solution tree
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- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.14)
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- Information Technology > Artificial Intelligence > Representation & Reasoning > Search (1.00)
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- Information Technology > Artificial Intelligence > Cognitive Science > Problem Solving (0.69)
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- North America > Canada > Alberta (0.14)
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.14)
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- Information Technology > Artificial Intelligence > Representation & Reasoning > Search (1.00)
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- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (0.93)
- Information Technology > Artificial Intelligence > Cognitive Science > Problem Solving (0.69)
Relevance-Zone Reduction in Game Solving
Lin, Chi-Huang, Wei, Ting Han, Wang, Chun-Jui, Guei, Hung, Shih, Chung-Chin, Tsai, Yun-Jui, Wu, I-Chen, Wu, Ti-Rong
Game solving aims to find the optimal strategies for all players and determine the theoretical outcome of a game. However, due to the exponential growth of game trees, many games remain unsolved, even though methods like AlphaZero have demonstrated super-human level in game playing. The Relevance-Zone (RZ) is a local strategy reuse technique that restricts the search to only the regions relevant to the outcome, significantly reducing the search space. However, RZs are not unique. Different solutions may result in RZs of varying sizes. Smaller RZs are generally more favorable, as they increase the chance of reuse and improve pruning efficiency. To this end, we propose an iterative RZ reduction method that repeatedly solves the same position while gradually restricting the region involved, guiding the solver toward smaller RZs. We design three constraint generation strategies and integrate an RZ Pattern Table to fully leverage past solutions. In experiments on 7x7 Killall-Go, our method reduces the average RZ size to 85.95% of the original. Furthermore, the reduced RZs can be permanently stored as reusable knowledge for future solving tasks, especially for larger board sizes or different openings.
HTN Plan Repair Algorithms Compared: Strengths and Weaknesses of Different Methods
Zaidins, Paul, Goldman, Robert P., Kuter, Ugur, Nau, Dana, Roberts, Mark
This paper provides theoretical and empirical comparisons of three recent hierarchical plan repair algorithms: SHOPFixer, IPyHOPPER, and Rewrite. Our theoretical results show that the three algorithms correspond to three different definitions of the plan repair problem, leading to differences in the algorithms' search spaces, the repair problems they can solve, and the kinds of repairs they can make. Understanding these distinctions is important when choosing a repair method for any given application. Building on the theoretical results, we evaluate the algorithms empirically in a series of benchmark planning problems. Our empirical results provide more detailed insight into the runtime repair performance of these systems and the coverage of the repair problems solved, based on algorithmic properties such as replanning, chronological backtracking, and backjumping over plan trees.
- North America > United States > Maryland (0.04)
- North America > United States > District of Columbia > Washington (0.04)
- Europe > Netherlands > North Holland > Amsterdam (0.04)
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- Transportation (0.68)
- Government > Military (0.67)
ToolPlanner: A Tool Augmented LLM for Multi Granularity Instructions with Path Planning and Feedback
Wu, Qinzhuo, Liu, Wei, Luan, Jian, Wang, Bin
Recently, tool-augmented LLMs have gained increasing attention. Given an instruction, tool-augmented LLMs can interact with various external tools in multiple rounds and provide a final answer. However, previous LLMs were trained on overly detailed instructions, which included API names or parameters, while real users would not explicitly mention these API details. This leads to a gap between trained LLMs and real-world scenarios. In addition, most works ignore whether the interaction process follows the instruction. To address these issues, we constructed a training dataset called MGToolBench, which contains statement and category-level instructions to better reflect real-world scenarios. In addition, we propose ToolPlanner, a two-stage reinforcement learning framework that utilizes path planning and two feedback mechanisms to enhance the LLM's task completion and instruction-following capabilities. Experimental results show that ToolPlanner significantly improves the Match Rate, Pass Rate and Win Rate by 26.8%, 20.2%, and 5.6% compared to the SOTA model. Human evaluation verifies that the multi-granularity instructions can better align with users' usage habits. Our data and code will be released upon acceptance.
- Oceania > Australia (0.04)
- North America > United States > New York (0.04)
- North America > United States > California > San Francisco County > San Francisco (0.04)
- Asia > China > Guangxi Province > Nanning (0.04)
- Leisure & Entertainment (1.00)
- Banking & Finance > Trading (0.68)
- Consumer Products & Services (0.67)
Dynamic Importance Sampling for Anytime Bounds of the Partition Function
Qi Lou, Rina Dechter, Alexander T. Ihler
Computing the partition function is a key inference task in many graphical models. In this paper, we propose a dynamic importance sampling scheme that provides anytime finite-sample bounds for the partition function. Our algorithm balances the advantages of the three major inference strategies, heuristic search, variational bounds, and Monte Carlo methods, blending sampling with search to refine a variationally defined proposal. Our algorithm combines and generalizes recent work on anytime search [16] and probabilistic bounds [15] of the partition function. By using an intelligently chosen weighted average over the samples, we construct an unbiased estimator of the partition function with strong finite-sample confidence intervals that inherit both the rapid early improvement rate of sampling and the long-term benefits of an improved proposal from search. This gives significantly improved anytime behavior, and more flexible trade-offs between memory, time, and solution quality. We demonstrate the effectiveness of our approach empirically on real-world problem instances taken from recent UAI competitions.
