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Bounded Suboptimal Search: A Direct Approach Using Inadmissible Estimates

AAAI Conferences

Bounded suboptimal search algorithms offer shorter solving times bysacrificing optimality and instead guaranteeing solution costs withina desired factor of optimal. Typically these algorithms use a singleadmissible heuristic both for guiding search and bounding solutioncost. In this paper, we present a new approach to bounded suboptimalsearch, Explicit Estimation Search, that separates these roles,consulting potentially inadmissible information to determine searchorder and using admissible information to guarantee the cost bound.Unlike previous proposals, it successfully combines estimates ofsolution length and solution cost to predict which node will lead mostquickly to a solution within the suboptimality bound. An empiricalevaluation across six diverse benchmark domains shows that ExplicitEstimation Search is competitive with the previous state of the art indomains with unit-cost actions and substantially outperformspreviously proposed techniques for domains in which solution cost andlength can differ.


Complete Algorithms for Cooperative Pathfinding Problems

AAAI Conferences

Problems that require multiple agents to follow non-interfering paths from their current states to their respective goal states are called cooperative pathfinding problems. We present the first {complete algorithm for finding these paths that is sufficiently fast for real-time applications. Furthermore, our algorithm offers a trade-off between running time and solution quality. We then refine our algorithm into an anytime algorithm that first quickly finds a solution, and then uses any remaining time to incrementally improve that solution until it is optimal or the algorithm is terminated. We compare our algorithms to those in the literature and show that in addition to completeness, our algorithms offer improved solution quality as well as competitive running time.


The Increasing Cost Tree Search for Optimal Multi-Agent Pathfinding

AAAI Conferences

We address the problem of optimal path finding for multiple agents where agents must not collide and their total travel cost should be minimized. Previous work used traditional single-agent search variants of the A* algorithm. We present a novel formalization for this problem which includes a search tree called the increasing cost tree (ICT) and a corresponding search algorithm that finds optimal solutions. We analyze this new formalization and compare it to the previous state-of-the-art A*-based approach. Experimental results on various domains show the benefits and drawbacks of this approach. A speedup of up to 3 orders of magnitude was obtained in a number of cases.


Real-Time Solving of Quantified CSPs Based on Monte-Carlo Game Tree Search

AAAI Conferences

We develop a real-time algorithm based on a Monte-Carlo game tree search for solving a quantified constraint satisfaction problem (QCSP), which is a CSP where some variables are universally quantified. A universally quantified variable represents a choice of nature or an adversary. The goal of a QCSP is to make a robust plan against an adversary. However, obtaining a complete plan off-line is intractable when the size of the problem becomes large. Thus, we need to develop a real-time algorithm that sequentially selects a promising value at each deadline. Such a problem has been considered in the field of game tree search. In a standard game tree search algorithm, developing a good static evaluation function is crucial. However, developing a good static evaluation function for a QCSP is very difficult since it must estimate the possibility that a partially assigned QCSP is solvable. Thus, we apply a Monte-Carlo game tree search technique called UCT. However, the simple application of the UCT algorithm does not work since the player and the adversary are asymmetric, i.e., finding a game sequence where the player wins is very rare. We overcome this difficulty by introducing constraint propagation techniques. We experimentally compare the winning probability of our UCT-based algorithm and the state-of-the-art alpha-beta search algorithm. Our results show that our algorithm outperforms the state-of-the-art algorithm in large-scale problems.


Nested Rollout Policy Adaptation for Monte Carlo Tree Search

AAAI Conferences

Monte Carlo tree search (MCTS) methods have had recent success in games, planning, and optimization. MCTS uses results from rollouts to guide search; a rollout is a path that descends the tree with a randomized decision at each ply until reaching a leaf. MCTS results can be strongly influenced by the choice of appropriate policy to bias the rollouts. Most previous work on MCTS uses static uniform random or domain-specific policies. We describe a new MCTS method that dynamically adapts the rollout policy during search, in deterministic optimization problems. Our starting point is Cazenave's original Nested Monte Carlo Search (NMCS), but rather than navigating the tree directly we instead use gradient ascent on the rollout policy at each level of the nested search. We benchmark this new Nested Rollout Policy Adaptation (NRPA) algorithm and examine its behavior. Our test problems are instances of Crossword Puzzle Construction and Morpion Solitaire. Over moderate time scales NRPA can substantially improve search efficiency compared to NMCS, and over longer time scales NRPA improves upon all previous published solutions for the test problems. Results include a new Morpion Solitaire solution that improves upon the previous human-generated record that had stood for over 30 years.


