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Lazy Theta*: Any-Angle Path Planning and Path Length Analysis in 3D

AAAI Conferences

Grids with blocked and unblocked cells are often used to represent continuous 2D and 3D environments in robotics and video games. The shortest paths formed by the edges of 8-neighbor 2D grids can be up to 8% longer than the shortest paths in the continuous environment. Theta* typically finds much shorter paths than that by propagating information along graph edges (to achieve short runtimes) without constraining paths to be formed by graph edges (to find short "any-angle" paths). We show in this paper that the shortest paths formed by the edges of 26-neighbor 3D grids can be 13% longer than the shortest paths in the continuous environment, which highlights the need for smart path planning algorithms in 3D. Theta* can be applied to 3D grids in a straight-forward manner, but it performs a line-of-sight check for each unexpanded visible neighbor of each expanded vertex and thus it performs many more line-of-sight checks per expanded vertex on a 26-neighbor 3D grid than on an 8-neighbor 2D grid. We therefore introduce Lazy Theta*, a variant of Theta* which uses lazy evaluation to perform only one line-of-sight check per expanded vertex (but with slightly more expanded vertices). We show experimentally that Lazy Theta* finds paths faster than Theta* on 26-neighbor 3D grids, with one order of magnitude fewer line-of-sight checks and without an increase in path length.


Filtering Bounded Knapsack Constraints in Expected Sublinear Time

AAAI Conferences

We present a highly efficient incremental algorithm for propagating bounded knapsack constraints. Our algorithm is based on the sublinear filtering algorithm for binary knapsack constraints by Katriel et al. and achieves similar speed-ups of one to two orders of magnitude when compared with its linear-time counterpart. We also show that the representation of bounded knapsacks as binary knapsacks leads to ineffective filtering behavior. Experiments on standard knapsack benchmarks show that the new algorithm significantly outperforms existing methods for handling bounded knapsack constraints.


Understanding the Success of Perfect Information Monte Carlo Sampling in Game Tree Search

AAAI Conferences

Perfect Information Monte Carlo (PIMC) search is a practical technique for playing imperfect information games that are too large to be optimally solved. Although PIMC search has been criticized in the past for its theoretical deficiencies, in practice it has often produced strong results in a variety of domains. In this paper, we set out to resolve this discrepancy. The contributions of the paper are twofold. First, we use synthetic game trees to identify game properties that result in strong or weak performance for PIMC search as compared to an optimal player. Second, we show how these properties can be detected in real games, and demonstrate that they do indeed appear to be good predictors of the strength of PIMC search. Thus, using the tools established in this paper, it should be possible to decide a priori whether PIMC search will be an effective approach to new and unexplored games.


An Efficient Branch-and-Bound Algorithm Based on MaxSAT for the Maximum Clique Problem

AAAI Conferences

State-of-the-art branch-and-bound algorithms for the maximum clique problem (Maxclique) frequently use an upper bound based on a partition P of a graph into independent sets for a maximum clique of the graph, which cannot be very tight for imperfect graphs. In this paper we propose a new encoding from Maxclique into MaxSAT and use MaxSAT technology to improve the upper bound based on the partition P. In this way, the strength of specific algorithms for Maxclique in partitioning a graph and the strength of MaxSAT technology in propositional reasoning are naturally combined to solve Maxclique. Experimental results show that the approach is very effective on hard random graphs and on DIMACS Maxclique benchmarks, and allows to close an open DIMACS problem.


A Stronger Consistency for Soft Global Constraints in Weighted Constraint Satisfaction

AAAI Conferences

Weighted Constraint Satisfaction is made practical by powerful consistency techniques, such as AC*, FDAC* and EDAC*, which reduce search space effectively and efficiently during search, but they are designed for only binary and ternary constraints. To allow soft global constraints, usually of high arity, to enjoy the same benefits, Lee and Leung give polynomial time algorithms to enforce generalized AC* (GAC*) and FDAC* (FDGAC*) for projection-safe soft non-binary constraints. Generalizing the stronger EDAC* is less straightforward. In this paper, we first reveal the oscillation problem when enforcing EDAC* on constraints sharing more than one variable. To avoid oscillation, we propose a weak version of EDAC* and generalize it to weak EDGAC* for non-binary constraints. Weak EDGAC* is stronger than FDGAC* and GAC*, but weaker than VAC and soft k -consistency for k > 2. We also show that weak EDGAC* can be enforced in polynomial time for projection-safe constraints. Extensive experimentation confirms the efficiency of our proposal.


