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Lecture 19 of 41
Introduction to Classical Planning
Lecture Outline
Today’s Reading
- Friday’s Reading: Sections 11.5 – 11.9, Russell and Norvig
- Previously: Logical Representations and Theorem Proving
- Propositional, predicate, and first-order logical languages
- Proof procedures: forward and backward chaining, resolution refutation
- Today: Introduction to Classical Planning
- Search vs. planning
- STRIPS axioms
- Wednesday: More Classical Planning
- Partial-order planning (NOAH, etc.)
- Limitations
- First Hour Exam: Wednesday, 13 Oct 2004
- Remote students: have exam agreement faxed to DCE
- Exam will be faxed to proctors Wednesday or Friday
Planning in Situation Calculus
STRIPS Operators
Midterm Review – IAs, Search:
Unclear Points?
- Artificial Intelligence (AI)
- Operational definition: study / development of systems capable of “thought processes” (reasoning, learning, problem solving)
- Constructive definition: expressed in artifacts (design and implementation)
- Intelligent Agent Framework
- Reactivity vs. state
- From goals to preferences (utilities)
- Methodologies and Applications
- Search: game-playing systems, problem solvers
- Planning, design, scheduling systems
- Control and optimization systems
- Machine learning: hypothesis space search (for pattern recognition, data mining)
- Search
- Problem formulation: state space (initial / operator / goal test / cost), graph
- State space search approaches
- Blind (uninformed) – DFS, BFS, B&B
- Heuristic (informed) – Greedy, Beam, A/A; Hill-Climbing, SA*
Midterm Review – Game Trees:
Unclear Points?
- Games as Search Problems
- Frameworks
- Concepts: utility, reinforcements, game trees
- Static evaluation under resource limitations
- Family of Algorithms for Game Trees: Minimax
- Static evaluation algorithm
- To arbitrary ply
- To fixed ply
- Sophistications: iterative deepening, alpha-beta pruning
- Credit propagation
- Intuitive concept
- Basis for simple (delta-rule) learning algorithms
- State of The Field
- Uncertainty in Games: Expectiminimax and Other Algorithms
Describing Actions [1]:
Frame, Qualification, and Ramification Problems
Adapted from slides by S. Russell, UC Berkeley
Adapted from slides by S. Russell, UC Berkeley
Describing Actions [2]:
Successor State Axioms
Making Plans:
A Better Way
Adapted from slides by S. Russell, UC Berkeley
First-Order Logic:
Summary
Adapted from slides by S. Russell, UC Berkeley
POP Algorithm [1]:
Sketch
Adapted from slides by S. Russell, UC Berkeley
Adapted from slides by S. Russell, UC Berkeley
POP Algorithm [2]:
Subroutines and Properties
Summary Points
- Previously: Logical Representations and Theorem Proving
- Propositional, predicate, and first-order logical languages
- Proof procedures: forward and backward chaining, resolution refutation
- Today: Introduction to Classical Planning
- Search vs. planning
- STRIPS axioms
- Operator representation
- Components: preconditions, postconditions (ADD, DELETE lists)
- Thursday: More Classical Planning
- Partial-order planning (NOAH, etc.)
- Limitations
Adapted from slides by S. Russell, UC Berkeley
Terminology
- Classical Planning
- Planning versus search
- Problematic approaches to planning
- Forward chaining
- Situation calculus
- Representation
- Initial state
- Goal state / test
- Operators
- Efficient Representations
- STRIPS axioms
- Components: preconditions, postconditions (ADD, DELETE lists)
- Clobbering / threatening
- Reactive plans and policies
- Markov decision processes