150 research outputs found
Best-first heuristic search for multicore machines
To harness modern multicore processors, it is imperative to develop parallel versions of fundamental algorithms. In this paper, we compare different approaches to parallel best-first search in a shared-memory setting. We present a new method, PBNF, that uses abstraction to partition the state space and to detect duplicate states without requiring frequent locking. PBNF allows speculative expansions when necessary to keep threads busy. We identify and fix potential livelock conditions in our approach, proving its correctness using temporal logic. Our approach is general, allowing it to extend easily to suboptimal and anytime heuristic search. In an empirical comparison on STRIPS planning, grid pathfinding, and sliding tile puzzle problems using 8-core machines, we show that A*, weighted A* and Anytime weighted A* implemented using PBNF yield faster search than improved versions of previous parallel search proposals
Heuristic Search in Bounded-depth Trees: Best-Leaf-First Search
Many combinatorial optimization and constraint satisfaction problems can be formulated as a search for the best leaf in a tree of bounded depth. When exhaustive enumeration is infeasible, a rational strategy visits leaves in increasing order of predicted cost. Previous systematic algorithms for this setting follow a predetermined search order, making strong implicit assumptions about predicted cost and using problem-specific information inefficiently. We introduce a framework, best-leaf-first search (BLFS), that employs an explicit model of leaf cost. BLFS is complete and visits leaves in an order that efficiently approximates increasing predicted cost. Different algorithms can be derived by incorporating different sources of information into the cost model. We show how previous algorithms are special cases of BLFS. We also demonstrate how BLFS can derive a problem-specific model during the search itself. Empirical results on latin square completion, binary CSPs, and number partitioning problems suggest that, even with simple cost models, BLFS yields competitive or superior performance and is more robust than previous methods. BLFS can be seen as a model=based extension of iterative-deepening A*, and thus it unifies search for combinatorial optimization and constraint satisfaction with traditional AI heuristic search for shortest-path problems.Engineering and Applied Science
Incomplete Tree Search using Adaptive Probing
When not enough time is available to fully explore a search tree, different algorithms will visit different leaves. Depth-first search and depth-bounded discrepancy search, for example, make opposite assumptions about the distribution of good leaves. Unfortunately, it is rarely clear a priori which algorithm will be most appropriate for a particular problem. Rather than fixing strong assumptions in advance, we propose an approach in which an algorithm attempts to adjust to the distribution of leaf costs in the tree while exploring it. By sacrificing completeness, such flexible algorithms can exploit information gathered during the search using only weak assumptions. As an example, we show how a simple depth-based additive cost model of the tree can be learned on-line. Empirical analysis using a generic tree search problem shows that adaptive probing is competitive with systematic algorithms on a variety of hard trees and outperforms them when the node-ordering heuristic makes many mistakes. Results on boolean satisfiability and two different representations of number partitioning confirm these observations. Adaptive probing combines the flexibility and robustness of local search with the ability to take advantage of constructive heuristics.Engineering and Applied Science
On-line planning and scheduling: an application to controlling modular printers
We present a case study of artificial intelligence techniques applied to the control of production printing equipment. Like many other real-world applications, this complex domain requires high-speed autonomous decision-making and robust continual operation. To our knowledge, this work represents the first successful industrial application of embedded domain-independent temporal planning. Our system handles execution failures and multi-objective preferences. At its heart is an on-line algorithm that combines techniques from state-space planning and partial-order scheduling. We suggest that this general architecture may prove useful in other applications as more intelligent systems operate in continual, on-line settings. Our system has been used to drive several commercial prototypes and has enabled a new product architecture for our industrial partner. When compared with state-of-the-art off-line planners, our system is hundreds of times faster and often finds better plans. Our experience demonstrates that domain-independent AI planning based on heuristic search can flexibly handle time, resources, replanning, and multiple objectives in a high-speed practical application without requiring hand-coded control knowledge
EECBS: A Bounded-Suboptimal Search for Multi-Agent Path Finding
Multi-Agent Path Finding (MAPF), i.e., finding collision-free paths for
multiple robots, is important for many applications where small runtimes are
necessary, including the kind of automated warehouses operated by Amazon. CBS
is a leading two-level search algorithm for solving MAPF optimally. ECBS is a
bounded-suboptimal variant of CBS that uses focal search to speed up CBS by
sacrificing optimality and instead guaranteeing that the costs of its solutions
are within a given factor of optimal. In this paper, we study how to decrease
its runtime even further using inadmissible heuristics. Motivated by Explicit
Estimation Search (EES), we propose Explicit Estimation CBS (EECBS), a new
bounded-suboptimal variant of CBS, that uses online learning to obtain
inadmissible estimates of the cost of the solution of each high-level node and
uses EES to choose which high-level node to expand next. We also investigate
recent improvements of CBS and adapt them to EECBS. We find that EECBS with the
improvements runs significantly faster than the state-of-the-art
bounded-suboptimal MAPF algorithms ECBS, BCP-7, and eMDD-SAT on a variety of
MAPF instances. We hope that the scalability of EECBS enables additional
applications for bounded-suboptimal MAPF algorithms.Comment: Published at AAAI 202
Experimental Real-time Heuristic Search Results in a Video Game
In real-time domains such as video games, a planning algorithm has a strictly bounded time before it must return the next action for the agent to execute. We introduce a realistic video game benchmark domain that is useful for evaluating real-time heuristic search algorithms. Unlike previous benchmarks such as grid pathfinding and the sliding tile puzzle, this new domain includes dynamics and induces a directed graph. Using both the previous and new domains, we investigate several enhancements to a leading real-time search algorithm, LSS-LRTA*. We show experimentally that 1) it is not difficult to outperform A * when optimizing goal achievement time, 2) it is better to plan after each action than to commit to multiple actions or to use a dynamically sized lookahead, 3) A*-based lookahead can cause undesirable actions to be selected, and 4) on-line de-biasing of the heuristic can lead to improved performance. We hope that this new domain and results will stimulate further research on applying real-time search to dynamic real-time domains
Cost-based heuristic search is sensitive to the ratio of operator costs
Abstract In many domains, different actions have different costs. In this paper, we show that various kinds of best-first search algorithms are sensitive to the ratio between the lowest and highest operator costs. First, we take common benchmark domains and show that when we increase the ratio of operator costs, the number of node expansions required to find a solution increases. Second, we provide a theoretical analysis showing one reason this phenomenon occurs. We also discuss additional domain features that can cause this increased difficulty. Third, we show that searching using distance-togo estimates can significantly ameliorate this problem. Our analysis takes an important step toward understanding algorithm performance in the presence of differing costs. This research direction will likely only grow in importance as heuristic search is deployed to solve real-world problems
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