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Vrakas

AAAI Conferences

One of the most promising trends in Domain Independent AI Planning, nowadays, is state-space heuristic planning. The planners of this category construct general but efficient heuristic functions, which are used as a guide to traverse the state space either in a forward or a in backward direction. Although specific problems may favor one or the other direction, there is no clear evidence why any of them should be generally preferred. This paper proposes a hybrid search strategy that combines search in both directions. The search begins from the Initial State in a forward direction and proceeds with a weighted A* search until no further improving states can be found.


Edelkamp

AAAI Conferences

Heuristic search planning effectively finds solutions for large planning problems, but since the estimates are either not admissible or too weak, optimal solutions are found in rare cases only. In contrast, heuristic pattern databases are known to significantly improve lower bound estimates for optimally solving challenging single-agent problems like the 24-Puzzle or Rubik's Cube. This paper studies the effect of pattern databases in the context of deterministic planning. Given a fixed state description based on instantiated predicates, we provide a general abstraction scheme to automatically create admissible domain-independent memory-based heuristics for planning problems, where abstractions are found in factorizing the planning space. We evaluate the impact of pattern database heuristics in A* and hill climbing algorithms for a collection of benchmark domains.


Pochter

AAAI Conferences

Search algorithms often suffer from exploring areas which eventually are not part of the shortest path from the start to a goal. Usually it is the purpose of the heuristic function to guide the search algorithm such that it will ignore as much as possible of these areas. We consider other, non-heuristic methods that can be used to prune the search space to make search even faster. We present two algorithms: one for search in graphs that fit in memory, and in which we will need to perform many searches, and another, which improves the search time of planning problems that contain symmetries.


Hoenigman

AAAI Conferences

The focus of my research is an agent-based system for optimizing spatial arrangements of plants on a landscape to maximize their growth and minimize their water use. The optimization criteria include a natural phenomenon known as facilitation, which is observed in water-scarce environments when larger shrubs serve as benefactors to smaller annuals by generating conditions that protect them from harsh afternoon sun. In my modeling and optimization system each plant is an agent with growth requirements. A plant agent's fitness at a given location is defined by a fitness function that includes those growth requirements and a penalty term designed to force facilitation. The landscape design is formulated as a combinatorial optimization problem with a discrete set of locations for each plant on a grid, a fixed number of plants, and a fitness function that defines the performance of a plant at a location. To evaluate the effectiveness of this approach, I applied a variety of search strategies, including simulated annealing and a new agent-based approach that mimics how plant communities evolve over time, to different collections of simulated plant types and landscapes and compared the fitness scores and spatial arrangments in the solutions. The fitness scores from the search strategies were comparable. The search strategies produced different spatial distributions of the larger plants, and all designs exhibited facilitation and lower water use.


Dolatnia

AAAI Conferences

Bayesian optimization (BO) aims to optimize costly-to-evaluate functions by running a limited number of experiments that each evaluate the function at a selected input. Typical BO formulations assume that experiments are selected one at a time, or in fixed batches, and that experiments can be executed immediately upon request. This setup fails to capture many real-world domains where the execution of an experiment requires setup and preparation time. In this paper, we define a novel BO problem formulation that models the resources and activities needed to prepare and run experiments. We then present a planning approach, based on finite-horizon tree search, for scheduling the potentially concurrent experimental activities with the aim of best optimizing the function within a limited time horizon.


Nareyek

AAAI Conferences

In this paper, we are considering advanced pathplanning problems that feature finding paths for multiple units subject to rich path constraints. Examples of richer constraints are the following of other units or to stay out of sight of a specific unit. Little attention has so far been given to richer pathplanning problem where the objective is more than reaching a specific destination from a starting point such that the path length is minimized. Richer pathplanning problems occur in many complex real-world scenarios, ranging from computer games to military movement planning. In this paper, a novel way to formally specify such problems and a new local-search strategy to solve such problems are proposed and demonstrated by a prototype implementation. Among the design goals are real-time computability as well as extendibility for new constraints and search heuristics.


Hernandez

AAAI Conferences

RTAA* is probably the best-performing real-time heuristic search algorithm at path-finding tasks in which the environ- ment is not known in advance or in which the environment is known and there is no time for pre-processing. As most real- time search algorithms do, RTAA performs poorly in presence of heuristic depressions, which are bounded areas of the search space in which the heuristic is too low with respect to their border. Recently, it has been shown that LSS-LRTA, a well-known real-time search algorithm, can be improved when search is actively guided away of depressions. In this paper we investigate whether or not RTAA can be improved in the same manner. We propose aRTAA and daRTAA, two algorithms based on RTAA that avoid heuristic depressions. Both algorithms outperform RTAA on standard path-finding tasks, obtaining better-quality solutions when the same time deadline is imposed on the duration of the planning episode.


Raboin

AAAI Conferences

We describe a heuristic search technique for multi-agent pursuit-evasion games in partially observable Euclidean space where a team of trackers attempt to minimize their uncertainty about an evasive target. Agents' movement and observation capabilities are restricted by polygonal obstacles, while each agent's knowledge of the other agents is limited to direct observation or periodic updates from team members. Our polynomial-time algorithm is able to generate strategies for games in continuous two-dimensional Euclidean space, an improvement over past algorithms that were only applicable to simple gridworld domains. We demonstrate that our algorithm is tolerant of interruptions in communication between agents, continuing to generate good strategies despite long periods of time where agents are unable to communicate directly. Experiments also show that our technique generates effective strategies quickly, with decision times of less than a second for reasonably sized domains with six or more agents.


Churchill

AAAI Conferences

Real-time strategy (RTS) games are known to be one of the most complex game genres for humans to play, as well as one of the most difficult games for computer AI agents to play well. To tackle the task of applying AI to RTS games, recent techniques have focused on a divide-and-conquer approach, splitting the game into strategic components, and developing separate systems to solve each. This trend gives rise to a new problem: how to tie these systems together into a functional real-time strategy game playing agent. In this paper we discuss the architecture of UAlbertaBot, our entry into the 2011/2012 StarCraft AI competitions, and the techniques used to include heuristic search based AI systems for the intelligent automation of both build order planning and unit control for combat scenarios.


Ware

AAAI Conferences

The Intentional Fast-Forward (IFF) planner is an attempt to apply fast forward-chaining state-space search methods to intentional planning---planning such that every action is directed toward some character's goal. The IFF heuristic is based on Hoffmann's original Fast Forward heuristic (2001), which solves a simplified version of the problem and uses that solution as a guide for the real problem. IFF incorporates constraints imposed by intentional planning to narrow down the set of steps which can be taken next, and it identifies fruitless branches of the search space early.