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Minimum Proof Graphs and Fastest-Cut-First Search Heuristics

AAAI Conferences

Alpha-Beta is the most common game tree search algorithm, due to its high-performance and straightforward implementation. In practice one must find the best trade-off between heuristic evaluation time and bringing the subset of nodes explored closer to a minimum proof graph. In this paper we present a series of structural properties of minimum proof graphs that help us to prove that finding such graphs is NP-hard for arbitrary DAG inputs, but can be done in linear time for trees. We then introduce the class of fastest-cut-first search heuristics that aim to approximate minimum proof graphs by sorting moves based on approximations of sub-DAG values and sizes. To explore how various aspects of the game tree (such as branching factor and distribution of move values) affect the performance of Alpha-Beta we introduce the class of ``Prefix Value Game Trees'' that allows us to label interior nodes with true minimax values on the fly without search. Using these trees we show that by explicitly attempting to approximate a minimum game tree we are able to achieve performance gains over Alpha-Beta with common extensions.


Local Search: Is Brute-Force Avoidable?

AAAI Conferences

Many local search algorithms are based on searching in the k-exchange neighborhood. This is the set of solutions that can be obtained from the current solution by exchanging at most k elements. As a rule of thumb, the larger k is, the better are the chances ofย  finding an improvedย  solution. However,ย  for inputs of size n,ย  a naive brute-force search of the k-exchange neighborhood requires n (O(k)) time, which is not practical even for very small values of k. We show that for several classes of sparse graphs, like planar graphs, graphs of bounded vertex degree and graphs excluding some fixed graph as a minor, an improved solution in the k-exchange neighborhood for many problems can be found much more efficiently.ย  Our algorithms run in time O(T(k)*n c ), where T is a function depending on k only and c is a constant independent of k.ย  We demonstrate the applicability of thisย  approach on differentย  problems like r-Center, Vertex Cover,ย  Odd Cycle Transversal, Max-Cut, andย  Min-Bisection.ย  In particular, on planar graphs, all our algorithms searching for a k-local improvement run in time O(2 (O(k) ) * n (2) ), which is polynomial for k=O(log n). We also complement the algorithms with complexity results indicating that brute force search is unavoidable in more general classes of sparse graphs.


Monte Carlo Tree Search Techniques in the Game of Kriegspiel

AAAI Conferences

Monte Carlo tree search has brought significant improvements to the level of computer players in games such as Go, but so far it has not been used very extensively in games of strongly imperfect information with a dynamic board and an emphasis on risk management and decision making under uncertainty. In this paper we explore its application to the game of Kriegspiel (invisible chess), providing three Monte Carlo methods of increasing strength for playing the game with little specific knowledge. We compare these Monte Carlo agents to the strongest known minimax-based Kriegspiel player, obtaining significantly better results with a considerably simpler logic and less domain-specific knowledge.


Best-First Heuristic Search for Multi-Core Machines

AAAI Conferences

To harness modern multi-core processors, it is imperative to develop parallel versions of fundamental algorithms. In this paper, we present a general approach to best-first heuristic search in a shared-memory setting. Each thread attempts to expand the most promising open nodes. By using abstraction to partition the state space, we detect duplicate states without requiring frequent locking. We allow speculative expansions when necessary to keep threads busy. We identify and fix potential livelock conditions in our approach, verifying its correctness using temporal logic. In an empirical comparison on STRIPS planning, grid pathfinding, and sliding tile puzzle problems using an 8-core machine, we show that A* implemented in our framework yields faster search than improved versions of previous parallel search proposals. Our approach extends easily to other best-first searches, such as Anytime weighted A*.


TBA*: Time-Bounded A*

AAAI Conferences

Real-time heuristic search algorithms are used for planning by agents in situations where a constant-bounded amount of deliberation time is required for each action regardless of the problem size.ย  Such algorithms interleave their planning and execution to ensure real-time response. Furthermore, to guarantee completeness, they typically store improved heuristic estimates for previously expanded states.ย  Although subsequent planning steps can benefit from updated heuristic estimates, many of the same states are expanded over and over again.ย ย  Here we propose a variant of the A* algorithm, Time-Bounded A* (TBA*), that guarantees real-time response. In the domain of path-finding on video-game maps TBA* expands an order of magnitude fewer states than traditional real-time search algorithms, while finding paths of comparable quality. It reaches the same level of performance as recent state-of-the-art real-time search algorithms but, unlike these, requires neither state-space abstractions nor pre-computed pattern databases.