A Generalized Arc-Consistency Algorithm for a Class of Counting Constraints

AAAI Conferences

This paper introduces the Seqbin meta-constraint with a polytime algorithm achieving generalized arc-consistency. Seqbin can be used for encoding counting constraints such as Change, Smooth, or InncreasingNValue. For all of them the time and space complexity is linear in the sum of domain sizes, which improves or equals the best known results of the literature.


Finite-Length Markov Processes with Constraints

AAAI Conferences

Many systems use Markov models to generate finite-length sequences that imitate a given style. These systems often need to enforce specific control constraints on the sequences to generate. Unfortunately, control constraints are not compatible with Markov models, as they induce long-range dependencies that violate the Markov hypothesis of limited memory. Attempts to solve this issue using heuristic search do not give any guarantee on the nature and probability of the sequences generated. We propose a novel and efficient approach to controlled Markov generation for a specific class of control constraints that 1) guarantees that generated sequences satisfy control constraints and 2) follow the statistical distribution of the initial Markov model. Revisiting Markov generation in the framework of constraint satisfaction, we show how constraints can be compiled into a non-homogeneous Markov model, using arc-consistency techniques and renormalization. We illustrate the approach on a melody generation problem and sketch some realtime applications in which control constraints are given by gesture controllers.


Exploiting Short Supports for Generalised Arc Consistency for Arbitrary Constraints

AAAI Conferences

Special-purpose constraint propagation algorithms (such as those for the element constraint) frequently make implicit use of short supports — by examining a subset of the variables, they can infer support for all other variables and values and save substantial work. However, to date general purpose propagation algorithms (such as GAC-Schema) rely upon supports involving all variables. We demonstrate how to employ short supports in a new general purpose propagation algorithm called ShortGAC. This works when provided with either an explicit list of allowed short tuples, or a function to calculate the next supporting short tuple. Empirical analyses demonstrate the efficiency of ShortGAC compared to other general-purpose propagation algorithms. In some cases ShortGAC even exhibits similar performance to special-purpose propagators.


Real-Time Opponent Modelling in Trick-Taking Card Games

AAAI Conferences

As adversarial environments become more complex, it is increasingly crucial for agents to exploit the mistakes of weaker opponents, particularly in the context of winning tournaments and competitions.In this work, we present a simple post processing technique, which wecall Perfect Information Post-Mortem Analysis (PIPMA), that can quickly assess the playing strength of an opponent in certain classes of game environments. We apply this technique to skat, a popular German card game, and show that we can achieve substantial performance gains against not only players weaker than our program, but against stronger players as well. Most importantly, PIPMA can model the opponent after only a handful of games. To our knowledge, this makes our work the first successful example of an opponent modelling technique that can adapt its play to a particular opponent in real time in a complex game setting.


Large Hinge Width on Sparse Random Hypergraphs

AAAI Conferences

Consider random hypergraphs on n vertices, where each k -element subset of vertices is selected with probability $independently and randomly as a hyperedge. By sparse we mean that the total number of hyperedges is  O ( n) or O ( n  ln n ). When k = 2, these are exactly the classical Erdös-Rényi random graphs G(n,p ). We prove that with high probability, hinge width on these sparse random hypergraphs can grow linearly with the expected number of hyperedges. Some random constraint satisfaction problems such as Model RB and Model RD have satisfiability thresholds on these sparse constraint hypergraphs, thus the large hinge width results provide some theoretical evidence for random instances around satisfiability thresholds to be hard for a standard hinge-decomposition based algorithm. We also conduct experiments on these and other kinds of random graphs with several hundreds vertices, including regular random graphs and power law random graphs. The experimental results also show that hinge width can grow linearly with the number of edges on these different random graphs. These results may be of further interests.