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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.


Anytime Truncated D* : Anytime Replanning with Truncation

AAAI Conferences

Incremental heuristic searches reuse their previous search efforts to speed up the current search. Anytime search algorithms iteratively tune the solutions based on available search time. Anytime D* (AD*) is an incremental anytime search algorithm that combines these two approaches. AD* uses an inflated heuristic to produce bounded suboptimal solutions and improves the solution by iteratively decreasing the inflation factor. If the environment changes, AD* recomputes a new solution by propagating the new costs. Recently, a different approach to speed up replanning (TLPA*/TD* Lite) was proposed that relies on selective truncation of cost propagations instead of heuristic inflation. In this work, we present an algorithm called Anytime Truncated D* (ATD*) that combines heuristic inflation with truncation in an anytime fashion. We develop truncation rules that can work with an inflated heuristic without violating the completeness/suboptimality guarantees, and show how these rules can be applied in conjunction with heuristic inflation to iteratively refine the replanning solutions with minimal reexpansions. We explain ATD*, discuss its analytical properties and present experimental results for 2D and 3D (x, y, heading) path planning demonstrating its efficacy for anytime replanning.


Seven Challenges in Parallel SAT Solving

AI Magazine

This paper provides a broad overview of the situation in Parallel SAT Solving. A set of challenges to researchers is presented which, we believe, must be met to ensure the practical applicability of Parallel SAT Solvers in the future. All these challenges are described informally, but put into perspective with related research results, and a (subjective) grading of difficulty for each of them is provided.


Solving Weighted Voting Game Design Problems Optimally: Representations, Synthesis, and Enumeration

arXiv.org Artificial Intelligence

We study the inverse power index problem for weighted voting games: the problem of finding a weighted voting game in which the power of the players is as close as possible to a certain target distribution. Our goal is to find algorithms that solve this problem exactly. Thereto, we study various subclasses of simple games, and their associated representation methods. We survey algorithms and impossibility results for the synthesis problem, i.e., converting a representation of a simple game into another representation. We contribute to the synthesis problem by showing that it is impossible to compute in polynomial time the list of ceiling coalitions (also known as shift-maximal losing coalitions) of a game from its list of roof coalitions (also known as shift-minimal winning coalitions), and vice versa. Then, we proceed by studying the problem of enumerating the set of weighted voting games. We present first a naive algorithm for this, running in doubly exponential time. Using our knowledge of the synthesis problem, we then improve on this naive algorithm, and we obtain an enumeration algorithm that runs in quadratic exponential time (that is, O(2^(n^2) p(n)) for a polynomial p). Moreover, we show that this algorithm runs in output-polynomial time, making it the best possible enumeration algorithm up to a polynomial factor. Finally, we propose an exact anytime algorithm for the inverse power index problem that runs in exponential time. This algorithm is straightforward and general: it computes the error for each game enumerated, and outputs the game that minimizes this error. By the genericity of our approach, our algorithm can be used to find a weighted voting game that optimizes any exponential time computable function. We implement our algorithm for the case of the normalized Banzhaf index, and we perform experiments in order to study performance and error convergence.


The Arcade Learning Environment: An Evaluation Platform for General Agents

arXiv.org Artificial Intelligence

In this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by developing and benchmarking domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. All of the software, including the benchmark agents, is publicly available.


Breaking Symmetry with Different Orderings

arXiv.org Artificial Intelligence

We can break symmetry by eliminating solutions within each symmetry class. For instance, the Lex-Leader method eliminates all but the smallest solution in the lexicographical ordering. Unfortunately, the Lex-Leader method is intractable in general. We prove that, under modest assumptions, we cannot reduce the worst case complexity of breaking symmetry by using other orderings on solutions. We also prove that a common type of symmetry, where rows and columns in a matrix of decision variables are interchangeable, is intractable to break when we use two promising alternatives to the lexicographical ordering: the Gray code ordering (which uses a different ordering on solutions), and the Snake-Lex ordering (which is a variant of the lexicographical ordering that re-orders the variables). Nevertheless, we show experimentally that using other orderings like the Gray code to break symmetry can be beneficial in practice as they may better align with the objective function and branching heuristic.


The Arcade Learning Environment: An Evaluation Platform for General Agents

Journal of Artificial Intelligence Research

In this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by developing and benchmarking domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. All of the software, including the benchmark agents, is publicly available.


Dictionary Subselection Using an Overcomplete Joint Sparsity Model

arXiv.org Machine Learning

Many natural signals exhibit a sparse representation, whenever a suitable describing model is given. Here, a linear generative model is considered, where many sparsity-based signal processing techniques rely on such a simplified model. As this model is often unknown for many classes of the signals, we need to select such a model based on the domain knowledge or using some exemplar signals. This paper presents a new exemplar based approach for the linear model (called the dictionary) selection, for such sparse inverse problems. The problem of dictionary selection, which has also been called the dictionary learning in this setting, is first reformulated as a joint sparsity model. The joint sparsity model here differs from the standard joint sparsity model as it considers an overcompleteness in the representation of each signal, within the range of selected subspaces. The new dictionary selection paradigm is examined with some synthetic and realistic simulations.


Minimax Theory for High-dimensional Gaussian Mixtures with Sparse Mean Separation

arXiv.org Machine Learning

While several papers have investigated computationally and statistically efficient methods for learning Gaussian mixtures, precise minimax bounds for their statistical performance as well as fundamental limits in high-dimensional settings are not well-understood. In this paper, we provide precise information theoretic bounds on the clustering accuracy and sample complexity of learning a mixture of two isotropic Gaussians in high dimensions under small mean separation. If there is a sparse subset of relevant dimensions that determine the mean separation, then the sample complexity only depends on the number of relevant dimensions and mean separation, and can be achieved by a simple computationally efficient procedure. Our results provide the first step of a theoretical basis for recent methods that combine feature selection and clustering.


Incremental Planning with Adaptive Dimensionality

AAAI Conferences

Path planning is often a high-dimensional computationally-expensive planning problem as it requires reasoning about the kinodynamic constraints of the robot and collisions of the robot with the environment. However, large regions of the environment are typically benign enough that a much faster low-dimensional planning combined with a local path following controller suffice. Planning with Adaptive Dimensionality that was recently developed makes use of this observation and iteratively constructs and searches a state-space consisting of mainly low-dimensional states. It only introduces regions of high-dimensional states into the state-space where they are necessary to ensure completeness and bounds on sub-optimality. However, due to its iterative nature, the approach relies on running a series of weighted A* searches. In this paper, we introduce and apply to Planning with Adaptive Dimensionality a simple but very effective incremental version of weighted A* that reuses its previously generated search tree if available. On the theoretical side, the new algorithm preserves guarantees on completeness and bounds on sub-optimality. On the experimental side, it speeds up 3D (x,y,heading) path planning with a full-body collision checking by up to a factor of 5. Our results also show that it tends to be much faster than applying alternative incremental graph search techniques such as D* to Planning with Adaptive Dimensionality.