AI Planning
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The planning problem
Inputs:
1. A description of the world state
2. The goal state description
3. A set of actions
Output:
A sequence of actions that if applied to the
initial state, transfers the world to the goal
state
2
An example – Blocks world
Blocks on a table
Can be stacked, but only one block on top of
another
A robot arm can pick up a block and move
to another position
– On the table
– On another block
Arm can pick up only one block at a time
– Cannot pick up a block that has another one on
3
it
STRIPS Representation
State is a conjunction of positive ground
literals
On(B, Table) Λ Clear (A)
Goal is a conjunction of positive ground
literals
Clear(A) Λ On(A,B) Λ On(B, Table)
STRIPS Operators
– Conjunction of positive literals as preconditions
– Conjunction of positive and negative literals as
effects
4
More on action schema
Example: Move (b, x, y)
– Precondition:
Block(b) Λ Clear(b) Λ Clear(y) Λ On(b,x) Λ
(b ≠ x) Λ (b ≠ y) Λ (y ≠ x)
– Effect:
¬Clear(y) Λ ¬On(b,x) Λ Clear(x) Λ On(b,y)
Delete list
Add list
An action is applicable in any state that
satisfies its precondition
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STRIPS assumptions
Closed World assumption
– Unmentioned literals are false (no need to
explicitly list out)
STRIPS assumption
– Every literal not mentioned in the “effect” of an
action remains unchanged
Atomic Time (actions are instantaneous)
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STRIPS expressiveness
Literals are function free: Move (Block(x), y, z)
operators can be propositionalized (= actions)
Move(b,x,y) and 3 blocks and table can be expressed as
48 purely propositional actions
No disjunctive goals: On(B, Table) V On(B, C)
No conditional effects: On(B, Table) if ¬On(A, Table)
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Planning algorithms
Planning algorithms are search procedures
Which state to search?
– State-space search
Each node is a state of the world
Plan = path through the states
– Plan-space search
Each node is a set of partially-instantiated operators
and set of constraints
Plan = node
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State search
Search the space of situations, which is
connected by operator instances (= actions)
The sequence of actions = plan
We have both preconditions and effects
available for each operator, so we can try
different searches: Forward vs. Backward
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Planning: Search Space
A
C
B
B
C
A
C
A B
C
A B
A
B C
C
A
B
C
B
A
B
A C
A B C
A
A
B
C
B
C
A
B C
B
A
C
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Forward state-space search (1)
Progression
Initial state: initial state of the problem
Actions:
– Applied to a state if all the preconditions are
satisfied
– Succesor state is built by updating current state
with add and delete lists
Goal test: state satisfies the goal of the
problem
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Progression (forward search)
ProgWS(world-state, goal-list, PossibleActions, path)
If world-state satisfies all goals in goal-list,
1. Then return path.
2. Else Act = choose an action whose precondition is
true in world-state
a) If no such action exists
b) Then fail
c) Else return ProgWS( result(Act, world-state),
goal-list, PossibleActions,
concatenate(path, Act) )
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Forward search in the Blocks world
…
…
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Forward state-space search (2)
Advantages
– No functions in the declarations goals
search state is finite
– Sound
– Complete (if algorithm used to do the search is
complete)
Limitations
– Irrelevant actions not efficient
– Need heuristic or pruning procedure
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Backward state-space search (1)
Regression
Initial state: goal state of the problem
Actions:
– Choose an action A that
Is relevant; has one of the goal literals in its effect set
Is consistent; does not negate another literal
– Construct new search state
Remove all positive effects of A that appear in goal
Add all preconditions of A, unless already appears
Goal test: initial world state contains
remaining goals
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Regression (backward search)
RegWS(initial-state, current-goals, PossibleActions, path)
1. If initial-state satisfies all of current-goals
2. Then return path
3. Else Act = choose an action whose effect matches
one of current-goals
a. If no such action exists, or the effects of Act
contradict some of current-goals, then fail
b. G = (current-goals – goals-added-by(Act)) +
preconds(Act)
c. If G contains all of current-goals, then fail
d. Return RegWS(initial-state, G, PossibleActions,
concatenate(Act, path))
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Backward state-space search (2)
Advantages
– Consider only relevant actions much smaller
branching factor
Limitations
– Still need heuristic to be more efficient
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Comparing ProgWS and RegWS
Both algorithms are
– sound (they always return a valid plan)
– complete (if a valid plan exists they will find one)
Running time is O(bn)
where b = branching factor,
n = number of “choose” operators
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Efficiency of Backward Search
a1
a2
a1
a2
a3
initial state
…
a50
a3
goal
Backward search can also have a very large
branching factor
– E.g., many relevant actions that don’t regress
toward the initial state
As before, deterministic implementations can
waste lots of time trying all of them
Lifting
p(a,a)
foo(x,y)
precond: p(x,y)
effects: q(x)
foo(a,a)
p(a,b)
foo(a,b)
p(a,c)
q(a)
foo(a,c)
…
Can reduce the branching factor of backward
search if we partially instantiate the operators
– this is called lifting
foo(a,y)
p(a,y)
q(a)
The Search Space is Still Too Large
Backward-search generates a smaller search space than
Forward-search, but it still can be quite large
Suppose
a, b, and c are independent, d must precede
all of them, and d cannot be executed
We’ll try all possible orderings of a, b, and c before
realizing there is no solution
d
a
b
d
b
a
d
b
a
d
a
c
d
b
c
d
c
b
c
b
goal
a
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A ground version of the
STRIPS algorithm.
