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Barriga

AAAI Conferences

Real-Time Strategy (RTS) games have shown to be very resilient to standard adversarial tree search techniques. Recently, a few approaches to tackle their complexity have emerged that use game state or move abstractions, or both. Unfortunately, the supporting experiments were either limited to simpler RTS environments (uRTS, SparCraft) or lack testing against state-of-the-art game playing agents. Here, we propose Puppet Search, a new adversarial search framework based on scripts that can expose choice points to a look-ahead search procedure. Selecting a combination of a script and decisions for its choice points represents a move to be applied next. Such moves can be executed in the actual game, thus letting the script play, or in an abstract representation of the game state which can be used by an adversarial tree search algorithm. Puppet Search returns a principal variation of scripts and choices to be executed by the agent for a given time span. We implemented the algorithm in a complete StarCraft bot. Experiments show that it matches or outperforms all of the individual scripts that it uses when playing against state-of-the-art bots from the 2014 AIIDE StarCraft competition.


Advancing Lazy-Grounding ASP Solving Techniques -- Restarts, Phase Saving, Heuristics, and More

Weinzierl, Antonius, Taupe, Richard, Friedrich, Gerhard

arXiv.org Artificial Intelligence

Answer-Set Programming (ASP) is a powerful and expressive knowledge representation paradigm with a significant number of applications in logic-based AI. The traditional ground-and-solve approach, however, requires ASP programs to be grounded upfront and thus suffers from the so-called grounding bottleneck (i.e., ASP programs easily exhaust all available memory and thus become unsolvable). As a remedy, lazy-grounding ASP solvers have been developed, but many state-of-the-art techniques for grounded ASP solving have not been available to them yet. In this work we present, for the first time, adaptions to the lazy-grounding setting for many important techniques, like restarts, phase saving, domain-independent heuristics, and learned-clause deletion. Furthermore, we investigate their effects and in general observe a large improvement in solving capabilities and also uncover negative effects in certain cases, indicating the need for portfolio solving as known from other solvers. Under consideration for acceptance in TPLP.


A Global Constraint for the Exact Cover Problem: Application to Conceptual Clustering

Chabert, Maxime | Solnon, Christine (LIRIS, INSA Lyon)

Journal of Artificial Intelligence Research

We introduce the exactCover global constraint dedicated to the exact cover problem, the goal of which is to select subsets such that each element of a given set belongs to exactly one selected subset. This NP-complete problem occurs in many applications, and we more particularly focus on a conceptual clustering application. We introduce three propagation algorithms for exactCover, called Basic, DL, and DL+: Basic ensures the same level of consistency as arc consistency on a classical decomposition of exactCover into binary constraints, without using any specific data structure; DL ensures the same level of consistency as Basic but uses Dancing Links to efficiently maintain the relation between elements and subsets; and DL+ is a stronger propagator which exploits an extra property to filter more values than DL. We also consider the case where the number of selected subsets is constrained to be equal to a given integer variable k, and we show that this may be achieved either by combining exactCover with existing constraints, or by designing a specific propagator that integrates algorithms designed for the NValues constraint. These different propagators are experimentally evaluated on conceptual clustering problems, and they are compared with state-of-the-art declarative approaches. In particular, we show that our global constraint is competitive with recent ILP and CP models for mono-criterion problems, and it has better scale-up properties for multi-criteria problems.


Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games

Barriga, Nicolas Arturo (University of Alberta) | Stanescu, Marius (University of Alberta) | Buro, Michael (University of Alberta)

AAAI Conferences

Real-Time Strategy (RTS) games have shown to be very resilient to standard  adversarial tree search techniques. Recently, a few approaches to tackle their complexity have emerged that use game state or move abstractions, or both. Unfortunately, the supporting experiments were either limited to simpler RTS environments ( u RTS, SparCraft) or lack testing against state-of-the-art game playing agents. Here, we propose Puppet Search , a new adversarial search framework based on scripts that can expose choice points to a look-ahead search procedure. Selecting a combination of a script and decisions for its choice points represents a move to be applied next. Such moves can be executed in the actual game, thus letting the script play, or in an abstract representation of the game state which can be used by an adversarial tree search algorithm. Puppet Search returns a principal variation of scripts and choices to be executed by the agent for a given time span. We implemented the algorithm in a complete StarCraft bot. Experiments show that it matches or outperforms all of the individual scripts that it uses when playing against state-of-the-art bots from the 2014 AIIDE StarCraft competition.


A Bayesian Approach to Tackling Hard Computational Problems

Horvitz, Eric J., Ruan, Yongshao, Gomes, Carla P., Kautz, Henry, Selman, Bart, Chickering, David Maxwell

arXiv.org Artificial Intelligence

We are developing a general framework for using learned Bayesian models for decision-theoretic control of search and reasoningalgorithms. We illustrate the approach on the specific task of controlling both general and domain-specific solvers on a hard class of structured constraint satisfaction problems. A successful strategyfor reducing the high (and even infinite) variance in running time typically exhibited by backtracking search algorithms is to cut off and restart the search if a solution is not found within a certainamount of time. Previous work on restart strategies have employed fixed cut off values. We show how to create a dynamic cut off strategy by learning a Bayesian model that predicts the ultimate length of a trial based on observing the early behavior of the search algorithm. Furthermore, we describe the general conditions under which a dynamic restart strategy can outperform the theoretically optimal fixed strategy.


