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Algorithms for Strong Nash Equilibrium with More than Two Agents

AAAI Conferences

Strong Nash equilibrium (SNE) is an appealing solution concept when rational agents can form coalitions. A strategy profile is an SNE if no coalition of agents can benefit by deviating. We present the first general-purpose algorithms for SNE finding in games with more than two agents. An SNE must simultaneously be a Nash equilibrium (NE) and the optimal solution of multiple non-convex optimization problems. This makes even the derivation of necessary and sufficient mathematical equilibrium constraints difficult. We show that forcing an SNE to be resilient only to pure-strategy deviations by coalitions, unlike for NEs, is only a necessary condition here. Second, we show that the application of Karush-Kuhn-Tucker conditions leads to another set of necessary conditions that are not sufficient. Third, we show that forcing the Pareto efficiency of an SNE for each coalition with respect to coalition correlated strategies is sufficient but not necessary. We then develop a tree search algorithm for SNE finding. At each node, it calls an oracle to suggest a candidate SNE and then verifies the candidate. We show that our new necessary conditions can be leveraged to make the oracle more powerful. Experiments validate the overall approach and show that the new conditions significantly reduce search tree size compared to using NE conditions alone.


HC-Search: Learning Heuristics and Cost Functions for Structured Prediction

AAAI Conferences

Structured prediction is the problem of learning a function from structured inputs to structured outputs with prototypical examples being part-of-speech tagging and image labeling. Inspired by the recent successes of search-based structured prediction, we introduce a new framework for structured prediction called {\em HC-Search}. Given a structured input, the framework uses a search procedure guided by a learned heuristic H to uncover high quality candidate outputs and then uses a separate learned cost function C to select a final prediction among those outputs. We can decompose the regret of the overall approach into the loss due to H not leading to high quality outputs, and the loss due to C not selecting the best among the generated outputs. Guided by this decomposition, we minimize the overall regret in a greedy stage-wise manner by first training H to quickly uncover high quality outputs via imitation learning, and then training C to correctly rank the outputs generated via H according to their true losses. Experiments on several benchmark domains show that our approach significantly outperforms the state-of-the-art methods.


Goal-Oriented Euclidean Heuristics with Manifold Learning

AAAI Conferences

Recently, a Euclidean heuristic (EH) has been proposed for A* search. EH exploits manifold learning methods to construct an embedding of the state space graph, and derives an admissible heuristic distance between two states from the Euclidean distance between their respective embedded points. EH has shown good performance and memory efficiency in comparison to other existing heuristics such as differential heuristics. However, its potential has not been fully explored. In this paper, we propose a number of techniques that can significantly improve the quality of EH. We propose a goal-oriented manifold learning scheme that optimizes the Euclidean distance to goals in the embedding while maintaining admissibility and consistency. We also propose a state heuristic enhancement technique to reduce the gap between heuristic and true distances. The enhanced heuristic is admissible but no longer consistent. We then employ a modified search algorithm, known as B' algorithm, that achieves optimality with inconsistent heuristics using consistency check and propagation. We demonstrate the effectiveness of the above techniques and report un-matched reduction in search costs across several non-trivial benchmark search problems.


Fuzzy Integer Linear Programming Mathematical Models for Examination Timetable Problem

arXiv.org Artificial Intelligence

ETP is NP Hard combinatorial optimization problem. It has received tremendous research attention during the past few years given its wide use in universities. In this Paper, we develop three mathematical models for NSOU, Kolkata, India using FILP technique. To deal with impreciseness and vagueness we model various allocation variables through fuzzy numbers. The solution to the problem is obtained using Fuzzy number ranking method. Each feasible solution has fuzzy number obtained by Fuzzy objective function. The different FILP technique performance are demonstrated by experimental data generated through extensive simulation from NSOU, Kolkata, India in terms of its execution times. The proposed FILP models are compared with commonly used heuristic viz. ILP approach on experimental data which gives an idea about quality of heuristic. The techniques are also compared with different Artificial Intelligence based heuristics for ETP with respect to best and mean cost as well as execution time measures on Carter benchmark datasets to illustrate its effectiveness. FILP takes an appreciable amount of time to generate satisfactory solution in comparison to other heuristics. The formulation thus serves as good benchmark for other heuristics. The experimental study presented here focuses on producing a methodology that generalizes well over spectrum of techniques that generates significant results for one or more datasets. The performance of FILP model is finally compared to the best results cited in literature for Carter benchmarks to assess its potential. The problem can be further reduced by formulating with lesser number of allocation variables it without affecting optimality of solution obtained. FLIP model for ETP can also be adapted to solve other ETP as well as combinatorial optimization problems.


