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A Preliminary Selection of Problems in Heuristic Search

AAAI Conferences

The Heuristic Search community has been concentrating much effort during the last decades in solving more and more efficiently the SHORTEST PATH problem (SPP). As a result, a valuable body of scientific results has been produced, mostly in the form of heuristics and search algorithms. However, not much attention has been given to other problems even if they result from slight variations of the typical problems addressed by the community. Furthermore, other communities attempt at solving hard combinatorial problems which might be well solved with heuristic search. In this paper, an attempt is presented to introduce a preliminary selection of relevant problems that goes well beyond the classical SPP.


Computational Tradeoffs of Search Methods for Minimum Constraint Removal Paths

AAAI Conferences

The typical objective of path planning is to find the shortest feasible path. Many times, however, there may be no solution given the existence of constraints, such as obstacles. In these cases, the minimum constraint removal problem asks for the minimum set of constraints that need to be removed from the state space to find a solution. Unfortunately, minimum constraint removal paths do not exhibit dynamic programming properties, i.e., subsets of optimum solutions are not necessarily optimal. Thus, searching for such solutions is computationally expensive. This leads to approximate methods, which balance the cost of computing a solution and its quality. This work investigates alternatives in this context and evaluates their performance in terms of such tradeoffs. Solutions that follow a bounded-length approach, i.e., searching for paths up to a certain length, seem to provide a good balance between minimizing constraints, computational cost and path length.


Expected Path Degradation when Searching over a Sparse Grid Hierarchy

AAAI Conferences

The traditional focus of combinatorial search research is to speed up the search algorithm. An alternative, however, is to create a sparser representation of the search space. This relates to the idea of spanners from graph theory. These are subgraphs which retain paths between any two vertices of the original graph while guaranteeing a maximum stretch in path length. In practice, the path degradation of graph spanners is significantly smaller than the theoretical bound. Even so, expected path degradation of graph spanners is typically not studied. This work focuses on grid path-finding to propose an algorithm that constructs a grid spanner, where analysis for the obstacle-free case shows that significant performance gains can be achieved with a small decrease in expected path quality. This is an important first step towards studying the expected performance of spanners. Experiments on game maps show that expected path quality with obstacles is only sometimes marginally lower than that in the obstacle-free case and that a significant reduction in the size of the search space can be achieved.


Caching in Context-Minimal OR Spaces

AAAI Conferences

In empirical studies we observed that caching can have very little impact in reducing the search effort in Branch and Bound search over context-minimal OR spaces. For example, in one of the problem domains used in our experiments we reduce only by 1% the number of nodes expanded when using caching in context-minimal OR spaces. By contrast, we reduce by 74% the number of nodes expanded when using caching in context-minimal AND/OR spaces on the same instances. In this work we document this unexpected empirical finding and provide explanations for the phenomenon.


Confidence Backup Updates for Aggregating MDP State Values in Monte-Carlo Tree Search

AAAI Conferences

Monte-Carlo Tree Search (MCTS) algorithms estimate the value of MDP states based on rewards received by performing multiple random simulations. MCTS algorithms can use different strategies to aggregate these rewards and provide an estimation for the states’ values. The most common aggregation method is to store the mean reward of all simulations. Another common approach stores the best observed reward from each state. Both of these methods have complementary benefits and drawbacks. In this paper, we show that both of these methods are biased estimators for the real expected value of MDP states. We propose an hybrid approach that uses the best reward for states with low noise, and otherwise uses the mean. Experimental results on the Sailing MDP domain show that our method has a considerable advantage when the rewards are drawn from a noisy distribution.


Type System Based Rational Lazy IDA*

AAAI Conferences

Meta-reasoning can improve numerous search algorithms, but necessitates collection of statistics to be used as probability distributions, and involves restrictive meta-reasoning assumptions. The recently suggested scheme of type systems in search algorithms is used in this paper for collecting these statistics. The statistics are then used to better estimate the unknown quantity of expected regret of computing a heuristic in Rational Lazy IDA* (RLIDA*), and also facilitate a second improvement due to relaxing one of the unrealistic meta-reasoning assumptions in RLIDA*.


