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Building a Heuristic for Greedy Search

AAAI Conferences

Suboptimal heuristic search algorithms such as greedy best-first search allow us to find solutions when constraints of either time, memory, or both prevent the application of optimal algorithms such as A*. Guidelines for building an effective heuristic for A* are well established in the literature, but we show that if those rules are applied for greedy best-first search, performance can actually degrade. Observing what went wrong for greedy best-first search leads us to a quantitative metric appropriate for greedy heuristics, called Goal Distance Rank Correlation (GDRC). We demonstrate that GDRC can be used to build effective heuristics for greedy best-first search automatically.


Learning to Search More Efficiently from Experience: A Multi-heuristic Approach

AAAI Conferences

Learning from experience can significantly improve the performance of search based planners, especially for challenging problems like high-dimensional planning. Experience Graph (E-Graph) is a recently developed framework that encodes experiences, obtained from solving instances in the past, into a single bounded-admissible heuristic, and uses it to guide the search. While the E-Graph approach was shown to be very useful for repetitive problems, it suffers from two issues. First, computing the E-Graph heuristic is time consuming as it maintains the bounded admissibility constraints. Second, a single heuristic can get stuck in a local minimum, and thereby, degrade the performance. In this work, we present an alternative approach to improving the runtime of search from experience, based on a recently developed search algorithm Multi-heuristic A* (MHA*). This framework provides an improvement over the E-Graph planner for two reasons: a) MHA* uses multiple heuristics simultaneously to explore the search space, which reduces the probability of getting stuck in a local minimum, and b) the heuristics in MHA* can be arbitrarily inadmissible, which makes it very easy to compute them. The paper describes the framework, explains how to compute these (inadmissible) heuristics through offline and online processing and presents experimental analysis on two domains, motion planning for a 6D planar arm and large sliding tile puzzles.


Focusing on What Really Matters: Irrelevance Pruning in Merge-and-Shrink

AAAI Conferences

Merge-and-shrink (M&S) is a framework to generate abstraction heuristics for cost-optimal planning. A recent approach computes simulation relations on a set of M&S abstractions in order to identify states that are better than others. This relation is then used for pruning states in the search when a "better" state is already known. We propose the usage of simulation relations inside the M&S framework in order to detect irrelevant transitions in abstract state spaces. This potentially simplifies the abstraction allowing M&S to derive more informed heuristics. We also tailor M&S to remove irrelevant operators from the planning task. Experimental results show the potential of our approach to construct well-informed heuristics and simplify the planning tasks prior to the search.


Finding and Exploiting LTL Trajectory Constraints in Heuristic Search

AAAI Conferences

Temporal logics allow to formulate and reason about the development A unified formalism for these techniques would offer two of logic-based systems, for example about paths main advantages: decoupling the derivation and exploitation in factored state spaces. These are for instance common in of information and easily combining different sources planning, where temporal logics have always been present. of information. As one extreme, the entire planning task can be specified in a Currently the derivation and exploitation of information temporal logic language and plans are generated by theorem are integrated in most cases: someone proposes a new source proving (Koehler and Treinen 1995) or model construction of information and shows how it can correctly be exploited (Cerrito and Mayer 1998).


Sibling Conspiracy Number Search

AAAI Conferences

For some two-player games (e.g. Go), no accurate and inexpensive heuristic is known for evaluating leaves of a search tree. For other games (e.g. chess), a heuristic is known (sum of piece values). For other games (e.g. Hex), only a local heuristic — one that compares children reliably, but non-siblings poorly — is known (cell voltage drop in the Shannon/Anshelevich electric circuit model). In this paper we introduce a search algorithm for a two-player perfect information game with a reasonable local heuristic. Sibling Conspiracy Number Search (SCNS) is an anytime best-first version of Conspiracy Number Search based not on evaluation of leaf states of the search tree, but — for each node — on relative evaluation scores of all children of that node. SCNS refines CNS search value intervals, converging to Proof Number Search. SCNS is a good framework for a game player. We tested SCNS in the domain of Hex, with promising results. We implemented an 11-by-11 SCNS Hex bot, DeepHex. We competed DeepHex against current Hex bot champion MoHex, a Monte-Carlo Tree Search player, and previous Hex bot champion Wolve, an Alpha-Beta Search player. DeepHex widely outperforms Wolve at all time levels, and narrowly outperforms MoHex once time reaches 4min/move.


