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Multi-Train Path Finding
Atzmon, Dor (Ben-Gurion University of the Negev) | Diei, Amit (Ben-Gurion University of the Negev) | Rave, Daniel (Ben-Gurion University of the Negev)
Multi-agent path finding (MAPF) is the problem of moving a set of agents from their individual start locations to their individual goal locations, without collisions. This problem has practical applications in video games, traffic control, robotics, and more. In MAPF we assume that agents occupy one location each time step. However, in real life some agents have different size or shape. Hence, a standard MAPF solution may be not suited in practice for some applications. In this paper, we describe a novel algorithm, based on the CBS algorithm, that finds a plan for moving a set of train-agents, i.e., agents that occupy a sequence of two or more locations, such as trains, buses, planes, or even snakes. We prove that our solution is optimal and show experimentally that indeed such a solution can be found. Finally, we explain how our solution can also apply to agents with any geometric shape.
Repairing Compressed Path Databases on Maps with Dynamic Changes
Verzeletti, Marco (University of Brescia) | Botea, Adi (IBM) | Zanella, Marina (University of Brescia)
Single-agent pathfinding on grid maps can exploit online compiled knowledge produced offline and saved as a Compressed Path Database (CPD). Such a knowledge is distilled by performing repeated searches in a graph, where each node corresponds to a distinct grid cell, typically by algorithms such as Dijkstra's. All-pairs shortest paths (APSPs) are computed and the first move along a shortest path is persistently stored in the CPD. This way, an optimal move can efficiently be retrieved for any pair of source and target cells that is considered while the agent is navigating. However, a CPD supports a static grid, that is, a grid where each cell is permanently either traversable or non-traversable. Our work instead assumes that the cells in the map can undergo dynamic changes. Reasoning about the altered map would require a new CPD. As creating it from scratch is computationally expensive, we present techniques to repair an existing CPD. We prove that using our technique leads to correct and optimal solutions. Experiments demonstrate the benefits of our approach. When a single obstacle of a given size is added or removed, the repair costs often are a small fraction of a recomputation from scratch.
Improving Bidirectional Heuristic Search by Bounds Propagation
Shperberg, Shahaf S. (Ben-Gurion University of the Negev) | Felner, Ariel (Ben-Gurion University of the Negev) | Shimony, Solomon Eyal (Ben-Gurion University of the Negev) | Sturtevant, Nathan R. (University of Alberta) | Hayoun, Avi (Ben-Gurion University of the Negev)
Recent work in bidirectional heuristic search characterize pairs of nodes from which at least one node must be expanded in order to ensure optimality of solutions. We use these findings to propose a method for improving existing heuristics by propagating lower bounds between the forward and backward frontiers. We then define a number of desirable properties for bidirectional heuristic search algorithms, and show that applying the bound propagations adds these properties to many existing algorithms (e.g. to the MM family of algorithms). Finally, experimental results show that applying these propagations significantly reduce the running time of various algorithms.
Guiding Search with Generalized Policies for Probabilistic Planning
Shen, William (The Australian National University) | Trevizan, Felipe (The Australian National University) | Toyer, Sam (University of California, Berkeley) | Thiebaux, Sylvie (The Australian National University) | Xie, Lexing (The Australian National University)
We examine techniques for combining generalized policies with search algorithms to exploit the strengths and overcome the weaknesses of each when solving probabilistic planning problems. The Action Schema Network (ASNet) is a recent contribution to planning that uses deep learning and neural networks to learn generalized policies for probabilistic planning problems. ASNets are well suited to problems where local knowledge of the environment can be exploited to improve performance, but may fail to generalize to problems they were not trained on. Monte-Carlo Tree Search (MCTS) is a forward-chaining state space search algorithm for optimal decision making which performs simulations to incrementally build a search tree and estimate the values of each state. Although MCTS can achieve state-of-the-art results when paired with domain-specific knowledge, without this knowledge, MCTS requires a large number of simulations in order to obtain reliable state-value estimates. By combining ASNets with MCTS, we are able to improve the capability of an ASNet to generalize beyond the distribution of problems it was trained on, as well as enhance the navigation of the search space by MCTS.
Trial-Based Heuristic Tree-Search for Distributed Multi-Agent Planning
Schulte, Tim (University of Freiburg) | Nebel, Bernhard (University of Freiburg)
We present a novel search scheme for privacy-preserving multi-agent planning. Inspired by UCT search, the scheme is based on growing an asynchronous search tree by running repeated trials through the tree. We describe key differences to classical multi-agent forward search, discuss theoretical properties of the presented approach, and evaluate it based on benchmarks from the CoDMAP competition. As a secondary contribution, we describe a technique that extends the regular search approach by small explorative trials which are performed subsequent to each node expansion. We show that this technique significantly increases the number of problems solved for all algorithms considered, including MAFS.
