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Finding Optimal Longest Paths by Dynamic Programming in Parallel
Fieger, Kai (Karlsruhe Institute of Technology) | Balyo, Tomas (Karlsruhe Institute of Technology) | Schulz, Christian (University of Vienna) | Schreiber, Dominik (Karlsruhe Institute of Technology)
We propose an exact algorithm for solving the longest path problem between two given vertices in undirected weighted graphs. By using graph partitioning and dynamic programming, we obtain an algorithm that is significantly faster than other state-of-the-art methods. This enables us to solve instances that were previously unsolved and solve hard instances significantly faster. We also present a parallel version of the algorithm.
Challenging Human Supremacy in Skat
Edelkamp, Stefan (King's College London)
After impressive successes in deterministic and fully-observable board games to significantly outclass humans, game playing research shifts towards non-deterministic and imperfect information card games, where humans are still persistently better. In this paper we devise a player that challenges human supremacy in Skat. We provide a complete player for playing selected variants of the game, with effective solutions for bidding and Skat putting, extracting knowledge from several million games. For trick play we combine expert rules with engineered tree exploration for optimal open card play. For dealing with uncertainty especially in Ouvert games we search the belief space.
Zero-Aware Pattern Databases with 1-Bit Compression for Sliding Tile Puzzles
Clausecker, Robert (Zuse Institute Berlin) | Reinefeld, Alexander (Zuse Institute Berlin)
A pattern database (PDB) is a pre-computed lookup table storing shortest distances from abstract states to abstract goal states. PDBs are key components in heuristic search as their entries are used to prune paths that cannot lead to an optimal solution. With the sliding-tile puzzle as an exemplary application domain, we present methods to improve the precision and size of PDBs by improving additive pattern databases to zero-aware additive pattern databases (ZPDBs), reducing the compression rate from previously 1.6 bit to 1 bit per entry, generating optimal additive pattern partitionings, and building effective collections of pattern databases. With these enhancements, we achieve an overall 8.59-fold performance gain on the 24-puzzle compared to the previously best set of 6-tile PDBs.
Learning and Utilizing Interaction Patterns among Neighborhood-Based Heuristics
Chuang, Chung-Yao (Carnegie Mellon University) | Smith, Stephen (Carnegie Mellon University)
This paper proposes a method for learning and utilizing potentially useful interaction patterns among neighborhood-based heuristics. It is built upon a previously proposed framework designed for facilitating the task of combining multiple neighborhood-based heuristics. Basically, an algorithm derived from this framework will operate by chaining the heuristics in a pipelined fashion. Conceptually, we can view this framework as an algorithmic template that contains two user-defined components: 1) the policy H for selecting heuristics, and 2) the policy L for choosing the length of the pipeline that chains the selected heuristics. In this paper, we will develop a method that automatically derives a policy H by analyzing the experience collected from running a baseline algorithm. This analysis will distill potentially useful patterns of interactions among heuristics, and give an estimate for the frequency of using each pattern. The empirical results on three problem domains show the effectiveness of the proposed approach.
Revisiting Suboptimal Search
Chen, Jingwei (University of Alberta) | Sturtevant, Nathan R. (University of Alberta) | Doyle, William (University of New Hampshire) | Ruml, Wheeler (University of New Hampshire)
Suboptimal search algorithms can often solve much larger problems than optimal search algorithms, and thus have broad practical use. This paper returns to early algorithms like WA*, A*_e and Optimistic search. It studies the commonalities between these approaches in order to build a new bounded-suboptimal algorithm. Combined with recent research on avoiding node re-expansions in bounded-optimal search, a new solution quality bound is developed, which often provides proof of the solution bound much earlier during the search. Put together, these ideas provide a new state-of-the-art in bounded-optimal search.
Intuitive, Reliable Plans with Contingencies: Planning with Safety Nets for Landmark-Based Routing
Alwala, Kalyan Vasudev (Carnegie Mellon University) | Safonova, Margarita (Carnegie Mellon University) | Salzman, Oren (Carnegie Mellon University) | Likhachev, Maxim (Carnegie Mellon University)
We are interested in the problem of providing intuitive instructions for human agents to enable reliable navigation in unknown environments. Since the advent of GPS and digital maps, a common approach is to visually provide a planned path on a digital map defined in terms of actions to take at specific junctions. However, this approach relies on the agent to constantly and accurately localize itself. Furthermore, it comes in stark contrast to the way humans provide instructionsโby leveraging known landmarks in the environment to both augment the description of the planned path as well as to allow to detect when the agent deviated from the planned path. Hence, there is need for assurable means of localization, an intuitive way of compactly conveying directions to agents and a systematic approach to account for human errors. To this end, our key insight is to employ known landmarks in the environment to overcome these challenges. We formally model this intuitive way to use landmarks for conveying instructions and for creating contingency plans. We present experiments demonstrating the efficacy of our approach both on synthetic environments as well as on realworld maps, computed using a smart-phone iOS application that we developed.
