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What's Hot in Heuristic Search

AAAI Conferences

Search in general, and heuristic search in particular, is at the heart of many Artificial Intelligence algorithms and applications. There is now a growing and active community devoted to the empirical and theoretical study of heuristic search algorithms, thanks to the successful application of search-based algorithms to areas such as robotics, domain-independent planning, optimization, and computer games. In this extended abstract we highlight recent efforts in understanding suboptimal search algorithms, as well as ensembles of heuristics and algorithms. The result of these efforts are meta-reasoning methods which are applied to orchestrate the different components of modern search algorithms. Finally, we mention recent innovative applications of search that demonstrate the relevance of the field to general AI.


General Video Game AI: Competition, Challenges and Opportunities

AAAI Conferences

The General Video Game AI framework and competition pose the problem of creating artificial intelligence that can play a wide, and in principle unlimited, range of games. Concretely, it tackles the problem of devising an algorithm that is able to play any game it is given, even if the game is not known a priori. This area of study can be seen as an approximation of General Artificial Intelligence, with very little room for game-dependent heuristics. This short paper summarizes the motivation, infrastructure, results and future plans of General Video Game AI, stressing the findings and first conclusions drawn after two editions of our competition, and outlining our future plans.


Monte Carlo Tree Search for Multi-Robot Task Allocation

AAAI Conferences

Multi-robot teams are useful in a variety of task allocation domains such as warehouse automation and surveillance. Robots in such domains perform tasks at given locations and specific times, and are allocated tasks to optimize given team objectives. We propose an efficient, satisficing and centralized Monte Carlo TreeSearch based algorithm exploiting branch and bound paradigm to solve the multi-robot task allocation problem with spatial, temporal and other side constraints. Unlike previous heuristics proposed for this problem, our approach offers theoretical guarantees and finds optimal solutions for some non-trivial data sets.


Weighted A* Algorithms for Unsupervised Feature Selection with Provable Bounds on Suboptimality

AAAI Conferences

Identifying a small number of features that can represent the data is believed to be NP-hard. Previous approaches exploit algebraic structure and use randomization. We propose an algorithm based on ideas similar to the Weighted A* algorithm in heuristic search. Our experiments show this new algorithm to be more accurate than the current state of the art.


A.I. as an Introduction to Research Methods in Computer Science

AAAI Conferences

While many computer science programs offer courses on research methods, such classes typically tend to be aimed at graduate students. In this paper, we propose a novel means for introducing undergraduate students to research experiences in computer science — via an introductory Artificial Intelligence (A.I.) course. Students explore the content areas typically covered in an upper-level A.I. course (heuristic search, constraint satisfaction, game-playing etc.), while also learning about the mechanics of how empirical research is conducted in this field.


Learning and Using Hand Abstraction Values for Parameterized Poker Squares

AAAI Conferences

We describe the experimental development of an AI player that adapts to different point systems for Parameterized Poker Squares. After introducing the game and research competition challenge, we describe our static board evaluation utilizing learned evaluations of abstract partial Poker hands. Next, we evaluate various time management strategies and search algorithms. Finally, we show experimentally which of our design decisions most signicantly accounted for observed performance.


BeeMo, a Monte Carlo Simulation Agent for Playing Parameterized Poker Squares

AAAI Conferences

We investigated Parameterized Poker Squares to approximate an optimal game playing agent. We organized our inquiry along three dimensions: partial hand representation, search algorithms, and partial hand utility learning. For each dimension we implemented and evaluated several designs, among which we selected the best strategies to use for BeeMo, our final product. BeeMo uses a parallel flat Monte-Carlo search. The search is guided by a heuristic based on hand patterns utilities, which are learned through an iterative improvement method involving Monte-Carlo simulations and optimized greedy search.


Breaking More Composition Symmetries Using Search Heuristics

AAAI Conferences

The pruning power of partial symmetry breaking depends on the given subset of symmetries to break as well as the interactions among symmetry breaking constraints. In the context of Partial Symmetry Breaking During Search (ParSBDS), the search order determines the set of symmetry breaking constraints to add and thus also makes an impact on node and solution pruning. In this paper, we give the first formal characterization of the pruning behavior of ParSBDS and its improved variants. Introducing the notion of Dominance-Completeness (DC-ness), we show that ParSBDS and variants eliminate the symmetry group of the given subset of symmetries if the resultant search tree is DC, and give an example scenario. Unfortunately, building a DC tree is not always possible. We propose two search heuristics with the aim of having more nodes dominated and thus also pruned during search. Extensive experimentation demonstrates how the proposed heuristics and their combination can drastically reduce the solution set size, search space and runtime when compared against the state-of-the-art static and dynamic symmetry breaking methods.


Bidirectional Search That Is Guaranteed to Meet in the Middle

AAAI Conferences

We present MM, the first bidirectional heuristic search algorithm whose forward and backward searches are guaranteed to ''meet in the middle'', i.e. never expand a node beyond the solution midpoint. We also present a novel framework for comparing MM, A*, and brute-force search, and identify conditions favoring each algorithm. Finally, we present experimental results that support our theoretical analysis.


Using the Shapley Value to Analyze Algorithm Portfolios

AAAI Conferences

Algorithms for NP-complete problems often have different strengths andweaknesses, and thus algorithm portfolios often outperform individualalgorithms. It is surprisingly difficult to quantify a component algorithm's contributionto such a portfolio. Reporting a component's standalone performance wronglyrewards near-clones while penalizing algorithms that have small but distinctareas of strength. Measuring a component's marginal contribution to an existingportfolio is better, but penalizes sets of strongly correlated algorithms,thereby obscuring situations in which it is essential to have at least onealgorithm from such a set. This paper argues for analyzing component algorithmcontributions via a measure drawn from coalitional game theory---the Shapleyvalue---and yields insight into a research community's progress over time. Weconclude with an application of the analysis we advocate to SAT competitions,yielding novel insights into the behaviour of algorithm portfolios, theircomponents, and the state of SAT solving technology.