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Automatic Move Pruning in General Single-Player Games

AAAI Conferences

Move pruning is a low-overhead technique for reducing the size of a depth first search tree. The existing algorithm for automatically discovering move pruning information is restricted to games where all moves can be applied to every state. This paper demonstrates an algorithm which handles a general class of single player games. It gives experimental results for our technique, demonstrating both the applicability to a range of games, and the reduction in search tree size. We also provide some conditions under which move pruning is safe, and when it may interfere with other search reduction techniques.


On Improving the Quality of Solutions in Large-Scale Cooperative Multi-Agent Pathfinding

AAAI Conferences

Scaling up the number of simultaneously moving units in pathfinding problems to hundreds, or even thousands, is well beyond the capability of theoretically optimal algorithms in practice, which is consistent with existing intractability results. Significant scalability can be achieved by trading off solution optimality, which motivates evaluating the quality of suboptimal solutions, especially in instances much larger than can be handled by optimal algorithms. We consider pathfinding in uniform cost grid maps, and we study the solution quality using the three most common quality criteria, total travel distance , sum of actions , and makespan . We focus on MAPP, which has been shown as state-of-the-art in terms of scalability and success ratio (i.e., percentage of solved units) on realistic game grid maps. Until now, the quality of MAPP's solutions had not been as extensively analyzed. We introduced enhancements that significantly improve MAPP's solution quality. For example, its sum of actions is cut to half on average. MAPP becomes competitive in terms of solution quality with FAR and WHCA*, two successful algorithms from the literature. To evaluate the quality of suboptimal solutions in instances beyond the capability of optimal algorithms, we use lower bounds of optimal values to show our solutions have a reasonable quality. For example, MAPP's average total travel distance is 19 percent longer than the lower bound.


All PSPACE-Complete Planning Problems Are Equal but Some Are More Equal than Others

AAAI Conferences

Complexity analysis of planning is problematic. Even very simple planning languages are PSPACE-complete, yet cannot model many simple problems naturally. Many languages with much more powerful features are also PSPACE-complete. It is thus difficult to separate planning languages in a useful way and to get complexity figures that better reflect reality. This paper introduces new methods for complexity analysis of planning and similar combinatorial search problems, in order to achieve more precision and complexity separations than standard methods allow. Padding instances with the solution size yields a complexity measure that is immune to this factor and reveals other causes of hardness, that are otherwise hidden. Further combining this method with limited non-determinism improves the precision, making even finer separations possible. We demonstrate with examples how these methods can narrow the gap between theory and practice.


State-Set Search

AAAI Conferences

State-set search is state space search when the states being manipulated by the search algorithm are sets of states from some underlying state space. State-set search arises commonly in planning and abstraction systems, but this paper provides the first formal, general analysis of state-set search. We show that the state-set distance computed by planning systems is different than that computed by abstraction systems and introduce a distance in between the two, dww, the maximum admissible distance. We introduce the concept of a multi-abstraction, which maps a state to more than one abstract state in the same abstract space, describe the first implementation of a multi-abstraction system that computes dww, and give initial experimental evidence that it can be superior to domain abstraction.


Planning for Landing Site Selection in the Aerial Supply Delivery

AAAI Conferences

In the aerial supply delivery problem, an un-manned aircraft needs to deliver supplies as close as possible to the desired goal location. This involves choosing and landing at a landing site that is closest to or most accessible from the desired goal location. The problem is complicated by the fact that the status of candidate landing sites is unknown before the mission begins, and instead the aircraft needs to compute a sequence according to which it flies and senses the candidate landing sites in order to land as quickly as possible. The problem of computing this sequence corresponds to planning under uncertainty about environment. In this paper, we show how it can be solved efficiently via a recently developed probabilistic planning framework, called Probabilistic Planning with Clear Preferences (PPCP). We show that the problem satisfies the Clear Preferences assumption required by PPCP,and therefore all the theoretical guarantees continue to hold. The experimental results in simulation show that our approachcan solve large-scale problems in real-time while experiments on a physical quad-rotor provide proof of concept.


