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Dancing with Decision Diagrams: A Combined Approach to Exact Cover

AAAI Conferences

Exact cover is the problem of finding subfamilies, S* , of a family ofย sets, S , over universe U , where S* forms a partition ofย  U . ย It is a popular NP-hard problem appearing in a wide range of computerย science studies. Knuth's algorithm DLX, a backtracking-based depth-firstย search implemented with the data structure called dancing links, is knownย as state-of-the-art for finding all exact covers. We propose a method toย accelerate DLX. Our method constructs a Zero-suppressed Binary Decisionย Diagram (ZDD) that represents the set of solutions while runningย depth-first search in DLX. Constructing ZDDs enables the efficient use ofย memo cache to speed up the search. Moreover, our method has a virtue thatย it outputs ZDDs; we can perform several useful operations withย them. Experiments confirm that the proposed method is up to several ordersย of magnitude faster than DLX.


Redesigning Stochastic Environments for Maximized Utility

AAAI Conferences

โ€‹We present the Utility Maximizing Design (UMD) modelโ€‹ for optimally redesigning stochastic environments to achieve maximized performance. This model suits well contemporary โ€‹โ€‹applications that involve the design of environments where robots and humans co-exist an co-operate, e.g., vacuum cleaning robot. We discuss two special cases of the UMD model. The first is the equi-reward UMD (ER-UMD)โ€‹ โ€‹in which the agents and the system share a utility function, such as for the vacuum cleaning robot. The second is the goalโ€‹ โ€‹recognition design (GRD) setting, discussed in the literature, in which system and agent utilities are independent. To find the set of optimalโ€‹โ€‹ modifications to apply to a UMD model, we propose the use of heuristic search, extending previous methods used for GRD settings. After specifying the conditions for optimality in theโ€‹ general case, we present an admissible heuristic for the ER-UMD case. We also present a novel compilation that embedsโ€‹ the redesign process into a planning problem, allowing use of any off-the-shelf solver to find the best way to modify an environment when a design budget is specified. Our evaluation shows the feasibility of the approach using standard benchโ€‹โ€‹marks from the probabilistic planning competition.โ€‹


Fast SSP Solvers Using Short-Sighted Labeling

AAAI Conferences

State-of-the-art methods for solving SSPs often work by limiting planning to restricted regions of the state space. The resulting problems can then be solved quickly, and the process is repeated during execution when states outside the restricted region are encountered. Typically, these approaches focus on states that are within some distance measure of the start state (e.g., number of actions or probability of being reached). However, these short-sighted approaches make it difficult to propagate information from states that are closer to a goal than to the start state, thus missing opportunities to improve planning. We present an alternative approach in which short-sightedness is used only to determine whether a state should be labeled as solved or not, but otherwise the set of states that can be accounted for during planning is unrestricted. Based on this idea, we propose the FLARES algorithm and show that it performs consistently well on a wide range of benchmark problems.


Active Search for Sparse Signals with Region Sensing

AAAI Conferences

Autonomous systems can be used to search for sparse signals in a large space; e.g., aerial robots can be deployed to localize threats, detect gas leaks, or respond to distress calls. Intuitively, search algorithms may increase efficiency by collecting aggregate measurements summarizing large contiguous regions. However, most existing search methods either ignore the possibility of such region observations (e.g., Bayesian optimization and multi-armed bandits) or make strong assumptions about the sensing mechanism that allow each measurement to arbitrarily encode all signals in the entire environment (e.g., compressive sensing). We propose an algorithm that actively collects data to search for sparse signals using only noisy measurements of the average values on rectangular regions (including single points), based on the greedy maximization of information gain. We analyze our algorithm in 1d and show that it requires $\tilde{O}(\frac{n}{\mu^2}+k^2)$ measurements to recover all of $k$ signal locations with small Bayes error, where $\mu$ and $n$ are the signal strength and the size of the search space, respectively. We also show that active designs can be fundamentally more efficient than passive designs with region sensing, contrasting with the results of Arias-Castro, Candes, and Davenport (2013). We demonstrate the empirical performance of our algorithm on a search problem using satellite image data and in high dimensions.


Diagnosability Planning for Controllable Discrete Event Systems

AAAI Conferences

In this paper, we propose an approach to ensure the diagnosability of a partially controllable system. Given a model of correct and faulty behaviors of a partially observable discrete event system, equipped with a set of elementary actions that do not intertwine with autonomous events, we search a diagnosability plan, i.e., a sequence of applicable actions that leads the system from an initial belief state (a set of potentially current states) to a diagnosable belief state, in which the system is then left to run freely. This helps in reducing the diagnosis interaction with running systems and can be applied, e.g., on the output of a repair plan, like in power networks. The two successive stages of this approach keep diagnosability planning, including diagnosability tests, in PSpace in comparison to the Exptime test for the more complex active diagnosability used usually in such cases. For this, we propose to construct incrementally the twin plant structure of the given system and to exploit its parts already constructed while testing the candidate plans and constructing its next parts. This helps in pruning the twin plant constructions and many non-diagnosability plan tests. We have created a special benchmark and tested three proposed methods, according to the recycling level of twin plants construction, with one cost function used for plan optimality and an optional heuristics.