- North America > United States > California > Orange County > Irvine (0.15)
- North America > United States > New York > New York County > New York City (0.04)
- North America > United States > California > Los Angeles County > Long Beach (0.04)
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The Design of a 3D Character Animation System for Digital Twins in the Metaverse
Tanberk, Senem, Tukel, Dilek Bilgin, Acar, Kadir
In the context of Industry 4.0, digital twin technology has emerged with rapid advancements as a powerful tool for visualizing and analyzing industrial assets. This technology has attracted considerable interest from researchers across diverse domains such as manufacturing, security, transportation, and gaming. The metaverse has emerged as a significant enabler in these domains, facilitating the integration of various technologies to create virtual replicas of physical assets. The utilization of 3D character animation, often referred to as avatars, is crucial for implementing the metaverse. Traditionally, costly motion capture technologies are employed for creating a realistic avatar system. To meet the needs of this evolving landscape, we have developed a modular framework tailored for asset digital twins as a more affordable alternative. This framework offers flexibility for the independent customization of individual system components. To validate our approach, we employ the English peg solitaire game as a use case, generating a solution tree using the breadth-first search algorithm. The results encompass both qualitative and quantitative findings of a data-driven 3D animation system utilizing motion primitives. The presented methodologies and infrastructure are adaptable and modular, making them applicable to asset digital twins across diverse business contexts. This case study lays the groundwork for pilot applications and can be tailored for education, health, or Industry 4.0 material development.
- Europe > Middle East > Republic of Türkiye > Istanbul Province > Istanbul (0.05)
- Asia > Middle East > Republic of Türkiye > Istanbul Province > Istanbul (0.05)
- Asia > Singapore (0.04)
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- Information Technology (1.00)
- Health & Medicine (0.93)
- Education (0.93)
- Leisure & Entertainment > Games > Computer Games (0.93)
A Novel Approach to Solving Goal-Achieving Problems for Board Games
Shih, Chung-Chin, Wu, Ti-Rong, Wei, Ting Han, Wu, I-Chen
Goal-achieving problems are puzzles that set up a specific situation with a clear objective. An example that is well-studied is the category of life-and-death (L&D) problems for Go, which helps players hone their skill of identifying region safety. Many previous methods like lambda search try null moves first, then derive so-called relevance zones (RZs), outside of which the opponent does not need to search. This paper first proposes a novel RZ-based approach, called the RZ-Based Search (RZS), to solving L&D problems for Go. RZS tries moves before determining whether they are null moves post-hoc. This means we do not need to rely on null move heuristics, resulting in a more elegant algorithm, so that it can also be seamlessly incorporated into AlphaZero's super-human level play in our solver. To repurpose AlphaZero for solving, we also propose a new training method called Faster to Life (FTL), which modifies AlphaZero to entice it to win more quickly. We use RZS and FTL to solve L&D problems on Go, namely solving 68 among 106 problems from a professional L&D book while a previous program solves 11 only. Finally, we discuss that the approach is generic in the sense that RZS is applicable to solving many other goal-achieving problems for board games.
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.14)
- Asia > Taiwan (0.04)
- North America > Canada > Alberta > Census Division No. 11 > Edmonton Metropolitan Region > Edmonton (0.04)
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Learning by Fixing: Solving Math Word Problems with Weak Supervision
Hong, Yining, Li, Qing, Ciao, Daniel, Haung, Siyuan, Zhu, Song-Chun
Previous neural solvers of math word problems (MWPs) are learned with full supervision and fail to generate diverse solutions. In this paper, we address this issue by introducing a \textit{weakly-supervised} paradigm for learning MWPs. Our method only requires the annotations of the final answers and can generate various solutions for a single problem. To boost weakly-supervised learning, we propose a novel \textit{learning-by-fixing} (LBF) framework, which corrects the misperceptions of the neural network via symbolic reasoning. Specifically, for an incorrect solution tree generated by the neural network, the \textit{fixing} mechanism propagates the error from the root node to the leaf nodes and infers the most probable fix that can be executed to get the desired answer. To generate more diverse solutions, \textit{tree regularization} is applied to guide the efficient shrinkage and exploration of the solution space, and a \textit{memory buffer} is designed to track and save the discovered various fixes for each problem. Experimental results on the Math23K dataset show the proposed LBF framework significantly outperforms reinforcement learning baselines in weakly-supervised learning. Furthermore, it achieves comparable top-1 and much better top-3/5 answer accuracies than fully-supervised methods, demonstrating its strength in producing diverse solutions.
- North America > United States > California > Los Angeles County > Los Angeles (0.14)
- Asia > China (0.04)
- Europe > Denmark > Capital Region > Copenhagen (0.04)