People are often able to act e ciently in places like grocery stores, libraries, and other man-made domains even if they haven't been to those particular places before: They are exercising useful knowledge about how these environments are organized in order to facilitate their tasks. In this paper we show that everyday environments exhibit useful regularities an autonomous agent can use in order to accomplish tasks e ciently. In particular, we identify useful regularities of grocery stores, and show how they're used in the design of an agent. We discuss how our planning system, Shopper, uses these regularities to nd items in GroceryWorld, a simulated grocery store. Where's the Raisin Bran? Suppose I stop to buy Kellogg's Raisin Bran at an unfamiliar grocery store on the way home. How should my task proceed? A slow, but sure way is to systematically walk through the store slowly moving down aisles while looking at anything, careful not to miss the Raisin Bran. However, I can use information of how grocery stores are organized to speed up my search, for example I know: Most stores provide signs outlining an aisle's contents. Signs are placed at the ends of aisles. Cereals are clustered together. Raisin Bran is a cereal. In coming up with a method for nding Raisin Bran, we can use this knowledge as a basis for a strategy:
Fu et al. REF utilize the regularities and the hierarchical organization of grocery stores within their planning system SHOPPER to find items in a simulated grocery store.
Vision and Navigation in Man-made Environments: Looking for syrup in all the right places
In Proc. Work. Visual Behaviors
Computer Science