Heuristic Search Value Iteration for One-Sided Partially Observable Stochastic Games

AAAI Conferences

Security problems can be modeled as two-player partially observable stochastic games with one-sided partial observability and infinite horizon (one-sided POSGs). We seek for optimal strategies of player 1 that correspond to robust strategies against the worst-case opponent (player 2) that is assumed to have a perfect information about the game. We present a novel algorithm for approximately solving one-sided POSGs based on the heuristic search value iteration (HSVI) for POMDPs. Our results include (1) theoretical properties of one-sided POSGs and their value functions, (2) guarantees showing the convergence of our algorithm to optimal strategies, and (3) practical demonstration of applicability and scalability of our algorithm on three different domains: pursuit-evasion, patrolling, and search games.


Solving Constrained Combinatorial Optimisation Problems via MAP Inference without High-Order Penalties

AAAI Conferences

Solving constrained combinatorial optimisation problems via MAP inference is often achieved by introducing extra potential functions for each constraint. This can result in very high order potentials, e.g. a 2nd-order objective with pairwise potentials and a quadratic constraint over all N variables would correspond to an unconstrained objective with an order-N potential. This limits the practicality of such an approach, since inference with high order potentials is tractable only for a few special classes of functions. We propose an approach which is able to solve constrained combinatorial problems using belief propagation without increasing the order. For example, in our scheme the 2nd-order problem above remains order 2 instead of order N. Experiments on applications ranging from foreground detection, image reconstruction, quadratic knapsack, and the M-best solutions problem demonstrate the effectiveness and efficiency of our method. Moreover, we show several situations in which our approach outperforms commercial solvers like CPLEX and others designed for specific constrained MAP inference problems.


Beyond Monte Carlo Tree Search: Playing Go with Deep Alternative Neural Network and Long-Term Evaluation

AAAI Conferences

Monte Carlo tree search (MCTS) is extremely popular in computer Go which determines each action by enormous simulations in a broad and deep search tree. However, human experts select most actions by pattern analysis and careful evaluation rather than brute search of millions of future interactions. In this paper, we propose a computer Go system that follows expertsโ€™ way of thinking and playing. Our system consists of two parts. The first part is a novel deep alternative neural network (DANN) used to generate candidates of next move. Compared with existing deep convolutional neural network (DCNN), DANN inserts recurrent layer after each convolutional layer and stacks them in an alternative manner. We show such setting can preserve more contexts of local features and its evolutions which are beneficial for move prediction. The second part is a long-term evaluation (LTE) module used to provide a reliable evaluation of candidates rather than a single probability from move predictor. This is consistent with human expertsโ€™ nature of playing since they can foresee tens of steps to give an accurate estimation of candidates. In our system, for each candidate, LTE calculates a cumulative reward after several future interactions when local variations are settled. Combining criteria from the two parts, our system determines the optimal choice of next move. For more comprehensive experiments, we introduce a new professional Go dataset (PGD), consisting of $253,233$ professional records. Experiments on GoGoD and PGD datasets show the DANN can substantially improve performance of move prediction over pure DCNN. When combining LTE, our system outperforms most relevant approaches and open engines based on MCTS.


Evolutionary Machine Learning for RTS Game StarCraft

AAAI Conferences

Real-Time Strategy (RTS) games involve multiple agents acting simultaneously, and result in enormous state dimensionality. In this paper, we propose an abstracted and simplified model for the famous game StarCraft, and design a dynamic programming algorithm to solve the building order problem, which takes minimal time to achieve a specific target. In addition, Genetic Algorithms (GA) are used to find an optimal target for the opening stage.


Automatically Extracting Axioms in Classical Planning

AAAI Conferences

Axioms can be used to model derived predicates in domain-independent planning models. Formulating models which use axioms can sometimes result in problems with much smaller search spaces than the original model. We propose a method for automatically extracting a particular class of axioms from standard STRIPS PDDL models. More specifically, we identify operators whose effects become irrelevant given some other operator, and generate axioms that capture this relationship. We show that this algorithm can be used to successfully extract axioms from standard IPC benchmark instances, and show that the extracted axioms can be used to significantly improve the performance of an IP-based planner.