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An Automated Technique for Drafting Territories in the Board Game Risk

AAAI Conferences

In the standard rules of the board game Risk, players take turns selecting or "drafting" the 42 territories on the board until all territories are owned. We present a technique for drafting territories in Risk that combines the Monte Carlo tree search algorithm UCT with an automated evaluation function. Created through supervised machine learning, this function scores outcomes of drafts in order to shorten the length of a UCT simulation. Using this approach, we augment an existing bot for the computer game Lux Delux, a clone of Risk. Our drafting technique is shown to greatly improve performance against the strongest opponents supplied with Lux Delux. The evidence provided indicates that territory drafting is important to overall success in Risk.


Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding

Journal of Artificial Intelligence Research

Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video games where Artificial Intelligence controlled agents must react quickly to user commands and to other agents' actions. On the downside, real-time search algorithms employ learning methods that frequently lead to poor solution quality and cause the agent to appear irrational by re-visiting the same problem states repeatedly. The situation changed recently with a new algorithm, D LRTA*, which attempted to eliminate learning by automatically selecting subgoals. D LRTA* is well poised for video games, except it has a complex and memory-demanding pre-computation phase during which it builds a database of subgoals. In this paper, we propose a simpler and more memory-efficient way of pre-computing subgoals thereby eliminating the main obstacle to applying state-of-the-art real-time search methods in video games. The new algorithm solves a number of randomly chosen problems off-line, compresses the solutions into a series of subgoals and stores them in a database. When presented with a novel problem on-line, it queries the database for the most similar previously solved case and uses its subgoals to solve the problem. In the domain of pathfinding on four large video game maps, the new algorithm delivers solutions eight times better while using 57 times less memory and requiring 14% less pre-computation time.


Single-Frontier Bidirectional Search

AAAI Conferences

We introduce a new bidirectional search algorithm, Single-Frontier Bidirectional Search (SFBDS). Unlike traditional BDS which keeps two frontiers, SFBDS uses a single frontier. At a particular node we can decide to search from start to goal or from goal to start, choosing the direction with the highest potential for minimizing the total work done. We provide theoretical analysis that explains when SFBDS will work validated by experimental results.


Improving Local Search for Resource-Constrained Planning

AAAI Conferences

A ubiquitous feature of planning problems โ€” problems involving the automatic generation of action sequences for attaining a given goal โ€” is the need to economize limited resources such as fuel or money. While heuristic search, mostly based on standard algorithms such as A*, is currently the superior method for most varieties of planning, its ability to solve critically resource-constrained problems is limited: current planning heuristics are bad at dealing with this kind of structure. To address this, one can try to devise better heuristics. An alternative approach is to change the nature of the search instead. Local search has received some attention in planning, but not with a specific focus on how to deal with limited resources. We herein begin to fill this gap. We highlight the limitations of previous methods, and we devise a new improvement (smart restarts) to the local search method of a previously proposed planner (Arvand). Systematic experiments show how performance depends on problem structure and search parameters. In particular, we show that our new method can outperform previous planners by a large margin.


Bootstrap Learning of Heuristic Functions

AAAI Conferences

search algorithms such as IDA* or heuristic-search planners. Our method aims to generate a strong heuristic from a given weak heuristic h 0 through bootstrapping. The "easy" problem instances that can be solved using h 0 provide training examples for a learning algorithm that produces a heuristic h 1 that is expected to be stronger than h 0 . If h 0 is too weak to solve any of the given instances we use a random walk technique to create a sequence of successively more difficult instances starting with ones that are solvable by h 0 . The bootstrap process is then repeated using h i in lieu of h i โ€“1 until a sufficiently strong heuristic is produced. We test our method on the 15- and 24-sliding tile puzzles, the 17- and 24-pancake puzzles, and the 15- and 20-blocks world. In every case our method produces a heuristic that allows IDA* to solve randomly generated problem instances extremely quickly with solutions very close to optimal.


Common Misconceptions Concerning Heuristic Search

AAAI Conferences

This paper examines the following statements about heuristic search, which are commonly held to be true: More accurate heuristics result in fewer node expansions by A* and IDA*. A* does fewer node expansions than any other equally informed algorithm that finds optimal solutions. ย Any admissible heuristic can be turned into a consistent heuristic by a simple technique called pathmax. In search spaces whose operators all have the same costย A* with the heuristic function h(s)=0 for all states, s, is the same as breadth-first search. Bidirectional A* stops when the forward and backward search frontiers meet. The paper demonstrates that all these statements are false and provides alternative statements that are true.


Portal-Based True-Distance Heuristics for Path Finding

AAAI Conferences

True distance memory-based heuristics (TDHs) were recently introduced as a way to obtain admissible heuristics for explicit state spaces. In this paper, we introduce a new TDH, the portal-based heuristic. The domain is partitioned into regions and portals between regions are identified. True distances between all pairs of portals are stored and used to obtain admissible heuristics throughout the search. We introduce an A*-based algorithm that takes advantage of the special properties of the new heuristic. We study the advantages and limitations of the new heuristic. Our experimental results show large performance improvements over previously-reported TDHs for commonly used classes of maps.


Single-Frontier Bidirectional Search

AAAI Conferences

On the surface, bidirectional search (BDS) is an attractive idea with the potential for significant asymptotic reductions in search effort. However, the results in practice often fall far short of expectations. We introduce a new bidirectional search algorithm, Single-Frontier Bidirectional Searc (SFBDS). Unlike traditional BDS which keeps two frontiers, SFBDS uses a single frontier. Each node in the tree can be seen as an independent task of finding the shortest path between the current start and current goal. At a particular node we can decide to search from start to goal or from goal to start, choosing the direction with the highest potential for minimizing the total work done. Theoretical results give insights as to when this approach will work and experimental data validates the algorithm for a broad range of domains.


A Cross-Entropy Method that Optimizes Partially Decomposable Problems: A New Way to Interpret NMR Spectra

AAAI Conferences

Some real-world problems are partially decomposable, in that they can be decomposed into a set of coupled sub- problems, that are each relatively easy to solve. However, when these sub-problem share some common variables, it is not sufficient to simply solve each sub-problem in isolation. We develop a technology for such problems, and use it to address the challenge of finding the concentrations of the chemicals that appear in a complex mixture, based on its one-dimensional 1H Nuclear Magnetic Resonance (NMR) spectrum. As each chemical involves clusters of spatially localized peaks, this requires finding the shifts for the clusters and the concentrations of the chemicals, that collectively pro- duce the best match to the observed NMR spectrum. Here, each sub-problem requires finding the chemical concentrations and cluster shifts that can appear within a limited spectrum range; these are coupled as these limited regions can share many chemicals, and so must agree on the concentrations and cluster shifts of the common chemicals. This task motivates CEED: a novel extension to the Cross-Entropy stochastic optimization method constructed to address such partially decomposable problems. Our experimental results in the NMR task show that our CEED system is superior to other well-known optimization methods, and indeed produces the best-known results in this important, real-world application.


Using Lookaheads with Optimal Best-First Search

AAAI Conferences

We present an algorithm that exploits the complimentary benefits of best-first search (BFS) and depth-first search (DFS) by performing limited DFS lookaheads from the frontier of BFS. We show that this continuum requires significantly less memory than BFS. In addition, a time speedup is also achieved when choosing the lookahead depth correctly. We demonstrate this idea for breadth-first search and for A*. Additionally, we show that when using inconsistent heuristics, Bidirectional Pathmax (BPMX), can be implemented very easily on top of the lookahead phase. Experimental results on several domains demonstrate the benefits of all our ideas.