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Richard E. Korf

dblp:18/2128 · DBLP profile ↗
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86ranked-venue papers
42as first author
4since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 78 · 37 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 51 · 22 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 first-authorSystems, architecture and hardware · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
52 papers
Planning, search and constraint satisfaction · 96% Multi-agent systems · 4% Deep learning architectures and training · 0%
Theoretical computer science
25 papers
Mathematical optimization · 62% Algorithms and data structures · 17% Graph algorithms and graph theory · 11%
Computer architecture, parallel and distributed computing, and storage systems
7 papers
Performance modeling and evaluation · 65% Storage systems · 30% High-performance computing · 2%

Topics — the 30 heaviest of 80, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
heuristic search
2.7342022
A*+BFHS: A Hybrid Heuristic Search Algorithm · AAAI 2022
A*+IDA*: A Simple Hybrid Search Algorithm · IJCAI 2019
Limitations of Front-To-End Bidirectional Heuristic Search · AAAI 2015
Mathematical optimization
combinatorial optimization
1.4122018
Optimal Multi-Way Number Partitioning · J. ACM 2018
Cached Iterative Weakening for Optimal Multi-Way Number Partitioning · AAAI 2014
Improved Bin Completion for Optimal Bin Packing and Number Partitioning · IJCAI 2013
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search › bidirectional search
bidirectional heuristic search
0.822022
A*+BFHS: A Hybrid Heuristic Search Algorithm · AAAI 2022
Limitations of Front-To-End Bidirectional Heuristic Search · AAAI 2015
Mathematical optimization › combinatorial optimization › subset sum
number partitioning
0.652018
Optimal Multi-Way Number Partitioning · J. ACM 2018
A Hybrid Recursive Multi-Way Number Partitioning Algorithm · IJCAI 2011
Multi-Way Number Partitioning · IJCAI 2009
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
hybrid search
0.412019
A*+IDA*: A Simple Hybrid Search Algorithm · IJCAI 2019
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
memory-bounded search
0.412019
A*+IDA*: A Simple Hybrid Search Algorithm · IJCAI 2019
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search › admissible heuristics
pattern databases
0.452010
1.6-Bit Pattern Databases · AAAI 2010
Independent Additive Heuristics Reduce Search Multiplicatively · AAAI 2010
Analyzing the Performance of Pattern Database Heuristics · AAAI 2007
Mathematical optimization › scheduling › completion time minimization
makespan minimization
0.312018
Optimal Multi-Way Number Partitioning · J. ACM 2018
Mathematical optimization
scheduling
0.312018
Optimal Multi-Way Number Partitioning · J. ACM 2018
Algorithms and data structures › numerical linear algebra › dimensionality reduction
random projection
0.332011
Optimal Packing of High-Precision Rectangles · AAAI 2011
Optimal Rectangle Packing on Non-Square Benchmarks · AAAI 2010
New Improvements in Optimal Rectangle Packing · IJCAI 2009
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
alpha-beta search
0.322012
Solving Dots-And-Boxes · AAAI 2012
Solving 4x5 Dots-And-Boxes · AAAI 2011
Knowledge, reasoning and agents › Multi-agent systems
game solving
0.322012
Solving Dots-And-Boxes · AAAI 2012
Solving 4x5 Dots-And-Boxes · AAAI 2011
Approximation and online algorithms
bin packing
0.332013
Improved Bin Completion for Optimal Bin Packing and Number Partitioning · IJCAI 2013
Bin-Completion Algorithms for Multicontainer Packing and Covering Problems · IJCAI 2005
An Improved Algorithm for Optimal Bin Packing · IJCAI 2003
Performance modeling and evaluation
benchmarking
0.212016
Comparing Search Algorithms Using Sorting and Hashing on Disk and in Memory · IJCAI 2016
Algorithms and data structures
exact algorithms
0.222011
Optimal Packing of High-Precision Rectangles · AAAI 2011
Optimal Rectangle Packing on Non-Square Benchmarks · AAAI 2010
