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Chee

AAAI Conferences

My thesis is largely focused on the parallelisation of UCT (and other Best-First Search techniques) and the ramifications of doing so. I have identified issues with chunking in UCT, created by some forms of parallelisation, and developed a solution to this involving buffering of simulations that appear "out of order" and reevaluation of propagation data. I have developed a technique for scalable distribution of both tree data and computation across a large scale compute cluster. The context of most of my work is General Game Playing, but the techniques themselves are largely agnostic to domain.


Wilt

AAAI Conferences

When an optimal solution is not required, satisficing search methods such as greedy best-first search are often used to find solutions quickly. In work on satisficing search, there has been substantial attention devoted to how to solve problems associated with local minima or plateaus in the heuristic function. One technique that has been shown to be quite promising is using an alternative heuristic function that does not estimate cost-to-go, but rather estimates distance-to-go. There is currently little beyond intuition to explain its superiority. We begin by empirically showing that the success of the distance-to-go heuristic appears related to its having smaller local minima. We then discuss a reasonable theoretical model of heuristics and show that, under this model, the expected size of local minima is higher for a cost-to-go heuristic than a distance-to-go heuristic, offering a possible explanation as to why distance-to-go heuristics tend to outperform cost-to-go heuristics.


Stern

AAAI Conferences

Most work in heuristic search considers problems where a low cost solution is preferred (MIN problems). In this paper, we investigate the complementary setting where a solution of high reward is preferred (MAX problems). Example MAX problems include finding a longest simple path in a graph, maximal coverage, and various constraint optimization problems. We examine several popular search algorithms for MIN problems and discover the curious ways in which they misbehave on MAX problems. We propose modifications that preserve the original intentions behind the algorithms but allow them to solve MAX problems, and compare them theoretically and empirically. Interesting results include the failure of bidirectional search and close relationships between Dijkstra's algorithm, weighted A*, and depth-first search.


Mena

AAAI Conferences

Probabilistic Classifiers Chains (PCC) offers interesting properties to solve multi-label classification tasks due to its ability to estimate the joint probability of the labels. However, PCC presents the major drawback of having a high computational cost in the inference process required to predict new samples. Lately, several approaches have been proposed to overcome this issue, including beam search and an epsilon-Approximate algorithm based on uniform-cost search. Surprisingly, the obvious possibility of using heuristic search has not been considered yet. This paper studies this alternative and proposes an admisible heuristic that, applied in combination with A* algorithm, guarantees, not only optimal predictions in terms of subset 0/1 loss, but also that it always explores less nodes than epsilon-Approximate algorithm. In the experiments reported, the number of nodes explored by our method is less than two times the number of labels for all datasets analyzed. But, the difference in explored nodes must be large enough to compensate the overhead of the heuristic in order to improve prediction time. Thus, our proposal may be a good choice for complex multi-label problems.


Zeng

AAAI Conferences

The preferences of users are important in route search and planning. For example, when a user plans a trip within a city, their preferences can be expressed as keywords shopping mall, restaurant, and museum, with weights 0.5, 0.4, and 0.1, respectively. The resulting route should best satisfy their weighted preferences. In this paper, we take into account the weighted user preferences in route search, and present a keyword coverage problem, which finds an optimal route from a source location to a target location such that the keyword coverage is optimized and that the budget score satisfies a specified constraint. We prove that this problem is NP-hard. To solve this complex problem, we pro- pose an optimal route search based on an A* variant for which we have defined an admissible heuristic function. The experiments conducted on real-world datasets demonstrate both the efficiency and accu- racy of our proposed algorithms.


Ontanon

AAAI Conferences

Real-time strategy (RTS) games are hard from an AI point of view because they have enormous state spaces, combinatorial branching factors, allow simultaneous and durative actions, and players have very little time to choose actions. For these reasons, standard game tree search methods such as alpha- beta search or Monte Carlo Tree Search (MCTS) are not sufficient by themselves to handle these games. This paper presents an alternative approach called Adversarial Hierarchical Task Network (AHTN) planning that combines ideas from game tree search with HTN planning. We present the basic algorithm, relate it to existing adversarial hierarchical planning methods, and present new extensions for simultaneous and durative actions to handle RTS games.


Brafman

AAAI Conferences

To engage diverse agents in cooperative behavior, it is important, even necessary, to provide algorithms that do not reveal information that is private or proprietary.A number of recent planning algorithms enable agents to plan together for shared goals without disclosing information about their private state and actions. But these algorithms lack clear and formal privacy guarantees: the fact that they do not require agents to explicitly reveal private information, does not imply that such information cannot be deduced. The main contribution of this paper is an enhanced version of the distributed forward-search planning framework of Nissim and Brafman that reveals less information than the original algorithm, and the first, to our knowledge, discussion and formal proof of privacy guarantees for distributed planning and search algorithms.


Anand

AAAI Conferences

Monte-Carlo Tree Search (MCTS) algorithms such as UCT are an attractive online framework for solving planning under uncertainty problems modeled as a Markov Decision Process. However, MCTS search trees are constructed in flat state and action spaces, which can lead to poor policies for large problems. In a separate research thread, domain abstraction techniques compute symmetries to reduce the original MDP. This can lead to significant savings in computation, but these have been predominantly implemented for offline planning. This paper makes two contributions. First, we define the ASAP (Abstraction of State-Action Pairs) framework, which extends and unifies past work on domain abstractions by holistically aggregating both states and state-action pairs -- ASAP uncovers a much larger number of symmetries in a given domain. Second, we propose ASAP-UCT, which implements ASAP-style abstractions within a UCT framework combining strengths of online planning with domain abstractions. Experimental evaluation on several benchmark domains shows up to 26% improvement in the quality of policies obtained over existing algorithms.


Wilson

AAAI Conferences

Computing the set of optimal solutions for a multi-objective constraint optimisation problem can be computationally very challenging. Also, when solutions are only partially ordered, there can be a number of different natural notions of optimality, one of the most important being the notion of Possibly Optimal, i.e., optimal in at least one scenario compatible with the inter-objective tradeoffs. We develop an AND/OR Branch-and-Bound algorithm for computing the set of Possibly Optimal solutions, and compare variants of the algorithm experimentally.


Phillips

AAAI Conferences

Recently, a number of papers have shown that for many domains, using multiple heuristics in independent searches performs better than combining them into a single heuristic. Furthermore, using a large number of "weak" heuristics could potentially eliminate the need for the careful design of a few. The standard approach to distribute computation in these multi-heuristic searches is to rotate through the heuristics in a round-robin fashion. However, this strategy can be inefficient especially in the case when only a few of the heuristics are leading to progress. In this paper, we present two principled methods to adaptively distribute computation time among the different searches of the Multi- Heuristic A* algorithm.