Goto

Collaborating Authors

 Search


Hybrid Value Iteration for POMDPs

AAAI Conferences

The Partially Observable Markov Decision Process (POMDP) provides a rich mathematical model for designing agents that have to formulate plans under uncertainty. The curses of dimensionality and history associated with solving POMDPs have lead to numerous refinements of the value iteration algorithm. Several exact methods with different pruning strategies have been devised, yet, limited scalability has lead research to focus on ways to approximate the optimal value function. One set of approximations relies on point-based value iteration, which maintains a fixed-size value function, and is typically executed offline. Another set of approximations relies on tree search, which explores the implicit tree defined by the value iteration equation, and is typically executed online. In this paper we present a hybrid value iteration algorithm that combines the benefits of point-based value iteration and tree search. Using our approach, a hybrid agent executes tree search online, and occasionally updates its offline-computed lower bound on the optimal value function, resulting in improved lookahead and higher obtained reward, while meeting real-time constraints. Thus, unlike other hybrid algorithms that use an invariant value function computed offline, our proposed scheme uses information from the real-time tree search process to reason whether to perform a point-based backup online. Keeping track of partial results obtained during online planning makes the computation of point-based backups less prohibitive. We report preliminary results that support our approach.


Learning Inadmissible Heuristics During Search

AAAI Conferences

Suboptimal search algorithms offer shorter solving times by sacrificing guaranteed solution optimality. While optimal searchalgorithms like A* and IDA* require admissible heuristics, suboptimalsearch algorithms need not constrain their guidance in this way. Previous work has explored using off-line training to transform admissible heuristics into more effective inadmissible ones. In this paper we demonstrate that this transformation can be performed on-line, during search. In addition to not requiring training instances and extensive pre-computation, an on-line approach allows the learned heuristic to be tailored to a specific problem instance. We evaluate our techniques in four different benchmark domains using both greedy best-first search and bounded suboptimal search. We find that heuristics learned on-line result in both faster search andbetter solutions while relying only on information readily available in any best-first search.


Winner Determination for Simultaneous Multi-Robot Task Allocation

AAAI Conferences

Multi-robot task allocation is an important problem for heterogeneous mobile robots. Simultaneous allocations with which multiple tasks are being allocated concurrently tend to lead to more efficient allocations than online or single task allocations. However, the simultaneous allocation also increases the complexity in the winner determination process, especially when robots are required to collaborate in order to accomplish certain tasks. This paper presents a winner determination algorithm for the simultaneous allocation of multi-robot tasks. The complete approach layers alow-level coalition formation algorithm for solving one multi-robot task with a high-level simultaneous task allocation approach. We implement a tree-based winner determination algorithm with an iterative deepening A* (IDA*) search and show that the algorithm is able to generate the optimal task-coalition mapping in the initial round and the IDA* performs efficiently based on time and space complexities.


Graph-Based Knowledge Discovery: Compression versus Frequency

AAAI Conferences

There are two primary types of graph-based data miners: frequent subgraph and compression-based miners. With frequent subgraph miners, the most interesting substructure is the largest one (or ones) that meet the minimum support. Whereas, compression-based graph miners discover those subgraphs that maximize the amount of compression that a particular substructure provides a graph. The algorithms associated with these two approaches are not only different, but they also may result in dramatic performance differences, as well as in the normative patterns being discovered. In order to compare these two types of graph-based approaches to knowledge discovery, in the following sections we will compare two publicly available applications: GASTON and SUBDUE.


Fast Subgoaling for Pathfinding via Real-Time Search

AAAI Conferences

Real-time heuristic search is a standard approach to pathfind- ing when agents are required to make decisions in a bounded, very short period of time. An assumption usually made in the development and evaluation of real-time algorithms is that the environment is unknown. Nevertheless, in many interesting applications such as pathfinding for automnomous characters in video games, the environment is known in advance. Recent real-time search algorithms such as D LRTA* and kNN LRTA* exploit knowledge about the environment while pathfinding under real-time constraints. Key to those algorithms is the computation of subgoals in a preprocessing step. Subgoals are subsequently used in the online planning phase to obtain high-quality solutions. Preprocessing in those algorithms, however, requires significant computation. In this paper we propose a novel preprocessing algorithm that generates subgoals using a series of backward search episodes carried out from potential goals. The result of a single backward search episode is a tree of subgoals that we then use while planning online. We show the advantages of our approach over state-of-the-art algorithms by carrying out experiments on standard real-time search benchmarks.