Quantum and Classical Algorithms for Approximate Submodular Function Minimization
Hamoudi, Yassine, Rebentrost, Patrick, Rosmanis, Ansis, Santha, Miklos
Submodular functions are set functions mapping every subset of some ground set of size $n$ into the real numbers and satisfying the diminishing returns property. Submodular minimization is an important field in discrete optimization theory due to its relevance for various branches of mathematics, computer science and economics. The currently fastest strongly polynomial algorithm for exact minimization [LSW15] runs in time $\widetilde{O}(n^3 \cdot \mathrm{EO} + n^4)$ where $\mathrm{EO}$ denotes the cost to evaluate the function on any set. For functions with range $[-1,1]$, the best $\epsilon$-additive approximation algorithm [CLSW17] runs in time $\widetilde{O}(n^{5/3}/\epsilon^{2} \cdot \mathrm{EO})$. In this paper we present a classical and a quantum algorithm for approximate submodular minimization. Our classical result improves on the algorithm of [CLSW17] and runs in time $\widetilde{O}(n^{3/2}/\epsilon^2 \cdot \mathrm{EO})$. Our quantum algorithm is, up to our knowledge, the first attempt to use quantum computing for submodular optimization. The algorithm runs in time $\widetilde{O}(n^{5/4}/\epsilon^{5/2} \cdot \log(1/\epsilon) \cdot \mathrm{EO})$. The main ingredient of the quantum result is a new method for sampling with high probability $T$ independent elements from any discrete probability distribution of support size $n$ in time $O(\sqrt{Tn})$. Previous quantum algorithms for this problem were of complexity $O(T\sqrt{n})$.
General Board Game Playing for Education and Research in Generic AI Game Learning
We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It standardizes those parts of board game playing and learning that otherwise would be tedious and repetitive parts in coding. GBG is suitable for arbitrary 1-, 2-, ..., N-player board games. It makes a generic TD($\lambda$)-n-tuple agent for the first time available to arbitrary games. On various games, TD($\lambda$)-n-tuple is found to be superior to other generic agents like MCTS. GBG aims at the educational perspective, where it helps students to start faster in the area of game learning. GBG aims as well at the research perspective by collecting a growing set of games and AI agents to assess their strengths and generalization capabilities in meaningful competitions. Initial successful educational and research results are reported.
Data-driven Policy on Feasibility Determination for the Train Shunting Problem
da Costa, Paulo R. de O., Rhuggenaath, J., Zhang, Y., Akcay, A., Lee, W., Kaymak, U.
Parking, matching, scheduling, and routing are common problems in train maintenance. In particular, train units are commonly maintained and cleaned at dedicated shunting yards. The planning problem that results from such situations is referred to as the Train Unit Shunting Problem (TUSP). This problem involves matching arriving train units to service tasks and determining the schedule for departing trains. The TUSP is an important problem as it is used to determine the capacity of shunting yards and arises as a sub-problem of more general scheduling and planning problems. In this paper, we consider the case of the Dutch Railways (NS) TUSP. As the TUSP is complex, NS currently uses a local search (LS) heuristic to determine if an instance of the TUSP has a feasible solution. Given the number of shunting yards and the size of the planning problems, improving the evaluation speed of the LS brings significant computational gain. In this work, we use a machine learning approach that complements the LS and accelerates the search process. We use a Deep Graph Convolutional Neural Network (DGCNN) model to predict the feasibility of solutions obtained during the run of the LS heuristic. We use this model to decide whether to continue or abort the search process. In this way, the computation time is used more efficiently as it is spent on instances that are more likely to be feasible. Using simulations based on real-life instances of the TUSP, we show how our approach improves upon the previous method on prediction accuracy and leads to computational gains for the decision-making process.
Informative Path Planning with Local Penalization for Decentralized and Asynchronous Swarm Robotic Search
Ghassemi, Payam, Chowdhury, Souma
Decentralized swarm robotic solutions to searching for targets that emit a spatially varying signal promise task parallelism, time efficiency, and fault tolerance. It is, however, challenging for swarm algorithms to offer scalability and efficiency, while preserving mathematical insights into the exhibited behavior. A new decentralized search method (called Bayes-Swarm), founded on batch Bayesian Optimization (BO) principles, is presented here to address these challenges. Unlike swarm heuristics approaches, Bayes-Swarm decouples the knowledge generation and task planning process, thus preserving insights into the emergent behavior. Key contributions lie in: 1) modeling knowledge extraction over trajectories, unlike in BO; 2) time-adaptively balancing exploration/exploitation and using an efficient local penalization approach to account for potential interactions among different robots' planned samples; and 3) presenting an asynchronous implementation of the algorithm. This algorithm is tested on case studies with bimodal and highly multimodal signal distributions. Up to 76 times better efficiency is demonstrated compared to an exhaustive search baseline. The benefits of exploitation/exploration balancing, asynchronous planning, and local penalization, and scalability with swarm size, are also demonstrated.