Graph algorithms and graph theory › graph clustering
multi-way partitioning
0.222011
A Hybrid Recursive Multi-Way Number Partitioning Algorithm · IJCAI 2011
Multi-Way Number Partitioning · IJCAI 2009
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › tree search
breadth-first search
0.232008
Linear-time disk-based implicit graph search · J. ACM 2008
Minimizing Disk I/O in Two-Bit Breadth-First Search · AAAI 2008
Large-Scale Parallel Breadth-First Search · AAAI 2005
Graph algorithms and graph theory › graph theory › graph parameters › graph width parameters
treewidth
0.222009
Duplicate Avoidance in Depth-First Search with Applications to Treewidth · IJCAI 2009
Best-First Search for Treewidth · AAAI 2007
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
duplicate detection
0.222012
Solving Peg Solitaire with Bidirectional BFIDA · AAAI 2012
Best-First Frontier Search with Delayed Duplicate Detection · AAAI 2004
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
combinatorial search
0.112012
Research Challenges in Combinatorial Search · AAAI 2012
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
best-first search
0.152005
Frontier search · J. ACM 2005
Best-First Frontier Search with Delayed Duplicate Detection · AAAI 2004
Comparing Best-First Search and Dynamic Programming for Optimal Multiple Sequence Alignment · IJCAI 2003
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
multi-agent path finding
0.112011
Complete Algorithms for Cooperative Pathfinding Problems · IJCAI 2011
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
pattern database compression
0.112011
Using Partitions and Superstrings for Lossless Compression of Pattern Databases · AAAI 2011
Computational geometry › motion planning
path planning
0.112011
Complete Algorithms for Cooperative Pathfinding Problems · IJCAI 2011
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search › memory-bounded search
frontier search
0.122005
Frontier search · J. ACM 2005
Best-First Frontier Search with Delayed Duplicate Detection · AAAI 2004
Algorithms and data structures
search algorithms
0.122007
Best-First Search for Treewidth · AAAI 2007
Performance of Linear-Space Search Algorithms · Artif. Intell. 1995
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › state space search
brute-force search
0.112008
Linear-time disk-based implicit graph search · J. ACM 2008
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
sliding-tile puzzle
0.112008
Linear-time disk-based implicit graph search · J. ACM 2008
Algorithms and data structures › search algorithms › heuristic search
best-first search
0.122007
Best-First Search for Treewidth · AAAI 2007
Depth-First vs. Best-First Search: New Results · AAAI 1993
Graph algorithms and graph theory › graph theory › graph parameters › graph width parameters › treewidth
treewidth computation
0.112007
Best-First Search for Treewidth · AAAI 2007

Methods — techniques the papers use, named apart from their topics

a* · 1.0branch-and-bound · 0.9iterative weakening · 0.7duplicate detection · 0.6breadth-first heuristic search · 0.6transposition table · 0.4dual search · 0.4IDA* · 0.4bin packing · 0.3alpha-beta search · 0.3sorting · 0.2hashing · 0.2empirical comparison · 0.2bin-completion · 0.2pattern database heuristics · 0.2best-first search · 0.2exact algorithm · 0.1subset sum pruning · 0.1
YearPublicationVenuePosition
2022 A*+BFHS: A Hybrid Heuristic Search Algorithm
abstract
We present a new algorithm called A*+BFHS for solving problems with unit-cost operators where A* and IDA* fail due to memory limitations and/or the existence of many distinct paths between the same pair of nodes. A*+BFHS is based on A* and breadth-first heuristic search (BFHS). A*+BFHS combines advantages from both algorithms, namely A*'s node ordering, BFHS's memory savings, and both algorithms' duplicate detection. On easy problems, A*+BFHS behaves the same as A*. On hard problems, it is slower than A* but saves a large amount of memory. Compared to BFIDA*, A*+BFHS reduces the search time and/or memory requirement by several times on a variety of planning domains.
