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Incremental ARA*: An Incremental Anytime Search Algorithm for Moving-Target Search
Sun, Xiaoxun (University of Southern California) | Yeoh, William (Singapore Management University) | Uras, Tansel (University of Southern California) | Koenig, Sven (University of Southern California)
Moving-target search, where a hunter has to catch a moving target, is an important problem for video game developers. In our case, the hunter repeatedly moves towards the target and thus has to solve similar search problems repeatedly. We develop Incremental ARA* (I-ARA*) for this purpose, the first incremental anytime search algorithm for moving-target search in known terrain. We provide an error bound on the lengths of the paths found by I-ARA* and show experimentally in known four-neighbor gridworlds that I-ARA* can be used with smaller time limits between moves of the hunter than competing state-of-the-art moving-target search algorithms, namely repeated A*, G-FRA*, FRA*, and sometimes repeated ARA*. The hunter tends to make more moves with I-ARA* than repeated A*, G-FRA* or FRA*, which find shortest paths for the hunter, but fewer moves with I-ARA* than repeated ARA*, which finds suboptimal paths for the hunter like I-ARA*. Also, the error bounds on the lengths of the paths of the hunter tend to be smaller with I-ARA* than repeated ARA*.
Faster Bounded-Cost Search Using Inadmissible Estimates
Thayer, Jordan Tyler (University of New Hampshire) | Stern, Roni (Ben-Gurion University of the Negev) | Felner, Ariel (Ben-Gurion University of the Negev) | Ruml, Wheeler (University of New Hampshire)
Many important problems are too difficult to solve optimally. A traditional approach to such problems is bounded suboptimal search, which guarantees solution costs within a user-specified factor of optimal. Recently, a complementary approach has been proposed: bounded-cost search, where solution cost is required to be below a user-specified absolute bound. In this paper, we show how bounded-cost search can incorporate inadmissible estimates of solution cost and solution length. This information has previously been shown to improve bounded suboptimal search and, in an empirical evaluation over five benchmark domains, we find that our new algorithms surpass the state-of-the-art in bounded-cost search as well, particularly for domains where action costs differ.
A New Greedy Algorithm for Multiple Sparse Regression
This paper proposes a new algorithm for multiple sparse regression in high dimensions, where the task is to estimate the support and values of several (typically related) sparse vectors from a few noisy linear measurements. Our algorithm is a "forward-backward" greedy procedure that -- uniquely -- operates on two distinct classes of objects. In particular, we organize our target sparse vectors as a matrix; our algorithm involves iterative addition and removal of both (a) individual elements, and (b) entire rows (corresponding to shared features), of the matrix. Analytically, we establish that our algorithm manages to recover the supports (exactly) and values (approximately) of the sparse vectors, under assumptions similar to existing approaches based on convex optimization. However, our algorithm has a much smaller computational complexity. Perhaps most interestingly, it is seen empirically to require visibly fewer samples. Ours represents the first attempt to extend greedy algorithms to the class of models that can only/best be represented by a combination of component structural assumptions (sparse and group-sparse, in our case).
Iterative-Expansion A*
Potts, Colin M. (Lawrence University) | Krebsbach, Kurt D. (Lawrence University)
In this paper we describe an improvement to the popular IDA* search algorithm that emphasizes a different space-for-time trade-off than previously suggested. In particular, our algorithm, called Iterative-Expansion A* (IEA*), focuses on reducing redundant node expansions within individual depth-first search DFS iterations of IDA* by employing a relatively small amount of available memory--bounded by the error in the heuristic--to store selected nodes. The additional memory required is exponential not in the solution depth, but only in the difference between the solution depth and the estimated solution depth. A constant-time hash set lookup can then be used to prune entire subtrees as DFS proceeds. Overall, we show 2- to 26-fold time speedups vs. an optimized version of IDA* across several domains, and compare IEA* with several other competing approaches. We also sketch proofs of optimality and completeness for IEA*, and note that IEA* is particularly efficient for solving implicitly-defined general graph search problems.
Generating Texture Aware Spatial Decompositions
Hale, D. Hunter (The University of North Carolina at Charlotte) | Youngblood, G. Michael (The University of North Carolina at Charlotte)
This work presents an algorithm to provide a better represen- tation of space to artificially intelligent characters (i.e., agents or bots) in game and simulation environments by providing a more accurate breakdown of the traversable space present in the game environment. Such representations are generally constructed by decomposing the walkable space present in a game environment into a series of convex regions to form a data structure called a navigation mesh. We extend the basic concept of a navigation mesh by the introduction of an understanding of the textures that are attached to the underlying geometry creating what we refer to as a texture-aware navigation mesh. This does result in a more complex navigation mesh (more regions and a larger search space). However, since the textures of walkable geometry can be used to determine the appropriate traversal method for that terrain, a game character can determine valid paths for their traversal methods using just the navigation mesh (e.g., characters in cars can generate paths containing just roads or walking characters can create paths containing just sidewalks). We also present a use case that shows how such a system of texture aware naviga- tion meshes might benefit character path planning and search in virtual environments. In this use case, we examine a Real Time Strategy game style game environment, which shows it is possible to generate a navigation mesh such that each region is composed of a single terrain type.
