Spatial puzzles composed of rigid objects, flexible strings and holes offer interesting domains for reasoning about spatial entities that are common in the human daily-life's activities. The goal of this work is to investigate the automated solution of this kind of puzzles adapting an algorithm that combines Answer Set Programming (ASP) with Markov Decision Process (MDP), algorithm oASP(MDP), to use heuristics accelerating the learning process. ASP is applied to represent the domain as an MDP, while a Reinforcement Learning algorithm (Q-Learning) is used to find the optimal policies. In this work, the heuristics were obtained from the solution of relaxed versions of the puzzles. Experiments were performed on deterministic, non-deterministic and non-stationary versions of the puzzles. Results show that the proposed approach can accelerate the learning process, presenting an advantage when compared to the non-heuristic versions of oASP(MDP) and Q-Learning.
University of Southern California(南加利福尼亚大学);Indiana University(印第安纳大学)
The solution convergence of Markov Decision Processes (MDPs) can be accelerated by prioritized sweeping of states ranked by their potential impacts to other states. In this paper, we present new heuristics to speed up the solution convergence of MDPs. First, we quantify the level of reachability of every state using the Mean First Passage Time (MFPT) and show that such reachability characterization very well assesses the importance of states which is used for effective state prioritization. Then, we introduce the notion of backup differentials as an extension to the prioritized sweeping mechan…
In Markov games, playing against non-stationary opponents with learning ability is still challenging for reinforcement learning (RL) agents, because the opponents can evolve their policies concurrently. This increases the complexity of the learning task and slows down the learning speed of the RL agents. This paper proposes efficient use of rough heuristics to speed up policy learning when playing against concurrent learners. Specifically, we propose an algorithm that can efficiently learn explainable and generalized action selection rules by taking advantages of the representation of quantita…
Tsinghua University(清华大学);Shenzhen International Graduate School, Tsinghua University(清华大学深圳国际研究生院);Tsinghua-Berkeley Shenzhen Institute, Tsinghua University(清华大学伯克利深圳学院)
Nowadays, fast delivery services have created the need for high-density warehouses. The puzzle-based storage system is a practical way to enhance the storage density, however, facing difficulties in the retrieval process. In this work, a deep reinforcement learning algorithm, specifically the Double&Dueling Deep Q Network, is developed to solve the multi-item retrieval problem in the system with general settings, where multiple desired items, escorts, and I/O points are placed randomly. Additionally, we propose a general compact integer programming model to evaluate the solution quality. Exten…
Real-time heuristic search is a popular model of acting and learning in intelligent autonomous agents. Learning real-time search agents improve their performance over time by acquiring and refining a value function guiding the application of their actions. As computing the perfect value function is typically intractable, a heuristic approximation is acquired instead. Most studies of learning in real-time search (and reinforcement learning) assume that a simple value-function-greedy policy is used to select actions. This is in contrast to practice, where high-performance is usually attained by …
Charmo University(查尔莫大学);Erbil Polytechnic University(埃尔比勒理工大学);University of Kurdistan Hewler(库尔德斯坦赫乌勒大学);Torrens University(托伦斯大学);Yonsei University(延世大学)
Fifteen Puzzle problem is one of the most classical problems that have captivated mathematical enthusiasts for centuries. This is mainly because of the huge size of the state space with approximately 1013 states that have to be explored and several algorithms have been applied to solve the Fifteen Puzzle instances. In this paper, to deal with this large state space, Bidirectional A* (BA*) search algorithm with three heuristics, such as Manhattan distance (MD), linear conflict (LC), and walking distance (WD) has been used to solve the Fifteen Puzzle problems. The three mentioned heuristics will…
Health-related data is noisy and stochastic in implying the true physiological states of patients, limiting information contained in single-moment observations for sequential clinical decision making. We model patient-clinician interactions as partially observable Markov decision processes (POMDPs) and optimize sequential treatment based on belief states inferred from history sequence. To facilitate inference, we build a variational generative model and boost state representation with a recurrent neural network (RNN), incorporating an auxiliary loss from sequence auto-encoding. Meanwhile, we o…
In this paper we address the solution of the popular Wordle puzzle, using new reinforcement learning methods, which apply more generally to adaptive control of dynamic systems and to classes of Partially Observable Markov Decision Process (POMDP) problems. These methods are based on approximation in value space and the rollout approach, admit a straightforward implementation, and provide improved performance over various heuristic approaches. For the Wordle puzzle, they yield on-line solution strategies that are very close to optimal at relatively modest computational cost. Our methods are via…
