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 breadth-first search



Optimize Planning Heuristics to Rank, not to Estimate Cost-to-Goal

Neural Information Processing Systems

Figure 1: Problem instance where perfect heuristic is not strictly optimally efficient with GBFS. However, the path (A, C,D, E) has cost 10 instead of 11 . Then h is a perfect ranking for GBFS on Γ. Proof. We carry the proof by induction with respect to the number of expanded states. Let's now make the induction step and assume the theorem holds for the first A 0 B 1 C 1 D 2 A 1 1 9 9 1 Figure 2: Problem instance where optimally efficient heuristic does not exists for GBFS.



Optimize Planning Heuristics to Rank, not to Estimate Cost-to-Goal

Neural Information Processing Systems

Figure 1: Problem instance where perfect heuristic is not strictly optimally efficient with GBFS. However, the path (A, C,D, E) has cost 10 instead of 11 . Then h is a perfect ranking for GBFS on Γ. Proof. We carry the proof by induction with respect to the number of expanded states. Let's now make the induction step and assume the theorem holds for the first A 0 B 1 C 1 D 2 A 1 1 9 9 1 Figure 2: Problem instance where optimally efficient heuristic does not exists for GBFS.


PuzzleJAX: A Benchmark for Reasoning and Learning

arXiv.org Artificial Intelligence

We introduce PuzzleJAX, a GPU-accelerated puzzle game engine and description language designed to support rapid benchmarking of tree search, reinforcement learning, and LLM reasoning abilities. Unlike existing GPU-accelerated learning environments that provide hard-coded implementations of fixed sets of games, PuzzleJAX allows dynamic compilation of any game expressible in its domain-specific language (DSL). This DSL follows PuzzleScript, which is a popular and accessible online game engine for designing puzzle games. In this paper, we validate in PuzzleJAX several hundred of the thousands of games designed in PuzzleScript by both professional designers and casual creators since its release in 2013, thereby demonstrating PuzzleJAX's coverage of an expansive, expressive, and human-relevant space of tasks. By analyzing the performance of search, learning, and language models on these games, we show that PuzzleJAX can naturally express tasks that are both simple and intuitive to understand, yet often deeply challenging to master, requiring a combination of control, planning, and high-level insight.


Expected Runtime Comparisons Between Breadth-First Search and Constant-Depth Restarting Random Walks

arXiv.org Artificial Intelligence

When greedy search algorithms encounter a local minima or plateau, the search typically devolves into a breadth-first search (BrFS), or a local search technique is used in an attempt to find a way out. In this work, we formally analyze the performance of BrFS and constant-depth restarting random walks (RRW) -- two methods often used for finding exits to a plateau/local minima -- to better understand when each is best suited. In particular, we formally derive the expected runtime for BrFS in the case of a uniformly distributed set of goals at a given goal depth. We then prove RRW will be faster than BrFS on trees if there are enough goals at that goal depth. We refer to this threshold as the crossover point. Our bound shows that the crossover point grows linearly with the branching factor of the tree, the goal depth, and the error in the random walk depth, while the size of the tree grows exponentially in branching factor and goal depth. Finally, we discuss the practical implications and applicability of this bound.


fe709c654eac84d5239d1a12a4f71877-Reviews.html

Neural Information Processing Systems

The main idea is to sample several determinations of the system in the form of roll-out trees where each state/action pair has only one sampled successor. A combination of breadth-first and best-first search is used to explore the deterministic trees, and then they are recombined to create a stochastic model from which a policy can be calculated. The algorithm is proven to be consistent (as the number of trees and number of nodes in each tree both approach infinity, the value at the root can be arbitrarily approximated with high probability). The algorithm is empirically compared to an planning algorithm that requires a full transition model and performs well in comparison.


Exploring Robot Morphology Spaces through Breadth-First Search and Random Query

arXiv.org Artificial Intelligence

Evolutionary robotics offers a powerful framework for designing and evolving robot morphologies, particularly in the context of modular robots. However, the role of query mechanisms during the genotype-to-phenotype mapping process has been largely overlooked. This research addresses this gap by conducting a comparative analysis of query mechanisms in the brain-body co-evolution of modular robots. Using two different query mechanisms, Breadth-First Search (BFS) and Random Query, within the context of evolving robot morphologies using CPPNs and robot controllers using tensors, and testing them in two evolutionary frameworks, Lamarckian and Darwinian systems, this study investigates their influence on evolutionary outcomes and performance. The findings demonstrate the impact of the two query mechanisms on the evolution and performance of modular robot bodies, including morphological intelligence, diversity, and morphological traits. This study suggests that BFS is both more effective and efficient in producing highly performing robots. It also reveals that initially, robot diversity was higher with BFS compared to Random Query, but in the Lamarckian system, it declines faster, converging to superior designs, while in the Darwinian system, BFS led to higher end-process diversity.


Geffner

AAAI Conferences

IW(1) is a simple search algorithm that assumes that states can be characterized in terms of a set of boolean features or atoms. IW(1) consists of a standard breadth-first search with one variation: a newly generated state is pruned if it does not make a new atom true. Thus, while a breadth-first search runs in time that is exponential in the number of atoms, IW(1) runs in linear time. Variations of the algorithm have been shown to yield state-of-the-art results in classical planning and more recently in the Atari video games. In this paper, we use the algorithm for selecting actions in the games of the general video-game AI competition (GVG-AI) which, unlike classical planning problems and the Atari games, are stochastic. We evaluate a variation of the algorithm over 30 games under different time windows using the number of wins as the performance measure. We find that IW(1) does better than the sample MCTS and OLMCTS controllers for all time windows with the performance gap growing with the window size. The exception are the puzzle-like games where all the algorithms do poorly. For such problems, we show that much better results can be obtained with the IW(2) algorithm, which is like IW(1), except that states are pruned in the breadth-first search when they fail to make true a new pair of atoms.


Artificial Intelligence Interview Questions and Answers in 2022

#artificialintelligence

Whether it's a career that you are considering, or you want to move up the ladder from where you already are – in the AI domain, the future definitely is bright. There are numerous professionals, alongside you, who have recognized the opportunities to move into the field. Considering the competition in this sphere, to position yourself as a successful job candidate who stands out from a crowd. Hence, it is a good idea to not only pursue certifications in Artificial Intelligence, but also prepare ahead of time for crucial job AI interview questions. Here are some commonly asked ones that will assist you in preparing for the same. Artificial Intelligence is a field of computer science wherein the cognitive functions of the human brain are studied and replicated on a machine or a system.