Zhaoxing Bu, Richard E. Korf
AAAI2
2022 Iterative-Deepening Uniform-Cost Heuristic Search
abstract
Breadth-first heuristic search (BFHS) is a classic algorithm for optimally solving heuristic search and planning problems. BFHS is slower than A* but requires less memory. However, BFHS only works on unit-cost domains. We propose a new algorithm that extends BFHS to domains with different edge costs, which we call uniform-cost heuristic search (UCHS). Experimental results show that the iterative-deepening version of UCHS, IDUCHS, is slower than A* but requires less memory on a variety of planning domains.
Zhaoxing Bu, Richard E. Korf
SOCS2
2022 A Jeep Crossing a Desert of Unknown Width (Extended Abstract)
abstract
The classic jeep problem concerns crossing a desert wider than the range of the jeep, by preplacing caches of fuel. The optimal strategy for a given distance is known, but we consider the case where we don't know the distance in advance. We evaluate strategies by their competitive ratio, which is the worst-case ratio of the cost of the strategy, divided by the cost of an optimal solution had we known the distance in advance. We show that no strategy with a fixed sequence of caches can achieve a finite competitive ratio. The optimal strategy is an iterative one that uses the optimal known-distance strategy to reach a sequence of target distances, emptying all caches between iterations. An optimal iterative strategy doubles the cost of each successive iteration, and achieves a competitive ratio of four. This paper has been published in the American Mathematical Monthly.
Richard E. Korf
SOCS1
2021 Finding the Exact Diameter of a Graph with Partial Breadth-First Searches
abstract
The diameter of a graph is the longest shortest path between two nodes. This paper presents an improved algorithm for finding the exact diameter of an undirected graph. Rather than performing complete breadth-first searches, these searches can be terminated early. The algorithm is readily parallelized, and is used to find the diameters of 4-peg Tower of Hanoi problem-space graphs with up to 18 discs. Performance improvements range from a factor of almost 2 to 5.88 over the previous state of the art.
Richard E. Korf
SOCS1
2019 A*+IDA*: A Simple Hybrid Search Algorithm
abstract
We present a simple combination of A* and IDA*, which we call A*+IDA*. It runs A* until memory is almost exhausted, then runs IDA* below each frontier node without duplicate checking. It is widely believed that this algorithm is called MREC, but MREC is just IDA* with a transposition table. A*+IDA* is the first algorithm to run significantly faster than IDA* on the 24-Puzzle, by a factor of almost 5. A complex algorithm called dual search was reported to significantly outperform IDA* on the 24-Puzzle, but the original version does not. We made improvements to dual search and our version combined with A*+IDA* outperforms IDA* by a factor of 6.7 on the 24-Puzzle. Our disk-based A*+IDA* shows further improvement on several hard 24-Puzzle instances. We also found optimal solutions to a subset of random 27 and 29-Puzzle problems. A*+IDA* does not outperform IDA* on Rubik’s Cube, for reasons we explain.
Zhaoxing Bu, Richard E. Korf
IJCAI2
2018 Optimal Multi-Way Number Partitioning
abstract
The NP-hard number-partitioning problem is to separate a multiset S of n positive integers into k subsets such that the largest sum of the integers assigned to any subset is minimized. The classic application is scheduling a set of n jobs with different runtimes on k identical machines such that the makespan, the elapsed time to complete the schedule, is minimized. The two-way number-partitioning decision problem is one of the original 21 problems that Richard Karp proved NP-complete. It is also one of Garey and Johnson’s six fundamental NP-complete problems and the only one based on numbers. This article explores algorithms for solving multi-way number-partitioning problems optimally. We explore previous algorithms as well as our own algorithms, which fall into three categories: sequential number partitioning (SNP), a branch-and-bound algorithm; binary-search improved bin completion (BSIBC), a bin-packing algorithm; and cached iterative weakening (CIW), an iterative weakening algorithm. We show experimentally that, for large random numbers, SNP and CIW are state-of-the-art algorithms depending on the values of n and k . Both algorithms outperform the previous state of the art by up to seven orders of magnitude in terms of runtime.
