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Real-time heuristic search

Classics

We apply the two-player game assumptions of limited search horizon and commitment to moves in constant time, to single-agent heuristic search problems. We present a variation of minimax lookahead search, and an analog to alpha-beta pruning that significantly improves the efficiency of the algorithm. In addition, we present a new algorithm, called Real-Time-Aโˆ—, for interleaving planning and execution. We prove that the algorithm makes locally optimal decisions and is guaranteed to find a solution. We also present a learning version of this algorithm that improves its performance over successive problem solving trials by learning more accurate heuristic values, and prove that the learned values converge to their exact values along every optimal path.


Heuristic search in restricted memory

Classics

This paper presents heuristic search algorithms which work within memory constraints. These algorithms, MAโˆ— (for ordinary graphs) and MAOโˆ— (for AND/OR graphs) guarantee admissible solutions within specified memory limitations (above the minimum required). The memory versus node expansions tradeoff is analyzed for the worst case. In the case of ordinary graphs, some experiments using the Fifteen Puzzle problem are carried out under various pruning conditions. These parameterized algorithms are found to encompass a wide class of best first search algorithms.


Divide and conquer under global constraints: A solution to the N-queens problem

Classics

Configuring N mutually nonattacking queens on an N-by-N chessboard is a classical problem that was first posed over a century ago. Over the past few decades, this problem has become important to computer scientists by serving as the standard example of a globally constrained problem which is solvable using backtracking search methods. A related problem, placing the N queens on a toroidal board, has been discussed in detail by Poyla and Chandra. Their work focused on characterizing the solvable cases and finding solutions which arrange the queens in a regular pattern. This paper describes a new divide-and-conquer algorithm that solves both problems and investigates the relationship between them.




LEARNING BY STATE RECURRENCE DETECTION

Neural Information Processing Systems

LEARNING BY ST ATE RECURRENCE DETECfION Bruce E. Rosen, James M. Goodwint, and Jacques J. Vidal University of California, Los Angeles, Ca. 90024 ABSTRACT This research investigates a new technique for unsupervised learning of nonlinear control problems. The approach is applied both to Michie and Chambers BOXES algorithm and to Barto, Sutton and Anderson's extension, the ASE/ACE system, and has significantly improved the convergence rate of stochastically based learning automata. Recurrence learning is a new nonlinear reward-penalty algorithm. It exploits information found during learning trials to reinforce decisions resulting in the recurrence of nonfailing states. Recurrence learning applies positive reinforcement during the exploration of the search space, whereas in the BOXES or ASE algorithms, only negative weight reinforcement is applied, and then only on failure. Simulation results show that the added information from recurrence learning increases the learning rate. Our empirical results show that recurrence learning is faster than both basic failure driven learning and failure prediction methods. Although recurrence learning has only been tested in failure driven experiments, there are goal directed learning applications where detection of recurring oscillations may provide useful information that reduces the learning time by applying negative, instead of positive reinforcement.


LEARNING BY STATE RECURRENCE DETECTION

Neural Information Processing Systems

LEARNING BY ST ATE RECURRENCE DETECfION Bruce E. Rosen, James M. Goodwint, and Jacques J. Vidal University of California, Los Angeles, Ca. 90024 ABSTRACT This research investigates a new technique for unsupervised learning of nonlinear control problems. The approach is applied both to Michie and Chambers BOXES algorithm and to Barto, Sutton and Anderson's extension, the ASE/ACE system, and has significantly improved the convergence rate of stochastically based learning automata. Recurrence learning is a new nonlinear reward-penalty algorithm. It exploits information found during learning trials to reinforce decisions resulting in the recurrence of nonfailing states. Recurrence learning applies positive reinforcement during the exploration of the search space, whereas in the BOXES or ASE algorithms, only negative weight reinforcement is applied, and then only on failure. Simulation results show that the added information from recurrence learning increases the learning rate. Our empirical results show that recurrence learning is faster than both basic failure driven learning and failure prediction methods. Although recurrence learning has only been tested in failure driven experiments, there are goal directed learning applications where detection of recurring oscillations may provide useful information that reduces the learning time by applying negative, instead of positive reinforcement.


LEARNING BY STATE RECURRENCE DETECTION

Neural Information Processing Systems

The approach is applied both to Michie and Chambers BOXES algorithm and to Barto, Sutton and Anderson's extension, the ASE/ACE system, and has significantly improved the convergence rate of stochastically based learning automata. Recurrencelearning is a new nonlinear reward-penalty algorithm. It exploits information found during learning trials to reinforce decisions resulting in the recurrence of nonfailing states. Recurrence learning applies positive reinforcement during the exploration of the search space, whereas in the BOXES or ASE algorithms, only negative weight reinforcement is applied, and then only on failure. Simulation results show that the added information from recurrence learning increases the learning rate.


Foundations and Grand Challenges of Artificial Intelligence: AAAI Presidential Address

AI Magazine

AAAI is a society devoted to supporting the progress in science, technology and applications of AI. I thought I would use this occasion to share with you some of my thoughts on the recent advances in AI, the insights and theoretical foundations that have emerged out of the past thirty years of stable, sustained, systematic explorations in our field, and the grand challenges motivating the research in our field.


Minimaxing: Theory and Practice

AI Magazine

Empirical evidence suggests that searching deeper in game trees using the minimax propagation rule usually improves the quality of decisions significantly. However, despite many recent theoretical analyses of the effects of minimax look ahead, however, this phenomenon has still not been convincingly explained. Instead, much attention has been given to so-called pathological behavior, which occurs under certain assumptions. This article supports the view that pathology is a direct result of these underlying theoretical assumptions. Pathology does not occur in practice, because these assumptions do not apply in realistic domains. The article presents several arguments in favor of minimaxing and focuses attention on the gap between their analytical formulation and their practical meaning. A new model is presented based on the strict separation of static and dynamic aspects in practical programs. finally, certain methods of improving minimax look-ahead are discussed, drawing on insights gained from this research.