scholarly journals Compressed Pattern Databases

2007 ◽  
Vol 30 ◽  
pp. 213-247 ◽  
Author(s):  
A. Felner ◽  
R. E. Korf ◽  
R. Meshulam ◽  
R. C. Holte

A pattern database (PDB) is a heuristic function implemented as a lookup table that stores the lengths of optimal solutions for subproblem instances. Standard PDBs have a distinct entry in the table for each subproblem instance. In this paper we investigate compressing PDBs by merging several entries into one, thereby allowing the use of PDBs that exceed available memory in their uncompressed form. We introduce a number of methods for determining which entries to merge and discuss their relative merits. These vary from domain-independent approaches that allow any set of entries in the PDB to be merged, to more intelligent methods that take into account the structure of the problem. The choice of the best compression method is based on domain-dependent attributes. We present experimental results on a number of combinatorial problems, including the four-peg Towers of Hanoi problem, the sliding-tile puzzles, and the Top-Spin puzzle. For the Towers of Hanoi, we show that the search time can be reduced by up to three orders of magnitude by using compressed PDBs compared to uncompressed PDBs of the same size. More modest improvements were observed for the other domains.

Author(s):  
Mehdi Sadeqi ◽  
Howard J. Hamilton

A domain-independent heuristic function created by an abstraction is usually implemented using a Pattern Database (PDB), which is a lookup table of (abstract state, heuristic value) pairs. PDBs containing high quality heuristic values generally require substantial memory space and therefore need to be compressed. In this paper, we introduce Acyclic Random Hypergraph Compression (ARHC), a domain-independent approach to compressing PDBs using acyclic random r-partite r-uniform hypergraphs. The ARHC algorithm, which comes in Base and Extended versions, provides fast lookup and a high compression rate. ARHC-Extended achieves higher quality heuristics than ARHC-Base by decreasing the heuristic information loss at the cost of some decrease in the compression rate. ARHC shows higher performance than level-by-level Bloom filter PDB compression in all experiments conducted so far.


Author(s):  
Santiago Franco ◽  
Álvaro Torralba ◽  
Levi H. S. Lelis ◽  
Mike Barley

A pattern database (PDB) for a planning task is a heuristic function in the form of a lookup table that contains optimal solution costs of a simplified version of the task. In this paper we introduce a method that sequentially creates multiple PDBs which are later combined into a single heuristic function. At a given iteration, our method uses estimates of the A* running time to create a PDB that complements the strengths of the PDBs created in previous iterations. We evaluate our algorithm using explicit and symbolic PDBs. Our results show that the heuristics produced by our approach are able to outperform existing schemes, and that our method is able to create PDBs that complement the strengths of other existing heuristics such as a symbolic perimeter heuristic.


2017 ◽  
Vol 14 (1) ◽  
pp. 172988141668695 ◽  
Author(s):  
Yi Hou ◽  
Hong Zhang ◽  
Shilin Zhou

Recent impressive studies on using ConvNet landmarks for visual place recognition take an approach that involves three steps: (a) detection of landmarks, (b) description of the landmarks by ConvNet features using a convolutional neural network, and (c) matching of the landmarks in the current view with those in the database views. Such an approach has been shown to achieve the state-of-the-art accuracy even under significant viewpoint and environmental changes. However, the computational burden in step (c) significantly prevents this approach from being applied in practice, due to the complexity of linear search in high-dimensional space of the ConvNet features. In this article, we propose two simple and efficient search methods to tackle this issue. Both methods are built upon tree-based indexing. Given a set of ConvNet features of a query image, the first method directly searches the features’ approximate nearest neighbors in a tree structure that is constructed from ConvNet features of database images. The database images are voted on by features in the query image, according to a lookup table which maps each ConvNet feature to its corresponding database image. The database image with the highest vote is considered the solution. Our second method uses a coarse-to-fine procedure: the coarse step uses the first method to coarsely find the top- N database images, and the fine step performs a linear search in Hamming space of the hash codes of the ConvNet features to determine the best match. Experimental results demonstrate that our methods achieve real-time search performance on five data sets with different sizes and various conditions. Most notably, by achieving an average search time of 0.035 seconds/query, our second method improves the matching efficiency by the three orders of magnitude over a linear search baseline on a database with 20,688 images, with negligible loss in place recognition accuracy.