Ethan L. Schreiber, Richard E. Korf, Michael D. Moffitt
J. ACM2
2016 Comparing Search Algorithms Using Sorting and Hashing on Disk and in Memory
Richard E. Korf
IJCAI1
2015 Limitations of Front-To-End Bidirectional Heuristic Search
abstract
We present an intuitive explanation for the limited effectiveness of front-to-end bidirectional heuristic search, supported with extensive evidence from many commonly-studied domains. While previous work has proved the limitations of specific algorithms, we show that any front-to-end bidirectional heuristic search algorithm will likely be dominated by unidirectional heuristic search or bidirectional brute-force search. We also demonstrate a pathological case where bidirectional heuristic search is the dominant algorithm, so a stronger claim cannot be made. Finally, we show that on the four-peg Towers Of Hanoi with arbitrary start and goal states, bidirectional brute-force search outperforms unidirectional heuristic search using pattern-database heuristics.
Joseph Kelly Barker, Richard E. Korf
AAAI2
2014 Cached Iterative Weakening for Optimal Multi-Way Number Partitioning
abstract
The NP-hard number-partitioning problem is to separate a multiset S of n positive integers into k subsets, such that the largest sum of the integers assigned to any subset is minimized. The classic application is scheduling a set of n jobs with different run times onto k identical machines such that the makespan, the time to complete the schedule, is minimized. We present a new algorithm, cached iterative weakening (CIW), for solving this problem optimally. It incorporates three ideas distinct from the previous state of the art: it explores the search space using iterative weakening instead of branch and bound; generates feasible subsets once and caches them instead of at each node of the search tree; and explores subsets in cardinality order instead of an arbitrary order. The previous state of the art is represented by three different algorithms depending on the values of n and k. We provide one algorithm which outperforms all previous algorithms for k >= 4. Our run times are up to two orders of magnitude faster.
Ethan L. Schreiber, Richard E. Korf
AAAI2
2014 How Do You Know Your Search Algorithm and Code Are Correct?
abstract
Algorithm design and implementation are notoriously error-prone. As researchers, it is incumbent upon us to maximize the probability that our algorithms, their implementations, and the results we report are correct. In this position paper, I argue that the main technique for doing this is confirmation of results from multiple independent sources, and provide a number of concrete suggestions for how to achieve this in the context of combinatorial search algorithms.
Richard E. Korf
SOCS1
2013 Improved Bin Completion for Optimal Bin Packing and Number Partitioning
Ethan L. Schreiber, Richard E. Korf
IJCAI2
2013 Optimal Rectangle Packing: An Absolute Placement Approach
abstract
We consider the problem of finding all enclosing rectangles of minimum area that can contain a given set of rectangles without overlap. Our rectangle packer chooses the x-coordinates of all the rectangles before any of the y-coordinates. We then transform the problem into a perfect-packing problem with no empty space by adding additional rectangles. To determine the y-coordinates, we branch on the different rectangles that can be placed in each empty position. Our packer allows us to extend the known solutions for a consecutive-square benchmark from 27 to 32 squares. We also introduce three new benchmarks, avoiding properties that make a benchmark easy, such as rectangles with shared dimensions. Our third benchmark consists of rectangles of increasingly high precision. To pack them efficiently, we limit the rectangles' coordinates and the bounding box dimensions to the set of subset sums of the rectangles' dimensions. Overall, our algorithms represent the current state-of-the-art for this problem, outperforming other algorithms by orders of magnitude, depending on the benchmark.