Blocks world: STRIPS operators
Pickup(x)
Pre: on(x, Table), clear(x),
ae
Del: on(x, Table), ae
Add: holding(x)
Putdown(x)
Pre: holding(x)
Del: holding(x)
Add: on(x, Table), ae
UnStack(x,y)
Pre: on(x, y), ae
Del: on(x, y), ae
Add: holding(x), clear(y)
Stack(x, y)
Pre: holding(x), clear(y)
Del: holding(x), clear(y)
Add: on(x, y), ae
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STRIPS Planning
C
A
B
D
D
A
C
Current state:
– on(A,table), on(C, B), on(B,table), on(D,table), clear(A),
clear(C), clear(D), ae.
Goal
– on(A,C), on(D, A)
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STRIPS Planning
Plan:
Goalstack: on(A,C), on(D,A)
on(A,C)
D
A
C
Stack(A, C)
holding(A), clear(C)
holding(A)
Pickup(A)
on(A,Table), clear(A), ae
C
A B D
on(A,table), on(C, B), on(B,table), on(D,table), clear(A), clear(C), clear(D), ae.
Current State
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STRIPS Planning
Plan:
Goalstack: on(A,C), on(D,A)
on(A,C)
D
A
C
Stack(A, C)
Pickup(A)
Pre: on(A,Table), clear(A), ae
Del: on(A, Table), ae,
holding(A), clear(C)
holding(A)
Pickup(A)
Add: holding(A)
C
A B D
on(A,table),on(C,
holding(A),
on(C,B),
B),on(B,table),
on(B,table),on(D,table),
on(D,table),clear(A),
clear(A),clear(C),
clear(C),clear(D).
clear(D), ae.
Current State
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STRIPS Planning
Plan:
Pickup(A)
Goalstack: on(A,C), on(D,A)
on(A,C)
D
A
C
Stack(A, C)
Stack(A, C)
Pre: holding(A), clear(C)
Del: holding(A), clear(C)
Add: on(A, C), ae
A
C
B D
holding(A),
on(A,C),
on(C,
on(C,
B),B),
on(B,table),
on(B,table),
on(D,table),
on(D,table),
clear(A),
clear(A),
clear(D),
clear(C),
ae.clear(D).
Current State
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STRIPS Planning
Plan:
Pickup(A)
Stack(A, C)
Goalstack: on(A,C), on(D,A)
on(D, A)
D
A
C
Stack(D,A)
holding(D), clear(A)
holding(D)
Pickup(D)
on(D,Table), clear(D), ae
A
C
B D
on(A,C), on(C, B), on(B,table), on(D,A),
on(D,table),
holding(D),
clear(A),
clear(A),
clear(A),
ae clear(D)
clear(D), ae.
Current State
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STRIPS Planning
Plan:
Pickup(A)
Stack(A, C)
Pickup(D)
Goalstack: on(A,C), on(D,A)
on(D, A)
D
A
C
Stack(D,A)
holding(D), clear(A)
holding(D)
A
C
B
D
on(A,C), on(C, B), on(B,table), on(D,A),
holding(D),
clear(A),
clear(A),
ae clear(D)
Current State
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STRIPS Planning: Getting it Wrong!
Plan:
Goalstack: on(A,C), on(D,A)
on(D,A)
D
A
C
Stack(D, A)
holding(D), clear(A)
holding(D)
Pickup(D)
on(D,Table), clear(D), ae
C
A B D
on(A,table), on(C, B), on(B,table), holding(D),
on(D,table),clear(A),
clear(A),clear(C),
clear(C),clear(D)
clear(D), ae.
Current State
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STRIPS Planning: Getting it Wrong!
Plan:
Pickup(D)
Goalstack: on(A,C), on(D,A)
on(D,A)
D
A
C
Stack(D, A)
D
C
A B
on(A,table), on(C, B), on(B,table), on(D,A),
holding(D),
clear(C),
clear(A),
clear(D),
clear(C),
ae.clear(D)
Current State
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STRIPS Planning: Getting it Wrong!
Plan:
Goalstack: on(A,C), on(D,A)
Pickup(D)
D
A
C
Stack(D, A)
Now What?
