Search
A Case of Pathology in Multiobjective Heuristic Search
Pérez de la Cruz, J.L., Mandow, L., Machuca, E.
This article considers the performance of the MOA* multiobjective search algorithm with heuristic information. It is shown that in certain cases blind search can be more efficient than perfectly informed search, in terms of both node and label expansions. A class of simple graph search problems is defined for which the number of nodes grows linearly with problem size and the number of nondominated labels grows quadratically. It is proved that for these problems the number of node expansions performed by blind MOA* grows linearly with problem size, while the number of such expansions performed with a perfectly informed heuristic grows quadratically. It is also proved that the number of label expansions grows quadratically in the blind case and cubically in the informed case.
AI Methods in Algorithmic Composition: A Comprehensive Survey
Algorithmic composition is the partial or total automation of the process of music composition by using computers. Since the 1950s, different computational techniques related to Artificial Intelligence have been used for algorithmic composition, including grammatical representations, probabilistic methods, neural networks, symbolic rule-based systems, constraint programming and evolutionary algorithms. This survey aims to be a comprehensive account of research on algorithmic composition, presenting a thorough view of the field for researchers in Artificial Intelligence.
Generating Believable Stories in Large Domains
Kartal, Bilal (University of Minnesota) | Koenig, John (University of Minnesota) | Guy, Stephen J. (University of Minnesota)
Planning-based techniques are a very powerful tool for automated story generation. However, as the number of possible actions increases, traditional planning techniques suffer from a combinatorial explosion due to large branching factors. In this work, we apply Monte Carlo Tree Search (MCTS) techniques to generate stories in domains with large numbers of possible actions (100+). Our approach employs a Bayesian story evaluation method to guide the planning towards believable stories that reach a user defined goal. We generate stories in a novel domain with different type of story goals. Our approach shows an order of magnitude improvement in performance over traditional search techniques.
An Argument for Large-Scale Breadth-First Search for Game Design and Content Generation via a Case Study of Fling!
Sturtevant, Nathan R. (University of Denver)
Search is a recognized technique for procedural content generation and game design, and it has been used successfully as part of commercial and academic games. In this context, search has almost always referred to selective search, as opposed to larger brute-force searches. The argument against brute-force search is that the state spaces of the games are almost always too large to be amenable for brute-force search. We believe, however, that brute-force search should not be too quickly dismissed. State spaces with trillions or tens of trillions states can now be exhaustively searched with relative ease, and growth in parallelism and computational power is expected to continue to scale this trend. We believe that this, combined with appropriate abstraction, will allow exhaustive search to be applied to many problems once thought to be prohibitively large. We explore this argument in the context of a game called "Fling!," available for mobile devices, showing a system for interactively designing and analyzing puzzles.
Integrating Monte Carlo Tree Search with Knowledge-Based Methods to Create Engaging Play in a Commercial Mobile Game
Whitehouse, Daniel (University of York) | Cowling, Peter I. (University of York) | Powley, Edward J. (University of York) | Rollason, Jeff (AI Factory Ltd.)
Monte Carlo Tree Search (MCTS) has produced many recent breakthroughs in game AI research, particularly in computer Go. In this paper we consider how MCTS can be applied to create engaging AI for a popular commercial mobile phone game: Spades by AI Factory, which has been downloaded more than 2.5 million times. In particular, we show how MCTS can be integrated with knowledge-based methods to create an interesting, fun and strong player which makes far fewer plays that could be perceived by human observers as blunders than MCTS without the injection of knowledge. These blunders are particularly noticeable for Spades, where a human player must co-operate with an AI partner. MCTS gives objectively stronger play than the knowledge-based approach used in previous versions of the game and offers the flexibility to customise behaviour whilst maintaining a reusable core, with a reduced development cycle compared to purely knowledge-based techniques.
Evolving Playable Content for Cut the Rope through a Simulation-Based Approach
Shaker, Noor (IT University of Copenhagen) | Shaker, Mohammad (Damascus University) | Togelius, Julian (IT University of Copenhagen)
In order to automatically generate high-quality game levels, one needs to be able to automatically verify that the levels are playable. The simulation-based approach to playability testing uses an artificial agent to play through the level, but building such an agent is not always an easy task and such an agent is not always readily available. We discuss this prob- lem in the context of the physics-based puzzle game Cut the Rope, which features continuous time and state space, mak- ing several approaches such as exhaustive search and reactive agents inefficient. We show that a deliberative Prolog-based agent can be used to suggest all sensible moves at each state, which allows us to restrict the search space so that depth-first search for solutions become viable. This agent is successfully used to test playability in Ropossum, a level generator based on grammatical evolution. The method proposed in this paper is likely to be useful for a large variety of games with similar characteristics.