Richard E. Korf
J. Artif. Intell. Res.2
2012 Solving Peg Solitaire with Bidirectional BFIDA
abstract
We present a novel approach to bidirectional breadth-first IDA* (BFIDA*) and demonstrate its effectiveness in the domain of peg solitaire, a simple puzzle. Our approach improves upon unidirectional BFIDA* by usually avoiding the last iteration of search entirely, greatly speeding up search. In addition, we provide a number of improvements specific to peg solitaire. We have improved duplicate-detection in the context of BFIDA*. We have strengthened the heuristic used in the previous state-of-the-art solver. Finally, we use bidirectional search frontiers to provide a stronger technique for pruning unsolvable states. The combination of these approaches allows us to improve over the previous state-of-the-art, often by a two-orders-of-magnitude reduction in search time.
Joseph Kelly Barker, Richard E. Korf
AAAI2
2012 Solving Dots-And-Boxes
abstract
Dots-And-Boxes is a well-known and widely-played combinatorial game. While the rules of play are very simple, the state space for even very small games is extremely large, and finding the outcome under optimal play is correspondingly hard. In this paper we introduce a Dots-And-Boxes solver which is significantly faster than the current state-of-the-art: over an order-of-magnitude faster on several large problems. Our approach uses Alpha-Beta search and applies a number of techniques---both problem-specific and general---that reduce the search space to a manageable size. Using these techniques, we have determined for the first time that Dots-And-Boxes on a board of 4 x 5 boxes is a tie given optimal play; this is the largest game solved to date.
Joseph Kelly Barker, Richard E. Korf
AAAI2
2012 Research Challenges in Combinatorial Search
abstract
I provide a personal view of some of the major research challenges in the area of combinatorial search. These include solving and playing games with chance, hidden information, and multiple players, optimally solving larger instances of well-known single-agent toy problems, applying search techniques to more realistic problem domains, analyzing the time complexity of heuristic search algorithms, and capitalizing on advances in computing hardware, such as very large external memories and multi-core processors.
Richard E. Korf
AAAI1
2011 Solving 4x5 Dots-And-Boxes
abstract
Dots-And-Boxes is a well-known and widely-played combinatorial game. While the rules of play are very simple, the state space for even small games is extremely large, and finding the outcome under optimal play is correspondingly hard. In this paper we introduce a Dots-And-Boxes solver which is significantly faster than the current state-of-the-art: over an order-of-magnitude faster on several large problems. We describe our approach, which uses Alpha-Beta search and applies a number of techniques—both problem-specific and general—to reduce the number of duplicate states explored and reduce the search space to a manageable size. Using these techniques, we have determined for the first time that Dots- And-Boxes on a board of 4x5 boxes is a tie given optimal play. This is the largest game solved to date.
Joseph Kelly Barker, Richard E. Korf
AAAI2
2011 Optimal Packing of High-Precision Rectangles
abstract
The rectangle-packing problem consists of finding an enclosing rectangle of smallest area that can contain a given set of rectangles without overlap. Our new benchmark includes rectangles of successively higher precision, challenging the previous state-of-the-art, which enumerates all locations for placing rectangles, as well as all bounding box widths and heights up to the optimal box. We instead limit the rectangles’ coordinates and bounding box dimensions to the set of subset sums of the rectangles’ dimensions. We also dynamically prune values by learning from infeasible subtrees and constrain the problem by replacing rectangles and empty space with larger rectangles. Compared to the previous state-of-the-art, we test 4,500 times fewer bounding boxes on the high-precision benchmark and solve N =9 over two orders of magnitude faster. We also present all optimal solutions up to N =15, which requires 39 bits of precision to solve. Finally, on the open problem of whether or not one can pack a particular infinite series of rectangles into the unit square, we pack the first 50,000 such rectangles witha greedy heuristic and conjecture that the entire infinite series can fit..
Richard E. Korf
AAAI2
2011 Using Partitions and Superstrings for Lossless Compression of Pattern Databases
abstract
We present an algorithm for compressing pattern databases (PDBs) and a method for fast random access of these com-pressed PDBs. We demonstrate the effectiveness of our technique by compressing two 6-tile sliding-tile PDBs by a factor of 12 and a 7-tile sliding-tile PDB by a factor of 24.
