Search
Roles and Teams Hedonic Games
Spradling, Matthew Jordan (University of Kentucky)
We have introduced a new model of hedonic coalition formation game, which we call Roles and Teams Hedonic Games (RTHG). In this model, agents view coalitions as compositions of available roles. An agent's utility for a partition is based upon which role she fulfills within the coalition and which roles are being fulfilled within the coalition. The major contributions of the paper include designing the RTHG model, with its corresponding stability and (NP-hard) optimization criteria, designing a heuristic partitioning algorithm and local search algorithm, implementation and testing.
Adding Local Exploration to Greedy Best-First Search in Satisficing Planning
Xie, Fan (University of Alberta) | Müller, Martin (University of Alberta) | Holte, Robert (University of Alberta)
Greedy Best-First Search (GBFS) is a powerful algorithm at the heart of many state of the art satisficing planners. One major weakness of GBFS is its behavior in so-called uninformative heuristic regions (UHRs) - parts of the search space in which no heuristic provides guidance towards states with improved heuristic values. This work analyzes the problem of UHRs in planning in detail, and proposes a two level search framework as a solution. In Greedy Best-First Search with Local Exploration (GBFS-LE), a local exploration is started from within a global GBFS whenever the search seems stuck in UHRs. Two different local exploration strategies are developed and evaluated experimentally: Local GBFS (LS) and Local Random Walk Search (LRW). The two new planners LAMA-LS and LAMA-LRW integrate these strategies into the GBFS component of LAMA-2011. Both are shown to yield clear improvements in terms of both coverage and search time on standard International Planning Competition benchmarks, especially for domains that are proven to have large or un- bounded UHRs.
Simpler Bounded Suboptimal Search
Hatem, Matthew (University of New Hampshire) | Ruml, Wheeler (University of New Hampshire)
It is commonly appreciated that solving search problems optimally can take too long. Bounded suboptimal search algorithms trade increased solution cost for reduced solving time. Explicit Estimation Search (EES) is a recent state-of-the-art algorithm specifically designed for bounded suboptimal search. Although it tends to expand fewer nodes than alternative algorithms, such as weighted A* (WA*), its per-node expansion overhead is higher, causing it to sometimes take longer. In this paper, we present simplified variants of EES (SEES) and an earlier algorithm, A*epsilon (SA*epsilon), that use different implementations of the same motivating ideas to significantly reduce search overhead and implementation complexity. In an empirical evaluation, we find that SEES, like EES, outperforms classic bounded suboptimal search algorithms, such as WA*, on domains tested where distance-to-go estimates enable better search guidance. We also confirm that, while SEES and SA*epsilon expand roughly the same number of nodes as their progenitors, they solve problems significantly faster and are much easier to implement. This work widens the applicability of state-of the-art bounded suboptimal search by making it easier to deploy.
Exponential Deepening A* for Real-Time Agent-Centered Search
Sharon, Guni (Ben-Gurion University) | Felner, Ariel (Ben-Gurion University) | Sturtevant, Nathan (University of Denver)
In the Real-Time Agent-Centered Search (RTACS) problem,an agent has to arrive at a goal location while acting and reasoningin the physical world. Traditionally, RTACS problemsare solved by propagating and updating heuristic values ofstates visited by the agent. In existing RTACS algorithms theagent may revisit each state many times causing the entireprocedure to be quadratic in the state space. We study theIterative Deepening (ID) approach for solving RTACS andintroduce Exponential Deepening A* (EDA*), an RTACS algorithmwhere the threshold between successive Depth-Firstcalls is increased exponentially. EDA* is proven to hold aworst case bound that is linear in the state space. Experimentalresults supporting this bound are presented and demonstrateup to 10x reduction over existing RTACS solvers wrtdistance traveled, states expanded and CPU runtime.
Relaxation Search: A Simple Way of Managing Optional Clauses
Bacchus, Fahiem (University of Toronto) | Davies, Jessica (University of Toronto) | Tsimpoukelli, Maria (University of Toronto) | Katsirelos, George (MIAT, INRA Toulouse)
A number of problems involve managing a set of optional clauses. For example, the soft clauses in a MAXSAT formula are optional—they can be falsified for a cost. Similarly, when computing a Minimum Correction Set for an unsatisfiable formula, all clauses are optional—some can be falsified in order to satisfy the remaining. In both of these cases the task is to find a subset of the optional clauses that achieves some criteria, and whose removal leaves a satisfiable formula. Relaxation search is a simple method of using a standard SAT solver to solve this task. Relaxation search is easy to implement, sometimes requiring only a simple modification of the variable selection heuristic in the SAT solver; it offers considerable flexibility and control over the order in which subsets of optional clauses are examined; and it automatically exploits clause learning to exchange information between the two phases of finding a suitable subset of optional clauses and checking if their removal yields satisfiability. We demonstrate how relaxation search can be used to solve MAXSAT and to compute Minimum Correction Sets. In both cases relaxation search is able to achieve state-of-the-art performance and solve some instances other solvers are not able to solve.
