holte
Holte
In his 1997 paper on solving Rubik's Cube optimally using IDA* and pattern database heuristics (PDBs), Rich Korf conjectured that there was an inverse relationship between the size of a PDB and the amount of time required for IDA* to solve a problem instance on average. In the current paper, I examine the implications of this relationship, in particular how it limits the ability of abstraction-based heuristic methods, such as PDBs, to scale to larger problems. My overall conclusion is that abstraction will play an important, but auxiliary role in heuristic search systems of the future, in contrast to the primary role it played in Korf's Rubik's Cube work and in much work since.
Holte
Weighted A* (wA*) is a widely used algorithm for rapidly, but suboptimally, solving planning and search problems. The cost of the solution it produces is guaranteed to be at most W times the optimal solution cost, where W is the weight wA* uses in prioritizing open nodes. W is therefore a suboptimality bound for the solution produced by wA*. There is broad consensus that this bound is not very accurate, that the actual suboptimality of wA*'s solution is often much less than W times optimal. However, there is very little published evidence supporting that view, and no existing explanation of why W is a poor bound. This paper fills in these gaps in the literature. We begin with a large-scale experiment demonstrating that, across a wide variety of domains and heuristics for those domains, W is indeed very often far from the true suboptimality of wA*'s solution. We then analytically identify the potential sources of error. Finally, we present a practical method for correcting for two of these sources of error and experimentally show that the corrections frequently eliminate much of the error.
Value Compression of Pattern Databases
Sturtevant, Nathan R. (University of Denver) | Felner, Ariel (Ben-Gurion University) | Helmert, Malte (University of Basel)
One common pattern database compression technique is to merge adjacent database entries and store the minimum of merged entries to maintain heuristic admissibility. In this paper we propose a compression technique that preserves every entry, but reduces the number of bits used to store each entry, therefore limiting the values that can be represented. Even when this technique throws away low values in the heuristic, it can still have better performance than the traditional approach. We develop a theoretical basis for selecting which values to keep and show improved performance in both unidirectional and bidirectional search.
What's Hot in Heuristic Search
Stern, Roni (Ben Gurion University of the Negev) | Lelis, Levi H. S. (Universidade Federale de Vicosa)
Search in general, and heuristic search in particular, is at the heart of many Artificial Intelligence algorithms and applications. There is now a growing and active community devoted to the empirical and theoretical study of heuristic search algorithms, thanks to the successful application of search-based algorithms to areas such as robotics, domain-independent planning, optimization, and computer games. In this extended abstract we highlight recent efforts in understanding suboptimal search algorithms, as well as ensembles of heuristics and algorithms. The result of these efforts are meta-reasoning methods which are applied to orchestrate the different components of modern search algorithms. Finally, we mention recent innovative applications of search that demonstrate the relevance of the field to general AI.
State Space Abstraction in Artificial Intelligence and Operations Research
Holte, Robert C. (University of Alberta) | Fan, Gaojian (University of Alberta)
In this paper we compare the abstraction methods used for state space search and planning in Artificial Intelligence with the state space relaxation methods used in Operations Research for various optimization problems such as the Travelling Salesman problem (TSP). Although developed independently, these methods are based on exactly the same general idea: lower bounds on distances in a given state space can be derived by computing exact distances in a ``simplified" state space. Our aim is to describe these methods so that the two communities understand what each other has done and can begin to work together.
Non-Optimal Multi-Agent Pathfinding Is Solved (Since 1984)
Rรถger, Gabriele (University of Basel, Switzerland) | Helmert, Malte (University of Basel, Switzerland)
Optimal solutions for multi-agent pathfinding problems are often too expensive to compute. For this reason, suboptimal approaches have been widely studied in the literature. Specifically, in recent years a number of efficient suboptimal algorithms that are complete for certain subclasses have been proposed at highly-rated robotics and AI conferences. However, it turns out that the problem of non-optimal multi-agent pathfinding has already been completely solved in another research community in the 1980s. In this paper, we would like to bring this earlier related work to the attention of the robotics and AI communities.