Ethan L. Schreiber, Richard E. Korf
AAAI2
2011 A Hybrid Recursive Multi-Way Number Partitioning Algorithm
Richard E. Korf
IJCAI1
2011 Complete Algorithms for Cooperative Pathfinding Problems
Trevor Scott Standley, Richard E. Korf
IJCAI2
2011 Optimal Packing of High-Precision Rectangles
abstract
The rectangle-packing problem consists of finding an enclosing rectangle of smallest area that can contain a given set of rectangles without overlap. Our new benchmark includes rectangles of successively higher precision, a problem for the previous state-of-the-art, which enumerates all locations for placing rectangles. We instead limit these locations and bounding box dimensions to the set of subset sums of the rectangles' dimensions, allowing us to test 4,500 times fewer bounding boxes and solve N=9 over two orders of magnitude faster. Finally, on the open problem of the feasibility of packing a specific infinite series of rectangles into the unit square, we pack the first 50,000 such rectangles and conjecture that the entire infinite series can fit.
Richard E. Korf
SOCS2
2010 Independent Additive Heuristics Reduce Search Multiplicatively
abstract
This paper analyzes the performance of IDA* using additive heuristics. We show that the reduction in the number of nodes expanded using multiple independent additive heuristics is the product of the reductions achieved by the individual heuristics. First, we formally state and prove this result on unit edge-cost undirected graphs with a uniform branching factor. Then, we empirically verify it on a model of the 4-peg Towers of Hanoi problem. We also run experiments on the multiple sequence alignment problem showing more general applicability to non-unit edge-cost directed graphs. Then, we extend an existing model to predict the performance of IDA* with a single pattern database to independent additive disjoint pattern databases. This is the first analysis of the performance of independent additive heuristics.
Teresa Maria Breyer, Richard E. Korf
AAAI2
2010 1.6-Bit Pattern Databases
abstract
We present a new technique to compress pattern databases to provide consistent heuristics without loss of information. We store the heuristic estimate modulo three, requiring only two bits per entry or in a more compact representation, only 1.6 bits. This allows us to store a pattern database with more entries in the same amount of memory as an uncompressed pattern database. These compression techniques are most useful where lossy compression using cliques or their generalization is not possible or where adjacent entries in the pattern database are not highly correlated. We compare both techniques to the best existing compression methods for the Top-Spin puzzle, Rubik's cube, the 4-peg Towers of Hanoi problem, and the 24 puzzle. Under certain conditions, our best implementations for the Top-Spin puzzle and Rubik's cube outperform the respective state of the art solvers by a factor of four.
Teresa Maria Breyer, Richard E. Korf
AAAI2
2010 Optimal Rectangle Packing on Non-Square Benchmarks
abstract
The rectangle packing problem consists of finding an enclosing rectangle of smallest area that can contain a given set of rectangles without overlap. We propose two new benchmarks, one where the orientation of the rectangles is fixed and one where it is free, that include rectangles of various aspect ratios. The new benchmarks avoid certain properties of easy instances, which we identify as instances where rectangles have dimensions in common or where a few rectangles occupy most of the area. Our benchmarks are much more difficult for the previous state-of-the-art solver, requiring orders of magnitude more time, compared to similar-sized instances from a popular benchmark consisting only of squares. On the new benchmarks, we improve upon the previous strategy used to handle dominance conditions, we define a variable order over non-square rectangles that generalizes previous strategies, and we present a way to adjust the sizes of intervals of values for each rectangle's x-coordinates. Using these techniques together, we can solve the new oriented benchmark about 500 times faster, and the new unoriented benchmark about 40 times faster than the previous state-of-the-art.
