scholarly journals Avoiding and Escaping Depressions in Real-Time Heuristic Search

2012 ◽  
Vol 43 ◽  
pp. 523-570 ◽  
Author(s):  
C. Hernandez ◽  
J. A. Baier

Heuristics used for solving hard real-time search problems have regions with depressions. Such regions are bounded areas of the search space in which the heuristic function is inaccurate compared to the actual cost to reach a solution. Early real-time search algorithms, like LRTA*, easily become trapped in those regions since the heuristic values of their states may need to be updated multiple times, which results in costly solutions. State-of-the-art real-time search algorithms, like LSS-LRTA* or LRTA*(k), improve LRTA*'s mechanism to update the heuristic, resulting in improved performance. Those algorithms, however, do not guide search towards avoiding depressed regions. This paper presents depression avoidance, a simple real-time search principle to guide search towards avoiding states that have been marked as part of a heuristic depression. We propose two ways in which depression avoidance can be implemented: mark-and-avoid and move-to-border. We implement these strategies on top of LSS-LRTA* and RTAA*, producing 4 new real-time heuristic search algorithms: aLSS-LRTA*, daLSS-LRTA*, aRTAA*, and daRTAA*. When the objective is to find a single solution by running the real-time search algorithm once, we show that daLSS-LRTA* and daRTAA* outperform their predecessors sometimes by one order of magnitude. Of the four new algorithms, daRTAA* produces the best solutions given a fixed deadline on the average time allowed per planning episode. We prove all our algorithms have good theoretical properties: in finite search spaces, they find a solution if one exists, and converge to an optimal after a number of trials.

2020 ◽  
Vol 34 (06) ◽  
pp. 9827-9834
Author(s):  
Maximilian Fickert ◽  
Tianyi Gu ◽  
Leonhard Staut ◽  
Wheeler Ruml ◽  
Joerg Hoffmann ◽  
...  

Suboptimal heuristic search algorithms can benefit from reasoning about heuristic error, especially in a real-time setting where there is not enough time to search all the way to a goal. However, current reasoning methods implicitly or explicitly incorporate assumptions about the cost-to-go function. We consider a recent real-time search algorithm, called Nancy, that manipulates explicit beliefs about the cost-to-go. The original presentation of Nancy assumed that these beliefs are Gaussian, with parameters following a certain form. In this paper, we explore how to replace these assumptions with actual data. We develop a data-driven variant of Nancy, DDNancy, that bases its beliefs on heuristic performance statistics from the same domain. We extend Nancy and DDNancy with the notion of persistence and prove their completeness. Experimental results show that DDNancy can perform well in domains in which the original assumption-based Nancy performs poorly.


Author(s):  
Carlos Hernandez ◽  
Adi Botea ◽  
Jorge A. Baier ◽  
Vadim Bulitko

Real-time search algorithms are relevant to time-sensitive decision-making domains such as video games and robotics. In such settings, the agent is required to decide on each action under a constant time bound, regardless of the search space size. Despite recent progress, poor-quality solutions can be produced mainly due to state re-visitation. Different techniques have been developed to reduce such a re-visitation with state pruning showing promise. In this paper, we propose a novel pruning approach applicable to the wide class of real-time search algorithms. Given a local search space of arbitrary size, our technique aggressively prunes away all states in its interior, possibly adding new edges to maintain the connectivity of the search space frontier. An experimental evaluation shows that our pruning often improves the performance of a base real-time search algorithm by over an order of magnitude. This allows our implemented system to outperform state-of-the-art real-time search algorithms used in the evaluation.


2020 ◽  
Vol 34 (03) ◽  
pp. 2327-2334
Author(s):  
Vidal Alcázar ◽  
Pat Riddle ◽  
Mike Barley

In the past few years, new very successful bidirectional heuristic search algorithms have been proposed. Their key novelty is a lower bound on the cost of a solution that includes information from the g values in both directions. Kaindl and Kainz (1997) proposed measuring how inaccurate a heuristic is while expanding nodes in the opposite direction, and using this information to raise the f value of the evaluated nodes. However, this comes with a set of disadvantages and remains yet to be exploited to its full potential. Additionally, Sadhukhan (2013) presented BAE∗, a bidirectional best-first search algorithm based on the accumulated heuristic inaccuracy along a path. However, no complete comparison in regards to other bidirectional algorithms has yet been done, neither theoretical nor empirical. In this paper we define individual bounds within the lower-bound framework and show how both Kaindl and Kainz's and Sadhukhan's methods can be generalized thus creating new bounds. This overcomes previous shortcomings and allows newer algorithms to benefit from these techniques as well. Experimental results show a substantial improvement, up to an order of magnitude in the number of necessarily-expanded nodes compared to state-of-the-art near-optimal algorithms in common benchmarks.