Online Stochastic Optimization in the Large: Application to Kidney Exchange

AAAI Conferences

Kidneys are the most prevalent organ transplants, but demand dwarfs supply. Kidney exchanges enable willing but incompatible donor-patient pairs to swap donors. These swaps can include cycles longer than two pairs as well, and chains triggered by altruistic donors. Current kidney exchanges address clearing(deciding who gets kidneys from whom) as an offline problem: they optimize the current batch. In reality, clearing is an online problem where patient-donor pairs and altruistic donors appear and expire over time. In this paper, we study trajectory-based online stochastic optimization algorithms (which use a recent scalable optimal offline solver as a subroutine) for this. We identify tradeoffs in these algorithms between different parameters. We also uncover the need to set the batch size that the algorithms consider an atomic unit. We develop an experimental methodology for setting these parameters, and conduct experiments on real and generated data. We adapt the REGRETS algorithm of Bent and van Hentenryck for the setting. We then develop a better algorithm. We also show that the AMSAA algorithm of Mercier and van Hentenryck does not scale to the nationwide level. Our best online algorithm saves significantly more lives than the current practice of solving each batch separately.


Trading Off Solution Quality for Faster Computation in DCOP Search Algorithms

AAAI Conferences

Distributed Constraint Optimization (DCOP) is a key technique for solving agent coordination problems. Because finding cost-minimal DCOP solutions is NP-hard, it is important to develop mechanisms for DCOP search algorithms that trade off their solution costs for smaller runtimes. However, existing tradeoff mechanisms do not provide relative error bounds. In this paper, we introduce three tradeoff mechanisms that provide such bounds, namely the Relative Error Mechanism, the Uniformly Weighted Heuristics Mechanism and the Non-Uniformly Weighted Heuristics Mechanism, for two DCOP algorithms, namely ADOPT and BnB-ADOPT. Our experimental results show that the Relative Error Mechanism generally dominates the other two tradeoff mechanisms for ADOPT and the Uniformly Weighted Heuristics Mechanism generally dominates the other two tradeoff mechanisms for BnB-ADOPT.


Flexible Procurement of Services with Uncertain Durations using Redundancy

AAAI Conferences

Emerging service-oriented technologies allow software agents to automatically procure distributed services to complete complex tasks. However, in many application scenarios, service providers demand financial remuneration, execution times are uncertain and consumers haveย  deadlines for their tasks. In this paper, we address these issues by developing a novel approach that dynamically procures multiple, redundant services over time, in order to ensure success by the deadline. Specifically, we first present an algorithm for finding optimal procurement solutions, as well as a heuristic algorithm that achieves over 99% of the optimal and is capable of handling thousands of providers. Using experiments, we show that these algorithms achieve an improvement of up to 130% over current strategies that procure only single services. Finally, we consider settings where service costs are not known to the consumer, and introduce several mechanisms that incentivise providers to reveal their costs truthfully and that still achieve up to 95% efficiency.


Multi-Step Multi-Sensor Hider-Seeker Games

AAAI Conferences

We study a multi-step hider-seeker game where the hider is moving on a graph and, in each step, the seeker is able to search c subsets of the graph nodes. We model this game as a zero-sum Bayesian game, which can be solved in weakly polynomial time in the players' action spaces. The seeker's action space is exponential in c, and both players' action spaces are exponential in the game horizon. To manage this intractability, we use a column/constraint generation approach for both players. This approach requires an oracle to determine best responses for each player. However, we show that computing a best response for the seeker is NP-hard, even for a single-step game when c is part of the input, and that computing a best response is NP-hard for both players for the multi-step game, even if c = 1. An integer programming formulation of the best response for the hider is practical for moderate horizons, but computing an exact seeker best response is impractical due to the exponential dependence on both c and the horizon. We therefore develop an approximate best response oracle with bounded suboptimality for the seeker. We prove performance bounds on the strategy that results when column/constraint generation with approximate best responses converges, and we measure the performance of our algorithm in simulations. In our experimental results, column/constraint generation converges to near-minimax strategies for both players fairly quickly.


Learning Graphical Game Models

AAAI Conferences

Graphical games provide compact representation of a multiagent interaction when agents' payoffs depend only on actions of agents in their local neighborhood. We formally describe the problem of learning a graphical game model from limited observation of the payoff function, define three performance metrics for evaluating learned games, and investigate several learning algorithms based on minimizing empirical loss. Our first algorithm is a branch-and-bound search, which takes advantage of the structure of the empirical loss function to derive upper and lower bounds on loss at every node of the search tree. We also examine a greedy heuristic and local search algorithms. Our experiments with directed graphical games show that (i) when only a small sample of profile payoffs is available, branch-and-bound significantly outperforms other methods, and has competitive running time, but (ii) when many profiles are observed, greedy is nearly optimal and considerably better than other methods, at a fraction of branch-and-bound's running time. The results are comparable for undirected graphical games and when payoffs are sampled with noise.