2016 ◽  
Vol 57 ◽  
pp. 273-306 ◽  
Author(s):  
Christopher Wilt ◽  
Wheeler Ruml

Suboptimal heuristic search algorithms such as weighted A* and greedy best-first search are widely used to solve problems for which guaranteed optimal solutions are too expensive to obtain. These algorithms crucially rely on a heuristic function to guide their search. However, most research on building heuristics addresses optimal solving. In this paper, we illustrate how established wisdom for constructing heuristics for optimal search can fail when considering suboptimal search. We consider the behavior of greedy best-first search in detail and we test several hypotheses for predicting when a heuristic will be effective for it. Our results suggest that a predictive characteristic is a heuristic's goal distance rank correlation (GDRC), a robust measure of whether it orders nodes according to distance to a goal. We demonstrate that GDRC can be used to automatically construct abstraction-based heuristics for greedy best-first search that are more effective than those built by methods oriented toward optimal search. These results reinforce the point that suboptimal search deserves sustained attention and specialized methods of its own.


2008 ◽  
Vol 32 ◽  
pp. 631-662 ◽  
Author(s):  
F. Yang ◽  
J. Culberson ◽  
R. Holte ◽  
U. Zahavi ◽  
A. Felner

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.


2020 ◽  
Vol 34 (02) ◽  
pp. 1528-1535
Author(s):  
Linnea Ingmar ◽  
Maria Garcia de la Banda ◽  
Peter J. Stuckey ◽  
Guido Tack

For many combinatorial problems, finding a single solution is not enough. This is clearly the case for multi-objective optimization problems, as they have no single “best solution” and, thus, it is useful to find a representation of the non-dominated solutions (the Pareto frontier). However, it also applies to single objective optimization problems, where one may be interested in finding several (close to) optimal solutions that illustrate some form of diversity. The same applies to satisfaction problems. This is because models usually idealize the problem in some way, and a diverse pool of solutions may provide a better choice with respect to considerations that are omitted or simplified in the model. This paper describes a general framework for finding k diverse solutions to a combinatorial problem (be it satisfaction, single-objective or multi-objective), various approaches to solve problems in the framework, their implementations, and an experimental evaluation of their practicality.


2018 ◽  
Vol 23 (4) ◽  
pp. 79 ◽  
Author(s):  
Poontana Sresracoo ◽  
Nuchsara Kriengkorakot ◽  
Preecha Kriengkorakot ◽  
Krit Chantarasamai

The objective of this research is to develop metaheuristic methods by using the differential evolution (DE) algorithm for solving the U-shaped assembly line balancing problem Type 1 (UALBP-1). The proposed DE algorithm is applied for balancing the lines (manufacturing a single product within a fixed given cycle time), where the aim is to minimize the number of workstations. After establishing the method, the results from previous research studies were compared with the results from this study. For the UALBP, two groups of benchmark problems were used for the experiments: (1) For the medium-sized UALBP (21–45 tasks), it was found that the DE algorithm DE/best/2 to Exponential Crossover 1 produced better solutions when compared to the other metaheuristic methods: it could generate 25 optimal solutions from a total of 25 instances, and the average time used for the calculation was 0.10 seconds/instance; (2) for the large-scale UALBP (75–297 tasks), it was found that the basic DE algorithm and improved differential evolution algorithm generated better solutions, and DE/best/2 to Exponential Crossover 1 generated the optimal solutions and achieved the minimum solution search time when compared to the other metaheuristic methods: it could generate 36 optimal solutions from a total of 62 instances, and the average time used for the calculation was 4.88 seconds/instance. From the comparison of the DE algorithms, it was found that the improved differential evolution algorithm generated optimal solutions with a better solution search time than the search time of the basic differential evolution algorithm. The basic and improved DE algorithm are the effective methods for balancing UALBP-1 when compared to the other metaheuristic methods.


