scholarly journals Scaling up Heuristic Planning with Relational Decision Trees

2011 ◽  
Vol 40 ◽  
pp. 767-813 ◽  
Author(s):  
T. De la Rosa ◽  
S. Jimenez ◽  
R. Fuentetaja ◽  
D. Borrajo

Current evaluation functions for heuristic planning are expensive to compute. In numerous planning problems these functions provide good guidance to the solution, so they are worth the expense. However, when evaluation functions are misguiding or when planning problems are large enough, lots of node evaluations must be computed, which severely limits the scalability of heuristic planners. In this paper, we present a novel solution for reducing node evaluations in heuristic planning based on machine learning. Particularly, we define the task of learning search control for heuristic planning as a relational classification task, and we use an off-the-shelf relational classification tool to address this learning task. Our relational classification task captures the preferred action to select in the different planning contexts of a specific planning domain. These planning contexts are defined by the set of helpful actions of the current state, the goals remaining to be achieved, and the static predicates of the planning task. This paper shows two methods for guiding the search of a heuristic planner with the learned classifiers. The first one consists of using the resulting classifier as an action policy. The second one consists of applying the classifier to generate lookahead states within a Best First Search algorithm. Experiments over a variety of domains reveal that our heuristic planner using the learned classifiers solves larger problems than state-of-the-art planners.

2018 ◽  
Vol 62 ◽  
pp. 489-533 ◽  
Author(s):  
Erwin Walraven ◽  
Matthijs T. J. Spaan

In several real-world domains it is required to plan ahead while there are finite resources available for executing the plan. The limited availability of resources imposes constraints on the plans that can be executed, which need to be taken into account while computing a plan. A Constrained Partially Observable Markov Decision Process (Constrained POMDP) can be used to model resource-constrained planning problems which include uncertainty and partial observability. Constrained POMDPs provide a framework for computing policies which maximize expected reward, while respecting constraints on a secondary objective such as cost or resource consumption. Column generation for linear programming can be used to obtain Constrained POMDP solutions. This method incrementally adds columns to a linear program, in which each column corresponds to a POMDP policy obtained by solving an unconstrained subproblem. Column generation requires solving a potentially large number of POMDPs, as well as exact evaluation of the resulting policies, which is computationally difficult. We propose a method to solve subproblems in a two-stage fashion using approximation algorithms. First, we use a tailored point-based POMDP algorithm to obtain an approximate subproblem solution. Next, we convert this approximate solution into a policy graph, which we can evaluate efficiently. The resulting algorithm is a new approximate method for Constrained POMDPs in single-agent settings, but also in settings in which multiple independent agents share a global constraint. Experiments based on several domains show that our method outperforms the current state of the art.


2016 ◽  
Vol 56 ◽  
pp. 547-571
Author(s):  
Carlos Hernández ◽  
Jorge A. Baier ◽  
Roberto Asín

Time-Bounded A* is a real-time, single-agent, deterministic search algorithm that expands states of a graph in the same order as A* does, but that unlike A* interleaves search and action execution. Known to outperform state-of-the-art real-time search algorithms based on Korf's Learning Real-Time A* (LRTA*) in some benchmarks, it has not been studied in detail and is sometimes not considered as a ``true'' real-time search algorithm since it fails in non-reversible problems even it the goal is still reachable from the current state. In this paper we propose and study Time-Bounded Best-First Search (TB(BFS)) a straightforward generalization of the time-bounded approach to any best-first search algorithm. Furthermore, we propose Restarting Time-Bounded Weighted A* (TB_R(WA*)), an algorithm that deals more adequately with non-reversible search graphs, eliminating ``backtracking moves'' and incorporating search restarts and heuristic learning. In non-reversible problems we prove that TB(BFS) terminates and we deduce cost bounds for the solutions returned by Time-Bounded Weighted A* (TB(WA*)), an instance of TB(BFS). Furthermore, we prove TB_R(WA*), under reasonable conditions, terminates. We evaluate TB(WA) in both grid pathfinding and the 15-puzzle. In addition, we evaluate TB_R(WA*) on the racetrack problem. We compare our algorithms to LSS-LRTWA*, a variant of LRTA* that can exploit lookahead search and a weighted heuristic. A general observation is that the performance of both TB(WA*) and TB_R(WA*) improves as the weight parameter is increased. In addition, our time-bounded algorithms almost always outperform LSS-LRTWA* by a significant margin.