Automatic Generation of Efficient Domain-Optimized Planners from Generic Parametrized Planners

AAAI Conferences

When designing state-of-the-art, domain-independent planning systems, many decisions have to be made with respect to the domain analysis or compilation performed during preprocessing, the heuristic functions used during search, and other features of the search algorithm. These design decisions can have a large impact on the performance of the resulting planner. By providing many alternatives for these choices and exposing them as parameters, planning systems can in principle be configured to work well on different domains. However, planners are typically used in default configurations that have been chosen because of their good average performance over a set of benchmark domains, with limited experimentation over the potentially huge range of possible configurations. In this work, we propose a general framework for automatically configuring a parameterized planner, and show that substantial performance gains can be achieved. We apply the framework to the well-known LPG planner, which in the context of this work was expanded to 62 parameters and over 6.5 x 10^17 possible configurations. By using this highly parameterized planning system in combination with the state-of-the-art automatic algorithm configuration procedure ParamILS, excellent performance on a broad range of well-known benchmark domains was achieved, as also witnessed by the results of the learning track of the 7th International Planning Competition.


Bounded Suboptimal Heuristic Search in Linear Space

AAAI Conferences

It is commonly appreciated that solving search problems optimally can overrun time and memory constraints. Bounded suboptimal search algorithms trade increased solution cost for reduced solving time and memory consumption. However, even suboptimal search can overrun memory on large problems. The conventional approach to this problem is to combine a weighted admissible heuristic with an optimal linear space algorithm, resulting in algorithms such as Weighted IDA* (wIDA*). However, wIDA* does not exploit distance-to-go estimates or inadmissible heuristics, which have recently been shown to be helpful for suboptimal search. In this paper, we present a linear space analogue of Explicit Estimation Search (EES), a recent algorithm specifically designed for bounded suboptimal search. We call our method Iterative Deepening EES (IDEES). In an empirical evaluation, we show that IDEES dramatically outperforms wIDA* on domains with non-uniform edge costs and can scale to problems that are out of reach for the original EES.


Target-Value Search Revisited (Extended Abstract)

AAAI Conferences

This paper addresses the Target-Value Search (TVS) problem, which is the problem of finding a path between two nodes in a graph whose cost is as close as possible to a given target value T. This problem has been previously addressed only for directed acyclic graphs. In this work we develop the theory required to solve this problem optimally for any type of graphs. We modify traditional heuristic search algorithms for this setting, and propose a novel bidirectional search algorithm that is specifically suited for TVS. The benefits of this bidirectional search algorithm are discussed both theoretically and experimentally on several domains. A longer version of this work was accepted to IJCAI-2013 (Linares Lopez et al. 2013)


Finding Bounded Suboptimal Multi-Agent Path Planning Solutions Using Increasing Cost Tree Search (Extended Abstract)

AAAI Conferences

The Increasing Cost Tree Search (ICTS) algorithm is used to produce optimal solutions to the multi-agent path finding problem (MAPF). In this problem, multiple agents are trying to reach their goals without conflicting with each other, while minimizing the total cost of the paths. ICTS has been shown to be very effective in finding optimal solutions. In this paper we consider the problem of finding solutions with bounded suboptimality by changing the order in which ICTS searches its increasing cost tree. With a variety of strategies, we are unable to consistently and significantly reduce the cost of ICTS. Further experimentation suggests why significantly more work is needed to modify ICTS to find suboptimal solutions.


Planning Paths with Fewer Turns on Grid Maps

AAAI Conferences

In this paper, we consider the problem of planning any-angle paths with small numbers of turns on grid maps. We propose a novel heuristic search algorithm called Link* that returns paths containing fewer turns at the cost of slightly longer path lengths. Experimental results demonstrate that Link* can produce paths with fewer turns than other any-angle path planning algorithms while still maintaining comparable path lengths. Because it produces this type of path, artificial agents can take advantage of Link* when the cost of turns is expensive.


Reconnecting with the Ideal Tree: An Alternative to Heuristic Learning in Real-Time Search

AAAI Conferences

In this paper, we present a conceptually simple, easy-to-implement real-time search algorithm suitable for a priori partially known environments. Instead of performing a series of searches towards the goal, like most Real-Time Heuristic Search Algorithms do, our algorithm follows the arcs of a tree T rooted in the goal state that is built initially using the heuristic h. When the agent observes that an arc in the tree cannot be traversed in the actual environment, it removes such an arc from T and our algorithm carries out a reconnection search whose objective is to find a path between the current state and any node in T. The reconnection search need not be guided by $h$, since the search objective is not to encounter the goal. Furthermore, h need not be updated. We implemented versions of our algorithm that utilize various blind search algorithms for reconnection. We show experimentally that these implementations significantly outperform state-of-the-art real-time heuristic search algorithms for the task of pathfinding in grids. In grids, our algorithms, which do not incorporate any geometrical knowledge, naturally behaves similarly to a bug algorithm, moving around obstacles, and never returning to areas that have been visited in the past. In addition, we prove theoretical properties of the algorithm.