Searching Without a Heuristic: Efficient Use of Abstraction

AAAI Conferences

In problem domains where an informative heuristic evaluation function is not known or not easily computed, abstraction can be used to derive admissible heuristic values. Optimal path lengths in the abstracted problem are consistent heuristic estimates for the original problem. Pattern databases are the traditional method of creating such heuristics, but they exhaustively compute costs for all abstract states and are thus usually appropriate only when all instances share the same single goal state. Hierarchical heuristic search algorithms address these shortcomings by searching for paths in the abstract space on an as-needed basis. However, existing hierarchical algorithms search less efficiently than pattern database constructors: abstract nodes may be expanded many times during the course of a base-level search. We present a novel hierarchical heuristic search algorithm, called Switchback, that uses an alternating direction of search to avoid abstract node re-expansions. This algorithm is simple to implement and demonstrates superior performance to existing hierarchical heuristic search algorithms on several standard benchmarks.


Dealing with Infinite Loops, Underestimation, and Overestimation of Depth-First Proof-Number Search

AAAI Conferences

Depth-first proof-number search (df-pn) is powerful AND/OR tree search to solve positions in games. However, df-pn has a notorious problem of infinite loops when applied to domains with repetitions. Df-pn(r) cures it by ignoring proof and disproof numbers that may lead to infinite loops. This paper points out that df-pn(r) has a serious issue of underestimating proof and disproof numbers, while it also suffers from the overestimation problem occurring in directed acyclic graph. It then presents two practical solutions to these problems. While bypassing infinite loops, the threshold controlling algorithm (TCA) solves the underestimation problem by increasing the thresholds of df-pn. The source node detection algorithm (SNDA) detects the cause of overestimation and modifies the computation of proof and disproof numbers. Both TCA and SNDA are implemented on top of df-pn to solve tsume-shogi (checkmating problem in Japanese chess). Results show that df-pn with TCA and SNDA is far superior to df-pn(r). Our tsume-shogi solver is able to solve several difficult positions previously unsolved by any other solvers.


A First Practical Algorithm for High Levels of Relational Consistency

AAAI Conferences

Consistency properties and algorithms for achieving them are at the heart of the success of Constraint Programming. In this paper, we study the relational consistency property R ( *,m ) C, which is equivalent to m-wise consistency proposed in relational databases. We also define wR ( *,m ) C, a weaker variant of this property. We propose an algorithm for enforcing these properties on a Constraint Satisfaction Problem by tightening the existing relations and without introducing new ones. We empirically show that wR(*,m)C solves in a backtrack-free manner all the instances of some CSP benchmark classes, thus hinting at the tractability of those classes.


Parallel Depth First Proof Number Search

AAAI Conferences

The depth first proof number search (df-pn) is an effective and popular algorithm for solving and-or tree problems by using proof and disproof numbers. This paper presents a simple but effective parallelization of the df-pn search algorithm for a shared-memory system. In this parallelization, multiple agents autonomously conduct the df-pn with a shared transposition table. For effective cooperation of agents, virtual proof and disproof numbers are introduced for each node, which is an estimation of future proof and disproof numbers by using the number of agents working on the node's descendants as a possible increase. Experimental results on large checkmate problems in shogi, which is a popular chess variant in Japan, show that reasonable increases in speed were achieved with small overheads in memory.


A Novel Transition Based Encoding Scheme for Planning as Satisfiability

AAAI Conferences

Planning as satisfiability is a principal approach to planning with many eminent advantages. The existing planning as satisfiability techniques usually use encodings compiled from the STRIPS formalism. We introduce a novel SAT encoding scheme based on the SAS+ formalism. It exploits the structural information in the SAS+ formalism, resulting in more compact SAT instances and reducing the number of clauses by up to 50 fold. Our results show that this encoding scheme improves upon the STRIPS-based encoding, in terms of both time and memory efficiency.