2019 ◽  
Vol 34 (21) ◽  
pp. 1950169
Author(s):  
Aihan Yin ◽  
Kemeng He ◽  
Ping Fan

Among many classic heuristic search algorithms, the Grover quantum search algorithm (QSA) can play a role of secondary acceleration. Based on the properties of the two-qubit Grover QSA, a quantum dialogue (QD) protocol is proposed. In addition, our protocol also utilizes the unitary operations and single-particle measurements. The transmitted quantum state (except for the decoy state used for detection) can transmit two-bits of security information simultaneously. Theoretical analysis shows that the proposed protocol has high security.


Author(s):  
Bryon Kucharski ◽  
Azad Deihim ◽  
Mehmet Ergezer

This research was conducted by an interdisciplinary team of two undergraduate students and a faculty to explore solutions to the Birds of a Feather (BoF) Research Challenge. BoF is a newly-designed perfect-information solitaire-type game. The focus of the study was to design and implement different algorithms and evaluate their effectiveness. The team compared the provided depth-first search (DFS) to heuristic algorithms such as Monte Carlo tree search (MCTS), as well as a novel heuristic search algorithm guided by machine learning. Since all of the studied algorithms converge to a solution from a solvable deal, effectiveness of each approach was measured by how quickly a solution was reached, and how many nodes were traversed until a solution was reached. The employed methods have a potential to provide artificial intelligence enthusiasts with a better understanding of BoF and novel ways to solve perfect-information games and puzzles in general. The results indicate that the proposed heuristic search algorithms guided by machine learning provide a significant improvement in terms of number of nodes traversed over the provided DFS algorithm.


Symmetry ◽  
2020 ◽  
Vol 12 (12) ◽  
pp. 2025
Author(s):  
Narjes Khatoon Naseri ◽  
Elankovan A. Sundararajan ◽  
Masri Ayob ◽  
Amin Jula

In this paper, a novel heuristic search algorithm called Smart Root Search (SRS) is proposed. SRS employs intelligent foraging behavior of immature, mature and hair roots of plants to explore and exploit the problem search space simultaneously. SRS divides the search space into several subspaces. It thereupon utilizes the branching and drought operations to focus on richer areas of promising subspaces while extraneous ones are not thoroughly ignored. To achieve this, the smart reactions of the SRS model are designed to act based on analyzing the heterogeneous conditions of various sections of different search spaces. In order to evaluate the performance of the SRS, it was tested on a set of known unimodal and multimodal test functions. The results were then compared with those obtained using genetic algorithms, particle swarm optimization, differential evolution and imperialist competitive algorithms and then analyzed statistically. The results demonstrated that the SRS outperformed comparative algorithms for 92% and 82% of the investigated unimodal and multimodal test functions, respectively. Therefore, the SRS is a promising nature-inspired optimization algorithm.


2016 ◽  
Vol 57 ◽  
pp. 229-271 ◽  
Author(s):  
Marcel Steinmetz ◽  
Jörg Hoffmann ◽  
Olivier Buffet

Unavoidable dead-ends are common in many probabilistic planning problems, e.g. when actions may fail or when operating under resource constraints. An important objective in such settings is MaxProb, determining the maximal probability with which the goal can be reached, and a policy achieving that probability. Yet algorithms for MaxProb probabilistic planning are severely underexplored, to the extent that there is scant evidence of what the empirical state of the art actually is. We close this gap with a comprehensive empirical analysis. We design and explore a large space of heuristic search algorithms, systematizing known algorithms and contributing several new algorithm variants. We consider MaxProb, as well as weaker objectives that we baptize AtLeastProb (requiring to achieve a given goal probabilty threshold) and ApproxProb (requiring to compute the maximum goal probability up to a given accuracy). We explore both the general case where there may be 0-reward cycles, and the practically relevant special case of acyclic planning, such as planning with a limited action-cost budget. We design suitable termination criteria, search algorithm variants, dead-end pruning methods using classical planning heuristics, and node selection strategies. We design a benchmark suite comprising more than 1000 instances adapted from the IPPC, resource-constrained planning, and simulated penetration testing. Our evaluation clarifies the state of the art, characterizes the behavior of a wide range of heuristic search algorithms, and demonstrates significant benefits of our new algorithm variants.


2015 ◽  
Vol 54 ◽  
pp. 123-158
Author(s):  
Scott Kiesel ◽  
Ethan Burns ◽  
Wheeler Ruml

In real-time domains such as video games, planning happens concurrently with execution and the planning algorithm has a strictly bounded amount of time before it must return the next action for the agent to execute. We explore the use of real-time heuristic search in two benchmark domains inspired by video games. Unlike classic benchmarks such as grid pathfinding and the sliding tile puzzle, these new domains feature exogenous change and directed state space graphs. We consider the setting in which planning and acting are concurrent and we use the natural objective of minimizing goal achievement time. Using both the classic benchmarks and the new domains, we investigate several enhancements to a leading real-time search algorithm, LSS-LRTA*. We show experimentally that 1) it is better to plan after each action or to use a dynamically sized lookahead, 2) A*-based lookahead can cause undesirable actions to be selected, and 3) on-line de-biasing of the heuristic can lead to improved performance. We hope this work encourages future research on applying real-time search in dynamic domains.


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