Building a Heuristic for Greedy Search

AAAI Conferences

Suboptimal heuristic search algorithms such as greedy best-first search allow us to find solutions when constraints of either time, memory, or both prevent the application of optimal algorithms such as A*. Guidelines for building an effective heuristic for A* are well established in the literature, but we show that if those rules are applied for greedy best-first search, performance can actually degrade. Observing what went wrong for greedy best-first search leads us to a quantitative metric appropriate for greedy heuristics, called Goal Distance Rank Correlation (GDRC). We demonstrate that GDRC can be used to build effective heuristics for greedy best-first search automatically.


Learning to Search More Efficiently from Experience: A Multi-heuristic Approach

AAAI Conferences

Learning from experience can significantly improve the performance of search based planners, especially for challenging problems like high-dimensional planning. Experience Graph (E-Graph) is a recently developed framework that encodes experiences, obtained from solving instances in the past, into a single bounded-admissible heuristic, and uses it to guide the search. While the E-Graph approach was shown to be very useful for repetitive problems, it suffers from two issues. First, computing the E-Graph heuristic is time consuming as it maintains the bounded admissibility constraints. Second, a single heuristic can get stuck in a local minimum, and thereby, degrade the performance. In this work, we present an alternative approach to improving the runtime of search from experience, based on a recently developed search algorithm Multi-heuristic A* (MHA*). This framework provides an improvement over the E-Graph planner for two reasons: a) MHA* uses multiple heuristics simultaneously to explore the search space, which reduces the probability of getting stuck in a local minimum, and b) the heuristics in MHA* can be arbitrarily inadmissible, which makes it very easy to compute them. The paper describes the framework, explains how to compute these (inadmissible) heuristics through offline and online processing and presents experimental analysis on two domains, motion planning for a 6D planar arm and large sliding tile puzzles.


Finding and Exploiting LTL Trajectory Constraints in Heuristic Search

AAAI Conferences

Temporal logics allow to formulate and reason about the development A unified formalism for these techniques would offer two of logic-based systems, for example about paths main advantages: decoupling the derivation and exploitation in factored state spaces. These are for instance common in of information and easily combining different sources planning, where temporal logics have always been present. of information. As one extreme, the entire planning task can be specified in a Currently the derivation and exploitation of information temporal logic language and plans are generated by theorem are integrated in most cases: someone proposes a new source proving (Koehler and Treinen 1995) or model construction of information and shows how it can correctly be exploited (Cerrito and Mayer 1998).


Sibling Conspiracy Number Search

AAAI Conferences

For some two-player games (e.g. Go), no accurate and inexpensive heuristic is known for evaluating leaves of a search tree. For other games (e.g. chess), a heuristic is known (sum of piece values). For other games (e.g. Hex), only a local heuristic — one that compares children reliably, but non-siblings poorly — is known (cell voltage drop in the Shannon/Anshelevich electric circuit model). In this paper we introduce a search algorithm for a two-player perfect information game with a reasonable local heuristic. Sibling Conspiracy Number Search (SCNS) is an anytime best-first version of Conspiracy Number Search based not on evaluation of leaf states of the search tree, but — for each node — on relative evaluation scores of all children of that node. SCNS refines CNS search value intervals, converging to Proof Number Search. SCNS is a good framework for a game player. We tested SCNS in the domain of Hex, with promising results. We implemented an 11-by-11 SCNS Hex bot, DeepHex. We competed DeepHex against current Hex bot champion MoHex, a Monte-Carlo Tree Search player, and previous Hex bot champion Wolve, an Alpha-Beta Search player. DeepHex widely outperforms Wolve at all time levels, and narrowly outperforms MoHex once time reaches 4min/move.