Author(s):  
Arthur Juliani ◽  
Ahmed Khalifa ◽  
Vincent-Pierre Berges ◽  
Jonathan Harper ◽  
Ervin Teng ◽  
...  

The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive video games. We propose a new benchmark - Obstacle Tower: a high fidelity, 3D, 3rd person, procedurally generated environment. An agent in Obstacle Tower must learn to solve both low-level control and high-level planning problems in tandem while learning from pixels and a sparse reward signal. Unlike other benchmarks such as the Arcade Learning Environment, evaluation of agent performance in Obstacle Tower is based on an agent's ability to perform well on unseen instances of the environment. In this paper we outline the environment and provide a set of baseline results produced by current state-of-the-art Deep RL methods as well as human players. These algorithms fail to produce agents capable of performing near human level.


1995 ◽  
Vol 38 (5) ◽  
pp. 1126-1142 ◽  
Author(s):  
Jeffrey W. Gilger

This paper is an introduction to behavioral genetics for researchers and practioners in language development and disorders. The specific aims are to illustrate some essential concepts and to show how behavioral genetic research can be applied to the language sciences. Past genetic research on language-related traits has tended to focus on simple etiology (i.e., the heritability or familiality of language skills). The current state of the art, however, suggests that great promise lies in addressing more complex questions through behavioral genetic paradigms. In terms of future goals it is suggested that: (a) more behavioral genetic work of all types should be done—including replications and expansions of preliminary studies already in print; (b) work should focus on fine-grained, theory-based phenotypes with research designs that can address complex questions in language development; and (c) work in this area should utilize a variety of samples and methods (e.g., twin and family samples, heritability and segregation analyses, linkage and association tests, etc.).


1976 ◽  
Vol 21 (7) ◽  
pp. 497-498
Author(s):  
STANLEY GRAND

10.37236/24 ◽  
2002 ◽  
Vol 1000 ◽  
Author(s):  
A. Di Bucchianico ◽  
D. Loeb

We survey the mathematical literature on umbral calculus (otherwise known as the calculus of finite differences) from its roots in the 19th century (and earlier) as a set of “magic rules” for lowering and raising indices, through its rebirth in the 1970’s as Rota’s school set it on a firm logical foundation using operator methods, to the current state of the art with numerous generalizations and applications. The survey itself is complemented by a fairly complete bibliography (over 500 references) which we expect to update regularly.


2009 ◽  
Vol 5 (4) ◽  
pp. 359-366 ◽  
Author(s):  
Osvaldo Santos-Filho ◽  
Anton Hopfinger ◽  
Artem Cherkasov ◽  
Ricardo de Alencastro

2018 ◽  
Vol 7 (4) ◽  
pp. 603-622 ◽  
Author(s):  
Leonardo Gutiérrez-Gómez ◽  
Jean-Charles Delvenne

Abstract Several social, medical, engineering and biological challenges rely on discovering the functionality of networks from their structure and node metadata, when it is available. For example, in chemoinformatics one might want to detect whether a molecule is toxic based on structure and atomic types, or discover the research field of a scientific collaboration network. Existing techniques rely on counting or measuring structural patterns that are known to show large variations from network to network, such as the number of triangles, or the assortativity of node metadata. We introduce the concept of multi-hop assortativity, that captures the similarity of the nodes situated at the extremities of a randomly selected path of a given length. We show that multi-hop assortativity unifies various existing concepts and offers a versatile family of ‘fingerprints’ to characterize networks. These fingerprints allow in turn to recover the functionalities of a network, with the help of the machine learning toolbox. Our method is evaluated empirically on established social and chemoinformatic network benchmarks. Results reveal that our assortativity based features are competitive providing highly accurate results often outperforming state of the art methods for the network classification task.


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