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Construction of New Medicines via Game Proof Search

AAAI Conferences

The production of any new medicine requires solutions to many planning problems. The most fundamental of these is determining the sequence of chemical reactions necessary to physically create the drug. Surprisingly, these organic syntheses can be modeled as branching paths in a discrete, fully-observable state space, making the construction of new medicines an application of heuristic search. We describe a model of organic chemistry that is amenable to traditional AI techniques from game tree search, regression, and automatic assembly sequencing. We demonstrate the applicability of AND/OR graph search by developing the first chemistry solver to use proof-number search. Finally, we construct a benchmark suite of organic synthesis problems collected from undergraduate organic chemistry exams, and we analyze our solvers performance both on this suite and in recreating the synthetic plan for a multibillion dollar drug.


MCTS Based on Simple Regret

AAAI Conferences

UCT, a state-of-the art algorithm for Monte Carlo tree search (MCTS) in games and Markov decision processes, is based on UCB, a sampling policy for the Multi-armed Bandit problem (MAB) that minimizes the cumulative regret. However, search differs from MAB in that in MCTS it is usually only the final ``arm pull'' (the actual move selection) that collects a reward, rather than all ``arm pulls''. Therefore, it makes more sense to minimize the simple regret, as opposed to the cumulative regret. We begin by introducing policies for multi-armed bandits with lower finite-time and asymptotic simple regret than UCB, using it to develop a two-stage scheme (SR+CR) for MCTS which outperforms UCT empirically. Optimizing the sampling process is itself a metareasoning problem, a solution of which can use value of information (VOI) techniques. Although the theory of VOI for search exists, applying it to MCTS is non-trivial, as typical myopic assumptions fail. Lacking a complete working VOI theory for MCTS, we nevertheless propose a sampling scheme that is ``aware'' of VOI, achieving an algorithm that in empirical evaluation outperforms both UCT and the other proposed algorithms.


Trap Avoidance in Local Search Using Pseudo-Conflict Learning

AAAI Conferences

A key challenge in developing efficient local search solvers is to effectively minimise search stagnation (i.e. avoiding traps or local minima). A majority of the state-of-the-art local search solvers perform random and/or Novelty-based walks to overcome search stagnation. Although such strategies are effective in diversifying a search from its current local minimum, they do not actively prevent the search from visiting previously encountered local minima. In this paper, we propose a new preventative strategy to effectively minimise search stagnation using pseudo-conflict learning. We define a pseudo-conflict as a derived path from the search trajectory that leads to a local minimum. We then introduce a new variable selection scheme that penalises variables causing those pseudo-conflicts. Our experimental results show that the new preventative approach significantly improves the performance of local search solvers on a wide range of structured and random benchmarks.


Using the Web to Interactively Learn to Find Objects

AAAI Conferences

In order for robots to intelligently perform tasks with humans, they must be able to access a broad set of background knowledge about the environments in which they operate. Unlike other approaches, which tend to manually define the knowledge of the robot, our approach enables robots to actively query the World Wide Web (WWW) to learn background knowledge about the physical environment. We show that our approach is able to search the Web to infer the probability that an object, such as a "coffee,'' can be found in a location, such as a "kitchen.'' Our approach, called ObjectEval, is able to dynamically instantiate a utility function using this probability, enabling robots to find arbitrary objects in indoor environments. Our experimental results show that the interactive version of ObjectEval visits 28% fewer locations than the version trained offline and 71% fewer locations than a baseline approach which uses no background knowledge.


Information Set Generation in Partially Observable Games

AAAI Conferences

We address the problem of making single-point decisions in large partially observable games, where players interleave observation, deliberation, and action. ย We present information set generation as a key operation needed to reason about games in this way. ย We show how this operation can be used to implement an existing decision-making algorithm. ย We develop a constraint satisfaction algorithm for performing information set generation and show that it scales better than the existing depth-first search approach on multiple non-trivial games.


Exploring the Duality in Conflict-Directed Model-Based Diagnosis

AAAI Conferences

A model-based diagnosis problem occurs when an observation is inconsistent with the assumption that the diagnosed system is not faulty. The task of a diagnosis engine is to compute diagnoses, which are assumptions on the health of components in the diagnosed system that explain the observation. In this paper, we extend Reiter's well-known theory of diagnosis by exploiting the duality of the relation between conflicts and diagnoses. This duality means that a diagnosis is a hitting set of conflicts, but a conflict is also a hitting set of diagnoses. We use this property to interleave the search for diagnoses and conflicts: a set of conflicts can guide the search for diagnosis, and the computed diagnoses can guide the search for more conflicts. We provide the formal basis for this dual conflict-diagnosis relation, and propose a novel diagnosis algorithm that exploits this duality. Experimental results show that the new algorithm is able to find a minimal cardinality diagnosis faster than the well-known Conflict-Directed A*.


Heuristic Search Comes of Age

AAAI Conferences

In looking back on the last five to ten years of work in heuristic search a few trends emerge. First, there has been a broadening of research topics studied. Second, there has been a deepened understanding of the theoretical foundations of search. Third, and finally, there have been increased connections with work in other fields. This paper, corresponding to a AAAI 2012 invited talk on recent work in heuristic search, highlights these trends in a number of areas of heuristic search. It is our opinion that the sum of these trends reflects the growth in the field and the fact that heuristic search has come of age.


Symmetry Breaking Constraints: Recent Results

AAAI Conferences

Symmetry is an important problem in many combinatorial problems. One way of dealing with symmetry is to add constraints that eliminate symmetric solutions. We survey recent results in this area, focusing especially on two common and useful cases: symmetry breaking constraints for row and column symmetry, and symmetry breaking constraints for eliminating value symmetry.


Generalized Monte-Carlo Tree Search Extensions for General Game Playing

AAAI Conferences

General Game Playing (GGP) agents must be capable of playing a wide variety of games skillfully. Monte-Carlo Tree Search (MCTS) has proven an effective reasoning mechanism for this challenge, as is reflected by its popularity among designers of GGP agents. Providing GGP agents with the knowledge relevant to the game at hand in real time is, however, a challenging task. In this paper we propose two enhancements for MCTS in the context of GGP, aimed at improving the effectiveness of the simulations in real time based on in-game statistical feedback. The first extension allows early termination of lengthy and uninformative simulations while the second improves the action-selection strategy when both explored and unexplored actions are available. The methods are empirically evaluated in a state-of-the-art GGP agent and shown to yield an overall significant improvement in playing strength.


Research Challenges in Combinatorial Search

AAAI Conferences

I provide a personal view of some of the major research challenges in the area of combinatorial search. These include solving and playing games with chance, hidden information, and multiple players, optimally solving larger instances of well-known single-agent toy problems, applying search techniques to more realistic problem domains, analyzing the time complexity of heuristic search algorithms, and capitalizing on advances in computing hardware, such as very large external memories and multi-core processors.