Graduated Fidelity Motion Planning

AAAI Conferences

This paper presents an approach to differentially constrained robot motion planning and efficient re-planning. Satisfaction of differential constraints is guaranteed by the search space which consists of motions that satisfy the constraints by construction. Any systematic replanning algorithm, e.g. D*, can be utilized to search the state lattice to find a motion plan that satisfies the differential constraints, and to repair it efficiently in the event of a change in the environment. Further efficiency is obtained by varying the fidelity of representation of the planning problem. High fidelity is utilized where it matters most, while it is lowered in the areas that do not affect the quality of the plan significantly. The paper presents a method of modifying the fidelity between replans, thereby enabling dynamic flexibility of the search space, while maintaining its compatibility with replanning algorithms. The approach is especially suited for mobile robotics applications in unknown challenging environments. We successfully applied the motion planner on a real robot: the planner featured 10Hz average replan rate on minimal computing hardware, while satisfying the car-like differential constraints.


Efficient and Complete Centralized Multi-Robot Path Planning

AAAI Conferences

Multi-robot path planning is abstracted as the problem of computing a set of non-colliding paths on a graph for multiple robots. A naive search of the composite search space, although complete, has exponential complexity and becomes computationally prohibitive for problems with just a few robots. This work proposes an efficient and complete algorithm for solving a general class of multi-robot path planning problems, specifically those where there are at most n-2 robots in a connected graph of n vertices. The algorithm employs two primitives: a "push" operation where a robot moves toward its goal until no further progress can be made, and a "swap" operation that allows two robots to swap positions without altering the configuration of any other robot. Simulated experiments compare the proposed approach with several other centralized and decoupled planners, and show that the proposed technique has highly competitive computation time and easily scales to problems involving 100s of robots, solving them in under 5 seconds.


Deadline-Aware Search Using On-Line Measures of Behavior

AAAI Conferences

In many applications of heuristic search, insufficient time isavailable to find provably optimal solutions. We consider thecontract search problem: finding the best solution possible within agiven time limit. The conventional approach to this problem is to usean interruptible anytime algorithm. Such algorithms return a sequenceof improving solutions until interuppted and do not consider theapproaching deadline during the course of the search. We propose anew approach, Deadline Aware Search, that explicitly takes the deadlineinto account and attempts to use all available time to find a singlehigh-quality solution. This algorithm is simple and fully general: itmodifies best-first search with on-line pruning. Empirical results onvariants of gridworld navigation, the sliding tile puzzle, and dynamicrobot navigation show that our method can surpass the leading anytimealgorithms across a wide variety of deadlines.


Improved Prediction of IDA*'s Performance via Epsilon-Truncation

AAAI Conferences

Korf, Reid, and Edelkamp launched a line of research aimed at predicting how many nodes IDA* will expand with a given cost bound. This paper advances this line of research in three ways. First, we identify a source of prediction error that has hitherto been overlooked. We call it the ``discretization effect''. Second, we disprove the intuitively appealing idea that a ``more informed'' prediction system cannot make worse predictions than a ``less informed'' one. More informed systems are more susceptible to the discretization effect, and in several of our experiments the more informed system makes poorer predictions. Our third contribution is a method, called ``$\epsilon$-truncation'', which makes a prediction system less informed, in a carefully chosen way, so as to improve its predictions by reducing the discretization effect. In our experiments $\epsilon$-truncation rarely degraded predictions; in the vast majority of cases it improved predictions, often substantially.


Path Planning with Adaptive Dimensionality

AAAI Conferences

Path planning quickly becomes computationally hard as the dimensionality of the state-space increases. In this paper, we present a planning algorithm intended to speed up path planning for high-dimensional state-spaces such as robotic arms. The idea behind this work is that while planning in a high-dimensional state-space is often necessary to ensure the feasibilityof the resulting path, large portions of the path have a lower-dimensional structure. Based on this observation, our algorithm iteratively constructs a state-space of an adaptive dimensionality--a state-space that is high-dimensional only where the higher dimensionality is absolutely necessary for finding a feasible path. This often reduces drastically the size of the state-space, and as a result, the planning time and memory requirements. Analytically, we show that our method is complete and is guaranteed to find a solution if one exists, within a specified suboptimality bound. Experimentally, we apply the approach to 3D vehicle navigation (x, y, heading), and to a 7 DOF robotic arm on the Willow Garage’s PR2 robot. The results from our experiments suggest that ourmethod can be substantially faster than some of the state-of-the-art planning algorithms optimized for those tasks.