Regret-Based Optimization and Preference Elicitation for Stackelberg Security Games with Uncertainty
Nguyen, Thanh Hong (University of Southern California) | Yadav, Amulya (University of Southern California) | An, Bo (Nanyang Technological University) | Tambe, Milind (University of Southern California) | Boutilier, Craig (University of Toronto)
Stackelberg security games (SSGs) have been deployed in a number of real-world domains. One key challenge in these applications is the assessment of attacker payoffs, which may not be perfectly known. Previous work has studied SSGs with uncertain payoffs modeled by interval uncertainty and provided maximin-based robust solutions. In contrast, in this work we propose the use of the less conservative minimax regret decision criterion for such payoff-uncertain SSGs and present the first algorithms for computing minimax regret for SSGs. We also address the challenge of preference elicitation, using minimax regret to develop the first elicitation strategies for SSGs. Experimental results validate the effectiveness of our approaches.
Parallel Restarted Search
Cire, Andre (Carnegie Mellon University) | Kadioglu, Serdar (Oracle America Inc.) | Sellmann, Meinolf (IBM Research)
We consider the problem of parallelizing restarted backtrack search. With few notable exceptions, most commercial and academic constraint programming solvers do not learn no-goods during search. Depending on the branching heuristics used, this means that there are little to no side-effects between restarts, making them an excellent target for parallelization. We develop a simple technique for parallelizing restarted search deterministically and demonstrate experimentally that we can achieve near-linear speed-ups in practice.
Designing Fast Absorbing Markov Chains
Ermon, Stefano (Cornell University) | Gomes, Carla (Cornell University) | Sabharwal, Ashish (IBM Watson Research Center) | Selman, Bart (Cornell University)
Markov Chains are a fundamental tool for the analysis of real world phenomena and randomized algorithms. Given a graph with some specified sink nodes and an initial probability distribution,we consider the problem of designing an absorbing Markov Chain that minimizes the time required to reach a sink node, by selecting transition probabilities subject to some natural regularity constraints. By exploiting the Markovian structure, we obtain closed form expressions for the objective function as well as its gradient, which can be thus evaluated efficiently without any simulation of the underlying process and fed to a gradient-based optimization package. For the special case of designing reversible Markov Chains, we show that global optimum can be efficiently computed by exploiting convexity. We demonstrate how our method can be used for the evaluation and design of local search methods tailored for certain domains.
Placement of Loading Stations for Electric Vehicles: No Detours Necessary!
Funke, Stefan Ernst (Universität Stuttgart) | Nusser, Andre (Universität Stuttgart) | Storandt, Sabine (Albert-Ludwigs-Universität Freiburg)
Compared to conventional cars, electric vehicles still suffer from a considerably shorter cruising range. Combined with the sparsity of battery loading stations, the complete transition to E-mobility still seems a long way to go. In this paper, we consider the problem of placing as few loading stations as possible such that on any shortest path there are enough to guarantee sufficient energy supply. This means, that EV owners no longer have to plan their trips ahead incorporating loading station locations, and are no longer forced to accept long detours to reach their destinations. We show how to model this problem and introduce heuristics which provide close-to-optimal solutions even in large road networks.
Solving the Inferential Frame Problem in the General Game Description Language
Davila, Javier Romero (University of Potsdam) | Saffidine, Abdallah (University of New South Wales) | Thielscher, Michael (University of New South Wales)
The Game Description Language GDL is the standard input language for general game-playing systems. While players can gain a lot of traction by an efficient inference algorithm for GDL, state-of-the-art reasoners suffer from a variant of a classical KR problem, the inferential frame problem. We present a method by which general game players can transform any given game description into a representation that solves this problem. Our experimental results demonstrate that with the help of automatically generated domain knowledge, a significant speedup can thus be obtained for the majority of the game descriptions from the AAAI competition.