond STRIPS 36  Version 3 of the Vacuum Cleaner domain  Complete information about the initial state  The cleaning bot is on the left, there is dirt on the right  Nondeterministic actions  Actions moveLeft, moveRight my fail without affecting the state  At run-time the cleaning bot can see which state it is in
  • 37. Planning beyond STRIPS 37  Version 3 of the Vacuum Cleaner domain  Planning for more expressive plans  Finda a plan that also uses while statements, such that it eventually achieves the goal assuming that conditions can be evaluated at run-time  Plan: [ while isLeft do moveRight end while, clean ]
  • 38. Planning beyond STRIPS 38  We see that the resulting plan need not be a linear sequence of actions  How do we search for such plans?  AIMA Section 12.3: Planning and acting in nondeterministic domains  AIMA Section 12.4: Conditional planning
  • 39. Planning beyond STRIPS 39  We see that the resulting plan need not be a linear sequence of actions  How do we search for such plans?  AIMA Section 12.3: Planning and acting in nondeterministic domains  AIMA Section 12.4: Conditional planning  Let’s see an interesting extension of STRIPS that aims to account for some of the problems we identified
  • 40. Planning beyond STRIPS 40  Planning with Knowledge and Sensing (PKS)  [Petrick, Bacchus 2002]  http://homepages.inf.ed.ac.uk/rpetrick/software/pks/  Extension of STRIPS that takes into account that some information will be available at run-time  Kf is like the normal STRIPS database but with open world  Kw holds literals whose truth value will be known at run-time  Kv holds literals with terms that will be known at run-time  Kx holds exclusive or information about literals  Works with conditional plans that take cases
  • 41. Planning beyond STRIPS 41  We see that the resulting plan need not be a linear sequence of actions  How do we search for such plans?  AIMA Section 12.3: Planning and acting in nondeterministic domains  AIMA Section 12.4: Conditional planning  Are these enough for building a real NPC?
  • 42. Planning beyond STRIPS 42  What happens when an exogenous event changes something in the state while a plan is executed?
  • 43. Planning beyond STRIPS 43  MiniGame domain
  • 44. Planning beyond STRIPS 44  MiniGame domain  up  up  up  pickup  right  right  right  stab
  • 45. Planning beyond STRIPS 45  MiniGame domain  up  up  up  pickup  right  right  right  stab
  • 46. Planning beyond STRIPS 46  MiniGame domain  up  up  up  pickup  right  right  right  stab
  • 47. Planning beyond STRIPS 47  MiniGame domain
  • 48. Planning beyond STRIPS 48  What happens when an exogenous event changes something in the state while a plan is executed?  The human player picks up the weapon that was part of the plan for the NPC  The player pushes the NPC out of the position it thinks its located …
  • 49. Planning beyond STRIPS 49  What happens when an exogenous event changes something in the state while a plan is executed?  Before executing the next action check that the preconditions of the actions are satisfied  Before executing the next action check that the preconditions of all remaining actions will be satisfied  Specify some special conditions that should hold at each step of the plan in order to continue executing it
  • 50. Planning beyond STRIPS 50  What happens when an exogenous event changes something in the state while a plan is executed?  Before executing the next action check that the preconditions of the actions are satisfied  Before executing the next action check that the preconditions of all remaining actions will be satisfied  Specify some special conditions that should hold at each step of the plan in order to continue executing it  AIMA Section 12.5: Execution monitoring and replanning
  • 51. Planning beyond STRIPS 51  The approaches we have seen so far look for a plan that features simple programming constructs
  • 52. Planning beyond STRIPS 52  The approaches we have seen so far look for a plan that features simple programming constructs  What if we could also provide the planner with a “sketch” of how the plan should look like?  Note that this makes sense only for a particular application, i.e., it is domain dependant
  • 53. Planning beyond STRIPS 53  The approaches we have seen so far look for a plan that features simple programming constructs  What if we could also provide the planner with a “sketch” of how the plan should look like?  Note that this makes sense only for a particular application, i.e., it is domain dependant  In this way we can also specify a behavior for an agent that works in an “on-line” manner  First, find a way to get a weapon. Execute the plan.  Then, find a way to get to the player. …
  • 54. Planning beyond STRIPS 54  MiniGame domain
  • 55. Planning beyond STRIPS 55  Golog: High-level agent programming language  search ( (turn; π x. move(x) )*; π x. pick-up(x); ?(π x. gun(x) and npc-holding(x)); ); search ( (turn; π x. move(x) )*; ?(npc-at(x) and player-at(y) and adjacent (x,y)); ); shoot-player
  • 56. Planning beyond STRIPS 56  Golog: High-level agent programming language
  • 57. Planning beyond STRIPS 57  Golog: High-level agent programming language  Based on situation calculus, a first-order logic formalism  Much more expressive than STRIPS for specifying a domain and an initial situation  Many extensions in the literature, and a few working systems available, e.g.,  http://www.cs.toronto.edu/cogrobo/main/systems/index.html
  • 58. Course overview 58  Lecture 1: STRIPS planning, state-space search  Lecture 2: Planning graphs, domain independent heuristics  Lecture 3: Game-inspired competitions for AI research, AI decision making for non-player characters in games  Lecture 4: Planning Domain Definition Language (PDDL), examples with planners and Prolog code  Lecture 5: Employing STRIPS planning in games: SimpleFPS, iThinkUnity3D, SmartWorkersRTS  Lecture 6: Planning beyond STRIPS
  • 59. Bibliography 59  Material  Artificial Intelligence: A Modern Approach 2nd Ed. Stuart Russell, Peter Norvig. Prentice Hall, 2003 Sections 11.2, 12.3, 12.4, 12.5  References A knowledge-based approach to planning with incomplete information and sensing. Ronald P. A. Petrick, Fahiem Bacchus. In Proceedings of the International Conference on AI Planning and Scheduling Systems (AIPS), 2002  Golog: A Logic Programming Language for Dynamic Domains. Hector J. Levesque, Raymond Reiter, Yves Lesperance, Fangzhen Lin, Richard B. Scherl. Logic Programming, Vol. 31, No. 1-3. 1997