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AI&Games Lecture6 Part1

Thank you for the overview of STRIPS planning and some extensions beyond classical STRIPS planning. I have learned a lot from this lecture!

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vishal agnal
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0% found this document useful (0 votes)
84 views59 pages

AI&Games Lecture6 Part1

Thank you for the overview of STRIPS planning and some extensions beyond classical STRIPS planning. I have learned a lot from this lecture!

Uploaded by

vishal agnal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 59

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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