Planning in partially observable Markov decision processes (POMDPs) remains a challenging topic in the artificial intelligence community, in spite of recent impressive progress in approximation techniques. Previous research has indicated that online planning approaches are promising in handling large-scale POMDP domains efficiently as they make decisions "on demand" instead of proactively for the entire state space. We present a Factored Hybrid Heuristic Online Planning (FHHOP) algorithm for large POMDPs. FHHOP gets its power by combining a novel hybrid heuristic search strategy with a recentl…
Ludwig-Maximilians University(慕尼黑大学);Technical University of Munich(慕尼黑工业大学);Siemens Technology(西门子科技)
Safe Policy Improvement (SPI) aims at provable guarantees that a learned policy is at least approximately as good as a given baseline policy. Building on SPI with Soft Baseline Bootstrapping (Soft-SPIBB) by Nadjahi et al., we identify theoretical issues in their approach, provide a corrected theory, and derive a new algorithm that is provably safe on finite Markov Decision Processes (MDP). Additionally, we provide a heuristic algorithm that exhibits the best performance among many state of the art SPI algorithms on two different benchmarks. Furthermore, we introduce a taxonomy of SPI algorithm…
Radboud University(拉德堡德大学);Nijmegen Institute for Computing and Information Sciences(奈梅亨计算与信息科学研究所)
We study Markov decision processes (MDPs), where agents have direct control over when and how they gather information, as formalized by action-contingent noiselessly observable MDPs (ACNO-MPDs). In these models, actions consist of two components: a control action that affects the environment, and a measurement action that affects what the agent can observe. To solve ACNO-MDPs, we introduce the act-then-measure (ATM) heuristic, which assumes that we can ignore future state uncertainty when choosing control actions. We show how following this heuristic may lead to shorter policy computation time…
LATTIS(LATTIS实验室);INSA(法国国立应用科学学院);University of Toulouse(图卢兹大学)
The Sudoku puzzle has achieved worldwide popularity recently, and attracted great attention of the computational intelligence community. Sudoku is always considered as Satisfiability Problem or Constraint Satisfaction Problem. In this paper, we propose to focus on the essential graph structure underlying the Sudoku puzzle. First, we formalize Sudoku as a graph. Then a solving algorithm based on heuristic reasoning on the graph is proposed. The related r-Reduction theorem, inference theorem and their properties are proved, providing the formal basis for developments of Sudoku solving systems. I…
While recent advances in artificial intelligence have achieved human-level performance in environments like Starcraft and Go, many physical reasoning tasks remain challenging for modern algorithms. To date, few algorithms have been evaluated on physical tasks that involve manipulating objects when movable obstacles are present and when tools must be used to perform the manipulation. To promote research on such tasks, we introduce PushWorld, an environment with simplistic physics that requires manipulation planning with both movable obstacles and tools. We provide a benchmark of more than 200 P…
We consider the problem of using a heuristic policy to improve the value approximation by the Upper Confidence Bound applied in Trees (UCT) algorithm in non-adversarial settings such as planning with large-state space Markov Decision Processes. Current improvements to UCT focus on either changing the action selection formula at the internal nodes or the rollout policy at the leaf nodes of the search tree. In this work, we propose to add an auxiliary arm to each of the internal nodes, and always use the heuristic policy to roll out simulations at the auxiliary arms. The method aims to get fast …
Facebook AI Research(脸书人工智能研究院);Inria Lille(里尔法国国家信息与自动化研究所);University of California, San Diego(加州大学圣地亚哥分校)
We study the problem of efficient exploration in order to learn an accurate model of an environment, modeled as a Markov decision process (MDP). Efficient exploration in this problem requires the agent to identify the regions in which estimating the model is more difficult and then exploit this knowledge to collect more samples there. In this paper, we formalize this problem, introduce the first algorithm to learn an $ε$-accurate estimate of the dynamics, and provide its sample complexity analysis. While this algorithm enjoys strong guarantees in the large-sample regime, it tends to have a poo…
Class-Based Heuristic Selection for Solving the Flying Block Puzzle
Faculty of Computer Engineering(计算机工程学院);University of Tehran(德黑兰大学);K. N. Toosi University of Technology(霍加·纳绥尔·丁·图西大学);Department of Electrical and Computer Engineering(电气与计算机工程学院);University of Kurdistan(库尔德斯坦大学)
It is well known that options can make planning more efficient, among their many benefits. Thus far, algorithms for autonomously discovering a set of useful options were heuristic. Naturally, a principled way of finding a set of useful options may be more promising and insightful. In this paper we suggest a mathematical characterization of good sets of options using tools from information theory. This characterization enables us to find conditions for a set of options to be optimal and an algorithm that outputs a useful set of options and illustrate the proposed algorithm in simulation.
