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Computing Abstract Plans for Counterexample-Guided Cartesian - - PowerPoint PPT Presentation

Introduction Perfect Information Summary Computing Abstract Plans for Counterexample-Guided Cartesian Abstraction Refinement Samuel von Allmen 2019-05-21 1 / 20 Introduction Perfect Information Summary The Big Picture What are we trying


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Introduction Perfect Information Summary

Computing Abstract Plans for Counterexample-Guided Cartesian Abstraction Refinement

Samuel von Allmen 2019-05-21

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Introduction Perfect Information Summary

The Big Picture

What are we trying to accomplish? Solve planning problems with informed search algorithms. Informed search needs a heuristic (h). How to get a good heuristic? Counterexample-Guided Cartesian Abstraction Refinement

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Introduction Perfect Information Summary

The CEGAR Algorithm

We iteratively refine an abstract representation of the problem:

1 Find abstract solution (if not ✙ unsolvable) 2 Apply abstract solution to concrete problem 3 Find flaw in abstract solution (if not ✙ solved) 4 Refine abstraction to remove flaw

If run long enough, this approach will eventually solve the problem

  • r prove it to be unsolvable. If stopped before, the goal distance of

each abstract state can serve as a heuristic for the concrete states represented by it.

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Example: Gripper

Example for a planning task: A robot needs to pick up a ball in room A and drop it in room B. Possible locations of the robot: {A, B} (either room). Possible locations of the ball: {A, B, G} (either room or in gripper).

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Example: Gripper

A, A start B, A A, G B, G A, B B, B

move-A-B move-B-A grab-in-A drop-in-A move-A-B move-B-A grab-in-B drop-in-B move-A-B move-B-A 5 / 20

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A simple abstraction

{A, B} × {A, G} start {A, B} × {B}

move-A-B move-B-A grab-in-A drop-in-A drop-in-B grab-in-B move-A-B move-B-A 6 / 20

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The Flaw

In the above abstraction, drop-in-B is a valid path. The action “drop-in-B” has the prerequisites “robot in B” and “ball in G”, and the effect “ball in B”. Applying it to the concrete problem, we see that drop-in-B cannot be applied to the initial state as both its prerequisites are not fulfilled. So we refine the abstract state with regard to one of these prerequisites. Let’s pick “robot in B”. We therefore separate the abstract state {A, B} × {A, G} into {A} × {A, G} and {B} × {A, G}.

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The refined abstraction

{A} × {A, G} start {B} × {A, G} {A, B} × {B}

grab-in-A drop-in-A drop-in-B grab-in-B move-A-B move-B-A move-A-B move-B-A 8 / 20

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Finding Abstract Solutions

Step 1 of the CEGAR algorithm requires a search ✙ Originally implemented as A⋆ A⋆ needs a heuristic. Helpful property: over subsequent iterations, h can only increase!

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Updating h based on g

We can use information gained during searches on previous abstractions to construct a heuristic for the current abstraction. If C ⋆ is the cost of an optimal abstract path and g(s) is the distance of state s from the initial state, then h(s) = C ⋆ − g(s) is an admissible heuristic: h(s) ≤ h⋆(s) What if we could have perfect information about the abstraction at all times?

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Dijkstra’s Algorithm

Dijkstra’s algorithm computes the shortest path from each node to

  • ne specific node:

A B C 2 D E 2 1 5 3 1

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Dijkstra’s Algorithm - Results

10−5 10−3 10−1 101 103 10−1 100 101 gval-astar (1483) full-astar (266) abstract-search-time 10−5 10−4 10−3 10−2 10−1 100 101 10−4 10−2 100 102 104 gval-astar (19) full-astar (1730) update-h-time

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The Shortest-Path Tree

Dijkstra’s algorithm computes an optimal path for every state (including the initial state), so performing a search is no longer

  • necessary. Instead, the optimal paths form a shortest-path tree:

A B 1 C E 1 D 2 3 Finding an optimal solution is now the trivial task of traversing the tree.

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Shortest-Path Tree: Results

10−5 10−3 10−1 101 103 10−4 10−2 100 102 104 full-astar (1697) full-spt (29) abstract-search-time 10−5 10−4 10−3 10−2 10−1 100 101 102 10−5 10−4 10−3 10−2 10−1 100 101 102 full-astar full-spt abstract-search-time

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Identifying Orphaned States

A B 1 C E 1 D 2 3 If state C is split into two new states, the optimal solutions for B and D cannot possibly change. The two new states as well as state E, however, are now ”orphaned” and need to be recomputed.

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Orphaned States: Results

10−5 10−3 10−1 101 103 10−3 10−2 10−1 100 101 102 full-spt (1554)

  • bw-spt (186)

update-h-time 10−5 10−3 10−1 101 103 10−3 10−2 10−1 100 101 102 full-spt (1703)

  • fw-spt (43)

update-h-time

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Filtered Orphaned List

A B 1 C E 1 F G D 2 3 If there is still an optimal solution for E of cost 4 in the new abstraction, we don’t need to recompute F and G. Filtering such cases out (and reconnecting them) reduces the number of

  • rphaned states.

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Filtered Orphans: Results

10−5 10−3 10−1 101 103 10−2 10−1 100 101 102

  • fw-spt (1161)

filter-spt (245) update-h-time

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Final Comparison

10−3 10−2 10−1 100 101 102 103 10−2 10−1 100 101 102 gval-astar (1370)

  • fw-spt (443)

abstraction-time 10−3 10−2 10−1 100 101 102 103 10−2 10−1 100 101 102 gval-astar (1069) filter-spt (336) abstraction-time

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Summary

It is possible to have perfect information about goal distance and the shortest path for every abstract state, and updating this information incrementally every time the abstraction changes. While doing so is costly, the most efficient algorithms can compete with the speed of A⋆ and an incrementally updated admissible heuristic.

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