Heuristic Search Comes of Age
Sturtevant, Nathan R. (University of Denver) | Felner, Ariel (Ben-Gurion University of the Negev) | Likhachev, Maxim (Canegie Mellon University) | Ruml, Wheeler (University of New Hampshire)
In looking back on the last five to ten years of work in heuristic search a few trends emerge. First, there has been a broadening of research topics studied. Second, there has been a deepened understanding of the theoretical foundations of search. Third, and finally, there have been increased connections with work in other fields. This paper, corresponding to a AAAI 2012 invited talk on recent work in heuristic search, highlights these trends in a number of areas of heuristic search. It is our opinion that the sum of these trends reflects the growth in the field and the fact that heuristic search has come of age.
Using Sliding Windows to Generate Action Abstractions in Extensive-Form Games
Hawkin, John Alexander (University of Alberta) | Holte, Robert (University of Alberta) | Szafron, Duane (University of Alberta)
In extensive-form games with a large number of actions, careful abstraction of the action space is critically important to performance. In this paper we extend previous work on action abstraction using no-limit poker games as our test domains. We show that in such games it is no longer necessary to choose, a priori, one specific range of possible bet sizes. We introduce an algorithm that adjusts the range of bet sizes considered for each bet individually in an iterative fashion. This flexibility results in a substantially improved game value in no-limit Leduc poker. When applied to no-limit Texas Hold'em our algorithm produces an action abstraction that is about one third the size of a state of the art hand-crafted action abstraction, yet has a better overall game value.
A General Theory of Additive State Space Abstractions
Yang, Fan, Culberson, Joseph, Holte, Robert, Zahavi, Uzi, Felner, Ariel
Informally, a set of abstractions of a state space S is additive if the distance between any two states in S is always greater than or equal to the sum of the corresponding distances in the abstract spaces. The first known additive abstractions, called disjoint pattern databases, were experimentally demonstrated to produce state of the art performance on certain state spaces. However, previous applications were restricted to state spaces with special properties, which precludes disjoint pattern databases from being defined for several commonly used testbeds, such as Rubik's Cube, TopSpin and the Pancake puzzle. In this paper we give a general definition of additive abstractions that can be applied to any state space and prove that heuristics based on additive abstractions are consistent as well as admissible. We use this new definition to create additive abstractions for these testbeds and show experimentally that well chosen additive abstractions can reduce search time substantially for the (18,4)-TopSpin puzzle and by three orders of magnitude over state of the art methods for the 17-Pancake puzzle. We also derive a way of testing if the heuristic value returned by additive abstractions is provably too low and show that the use of this test can reduce search time for the 15-puzzle and TopSpin by roughly a factor of two.
Searching Without a Heuristic: Efficient Use of Abstraction
Larsen, Bradford John (University of New Hampshire) | Burns, Ethan (University of New Hampshire) | Ruml, Wheeler (University of New Hampshire) | Holte, Robert (University of Alberta)
In problem domains where an informative heuristic evaluation function is not known or not easily computed, abstraction can be used to derive admissible heuristic values. Optimal path lengths in the abstracted problem are consistent heuristic estimates for the original problem. Pattern databases are the traditional method of creating such heuristics, but they exhaustively compute costs for all abstract states and are thus usually appropriate only when all instances share the same single goal state. Hierarchical heuristic search algorithms address these shortcomings by searching for paths in the abstract space on an as-needed basis. However, existing hierarchical algorithms search less efficiently than pattern database constructors: abstract nodes may be expanded many times during the course of a base-level search. We present a novel hierarchical heuristic search algorithm, called Switchback, that uses an alternating direction of search to avoid abstract node re-expansions. This algorithm is simple to implement and demonstrates superior performance to existing hierarchical heuristic search algorithms on several standard benchmarks.