Partially observable Markov decision processes (POMDPs) provide an elegant mathematical framework for modeling complex decision and planning problems in stochastic domains in which states of the system are observable only indirectly, via a set of imperfect or noisy observations. The modeling advantage of POMDPs, however, comes at a price -- exact methods for solving them are computationally very expensive and thus applicable in practice only to very simple problems. We focus on efficient approximation (heuristic) methods that attempt to alleviate the computational problem and trade off accurac…
Learning Algorithms for Verification of Markov Decision Processes
Masaryk University(马萨里克大学);IST Austria(奥地利科学技术研究所);Google LLC(谷歌有限责任公司);University of Oxford(牛津大学);Lancaster University Leipzig(莱比锡兰卡斯特大学);Rogers Communications(罗杰斯通信公司)
National Center for Biotechnology Information, NLM/NIH(国家生物技术信息中心,NLM/NIH)
Hidden Markov models (HMMs) and partially observable Markov decision processes (POMDPs) form a useful tool for modeling dynamical systems. They are particularly useful for representing environments such as road networks and office buildings, which are typical for robot navigation and planning. The work presented here is concerned with acquiring such models. We demonstrate how domain-specific information and constraints can be incorporated into the statistical estimation process, greatly improving the learned models in terms of the model quality, the number of iterations required for convergenc…
KU Leuven(鲁汶大学);Université Libre de Bruxelles(布鲁塞尔自由大学)
There are situations in which an agent should receive rewards only after having accomplished a series of previous tasks. In other words, the reward that the agent receives is non-Markovian. One natural and quite general way to represent history-dependent rewards is via a Mealy machine; a finite state automaton that produces output sequences (rewards in our case) from input sequences (state/action observations in our case). In our formal setting, we consider a Markov decision process (MDP) that models the dynamic of the environment in which the agent evolves and a Mealy machine synchronised wit…
Visual-inertial systems rely on precise calibrations of both camera intrinsics and inter-sensor extrinsics, which typically require manually performing complex motions in front of a calibration target. In this work we present a novel approach to obtain favorable trajectories for visual-inertial system calibration, using model-based deep reinforcement learning. Our key contribution is to model the calibration process as a Markov decision process and then use model-based deep reinforcement learning with particle swarm optimization to establish a sequence of calibration trajectories to be perform…
A popular approach to solving large probabilistic systems relies on aggregating states based on a measure of similarity. Many approaches in the literature are heuristic. A number of recent methods rely instead on metrics based on the notion of bisimulation, or behavioral equivalence between states (Givan et al, 2001, 2003; Ferns et al, 2004). An integral component of such metrics is the Kantorovich metric between probability distributions. However, while this metric enables many satisfying theoretical properties, it is costly to compute in practice. In this paper, we use techniques from networ…
The use of a policy and a heuristic function for guiding search can be quite effective in adversarial problems, as demonstrated by AlphaGo and its successors, which are based on the PUCT search algorithm. While PUCT can also be used to solve single-agent deterministic problems, it lacks guarantees on its search effort and it can be computationally inefficient in practice. Combining the A* algorithm with a learned heuristic function tends to work better in these domains, but A* and its variants do not use a policy. Moreover, the purpose of using A* is to find solutions of minimum cost, while we…
Facebook AI Research(Facebook人工智能研究(Facebook AI Research))
We introduce the active exploration problem in Markov decision processes (MDPs). Each state of the MDP is characterized by a random value and the learner should gather samples to estimate the mean value of each state as accurately as possible. Similarly to active exploration in multi-armed bandit (MAB), states may have different levels of noise, so that the higher the noise, the more samples are needed. As the noise level is initially unknown, we need to trade off the exploration of the environment to estimate the noise and the exploitation of these estimates to compute a policy maximizing the…
National Renewable Energy Laboratory(国家可再生能源实验室);Colorado School of Mines(科罗拉多矿业学院)