Iterative-Expansion A*
Potts, Colin M. (Lawrence University) | Krebsbach, Kurt D. (Lawrence University)
In this paper we describe an improvement to the popular IDA* search algorithm that emphasizes a different space-for-time trade-off than previously suggested. In particular, our algorithm, called Iterative-Expansion A* (IEA*), focuses on reducing redundant node expansions within individual depth-first search DFS iterations of IDA* by employing a relatively small amount of available memoryโbounded by the error in the heuristicโto store selected nodes. The additional memory required is exponential not in the solution depth, but only in the difference between the solution depth and the estimated solution depth. A constant-time hash set lookup can then be used to prune entire subtrees as DFS proceeds. Overall, we show 2- to 26-fold time speedups vs. an optimized version of IDA* across several domains, and compare IEA* with several other competing approaches. We also sketch proofs of optimality and completeness for IEA*, and note that IEA* is particularly efficient for solving implicitly-defined general graph search problems.
Graphical Display of Search Trees for Transparent Robot Programming
Pockels, Joaquin Arturo (Polytechnic University of Puerto Rico) | Iyengar, Ashwin (Carnegie Mellon University) | Touretzky, David
Search algorithms such as Rapidly-exploring Random Trees (RRTs) are common in robot programming. Including graphical representations of the output of these algorithms in a robotics framework can make the algorithms more accessible to students, and can also help programmers analyze and account for unexpected results. For this project, we used the Tekkotsu open source robot programming framework, available at Tekkotsu.org. We extended Tekkotsuโs graphical user interface for displaying vision data and maps to also display the output of an RRT search. We created several demos using two types of searches: one from a navigation path planner, and one from an arm path planner. In some cases the search had no solution, and the graphical output helped to illustrate why. This confirms the utility of the RRT visualization for explaining unexpected search results. We expect that this tool will also contribute to improved student understanding of the search algorithm.
A Knowledge-Migration-Based Multi-Population Cultural Algorithm to Solve Job Shop Scheduling
N., Mohammad R. Raeesi (University of Windsor) | Kobti, Ziad (University of Windsor)
In this article, a multipopulation Cultural Algorithm (MP-CA) is proposed to solve Job Shop Scheduling Problems (JSSP). The idea of using multiple populations in a Cultural Algorithm is implemented for the first time in JSSP. The proposed method divides the whole population into a number of sub-populations. On each sub-population, a local CA is applied which includes its own population space as well as belief space. The local CAs use Evolutionary Programming (EP) to evolve their populations, and moreover they incorporate a local search approach to speed up their convergence rates. The local CAs communicate with each other using knowledge migration which is a novel concept in CA. The proposed method extracts two types of knowledge including normative and topographic knowledge and uses the extracted knowledge to guide the evolutionary process to generate better solutions. The MP-CA is evaluated using a well-known benchmark. The results show that the MP-CA outperforms some of the existing methods by offering better solutions as well as better convergence rates, and produces competitive solutions when compared to the state-of-the-art methods used to deal with JSSPs.
A Heuristic for Hybrid Planning with Preferences
Bercher, Pascal (Ulm University) | Biundo, Susanne (Ulm University)
In this paper, we introduce an admissible heuristic for hybrid planning with preferences. Hybrid planning is the fusion of hierarchical task network (HTN) planning with partial order causal link (POCL) planning. We consider preferences to be soft goals - facts one would like to see satisfied in a goal state, but which do not have to hold necessarily. Our heuristic estimates the best quality of any solution that can be developed from the current plan under consideration. It can thus be used by any branch-and-bound algorithm that performs search in the space of plans to prune suboptimal plans from the search space.
AIRS: Anytime Iterative Refinement of a Solution
Estrem, Sam John (Lawrence University) | Krebsbach, Kurt D. (Lawrence University)
Many exponentially-hard problems can be solved by searching through a space of states to determine a sequence of steps constituting a solution. Algorithms that produce optimal solutions (e.g., shortest path) generally require greater computational resources (e.g., time) than their sub-optimal counterparts. Consequently, many optimal algorithms cannot produce any usable solution when the amount of time available is limited or hard to predict in advance. Anytime algorithms address this problem by initially finding a suboptimal solution very quickly and then generating incrementally better solutions with additional time, effectively providing the best solution generated so far anytime it is required. In this research, we generate initial solutions cheaply using a fast search algorithm. We then improve this low-quality solution by identifying subsequences of steps that appear, based on heuristic estimates, to be considerably longer than necessary. Finally, we perform a more expensive search between the endpoints of each subsequence to find a shorter connecting path. We will show that this improves the overall solution incrementally over time while always having a valid solution to return whenever time runs out. We present results that demonstrate in several problem domains that AIRS (Anytime Iterative Refinement of a Solution) rivals other widely used and recognized anytime algorithms and also produces results comparable to other popular (but not anytime) heuristic algorithms such as Bidirectional A* search.