Richard E. Korf
AAAI2
2010 Objective Functions for Multi-Way Number Partitioning
abstract
The number partitioning problem is to divide a set of integers into a collection of subsets, so that the sum of the numbers in each subset are as nearly equal as possible. There are at least three natural objective functions for number partitioning. One is to minimize the largest subset sum, another is to maximize the smallest subset sum, and the third is to minimize the difference between the largest and smallest subset sums. I show that contrary to my previous claims, no two of these objective functions are equivalent for partitioning numbers three or more ways. Minimizing the largest subset sum or maximizing the smallest subset sum correspond to different practical applications of number partitioning, and both allow a recursive strategy for finding optimal solutions that is very effective in practice. Finally, a completely new version of this recursive strategy appears to reduce the asymptotic complexity of the algorithm, and results in orders of magnitude improvement over the best previous results for multi-way partitioning.
Richard E. Korf
SOCS1
2009 Duplicate Avoidance in Depth-First Search with Applications to Treewidth
P. Alex Dow, Richard E. Korf
IJCAI2
2009 New Improvements in Optimal Rectangle Packing
Richard E. Korf
IJCAI2
2009 Multi-Way Number Partitioning
Richard E. Korf
IJCAI1
2008 Minimizing Disk I/O in Two-Bit Breadth-First Search
Richard E. Korf
AAAI1
2008 Linear-time disk-based implicit graph search
abstract
Many search algorithms are limited by the amount of memory available. Magnetic disk storage is over two orders of magnitude cheaper than semiconductor memory, and individual disks can hold up to a terabyte. We augment memory with magnetic disks to perform brute-force and heuristic searches that are orders of magnitude larger than any previous such searches. The main difficulty is detecting duplicate nodes, which is normally done with a hash table. Due to long disk latencies, however, randomly accessed hash tables are infeasible on disk, and are replaced by a mechanism we call delayed duplicate detection. In contrast to previous work, we perform delayed duplicate detection without sorting, which runs in time linear in the number of nodes in practice. Using this technique, we performed the first complete breadth-first searches of the 2 x 7, 3 x 5, 4 x 4, and 2 x 8 sliding-tile Puzzles, verifying the radius of the 4 x 4 puzzle and determining the radius of the others. We also performed the first complete breadth-first searches of the four-peg Towers of Hanoi problem with up to 22 discs, discovering a surprising anomaly regarding the radii of these problems. In addition, we performed the first heuristic searches of the four-peg Towers of Hanoi problem with up to 31 discs, verifying a conjectured optimal solution length to these problems. We also performed partial breadth-first searches of Rubik's Cube to depth ten in the face-turn metric, and depth eleven in the quarter-turn metric, confirming previous results.
Richard E. Korf
J. ACM1
2007 Best-First Search for Treewidth
P. Alex Dow, Richard E. Korf
AAAI2
2007 Analyzing the Performance of Pattern Database Heuristics
Richard E. Korf
AAAI1
2007 Recent Progress in Heuristic Search: A Case Study of the Four-Peg Towers of Hanoi Problem
Richard E. Korf, Ariel Felner
IJCAI1
2007 Compressed Pattern Databases
abstract
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.
Ariel Felner, Richard E. Korf, Ram Meshulam, Robert C. Holte
J. Artif. Intell. Res.2
2007 Bin Completion Algorithms for Multicontainer Packing, Knapsack, and Covering Problems
abstract
Many combinatorial optimization problems such as the bin packing and multiple knapsack problems involve assigning a set of discrete objects to multiple containers. These problems can be used to model task and resource allocation problems in multi-agent systems and distributed systms, and can also be found as subproblems of scheduling problems. We propose bin completion, a branch-and-bound strategy for one-dimensional, multicontainer packing problems. Bin completion combines a bin-oriented search space with a powerful dominance criterion that enables us to prune much of the space. The performance of the basic bin completion framework can be enhanced by using a number of extensions, including nogood-based pruning techniques that allow further exploitation of the dominance criterion. Bin completion is applied to four problems: multiple knapsack, bin covering, min-cost covering, and bin packing. We show that our bin completion algorithms yield new, state-of-the-art results for the multiple knapsack, bin covering, and min-cost covering problems, outperforming previous algorithms by several orders of magnitude with respect to runtime on some classes of hard, random problem instances. For the bin packing problem, we demonstrate significant improvements compared to most previous results, but show that bin completion is not competitive with current state-of-the-art cutting-stock based approaches.