The Markov decision process is the mathematical formalization underlying the modern field of reinforcement learning when transition and reward functions are unknown. We derive a pseudo-Boolean cost function that is equivalent to a K-spin Hamiltonian representation of the discrete, finite, discounted Markov decision process with infinite horizon. This K-spin Hamiltonian furnishes a starting point from which to solve for an optimal policy using heuristic quantum algorithms such as adiabatic quantum annealing and the quantum approximate optimization algorithm on near-term quantum hardware. In pro…
University of Florida(佛罗里达大学);United States Naval Surface Warfare Center PCD(美国海军水面作战中心巴拿马城分部)
Reinforcement learning in environments with many action-state pairs is challenging. At issue is the number of episodes needed to thoroughly search the policy space. Most conventional heuristics address this search problem in a stochastic manner. This can leave large portions of the policy space unvisited during the early training stages. In this paper, we propose an uncertainty-based, information-theoretic approach for performing guided stochastic searches that more effectively cover the policy space. Our approach is based on the value of information, a criterion that provides the optimal trad…
The polling system with switch-over durations is a useful model with several practical applications. It is classified as a Discrete Event Dynamic System (DEDS) for which no one agreed upon modelling approach exists. Furthermore, DEDS are quite complex. To date, the most sophisticated approach to modelling the polling system of interest has been a Continuous-time Markov Decision Process (CTMDP). This paper presents a Semi-Markov Decision Process (SMDP) formulation of the polling system as to introduce additional modelling power. Such power comes at the expense of truncation errors and expensive…
Insight Centre for Data Analytics(洞察数据分析中心);University College Cork(科克大学学院)
We present in this paper our solver for logic grid puzzles. The approach used by our algorithm mimics the way a human would try to solve the same problem. Every progress made during the solving process is accompanied by a detailed explanation of our program's reasoning. Since this reasoning is based on the same heuristics that a human would employ, the user can easily follow the given explanation.
University of Liege(列日大学);The Pennsylvania State University(宾夕法尼亚州立大学);Aalborg University(奥尔堡大学)
Civil and maritime engineering systems, among others, from bridges to offshore platforms and wind turbines, must be efficiently managed as they are exposed to deterioration mechanisms throughout their operational life, such as fatigue or corrosion. Identifying optimal inspection and maintenance policies demands the solution of a complex sequential decision-making problem under uncertainty, with the main objective of efficiently controlling the risk associated with structural failures. Addressing this complexity, risk-based inspection planning methodologies, supported often by dynamic Bayesian …
PeopleTec, Inc.(PeopleTec公司);University of Maryland, College Park(马里兰大学学院市分校)
The application of Generative Pre-trained Transformer (GPT-2) to learn text-archived game notation provides a model environment for exploring sparse reward gameplay. The transformer architecture proves amenable to training on solved text archives describing mazes, Rubik's Cube, and Sudoku solvers. The method benefits from fine-tuning the transformer architecture to visualize plausible strategies derived outside any guidance from human heuristics or domain expertise. The large search space ($>10^{19}$) for the games provides a puzzle environment in which the solution has few intermediate reward…
The pancake puzzle is a classic optimization problem that has become a standard benchmark for heuristic search algorithms. In this paper, we provide full proofs regarding the local search topology of the gap heuristic for the pancake puzzle. First, we show that in any non-goal state in which there is no move that will decrease the number of gaps, there is a move that will keep the number of gaps constant. We then classify any state in which the number of gaps cannot be decreased in a single action into two groups: those requiring 2 actions to decrease the number of gaps, and those which requir…
BPS, the Bayesian Problem Solver, applies probabilistic inference and decision-theoretic control to flexible, resource-constrained problem-solving. This paper focuses on the Bayesian inference mechanism in BPS, and contrasts it with those of traditional heuristic search techniques. By performing sound inference, BPS can outperform traditional techniques with significantly less computational effort. Empirical tests on the Eight Puzzle show that after only a few hundred node expansions, BPS makes better decisions than does the best existing algorithm after several million node expansions
University of Iceland(冰岛大学);University of Granada(格拉纳达大学)
