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Solving Highly Constrained Search Problems with Quantum Computers
A previously developed quantum search algorithm for solving 1-SAT problems in a single step is generalized to apply to a range of highly constrained k-SAT problems. We identify a bound on the number of clauses in satisfiability problems for which the generalized algorithm can find a solution in a constant number of steps as the number of variables increases. This performance contrasts with the linear growth in the number of steps required by the best classical algorithms, and the exponential number required by classical and quantum methods that ignore the problem structure. In some cases, the algorithm can also guarantee that insoluble problems in fact have no solutions, unlike previously proposed quantum search algorithms.
Constructing Conditional Plans by a Theorem-Prover
The research on conditional planning rejects the assumptions that there is no uncertainty or incompleteness of knowledge with respect to the state and changes of the system the plans operate on. Without these assumptions the sequences of operations that achieve the goals depend on the initial state and the outcomes of nondeterministic changes in the system. This setting raises the questions of how to represent the plans and how to perform plan search. The answers are quite different from those in the simpler classical framework. In this paper, we approach conditional planning from a new viewpoint that is motivated by the use of satisfiability algorithms in classical planning. Translating conditional planning to formulae in the propositional logic is not feasible because of inherent computational limitations. Instead, we translate conditional planning to quantified Boolean formulae. We discuss three formalizations of conditional planning as quantified Boolean formulae, and present experimental results obtained with a theorem-prover.
Minimax Policies for Combinatorial Prediction Games
Audibert, Jean-Yves, Bubeck, Sebastien, Lugosi, Gabor
We address the online linear optimization problem when the actions of the forecaster are represented by binary vectors. Our goal is to understand the magnitude of the minimax regret for the worst possible set of actions. We study the problem under three different assumptions for the feedback: full information, and the partial information models of the so-called "semi-bandit", and "bandit" problems. We consider both $L_\infty$-, and $L_2$-type of restrictions for the losses assigned by the adversary. We formulate a general strategy using Bregman projections on top of a potential-based gradient descent, which generalizes the ones studied in the series of papers Gyorgy et al. (2007), Dani et al. (2008), Abernethy et al. (2008), Cesa-Bianchi and Lugosi (2009), Helmbold and Warmuth (2009), Koolen et al. (2010), Uchiya et al. (2010), Kale et al. (2010) and Audibert and Bubeck (2010). We provide simple proofs that recover most of the previous results. We propose new upper bounds for the semi-bandit game. Moreover we derive lower bounds for all three feedback assumptions. With the only exception of the bandit game, the upper and lower bounds are tight, up to a constant factor. Finally, we answer a question asked by Koolen et al. (2010) by showing that the exponentially weighted average forecaster is suboptimal against $L_{\infty}$ adversaries.
Dynamic State-Space Partitioning in External-Memory Graph Search
Zhou, Rong (Palo Alto Research Center) | Hansen, Eric A. (Mississippi State University)
The scalability of optimal sequential planning can be improved by using external-memory graph search. State-of-the-art external-memory graph search algorithms rely on a state-space projection function, or hash function, that partitions the stored nodes of the state-space search graph into groups of nodes that are stored as separate files on disk. Search performance depends on properties of the partition; whether the number of unique nodes in a file always fits in RAM, the number of files into which the nodes of the state-space graph are partitioned, and how well the partition captures local structure in the graph. Previous work relies on a static partition of the state space, but it can be difficult for a static partition to simultaneously satisfy all of these criteria. We introduce a method for dynamic partitioning and show that it leads to improved search performance in solving STRIPS planning problems.
Exploiting the Computational Power of the Graphics Card: Optimal State Space Planning on the GPU
Sulewski, Damian (TZI, Universität Bremen) | Edelkamp, Stefan (TZI, Universität Bremen) | Kissmann, Peter (TZI, Universität Bremen)
In this paper optimal state space planning is parallelized by exploiting the processing power of a graphics card. The two exploration steps, namely selecting the actions to be applied and generating the successors, are performed on a graphics processing unit. Duplicate detection, however, is delayed to be executed on the central processing unit. Multiple cores are employed to bypass main memory latency. To increase processing speed for exact duplicate detection, the hash tables are lock-free. Moreover, a bucket-based representation enhances the concurrent distribution of frontier states. The planner supports cost-first exploration and is able to deal with a considerable fraction of current PDDL, including numerical state variables, complex objective functions, and goal preferences. It can maximize the net-benefit. Experimental findings show visible performance gains especially for larger benchmark problems.
