Goto

Collaborating Authors

 Country


The Compressed Differential Heuristic

AAAI Conferences

The differential heuristic (DH) is an effective memory-based heuristic for explicit state spaces. In this paper, we aim to improve its performance and memory usage. We introduce a compression method for DHs which stores only a portion of the original uncompressed DH, while preserving enough information to enable efficient search. Compressed DHs (CDH) can be tuned to fit any size of memory, even smaller than the size of the state space.Experimental results across different domains show that, for a given amount of memory, a CDH significantly outperforms an uncompress


Abstract: Block A* and Any-Angle Path-Planning

AAAI Conferences

We present three new ideas for grid-based path-planning algorithms that improve the search speed and quality of the paths found. First, we introduce a new type of database, the Local Distance Database (LDDB), that contains distances between boundary points of a local neighborhood. Second, an LDDB-based algorithm is introduced, called Block A*, that calculates the optimal path between start and goal locations given the local distances stored in the LDDB. Third, our experimental results for any-angle path planning in a wide varietyof test domains, including real game maps, show that Block A* is faster than both A* and the previously best grid-based any-angle search algorithm, Theta*.


Search-Based Planning with Provable Suboptimality Bounds for Continuous State Spaces

AAAI Conferences

Search-based planning is widely used for mobile robot motion planning because of its guarantees of optimality and completeness. In continuous state-spaces, however, most existing approaches have significant limitations in terms of optimality and completeness because of the underlying grid used. We propose an approach that eliminates the dependency on grids by using more general equivalence classes to quickly find an initial solution and instead of pruning states that fall within an equivalence class and have higher cost, we use an inflated heuristic to lower the priority of these states in the search. In further iterations, we reduce the inflated heuristic in a principled way, thus providing fast solutions with provable suboptimality bounds that can be improved as time allows. The proposed approach produces smooth paths with the resolution dictated by the action set. Finer action sets produce higher resolution paths that are more computationally intensive to calculate and coarser action sets produce lower resolution paths that are faster to compute. To the best of our knowledge, this is the first algorithm that is able to plan in continuous state-spaces with provable guarantees on completeness and bounds on suboptimality for a given action set. Experimental results on 3D (x,y,theta) path planning show that, on average, this approach is able to find paths in less than two seconds that are within 2% of the optimal path cost in worlds of up to 1000x1000 m with a minimum step size of one meter.


Predicting Solution Cost with Conditional Probabilities

AAAI Conferences

Classical heuristic search algorithms find the solution cost of a problem while finding the path from the start state to a goal state. However, there are applications in which finding the path is not needed. In this paper we propose an algorithm that accurately and efficiently predicts the solution cost of a problem without finding the actual solution. We show empirically that our predictor makes more accurate predictions when compared to the bootstrapped heuristic, which is known to be a very accurate inadmissible heuristic. In addition, we show how our prediction algorithm can be used to enhance heuristic search algorithms. Namely, we use our predictor to calculate a bound for a bounded best-first search algorithm and to tune the w-value of Weighted IDA*. In both cases major search speedups were observed.


Anytime AND/OR Depth-First Search for Combinatorial Optimization

AAAI Conferences

One popular and efficient scheme for solving exactly combinatorial optimization problems over graphical models is depth-first Branch and Bound. However, when the algorithm exploits problem decomposition using AND/OR search spaces, its anytime behavior breaks down. This paper 1) analyzes and demonstrates this inherent conflict between effective exploitation of problem decomposition (through AND/OR search spaces) and the anytime behavior of depth-first search (DFS), 2) presents a first scheme to address this issue while maintaining desirable DFS memory properties, 3) analyzes and demonstrates its effectiveness. Our work is applicable to any problem that can be cast as search over an AND/OR search space.


A Polynomial-Time Algorithm for Non-Optimal Multi-Agent Pathfinding

AAAI Conferences

Multi-agent pathfinding, where multiple agents must travel to their goal locations without getting stuck, has been studied in both theoretical and practical contexts, with a variety of both optimal and sub-optimal algorithms proposed for solving problems. Recent work has shown that there is a linear-time check for whether a multi-agent pathfinding problem can be solved in a tree, however this was not used to actually produce solutions. In this paper we provide a constructive proof of how to solve multi-agent pathfinding problems in a tree that culminates in a novel approach that we call the tree-based agent swapping strategy (TASS). Experimental results showed that TASS can find solutions to the multi-agent pathfinding problem on a highly crowded tree with 1000 nodes and 996 agents in less than 8 seconds. These results are far more efficient and general than existing work, suggesting that TASS is a productive line of study for multi-agent pathfinding.


Representing Pattern Databases with Succinct Data Structures

AAAI Conferences

In this paper we describe novel representations for precomputed heuristics based on Level-Ordered Edge Sequence (LOES) encodings. We introduce compressed LOES, an extension to LOES that enables more aggressive compression of the state-set representation. We evaluate the novel repre- sentations against the respective perfect-hash and binary decision diagram (BDD) representations of pattern databases in a variety of STRIPS domains.


Optimal Packing of High-Precision Rectangles

AAAI Conferences

The rectangle-packing problem consists of finding an enclosing rectangle of smallest area that can contain a given set of rectangles without overlap. Our new benchmark includes rectangles of successively higher precision, a problem for the previous state-of-the-art, which enumerates all locations for placing rectangles. We instead limit these locations and bounding box dimensions to the set of subset sums of the rectangles' dimensions, allowing us to test 4,500 times fewer bounding boxes and solve N=9 over two orders of magnitude faster. Finally, on the open problem of the feasibility of packing a specific infinite series of rectangles into the unit square, we pack the first 50,000 such rectangles and conjecture that the entire infinite series can fit.


Cost-Based Heuristic Search Is Sensitive to the Ratio of Operator Costs

AAAI Conferences

In many domains, different actions have different costs. In this paper, we show that various kinds of best-first search algorithms are sensitive to the ratio between the lowest and highest operator costs. First, we take common benchmark domains and show that when we increase the ratio of operator costs, the number of node expansions required to find a solution increases. Second, we provide a theoretical analysis showing one reason this phenomenon occurs. We also discuss additional domain features that can cause this increased difficulty. Third, we show that searching using distance-to-go estimates can significantly ameliorate this problem. Our analysis takes an important step toward understanding algorithm performance in the presence of differing costs. This research direction will likely only grow in importance as heuristic search is deployed to solve real-world problems.


Probably Approximately Correct Heuristic Search

AAAI Conferences

A* is a best-first search algorithm that returns an optimal solution. w-admissible algorithms guarantee that the returned solution is no larger than w times the optimal solution. In this paper we introduce a generalization of the w-admissibility concept that we call PAC search, which is inspired by the PAC learning framework in Machine Learning. The task of a PAC search algorithm is to find a solution that is w-admissible with high probability. In this paper we formally define PAC search, and present a framework for PAC search algorithms that can work on top of any search algorithm that produces a sequence of solutions. Experimental results on the 15-puzzle demonstrate that our framework activated on top of Anytime Weighted A* (AWA*) expands significantly less nodes than regular AWA* while returning solutions that have almost the same quality.