Search
Edge Partitioning in Parallel Structured Duplicate Detection
Zhou, Rong (Palo Alto Research Center) | Schmidt, Tim (Palo Alto Research Center) | Hansen, Eric A. (Mississippi State University) | Do, Minh B. (Palo Alto Research Center) | Uckun, Serdar (Palo Alto Research Center)
Heuristic-search planners that use A* and related graph Parallel structured duplicate detection (PSDD) (Zhou and search algorithms must be parallelized to harness advances Hansen 2007a) is an extension of SDD that leverages the in computing power that are based on increasing use of same local structure to reduce the amount of synchronization multi-core processors. Although a graph can always be converted needed in parallel search. PSDD assigns idle processors to an equivalent tree that can be easily searched in nblocks to expand whose duplicate detection scopes are parallel, such a conversion increases the size of the search pairwise disjoint, since they can be searched in parallel without space exponentially, and the resulting overhead is hard to any synchronization. Note that two duplicate-detection justify in the context of parallel search for which the speedup scopes are disjoint if they do not share any nblocks.
Search-Based Path Planning with Homotopy Class Constraints
Bhattacharya, Subhrajit (University of Pennsylvania) | Kumar, Vijay (University of Pennsylvania) | Likhachev, Maxim (University of Pennsylvania)
Goal-directed path planning is one of the basic and widely studied problems in the field of mobile robotics. Homotopy classes of trajectories, arising due to the presence of obstacles, are defined as sets of trajectories that can be transformed into each other by gradual bending and stretching without colliding with obstacles. The problem of finding least-cost paths restricted to a specific homotopy class or finding least-cost paths that do not belong to certain homotopy classes arises frequently in such applications as predicting paths for dynamic entities and computing heuristics for path planning with dynamic constraints. In the present work, we develop a compact way of representing homotopy classes and propose an efficient method of graph search-based optimal path planning with constraints on homotopy classes. The method is based on representing the environment of the robot as a complex plane and making use of the Cauchy Integral Theorem. We prove optimality of the method and show its efficiency experimentally.
Simultaneously Searching with Multiple Settings: An Alternative to Parameter Tuning for Suboptimal Single-Agent Search Algorithms
Valenzano, Richard Anthony (University of Alberta) | Sturtevant, Nathan (University of Alberta) | Schaeffer, Jonathan (University of Alberta) | Buro, Karen (Grant MacEwan University) | Kishimoto, Akihiro (Tokyo Institute of Technology and Japan Science and Technology Agency)
Many search algorithms have parameters that need to be tuned to get the best performance. Typically, the parameters are tuned offline, resulting in a generic setting that is supposed to be effective on all problem instances. For suboptimal single-agent search, problem-instance-specific parameter settings can result in substantially reduced search effort. We consider the use of dovetailing as a way to take advantage of this fact. Dovetailing is a procedure that performs search with multiple parameter settings simultaneously. Dovetailing is shown to improve the search speed of weighted IDA* by several orders of magnitude and to generally enhance the performance of weighted RBFS. This procedure is trivially parallelizable and is shown to be an effective form of parallelization for WA* and BULB. In particular, using WA* with parallel dovetailing yields good speedups in the sliding-tile puzzle domain, and increases the number of problems solved when used in an automated planning system.
Adding Diversity to Classical Heuristic Planning
Lรณpez, Carlos Linares (Universidad Carlos III de Madrid) | Borrajo, Daniel (Universidad Carlos III de Madrid)
In this paper we propose a new algorithm for solving general two-player turn-taking games that performs symbolic search utilizing binary decision diagrams (BDDs). It consists of two stages: First, it determines all breadth-first search (BFS) layers using forward search and omitting duplicate detection, next, the solving process operates in backward direction only within these BFS layers thereby partitioning all BDDs according to the layers the states reside in. We provide experimental results for selected games and compare to a previous approach. This comparison shows that in most cases the new algorithm outperforms the existing one in terms of runtime and used memory so that it can solve games that could not be solved before with a general approach.
Additive Heuristic for Four-Connected Gridworlds
Anderson, Kenneth (March Networks)
Memory-based heuristic techniques have been used to effectively reduce search times in implicit graphs. Recently, these techniques have been applied to improving search times in explicit graphs. This paper presents a new memory-based, additive heuristic that can be used on a type of explicit graph: the four-connected gridworld. The heuristic reduces the number of expanded nodes by up to five times, reduces execution time by up to 29 times, and can efficiently accommodate graph changes.