Novelty Messages Filtering for Multi Agent Privacy-Preserving Plannin
Gerevini, Alfonso E. (University of Brescia) | Lipovetzky, Nir (The University of Melbourne) | Peli, Nico (University of Brescia) | Percassi, Francesco (University of Brescia) | Saetti, Alessandro (University of Brescia) | Serina, Ivan (University of Brescia)
In multi-agent planning, agents jointly compute a plan that achieves mutual goals, keeping certain information private to the individual agents. Agents' coordination is achieved through the transmission of messages, but they can be a source of privacy leakage as they can permit a malicious agent to collect information about other agents' search processes and states. In this paper, we investigate the usage of novelty techniques in the context of (decentralised) multi-agent privacy preserving planning, addressing the challenges related to the agents' privacy and performance. In particular, we show that novelty based techniques allow a significant reduction on the number of messages transmitted among agents, increasing their privacy levels and also their performances. An experimental study analyses the effectiveness of our techniques and compares them with the state of-the-art. Finally, we examine the robustness of our approach considering different delays in the messages transmission as would occur in overloaded networks, due for example to massive attacks or critical situations.
PASAR — Planning as Satisfiability with Abstraction Refinement
Froleyks, Nils (Karlsruhe Institute of Technology) | Balyo, Tomas (Karlsruhe Institute of Technology) | Schreiber, Dominik (Karlsruhe Institute of Technology)
One of the classical approaches to automated planning is the reduction to propositional satisfiability (SAT). Recently, it has been shown that incremental SAT solving can increase the capabilities of several modern encodings for SAT-based planning. In this paper, we present a further improvement to SAT-based planning by introducing a new algorithm named PASAR based on the principles of counterexample guided abstraction refinement (CEGAR). As an abstraction of the original problem, we use a simplified encoding where interference between actions is generally allowed. Abstract plans are converted into actual plans where possible or otherwise used as a counterexample to refine the abstraction. Using benchmark domains from recent International Planning Competitions, we compare our approach to different state-of-the-art planners and find that, in particular, combining PASAR with forward state-space search techniques leads to promising results.
Finding Optimal Longest Paths by Dynamic Programming in Parallel
Fieger, Kai (Karlsruhe Institute of Technology) | Balyo, Tomas (Karlsruhe Institute of Technology) | Schulz, Christian (University of Vienna) | Schreiber, Dominik (Karlsruhe Institute of Technology)
We propose an exact algorithm for solving the longest path problem between two given vertices in undirected weighted graphs. By using graph partitioning and dynamic programming, we obtain an algorithm that is significantly faster than other state-of-the-art methods. This enables us to solve instances that were previously unsolved and solve hard instances significantly faster. We also present a parallel version of the algorithm.
Challenging Human Supremacy in Skat
Edelkamp, Stefan (King's College London)
After impressive successes in deterministic and fully-observable board games to significantly outclass humans, game playing research shifts towards non-deterministic and imperfect information card games, where humans are still persistently better. In this paper we devise a player that challenges human supremacy in Skat. We provide a complete player for playing selected variants of the game, with effective solutions for bidding and Skat putting, extracting knowledge from several million games. For trick play we combine expert rules with engineered tree exploration for optimal open card play. For dealing with uncertainty especially in Ouvert games we search the belief space.
Zero-Aware Pattern Databases with 1-Bit Compression for Sliding Tile Puzzles
Clausecker, Robert (Zuse Institute Berlin) | Reinefeld, Alexander (Zuse Institute Berlin)
A pattern database (PDB) is a pre-computed lookup table storing shortest distances from abstract states to abstract goal states. PDBs are key components in heuristic search as their entries are used to prune paths that cannot lead to an optimal solution. With the sliding-tile puzzle as an exemplary application domain, we present methods to improve the precision and size of PDBs by improving additive pattern databases to zero-aware additive pattern databases (ZPDBs), reducing the compression rate from previously 1.6 bit to 1 bit per entry, generating optimal additive pattern partitionings, and building effective collections of pattern databases. With these enhancements, we achieve an overall 8.59-fold performance gain on the 24-puzzle compared to the previously best set of 6-tile PDBs.