– We chose the wrong goal first
– A is no longer clear.
– stacking D on A messes up the preconditions for
actions to accomplish on(A, C)
D C
A B
– either have to backtrack, or else we must undo
the previous actions
on(A,table), on(C, B), on(B,table), on(D,A), clear(C), clear(D), ae.
Current State
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Limitation of state-space search
Linear planning or Total order planning
Example
– Initial state: all the blocks are clear and on the
table
– Goal: On(A,B) Λ On(B,C)
– If search achieves On(A,B) first, then needs to
undo it in order to achieve On(B,C)
Have to go through all the possible
permutations of the subgoals
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Search through the space of plans
Nodes are partial plans, links are plan refinement
operations and a solution is a node (not a path).
POP creates partial-order plans following a “least
commitment” principle.
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Total Order Plans:
Partial Order Plans:
Start
Left
Sock
Right
Sock
Left Sock on
Right Sock on
Left
Shoe
Right
Shoe
Left Shoe on
Start
Start
Start
Start
Start
Start
Right
Sock
Right
Sock
Left
Sock
Left
Sock
Right
Sock
Left
Sock
Left
Sock
Left
Sock
Right
Sock
Right
Sock
Right
Shoe
Right
Shoe
Left
Shoe
Left
Sock
Right
Shoe
Left
Sock
Left
Shoe
Right
Shoe
Left
Shoe
Right
Sock
Right Shoe on
Finish
Finish
Finish
Left
Shoe
Finish
Right
Shoe
Left
Shoe
Right
Shoe
Finish Finish Finish
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P.O. plans in POP
Plan = (A, O, L), where
– A is the set of actions in the plan
– O is a set of temporal orderings between actions
– L is a set of causal links linking actions via a literal
Q Ac
Ap
Causal link
means that Ac has precondition
Q that is established in the plan by Ap.
(clear b)
move-a-from-b-to-table
move-c-from-d-to-b
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Threats to causal links
Q
Ac if:
Step At threatens link Ap
1. At has (~Q) as an effect
2. At could come between Ap and Ac, i.e., O is
consistent with Ap < At < Ac
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Threat Removal
Threats must be removed to prevent a plan
from failing
Demotion adds the constraint At < Ap to
prevent clobbering, i.e. push the clobberer
before the producer
Promotion adds the constraint Ac < At to
prevent clobbering, i.e. push the clobberer
after the consumer
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Initial (Null) Plan
Initial plan has
– A = { A0, A}
– O = {A0 < A}
– L = {}
A0 (Start) has no preconditions but all
facts in the initial state as effects.
A (Finish) has the goal conditions as
preconditions and no effects.
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POP algorithm
POP((A, O, L), agenda, PossibleActions):
1. If agenda is empty, return (A, O, L)
2. Pick (Q, An) from agenda
3. Ad = choose an action that adds Q.
a. If no such action exists, fail.
b. Add the link Ad Q An to L and the ordering Ad < An to O
c. If Ad is new, add it to A.
4. Remove (Q, An) from agenda. If Ad is new, for each
of its preconditions P add (P, Ad) to agenda.
Q Ac
Ap
5. For every action At that threatens any link
1. Choose to add At < Ap or Ac < At to O.
2. If neither choice is consistent, fail.
6. POP((A, O, L), agenda, PossibleActions)
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Analysis
POP can be much faster than the state-space
planners because it doesn’t need to backtrack
over goal orderings (so less branching is
required).
Although it is more expensive per node, and
makes more choices than RegWS, the reduction
in branching factor makes it faster, i.e., n is larger
but b is smaller!
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More analysis
Does POP make the least possible amount
of commitment?
Lifted POP: Using Operators, instead of
ground actions,
Unification is required
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POP in the Blocks world
PutOn(x,y)
Cl(x), Cl(y),
On(x,z)
On(x,y), Cl(x),
~Cl(y), ~On(x,z)
PutOnTable(x)
On(x, z)
Cl(x)
On(x,Table),
Cl(x), ~On(x,z)
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POP in the Blocks world
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POP in the Blocks world
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POP in the Blocks world
46
POP in the Blocks world
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Example 2
A0: Start
– At(Home) Sells(SM,Banana) Sells(SM,Milk)
Sells(HWS,Drill)
A : Finish
– Have(Drill) Have(Milk) Have(Banana) At(Home)
Buy (y,x)
At(x), Sells(x,y)
Have(y)
GO (x,y)
At(x)
At(y)
~At(x)
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POP Example
x1 = SM
x2 = SM
x3 = H
start
Sells(SM, M) Sells(SM,B) At(H)
At(x3)
GO (x3,SM)
At(SM)
At(x1) Sells(x1,M)
At(x2) Sells(x2, B)
Buy (M,x1)
Buy (B,x2)
Have(M)
Have(B)
Have(M)
Have(B)
finish
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