Adaptive K-Parallel Best-First Search: A Simple but Efficient Algorithm for Multi-Core Domain-Independent Planning
Vidal, Vincent (ONERA) | Bordeaux, Lucas (Microsoft Research) | Hamadi, Youssef (Microsoft Research)
Motivated by the recent hardware evolution towards multi-core machines, we investigate parallel planning techniques in a shared-memory environment. We consider, more specifically, parallel versions of a best-first search algorithm that run K threads, each expanding the next best node from the open list. We show that the proposed technique has a number of advantages. First, it is (reasonably) simple: we show how the algorithm can be obtained from a sequential version mostly by adding parallel annotations. Second, we conduct an extensive empirical study that shows that this approach is quite effective.ย It is also dynamic in the sense that the number of nodes expanded in parallel is adapted during the search. Overall we show that the approach is promising for parallel domain-independent, suboptimal planning.
Cost Based Search Considered Harmful
Cushing, William (Arizona State University) | Benton, J. (Arizona State University) | Kambhampati, Subbarao (Arizona State University)
Planning research has returned to the issue of optimizing costs (rather than sizes) of plans. A prevalent perception, at least among non-experts in search, is that graph search for optimizing the size of paths generalizes more or less trivially to optimizing the cost of paths. While this kind of generalization is usually straightforward for graph theorems, graph algorithms are a different story. In particular, implementing a search evaluation function by substituting cost for size is a Bad Idea. Though experts have stated as much, cutting-edge practitioners are still learning of the consequences the hard way; here we mount a forceful indictment on the inherent dangers of cost-based search.
A Comparison of Greedy Search Algorithms
Wilt, Christopher Makoto (University of New Hampshire) | Thayer, Jordan Tyler (University of New Hampshire) | Ruml, Wheeler (University of New Hampshire)
We discuss the relationships between three approaches to greedy heuristic search: best-first, hill-climbing, and beam search. We consider the design decisions within each family and point out their oft-overlooked similarities. We consider the following best-first searches: weighted A*, greedy search, ASeps, window A* and multi-state commitment k-weighted A*. For hill climbing algorithms, we consider enforced hill climbing and LSS-LRTA*. We also consider a variety of beam searches, including BULB and beam-stack search. We show how to best configure beam search in order to maximize robustness. An empirical analysis on six standard benchmarks reveals that beam search and best-first search have remarkably similar performance, and outperform hill-climbing approaches in terms of both time to solution and solution quality. Of these, beam search is preferable for very large problems and best first search is better on problems where the goal cannot be reached from all states.
The Logic of Benchmarking: A Case Against State-of-the-Art Performance
Ruml, Wheeler (University of New Hampshire)
The second is causal analysis: isolate I have seen several reviewers claim that experimental evaluations what causes a performance improvement and leave everything must use problem instances that are large enough to else unchanged, hopefully leaving the uncontrolled biases take more than x time to solve, where x has varied from the same between the two conditions. Note that nothing a few seconds to many minutes. The fact that the stated in this disturbing anecdote relates to benchmark size. Both values for x have varied over two orders of magnitude is short-and long-running benchmarks were affected, and the perhaps one indication that the criterion has no firm basis, recommendation is to increase benchmark diversity, which but let's consider it in more depth. I believe that it represents requires more benchmarks, which must therefore be smaller a serious problem: I have seen a paper (not from (in order to fit into the same PhD program or yearly conference my group) proposing a novel and interesting algorithm that timescale). Large benchmarks therefore inhibit correction soundly beat the state-of-the-art by orders of magnitude rejected of measurement bias.
Portal-Based True-Distance Heuristics for Path Finding
Goldenberg, Meir (Ben-Gurion University) | Felner, Ariel (Ben-Gurion University) | Sturtevant, Nathan (University of Alberta) | Schaeffer, Jonathan (University of Alberta)
True distance memory-based heuristics (TDHs) were recently introduced as a way to obtain admissible heuristics for explicit state spaces. In this paper, we introduce a new TDH, the portal-based heuristic. The domain is partitioned into regions and portals between regions are identified. True distances between all pairs of portals are stored and used to obtain admissible heuristics throughout the search. We introduce an A*-based algorithm that takes advantage of the special properties of the new heuristic. We study the advantages and limitations of the new heuristic. Our experimental results show large performance improvements over previously-reported TDHs for commonly used classes of maps.