# AI planning in the imagination: High-level planning on learned abstract search spaces

arXiv: https://arxiv.org/abs/2308.08693 · HTML: https://mlsanity.com/paper/2308.08693/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 43 of its 97 references that are in the map.
- First posted on arXiv 16 Aug 2023.

## Builds on (most cited first, 30 of 43)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Learning Phrase Representations using RNN Encoder-Decoder for Statistical Machine Translation](https://mlsanity.com/paper/1406.1078/) (2014)
- [Dream to Control: Learning Behaviors by Latent Imagination](https://mlsanity.com/paper/1912.01603/) (2019)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Normalizing Flows for Probabilistic Modeling and Inference](https://mlsanity.com/paper/1912.02762/) (2019)
- [On the Properties of Neural Machine Translation: Encoder-Decoder Approaches](https://mlsanity.com/paper/1409.1259/) (2014)
- [Pointer Networks](https://mlsanity.com/paper/1506.03134/) (2015)
- [The StarCraft Multi-Agent Challenge](https://mlsanity.com/paper/1902.04043/) (2019)
- [Evolution Strategies as a Scalable Alternative to Reinforcement Learning](https://mlsanity.com/paper/1703.03864/) (2017)
- [StarCraft II: A New Challenge for Reinforcement Learning](https://mlsanity.com/paper/1708.04782/) (2017)
- [Mastering Atari Games with Limited Data](https://mlsanity.com/paper/2111.00210/) (2021)
- [DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker](https://mlsanity.com/paper/1701.01724/) (2017)
- [Optimal rates for zero-order convex optimization: the power of two function evaluations](https://mlsanity.com/paper/1312.2139/) (2013)
- [Exploration in Deep Reinforcement Learning: A Survey](https://mlsanity.com/paper/2205.00824/) (2022)
- [Monte Carlo Tree Search: A Review of Recent Modifications and Applications](https://mlsanity.com/paper/2103.04931/) (2021)
- [Value Iteration Networks](https://mlsanity.com/paper/1602.02867/) (2016)
- [Deep Reinforcement Learning from Self-Play in Imperfect-Information Games](https://mlsanity.com/paper/1603.01121/) (2016)
- [Imagination-Augmented Agents for Deep Reinforcement Learning](https://mlsanity.com/paper/1707.06203/) (2017)
- [Value Prediction Network](https://mlsanity.com/paper/1707.03497/) (2017)
- [Combining Deep Reinforcement Learning and Search for Imperfect-Information Games](https://mlsanity.com/paper/2007.13544/) (2020)
- [An Optimal Algorithm for Bandit and Zero-Order Convex Optimization with Two-Point Feedback](https://mlsanity.com/paper/1507.08752/) (2015)
- [An Introduction to Deep Generative Modeling](https://mlsanity.com/paper/2103.05180/) (2021)
- [Deep Counterfactual Regret Minimization](https://mlsanity.com/paper/1811.00164/) (2018)
- [The Predictron: End-To-End Learning and Planning](https://mlsanity.com/paper/1612.08810/) (2016)
- [Online and Offline Reinforcement Learning by Planning with a Learned Model](https://mlsanity.com/paper/2104.06294/) (2021)
- [Recent Advances in Recurrent Neural Networks](https://mlsanity.com/paper/1801.01078/) (2017)
- [A survey on intrinsic motivation in reinforcement learning](https://mlsanity.com/paper/1908.06976/) (2019)
- [Learning and Planning in Complex Action Spaces](https://mlsanity.com/paper/2104.06303/) (2021)
- [Solving Imperfect-Information Games via Discounted Regret Minimization](https://mlsanity.com/paper/1809.04040/) (2018)
- [A Theoretical and Empirical Comparison of Gradient Approximations in Derivative-Free Optimization](https://mlsanity.com/paper/1905.01332/) (2019)

## Abstract (arXiv)

Search and planning algorithms have been a cornerstone of artificial intelligence since the field's inception. Giving reinforcement learning agents the ability to plan during execution time has resulted in significant performance improvements in various domains. However, in real-world environments, the model with respect to which the agent plans has been constrained to be grounded in the real environment itself, as opposed to a more abstract model which allows for planning over compound actions and behaviors. We propose a new method, called PiZero, that gives an agent the ability to plan in an abstract search space that the agent learns during training, which is completely decoupled from the real environment. Unlike prior approaches, this enables the agent to perform high-level planning at arbitrary timescales and reason in terms of compound or temporally-extended actions, which can be useful in environments where large numbers of base-level micro-actions are needed to perform relevant macro-actions. In addition, our method is more general than comparable prior methods because it seamlessly handles settings with continuous action spaces, combinatorial action spaces, and partial observability. We evaluate our method on multiple domains, including the traveling salesman problem, Sokoban, 2048, the facility location problem, and Pacman. Experimentally, it outperforms comparable prior methods without assuming access to an environment simulator at execution time.