Searching for Plans with Carefully Designed Probes

AAAI Conferences

We define a probe to be a single action sequence computedgreedily from a given state that either terminates in the goalor fails. We show that by designing these probes carefullyusing a number of existing and new polynomial techniquessuch as helpful actions, landmarks, commitments, and con-sistent subgoals, a single probe from the initial state solvesby itself 683 out of 980 problems from previous IPCs, a num-ber that compares well with the 627 problems solved by FFin EHC mode, with similar times and plan lengths. We alsoshow that by launching one probe from each expanded statein a standard greedy best first search informed by the addi-tive heuristic, the number of problems solved jumps to 900(92%), as opposed to FF that solves 827 problems (84%),and LAMA that solves 879 (89%). The success of probessuggests that many domains can be solved easily once a suit-able serialization of the landmarks is found, an observationthat may open new connections between recent work in plan-ning and more classical work concerning goal serializationand problem decomposition in planning and search.


Contingent Planning as AND/OR Forward Search with Disjunctive Representation

AAAI Conferences

This paper introduces a highly competitive contingent planner, that uses the novel idea of encoding belief states as disjunctive normal form formulae (To et al. 2009), for the search for solutions in the belief state space. In (To et al. 2009), a complete transition function for computing successor belief states in the presence of incomplete information has been defined. This work extends the function to handle non-deterministic and sensing actions in the AND/OR forward search paradigm for contingent planning solutions. The function allows one, under reasonable assumptions, to compute successor belief states efficiently, i.e., in polynomial time. The paper also presents a novel variant of an AND/OR search algorithm, called PrAO (Pruning AND/OR search), which allows the planner to significantly prune the search space; furthermore, by the time a solution is found, the remaining search graph is also the solution tree for the contingent planing problem. The strength of these techniques is confirmed by the empirical results obtained from a large set of benchmarks available in the literature.


Potential Search: A Bounded-Cost Search Algorithm

AAAI Conferences

In this paper we address the following search task: find a goal with cost smaller than or equal to a given fixed constant. This task is relevant in scenarios where a fixed budget is available to execute a plan and we would like to find such a plan with minimum search effort. We introduce an algorithm called Potential search (PTS) which is specifically designed to solve this problem. PTS is a best-first search that expands nodes according to the probability that they will be part of a plan whose cost is less than or equal to the given budget. We show that it is possible to implement PTS even without explicitly calculating these probabilities, when a heuristic function and knowledge about the error of this heuristic function are given. In addition, we also show that PTS can be modified to an anytime search algorithm. Experimental results show that PTS outperforms other relevant algorithms in most cases, and is more robust.


The Multi-Round Balanced Traveling Tournament Problem

AAAI Conferences

Given an n -team sports league, the Traveling Tournament Problem (TTP) seeks to determine an optimal double round-robin schedule minimizing the sum total of distances traveled by the n teams as they move from city to city. In the TTP, the number of "rounds" is fixed at r = 2. In this paper, we propose the Multi-Round Balanced Traveling Tournament Problem (mb-TTP), inspired by the actual league structure of Japanese professional baseball, where n = 6 teams play 120 intra-league games over r = 8 rounds, subject to various constraints that ensure competitive balance. These additional balancing constraints enable us to reformulate the 2 k -round mb-TTP as a shortest path problem on a directed graph, for all k >= 1. We apply our theoretical algorithm to the 6-team Nippon (Japanese) Professional Baseball Central League, creating a distance-optimal schedule with 57836 kilometres of total travel, a 26.8% reduction compared to the 79067 kilometres traveled by these six teams during the 2010 regular season.


Solving Rubik's Cube Using SAT Solvers

arXiv.org Artificial Intelligence

Rubik's Cube is an easily-understood puzzle, which is originally called the "magic cube". It is a well-known planning problem, which has been studied for a long time. Yet many simple properties remain unknown. This paper studies whether modern SAT solvers are applicable to this puzzle. To our best knowledge, we are the first to translate Rubik's Cube to a SAT problem. To reduce the number of variables and clauses needed for the encoding, we replace a naive approach of 6 Boolean variables to represent each color on each facelet with a new approach of 3 or 2 Boolean variables. In order to be able to solve quickly Rubik's Cube, we replace the direct encoding of 18 turns with the layer encoding of 18-subtype turns based on 6-type turns. To speed up the solving further, we encode some properties of two-phase algorithm as an additional constraint, and restrict some move sequences by adding some constraint clauses. Using only efficient encoding cannot solve this puzzle. For this reason, we improve the existing SAT solvers, and develop a new SAT solver based on PrecoSAT, though it is suited only for Rubik's Cube. The new SAT solver replaces the lookahead solving strategy with an ALO (\emph{at-least-one}) solving strategy, and decomposes the original problem into sub-problems. Each sub-problem is solved by PrecoSAT. The empirical results demonstrate both our SAT translation and new solving technique are efficient. Without the efficient SAT encoding and the new solving technique, Rubik's Cube will not be able to be solved still by any SAT solver. Using the improved SAT solver, we can find always a solution of length 20 in a reasonable time. Although our solver is slower than Kociemba's algorithm using lookup tables, but does not require a huge lookup table.