Adrian Pearce

2papers

2 Papers

AIJun 23, 2021
Width-based Lookaheads with Learnt Base Policies and Heuristics Over the Atari-2600 Benchmark

Stefan O'Toole, Nir Lipovetzky, Miquel Ramirez et al.

We propose new width-based planning and learning algorithms inspired from a careful analysis of the design decisions made by previous width-based planners. The algorithms are applied over the Atari-2600 games and our best performing algorithm, Novelty guided Critical Path Learning (N-CPL), outperforms the previously introduced width-based planning and learning algorithms $π$-IW(1), $π$-IW(1)+ and $π$-HIW(n, 1). Furthermore, we present a taxonomy of the Atari-2600 games according to some of their defining characteristics. This analysis of the games provides further insight into the behaviour and performance of the algorithms introduced. Namely, for games with large branching factors, and games with sparse meaningful rewards, N-CPL outperforms $π$-IW, $π$-IW(1)+ and $π$-HIW(n, 1).

ROFeb 21, 2016
Social planning for social HRI

Liz Sonenberg, Tim Miller, Adrian Pearce et al.

Making a computational agent 'social' has implications for how it perceives itself and the environment in which it is situated, including the ability to recognise the behaviours of others. We point to recent work on social planning, i.e. planning in settings where the social context is relevant in the assessment of the beliefs and capabilities of others, and in making appropriate choices of what to do next.