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Towards life-long adaptive agents: using metareasoning for combining knowledge-based planning with situated learning

Published online by Cambridge University Press:  18 December 2018

Priyam Parashar
Affiliation:
Contextual Robotics Institute, UC San Diego, La Jolla, CA 92093, USA; e-mail: pparashar@ucsd.edu
Ashok K. Goel
Affiliation:
Design & Intelligence Laboratory, Georgia Institute of Technology, Atlanta, GA 30308, USA; e-mail: goel@cc.gatech.edu
Bradley Sheneman
Affiliation:
American Family Insurance, Chicago, IL; e-mail: bradsheneman@gmail.com
Henrik I. Christensen
Affiliation:
Contextual Robotics Institute, UC San Diego, La Jolla, CA 92093, USA; e-mail: hichristensen@ucsd.edu
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Abstract

We consider task planning for long-living intelligent agents situated in dynamic environments. Specifically, we address the problem of incomplete knowledge of the world due to the addition of new objects with unknown action models. We propose a multilayered agent architecture that uses meta-reasoning to control hierarchical task planning and situated learning, monitor expectations generated by a plan against world observations, forms goals and rewards for the situated reinforcement learner, and learns the missing planning knowledge relevant to the new objects. We use occupancy grids as a low-level representation for the high-level expectations to capture changes in the physical world due to the additional objects, and provide a similarity method for detecting discrepancies between the expectations and the observations at run-time; the meta-reasoner uses these discrepancies to formulate goals and rewards for the learner, and the learned policies are added to the hierarchical task network plan library for future re-use. We describe our experiments in the Minecraft and Gazebo microworlds to demonstrate the efficacy of the architecture and the technique for learning. We test our approach against an ablated reinforcement learning (RL) version, and our results indicate this form of expectation enhances the learning curve for RL while being more generic than propositional representations.

Information

Type
Special Issue Contribution
Copyright
© Cambridge University Press, 2018 
Figure 0

Figure 1 Variant (l) and original (r) Tasks in Minecraft

Figure 1

Figure 2 Traditional meta-reasoning architecture

Figure 2

Figure 3 Proposed system architecture: HTN is the planner, RL the learner

Figure 3

Figure 4 Process diagram: an outline of the communication between different processes

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Figure 5 Depiction of state-to-occupancy-grid encoding

Figure 5

Figure 6 Original and variant grasping scenario in Gazebo

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Figure 7 Comparing action Q-values for different approaches in Minecraft environment

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Figure 8 Comparison of pure-learner with combination-learner for Gazebo task

Figure 8

Figure 9 Learned distribution of good table-top placement locations (x marks the location of the can)

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Figure 10 Number of moves taken by Minecraft agent per episode

Figure 10

Figure A.1 Central planning and execution algorithm

Figure 11

Figure A.2 Meta-reasoner algorithm