Where Ignoring Delete Lists Works, Part II: Causal Graphs
The ignoring delete lists relaxation is of paramount importance for both satisficing and optimal planning. In earlier work (Hoffmann 2005), it was observed that the optimal relaxation heuristic h+ has amazing qualities in many classical planning benchmarks, in particular pertaining to the complete absence of local minima. The proofs of this are hand-made, raising the question whether such proofs can be lead automatically by domain analysis techniques. In contrast to earlier disappointing results (Hoffmann 2005) — the analysis method has exponential runtime and succeeds only in two extremely simple benchmark domains — we herein answer this question in the affirmative. We establish connections between causal graph structure and h+ topology. This results in low-order polynomial time analysis methods, implemented in a tool we call TorchLight. Of the 12 domains where the absence of local minima has been proved, TorchLight gives strong success guarantees in 8 domains. Empirically, its analysis exhibits strong performance in a further 2 of these domains, plus in 4 more domains where local minima may exist but are rare. In this way, TorchLight can distinguish ``easy'' domains from "hard" ones. By summarizing structural reasons for analysis failure, TorchLight also provides diagnostic output indicating domain aspects that may cause local minima.
Rook Jumping Maze Generation for AI Education
Neller, Todd William (Gettysburg College)
Rook Jumping Maze design provides a number of good opportunities for experiential learning of AI concepts, including uninformed search, stochastic local search, machine learning, and objective/utility function design. In this paper we will define the maze and present a collection of exercises that allow exploration of several AI topics in the context of an engaging, fun, and unifying task.
Heuristic Search for Generalized Stochastic Shortest Path MDPs
Kolobov, Andrey (University of Washington, Seattle) | Mausam, Mausam (University of Washington, Seattle) | Weld, Daniel S. (University of Washington, Seattle) | Geffner, Hector (ICREA and Universitat Pompeu Fabra)
Research in efficient methods for solving infinite-horizon MDPs has so far concentrated primarily on discounted MDPs and the more general stochastic shortest path problems (SSPs). These are MDPs with 1) an optimal value function V* that is the unique solution of Bellman equation and 2) optimal policies that are the greedy policies w.r.t. V*. This paper’s main contribution is the description of a new class of MDPs, that have well-defined optimal solutions that do not comply with either 1 or 2 above. We call our new class Generalized Stochastic Shortest Path (GSSP) problems. GSSP allows more general reward structure than SSP and subsumes several established MDP types including SSP, positive-bounded, negative, and discounted-reward models. While existing efficient heuristic search algorithms like LAO* and LRTDP are not guaranteed to converge to the optimal value function for GSSPs, we present a new heuristic-search-based family of algorithms, FRET (Find, Revise, Eliminate Traps). A preliminary empirical evaluation shows that FRET solves GSSPs much more efficiently than Value Iteration.
Planning and Acting in Incomplete Domains
Weber, Christopher (Utah State University) | Bryce, Daniel (Utah State University)
Engineering complete planning domain descriptions is often very costly because of human error or lack of domain knowl- edge. Learning complete domain descriptions is also very challenging because many features are irrelevant to achieving the goals and data may be scarce. We present a planner and agent that respectively plan and act in incomplete domains by i) synthesizing plans to avoid execution failure due to ignorance of the domain model, and ii) passively learning about the domain model during execution to improve later re-planning attempts. Our planner DeFault is the first to reason about a domain’s incompleteness to avoid potential plan failure. DeFault computes failure explanations for each action and state in the plan and counts the number of interpretations of the incomplete domain where failure will occur. We show that DeFault performs best by counting prime implicants (failure diagnoses) rather than propositional models. Our agent Goalie learns about the preconditions and effects of incompletely-specified actions while monitoring its state and, in conjunction with DeFault plan failure explanations, can diagnose past and future action failures. We show that by reasoning about incompleteness (as opposed to ignoring it) Goalie fails and re-plans less and executes fewer actions.
Trade-Offs in Sampling-Based Adversarial Planning
Ramanujan, Raghuram (Cornell University) | Selman, Bart (Cornell University)
The Upper Confidence bounds for Trees (UCT) algorithm has in recent years captured the attention of the planning and game-playing community due to its notable success in the game of Go. However, attempts to reproduce similar levels of performance in domains that are the forte of Minimax-style algorithms have been largely unsuccessful, making any comparative studies of the two hard. In this paper, we study UCT in the game of Mancala, which to our knowledge is the first domain where both search algorithms perform quite well with minimal enhancement. We focus on the three key components of the UCT algorithm in its purest form - targeted node expansion, state value estimation via playouts and averaging backups - and look at their contributions to the overall performance of the algorithm. We study the trade-offs involved in using alternate ways to perform these steps. Finally, we demonstrate a novel hybrid approach to enhancing UCT, that exploits its superior decision accuracy in regions of the search space with few terminal nodes.