AIMar 1, 2018

Composable Planning with Attributes

arXiv:1803.00512v274 citations
AI Analysis

This addresses the challenge of task generalization for AI agents, though it is incremental as it builds on existing planning and attribute-based methods.

The paper tackles the problem of enabling agents to solve complex tasks not seen during training by learning to compose simpler policies based on user-defined attributes, showing generalization to longer tasks in 3D block stacking, grid-world games, and StarCraft.

The tasks that an agent will need to solve often are not known during training. However, if the agent knows which properties of the environment are important then, after learning how its actions affect those properties, it may be able to use this knowledge to solve complex tasks without training specifically for them. Towards this end, we consider a setup in which an environment is augmented with a set of user defined attributes that parameterize the features of interest. We propose a method that learns a policy for transitioning between "nearby" sets of attributes, and maintains a graph of possible transitions. Given a task at test time that can be expressed in terms of a target set of attributes, and a current state, our model infers the attributes of the current state and searches over paths through attribute space to get a high level plan, and then uses its low level policy to execute the plan. We show in 3D block stacking, grid-world games, and StarCraft that our model is able to generalize to longer, more complex tasks at test time by composing simpler learned policies.

Foundations

The foundational work for this paper's niche, ranked by how specifically the neighbourhood builds on it — not by global fame.

Your Notes