Dillon Z. Chen
Automated planning is a long-standing field in artificial intelligence concerned with finding a sequence of actions to progress an initial state in a given world model into a desired goal state. A dominant approach for solving these problems is heuristic search, where a search algorithm explores the vast space of possible states guided by a heuristic function, h(s), which estimates the cost of reaching the goal from any given state s. The performance of these planners is critically dependent on the quality of this heuristic.
GOOSE (Graphs Optimised fOr Search Evaluation) is a planning system that learns state-of-the-art heuristics from small, easy-to-solve training problems to new, unseen problems with different initial states, goals, and greater number of objects. GOOSE is a cumulation of papers published at AAAI, ICAPS, NeurIPS, and ECAI (see References for more details). It leverages 3 key insights and techniques for learning heuristics with powerful generalisation.
GOOSE represents planning problems as graphs, followed by embedding the arbitrarily sized graphs into fixed sized Euclidean vectors, which are finally used to learn a linear heuristic function.
Figure 1 — The GOOSE pipeline.
GOOSE represents planning problems which consist of an initial state, a goal state, a set of objects, and a set of actions as a graph where nodes encode objects and facts, and edge the relations between objects and facts. Node colours and edge labels are used to encode predicate, goal, and relation information. Notably, actions are not encoded in the graph as their semantics are learned from training. During search, each state can be viewed as a new planning problem with the same goal and actions but a different initial state. Formally, this graph representation is referred to the Instance Learning Graph (ILG) defined in Definition 3.1 of this paper.
The resulting graph of each planning problem and state is then embedded into a Euclidean vector via the Weisfeiler-Leman (WL) algorithm. The WL algorithm was originally used as an incomplete graph isomorphism test but has been later used to generate graph kernels and benchmark graph neural network (GNN) expressivity. The WL algorithm iteratively refines node colours by aggregating the colours of neighbouring nodes, and after a fixed number of iterations, the histogram of node colours is used as the graph embedding.
Finally, GOOSE learns a linear heuristic function h(s) = w · f(s) where f(s) is the WL embedding of the ILG of state s and w is a weight vector learned from training. Originally, GOOSE learned w via predicting optimal heuristic values using Gaussian Process Regression and Support Vector Regression. Later, we leverage the insight that heuristic functions in search can be viewed as ranking functions. Later versions of GOOSE learn heuristics framed as a state rankings with Linear Programs and Support Vector Machines.
Figure 2 — Sizes of benchmark training and testing problems on various planning domains.
Figure 3 — Time to train after data preprocessing in log scale (left;↓) and number of learnable parameters (right;↓) of GNN and WL models on various planning domains.
Figure 4 — Cumulative number (↑) of problems solved over time.
TL;DR: This paper introduced expressivity results for learning domain-independent heuristics using GNNs and introduced the GOOSE framework
TL;DR: This paper introduced the ILG representation and the key insight of using WL embeddings with classical, statistical machine learning for learning powerful heuristics
TL;DR: This paper extended GOOSE and the WL algorithm for handling numeric planning problems and learning rankings using Linear Programming
TL;DR: This paper studied the effects of various WL algorithm hyperparameters
TL;DR: This paper introduced algorithms for generating better training data at no additional cost and feature pruning techniques.