Solving the Snake in the Box Problem with Heuristic Search: First Results

AAAI Conferences

Snake in the Box (SIB) is the problem of finding the longest simple path along the edges of an n -dimensional cube, subject to certain constraints. SIB has important applications in coding theory and communications. State of the art algorithms for solving SIB apply uninformed search with symmetry breaking techniques. We formalize this problem as a search problem and propose several admissible heuristics to solve it. Using the proposed heuristics is shown to have a huge impact on the number of nodes expanded and, in some configurations, on runtime. These results encourage further research in using heuristic search to solve SIB, and to solve maximization problems more generally.


Metareasoning in Real-Time Heuristic Search

AAAI Conferences

Real-time heuristic search addresses the setting in which planning andacting can proceed concurrently. We explore the use of metareasoning at two decision points within a real-time heuristic search. First, if the domain has an `identity action' that allows the agent to remain in the same state and deliberate further, when should this action be taken? Second, given a partial plan that extends to the lookahead frontier, to how many actions should the agent commit? We show that considering these decisions carefully can reduce the agent's total time taken to arrive at a goal in several benchmark domains, relative to the current state-of-the-art. The resulting algorithm can dynamically adjust the way it interleaves planning and acting, between greedy hill-climbing and A*, depending on the problem instance.


Search Problems in the Domain of Multiplication: Case Study on Anomaly Detection Using Markov Chains

AAAI Conferences

Most work in heuristic search focused on path finding problems in which the cost of a path in the state space is the sum of its edges' weights. This paper addresses a different class of path finding problems in which the cost of a path is the product of its weights. We present reductions from different classes of multiplicative path finding problems to suitable classes of additive path finding problems. As a case study, we consider the problem of finding least and most probable paths in a Markov Chain, where path cost corresponds to the probability of traversing it. The importance of this problem is demonstrated in an anomaly detection application for cyberspace security. Three novel anomaly detection metrics for Markov Chains are presented, where computing these metrics require finding least and most probable paths. The underlying Markov Chain is dynamically changing, and so fast methods for computing least and most probable paths are needed. We propose such methods based on the proposed reductions and using heuristic search algorithms.


Computing Plans with Control Flow and Procedures Using a Classical Planner

AAAI Conferences

We propose a compilation that enhances a given classical planning task to compute plans that contain control flow and procedure calls. Control flow instructions and procedures allow us to generate compact and general solutions able to solve planning tasks for which multiple unit tests are defined. The paper analyzes the relation between classical planning and structured programming with unit tests and shows how to exploit this relation in a classical planning compilation. In experiments, we evaluate the empirical performance of the compilation using an off-the-shelf classical planner and show that we can compress classical planning solutions and that these compressed solutions can solve planning tasks with multiple tests.


From Fork Decoupling to Star-Topology Decoupling

AAAI Conferences

Fork decoupling is a recent approach to exploiting problem structure in state space search. The problem is assumed to take the form of a fork, where a single (large) center component provides preconditions for several (small) leaf components. The leaves are then conditionally independent in the sense that, given a fixed center path p, the compliant leaf moves - those leaf moves enabled by the preconditions supplied along p - can be scheduled independently for each leaf. Fork-decoupled state space search exploits this through conducting a regular search over center paths, augmented with maintenance of the compliant paths for each leaf individually. We herein show that the same ideas apply to much more general star-topology structures, where leaves may supply preconditions for the center, and actions may affect several leaves simultaneously as long as they also affect the center. Our empirical evaluation in planning, super-imposing star topologies by automatically grouping the state variables into suitable components, shows the merits of the approach.