The art of solving the Mastermind puzzle was initiated by Donald Knuth and is already more than 30 years old; despite that, it still receives much attention in operational research and computer games journals, not to mention the nature-inspired stochastic algorithm literature. In this paper we try to suggest a strategy that will allow nature-inspired algorithms to obtain results as good as those based on exhaustive search strategies; in order to do that, we first review, compare and improve current approaches to solving the puzzle; then we test one of these strategies with an estimation of dis…
Many games are reliant on creating new and engaging content constantly to maintain the interest of their player-base. One such example are puzzle games, in such it is common to have a recurrent need to create new puzzles. Creating new puzzles requires guaranteeing that they are solvable and interesting to players, both of which require significant time from the designers. Automatic validation of puzzles provides designers with a significant time saving and potential boost in quality. Automation allows puzzle designers to estimate different properties, increase the variety of constraints, and e…
Mississippi State University(密西西比州立大学);Palo Alto Research Center(帕洛阿尔托研究中心)
We describe how to convert the heuristic search algorithm A* into an anytime algorithm that finds a sequence of improved solutions and eventually converges to an optimal solution. The approach we adopt uses weighted heuristic search to find an approximate solution quickly, and then continues the weighted search to find improved solutions as well as to improve a bound on the suboptimality of the current solution. When the time available to solve a search problem is limited or uncertain, this creates an anytime heuristic search algorithm that allows a flexible tradeoff between search time and so…
Designing a search heuristic for constraint programming that is reliable across problem domains has been an important research topic in recent years. This paper concentrates on one family of candidates: counting-based search. Such heuristics seek to make branching decisions that preserve most of the solutions by determining what proportion of solutions to each individual constraint agree with that decision. Whereas most generic search heuristics in constraint programming rely on local information at the level of the individual variable, our search heuristics are based on more global informatio…
University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);Oak Ridge National Laboratory(橡树岭国家实验室)
We develop an Evolutionary Markov Chain Monte Carlo (EMCMC) algorithm for sampling spatial partitions that lie within a large and complex spatial state space. Our algorithm combines the advantages of evolutionary algorithms (EAs) as optimization heuristics for state space traversal and the theoretical convergence properties of Markov Chain Monte Carlo algorithms for sampling from unknown distributions. Local optimality information that is identified via a directed search by our optimization heuristic is used to adaptively update a Markov chain in a promising direction within the framework of a…
University of New Hampshire(新罕布什尔大学);Palo Alto Research Center(帕洛阿尔托研究中心)
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 e…
Search is a central problem in artificial intelligence, and breadth-first search (BFS) and depth-first search (DFS) are the two most fundamental ways to search. In this paper we derive estimates for average BFS and DFS runtime. The average runtime estimates can be used to allocate resources or judge the hardness of a problem. They can also be used for selecting the best graph representation, and for selecting the faster algorithm out of BFS and DFS. They may also form the basis for an analysis of more advanced search methods. The paper treats both tree search and graph search. For tree search,…
We describe the version of the GPT planner used in the probabilistic track of the 4th International Planning Competition (IPC-4). This version, called mGPT, solves Markov Decision Processes specified in the PPDDL language by extracting and using different classes of lower bounds along with various heuristic-search algorithms. The lower bounds are extracted from deterministic relaxations where the alternative probabilistic effects of an action are mapped into different, independent, deterministic actions. The heuristic-search algorithms use these lower bounds for focusing the updates and delive…
Rutgers University(罗格斯大学);University of Pennsylvania(宾夕法尼亚大学)
Hidden Markov Models (HMMs) are one of the most fundamental and widely used statistical tools for modeling discrete time series. In general, learning HMMs from data is computationally hard (under cryptographic assumptions), and practitioners typically resort to search heuristics which suffer from the usual local optima issues. We prove that under a natural separation condition (bounds on the smallest singular value of the HMM parameters), there is an efficient and provably correct algorithm for learning HMMs. The sample complexity of the algorithm does not explicitly depend on the number of di…