Efficient Argumentation for Medical Decision-Making

Craven, Robert (Imperial College London) | Toni, Francesca (Imperial College London) | Cadar, Cristian (Imperial College London) | Hadad, Adrian (Imperial College London) | Williams, Matthew (University College Hospital)

AAAI Conferences

We describe the application of assumption-based argumentation (ABA) to a domain of medical knowledge derived from clinical trials of drugs for breast cancer. We adapt an algorithm for calculating the admissible semantics for ABA frameworks to take account of preferences and describe a prototype implementation which uses variant-based parallel computation to improve the efficiency of query answering.


A Constraint Programming Approach for Solving a Queueing Control Problem

Terekhov, Daria, Beck, J. Christopher

arXiv.org Artificial Intelligence

In a facility with front room and back room operations, it is useful to switch workers between the rooms in order to cope with changing customer demand. Assuming stochastic customer arrival and service times, we seek a policy for switching workers such that the expected customer waiting time is minimized while the expected back room staffing is sufficient to perform all work. Three novel constraint programming models and several shaving procedures for these models are presented. Experimental results show that a model based on closed-form expressions together with a combination of shaving procedures is the most efficient. This model is able to find and prove optimal solutions for many problem instances within a reasonable run-time. Previously, the only available approach was a heuristic algorithm. Furthermore, a hybrid method combining the heuristic and the best constraint programming method is shown to perform as well as the heuristic in terms of solution quality over time, while achieving the same performance in terms of proving optimality as the pure constraint programming model. This is the first work of which we are aware that solves such queueing-based problems with constraint programming.


A Constraint Programming Approach for Solving a Queueing Control Problem

Terekhov, D., Beck, J. C.

Journal of Artificial Intelligence Research

In a facility with front room and back room operations, it is useful to switch workers between the rooms in order to cope with changing customer demand. Assuming stochastic customer arrival and service times, we seek a policy for switching workers such that the expected customer waiting time is minimized while the expected back room staffing is sufficient to perform all work. Three novel constraint programming models and several shaving procedures for these models are presented. Experimental results show that a model based on closed-form expressions together with a combination of shaving procedures is the most efficient. This model is able to find and prove optimal solutions for many problem instances within a reasonable run-time. Previously, the only available approach was a heuristic algorithm. Furthermore, a hybrid method combining the heuristic and the best constraint programming method is shown to perform as well as the heuristic in terms of solution quality over time, while achieving the same performance in terms of proving optimality as the pure constraint programming model. This is the first work of which we are aware that solves such queueing-based problems with constraint programming.


Programmable Reinforcement Learning Agents

Andre, David, Russell, Stuart J.

Neural Information Processing Systems

We present an expressive agent design language for reinforcement learning thatallows the user to constrain the policies considered by the learning process.Thelanguage includes standard features such as parameterized subroutines,temporary interrupts, aborts, and memory variables, but also allows for unspecified choices in the agent program. For learning that which isn't specified, we present provably convergent learning algorithms. Wedemonstrate by example that agent programs written in the language are concise as well as modular. This facilitates state abstraction and the transferability of learned skills. 1 Introduction The field of reinforcement learning has recently adopted the idea that the application of prior knowledge may allow much faster learning and may indeed be essential if realworld environmentsare to be addressed. For learning behaviors, the most obvious form of prior knowledge provides a partial description of desired behaviors. Several languages for partial descriptions have been proposed, including Hierarchical Abstract Machines (HAMs) [8], semi-Markov options [12], and the MAXQ framework [4]. This paper describes extensions to the HAM language that substantially increase its expressive power,using constructs borrowed from programming languages. Obviously, increasing expressivenessmakes it easier for the user to supply whatever prior knowledge is available, and to do so more concisely.


Programmable Reinforcement Learning Agents

Andre, David, Russell, Stuart J.

Neural Information Processing Systems

We present an expressive agent design language for reinforcement learning that allows the user to constrain the policies considered by the learning process.The language includes standard features such as parameterized subroutines, temporary interrupts, aborts, and memory variables, but also allows for unspecified choices in the agent program. For learning that which isn't specified, we present provably convergent learning algorithms. We demonstrate by example that agent programs written in the language are concise as well as modular. This facilitates state abstraction and the transferability of learned skills. 1 Introduction The field of reinforcement learning has recently adopted the idea that the application of prior knowledge may allow much faster learning and may indeed be essential if realworld environments are to be addressed. For learning behaviors, the most obvious form of prior knowledge provides a partial description of desired behaviors. Several languages for partial descriptions have been proposed, including Hierarchical Abstract Machines (HAMs) [8], semi-Markov options [12], and the MAXQ framework [4]. This paper describes extensions to the HAM language that substantially increase its expressive power, using constructs borrowed from programming languages. Obviously, increasing expressiveness makes it easier for the user to supply whatever prior knowledge is available, and to do so more concisely.