2005 ◽  
Vol 24 ◽  
pp. 685-758 ◽  
Author(s):  
J. Hoffmann

Between 1998 and 2004, the planning community has seen vast progress in terms of the sizes of benchmark examples that domain-independent planners can tackle successfully. The key technique behind this progress is the use of heuristic functions based on relaxing the planning task at hand, where the relaxation is to assume that all delete lists are empty. The unprecedented success of such methods, in many commonly used benchmark examples, calls for an understanding of what classes of domains these methods are well suited for. In the investigation at hand, we derive a formal background to such an understanding. We perform a case study covering a range of 30 commonly used STRIPS and ADL benchmark domains, including all examples used in the first four international planning competitions. We *prove* connections between domain structure and local search topology -- heuristic cost surface properties -- under an idealized version of the heuristic functions used in modern planners. The idealized heuristic function is called h^+, and differs from the practically used functions in that it returns the length of an *optimal* relaxed plan, which is NP-hard to compute. We identify several key characteristics of the topology under h^+, concerning the existence/non-existence of unrecognized dead ends, as well as the existence/non-existence of constant upper bounds on the difficulty of escaping local minima and benches. These distinctions divide the (set of all) planning domains into a taxonomy of classes of varying h^+ topology. As it turns out, many of the 30 investigated domains lie in classes with a relatively easy topology. Most particularly, 12 of the domains lie in classes where FF's search algorithm, provided with h^+, is a polynomial solving mechanism. We also present results relating h^+ to its approximation as implemented in FF. The behavior regarding dead ends is provably the same. We summarize the results of an empirical investigation showing that, in many domains, the topological qualities of h^+ are largely inherited by the approximation. The overall investigation gives a rare example of a successful analysis of the connections between typical-case problem structure, and search performance. The theoretical investigation also gives hints on how the topological phenomena might be automatically recognizable by domain analysis techniques. We outline some preliminary steps we made into that direction.


Assembly planning is very important for competitive manufacturing where assemble-to- order of products is in-practice. Assembly planning is a complex task and an optimal assembly plan is detrimental to meet customer demands. This work presents a genetic algorithm for assembly planning. This problem is more difficult than other assembling problems that have already been tackled with success using these approaches, such as the classic Traveling Salesperson Problem (TSP) or the Job Shop Scheduling Problem (JSSP). It not only involves the arranging of tasks, as in those problems, but also the selection of them from a set of alternative operations. Random search methods are being attempted for these types of combinatorial problems. Thus, many current research reports describe efforts to develop more efficient planning algorithms. Genetic algorithms show particular promise for assembly planning. As a result, several recent research reports present assembly planners based upon traditional genetic algorithms. Although prior genetic assembly planners find improved assembly plans with some success, they also tend to converge prematurely at local-optimal solutions. Thus, we present an assembly planner, based upon an enhanced genetic algorithm that demonstrates improved searching characteristics over an assembly planner based upon a traditional genetic algorithm. In particular, our planner finds optimal or near-optimal solutions more reliably and more quickly than an assembly planner that uses a traditional genetic algorithm.


2004 ◽  
Vol 22 ◽  
pp. 279-318 ◽  
Author(s):  
A. Felner ◽  
R. E. Korf ◽  
S. Hanan

We explore a method for computing admissible heuristic evaluation functions for search problems. It utilizes pattern databases, which are precomputed tables of the exact cost of solving various subproblems of an existing problem. Unlike standard pattern database heuristics, however, we partition our problems into disjoint subproblems, so that the costs of solving the different subproblems can be added together without overestimating the cost of solving the original problem. Previously, we showed how to statically partition the sliding-tile puzzles into disjoint groups of tiles to compute an admissible heuristic, using the same partition for each state and problem instance. Here we extend the method and show that it applies to other domains as well. We also present another method for additive heuristics which we call dynamically partitioned pattern databases. Here we partition the problem into disjoint subproblems for each state of the search dynamically. We discuss the pros and cons of each of these methods and apply both methods to three different problem domains: the sliding-tile puzzles, the 4-peg Towers of Hanoi problem, and finding an optimal vertex cover of a graph. We find that in some problem domains, static partitioning is most effective, while in others dynamic partitioning is a better choice. In each of these problem domains, either statically partitioned or dynamically partitioned pattern database heuristics are the best known heuristics for the problem.


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