Algorithm Runtime Prediction: Methods & Evaluation
Hutter, Frank, Xu, Lin, Hoos, Holger H., Leyton-Brown, Kevin
Perhaps surprisingly, it is possible to predict how long an algorithm will take to run on a previously unseen input, using machine learning techniques to build a model of the algorithm's runtime as a function of problem-specific instance features. Such models have important applications to algorithm analysis, portfolio-based algorithm selection, and the automatic configuration of parameterized algorithms. Over the past decade, a wide variety of techniques have been studied for building such models. Here, we describe extensions and improvements of existing models, new families of models, and -- perhaps most importantly -- a much more thorough treatment of algorithm parameters as model inputs. We also comprehensively describe new and existing features for predicting algorithm runtime for propositional satisfiability (SAT), travelling salesperson (TSP) and mixed integer programming (MIP) problems. We evaluate these innovations through the largest empirical analysis of its kind, comparing to a wide range of runtime modelling techniques from the literature. Our experiments consider 11 algorithms and 35 instance distributions; they also span a very wide range of SAT, MIP, and TSP instances, with the least structured having been generated uniformly at random and the most structured having emerged from real industrial applications. Overall, we demonstrate that our new models yield substantially better runtime predictions than previous approaches in terms of their generalization to new problem instances, to new algorithms from a parameterized space, and to both simultaneously.
Flow-Based Algorithms for Local Graph Clustering
Orecchia, Lorenzo, Zhu, Zeyuan Allen
Given a subset S of vertices of an undirected graph G, the cut-improvement problem asks us to find a subset S that is similar to A but has smaller conductance. A very elegant algorithm for this problem has been given by Andersen and Lang [AL08] and requires solving a small number of single-commodity maximum flow computations over the whole graph G. In this paper, we introduce LocalImprove, the first cut-improvement algorithm that is local, i.e. that runs in time dependent on the size of the input set A rather than on the size of the entire graph. Moreover, LocalImprove achieves this local behaviour while essentially matching the same theoretical guarantee as the global algorithm of Andersen and Lang. The main application of LocalImprove is to the design of better local-graph-partitioning algorithms. All previously known local algorithms for graph partitioning are random-walk based and can only guarantee an output conductance of O(\sqrt{OPT}) when the target set has conductance OPT \in [0,1]. Very recently, Zhu, Lattanzi and Mirrokni [ZLM13] improved this to O(OPT / \sqrt{CONN}) where the internal connectivity parameter CONN \in [0,1] is defined as the reciprocal of the mixing time of the random walk over the graph induced by the target set. In this work, we show how to use LocalImprove to obtain a constant approximation O(OPT) as long as CONN/OPT = Omega(1). This yields the first flow-based algorithm. Moreover, its performance strictly outperforms the ones based on random walks and surprisingly matches that of the best known global algorithm, which is SDP-based, in this parameter regime [MMV12]. Finally, our results show that spectral methods are not the only viable approach to the construction of local graph partitioning algorithm and open door to the study of algorithms with even better approximation and locality guarantees.
Learning-Based Procedural Content Generation
Procedural content generation (PCG) has recently become one of the hottest topics in computational intelligence and AI game researches. Among a variety of PCG techniques, search-based approaches overwhelmingly dominate PCG development at present. While SBPCG leads to promising results and successful applications, it poses a number of challenges ranging from representation to evaluation of the content being generated. In this paper, we present an alternative yet generic PCG framework, named learning-based procedure content generation (LBPCG), to provide potential solutions to several challenging problems in existing PCG techniques. By exploring and exploiting information gained in game development and public beta test via data-driven learning, our framework can generate robust content adaptable to end-user or target players on-line with minimal interruption to their experience. Furthermore, we develop enabling techniques to implement the various models required in our framework. For a proof of concept, we have developed a prototype based on the classic open source first-person shooter game, Quake. Simulation results suggest that our framework is promising in generating quality content.
The Generalized Traveling Salesman Problem solved with Ant Algorithms
Pintea, Camelia-M., Pop, Petrica C., Chira, Camelia
A well known N P-hard problem called the Generalized Traveling Salesman Problem (GTSP) is considered. In GTSP the nodes of a complete undirected graph are partitioned into clusters. The objective is to find a minimum cost tour passing through exactly one node from each cluster. An exact exponential time algorithm and an effective meta-heuristic algorithm for the problem are presented. The meta-heuristic proposed is a modified Ant Colony System (ACS) algorithm called Reinforcing Ant Colony System (RACS) which introduces new correction rules in the ACS algorithm. Computational results are reported for many standard test problems. The proposed algorithm is competitive with the other already proposed heuristics for the GTSP in both solution quality and computational time.