Alex S. Fukunaga, Richard E. Korf
J. Artif. Intell. Res.2
2005 Large-Scale Parallel Breadth-First Search
Richard E. Korf, Peter Schultze
AAAI1
2005 Bin-Completion Algorithms for Multicontainer Packing and Covering Problems
Alex S. Fukunaga, Richard E. Korf
IJCAI2
2005 Frontier search
abstract
The critical resource that limits the application of best-first search is memory. We present a new class of best-first search algorithms that reduce the space complexity. The key idea is to store only the Open list of generated nodes, but not the Closed list of expanded nodes. The solution path can be recovered by a divide-and-conquer technique, either as a bidirectional or unidirectional search. For many problems, frontier search dramatically reduces the memory required by best-first search. We apply frontier search to breadth-first search of sliding-tile puzzles and the 4-peg Towers of Hanoi problem, Dijkstra's algorithm on a grid with random edge costs, and the A* algorithm on the Fifteen Puzzle, the four-peg Towers of Hanoi Problem, and optimal sequence alignment in computational biology.
Richard E. Korf, Weixiong Zhang, Ignacio Thayer, Heath Hohwald
J. ACM1
2004 Compressing Pattern Databases
Ariel Felner, Ram Meshulam, Robert C. Holte, Richard E. Korf
AAAI4
2004 Best-First Frontier Search with Delayed Duplicate Detection
Richard E. Korf
AAAI1
2004 Additive Pattern Database Heuristics
abstract
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.
Ariel Felner, Richard E. Korf, Sarit Hanan
J. Artif. Intell. Res.2
2003 Comparing Best-First Search and Dynamic Programming for Optimal Multiple Sequence Alignment
Heath Hohwald, Ignacio Thayer, Richard E. Korf
IJCAI3
2003 An Improved Algorithm for Optimal Bin Packing
Richard E. Korf
IJCAI1
2003 Delayed Duplicate Detection: Extended Abstract
Richard E. Korf
IJCAI1
2002 Disjoint pattern database heuristics
Richard E. Korf, Ariel Felner
Artif. Intell.1
2001 Time complexity of iterative-deepening-A*
Richard E. Korf, Michael Reid, Stefan Edelkamp
Artif. Intell.1
2001 Heuristic search in artificial intelligence
Weixiong Zhang, Rina Dechter, Richard E. Korf
Artif. Intell.3
1999 A Divide and Conquer Bidirectional Search: First Results
Richard E. Korf
IJCAI1
1998 A Complete Anytime Algorithm for Number Partitioning
Richard E. Korf
Artif. Intell.1
1996 Best-First Minimax Search
Richard E. Korf, David Maxwell Chickering
Artif. Intell.1
1996 A Study of Complexity Transitions on the Asymmetric Traveling Salesman Problem
Weixiong Zhang, Richard E. Korf
Artif. Intell.2
1995 From Approximate to Optimal Solutions: A Case Study of Number Partitioning
Richard E. Korf
IJCAI1
1995 Performance of Linear-Space Search Algorithms
Weixiong Zhang, Richard E. Korf
Artif. Intell.2
1995 Moving-Target Search: A Real-Time Search for Changing Goals
abstract
Considers the case of heuristic search where the goal may change during the course of the search. For example, the goal may be a target that actively avoids the problem solver. The authors present a moving-target search algorithm (MTS) to solve this problem. The authors prove that if the average speed of the target is slower than that of the problem solver, then the problem solver is guaranteed to eventually reach the target in a connected problem space. The original MTS algorithm was constructed with the minimum operations necessary to guarantee its completeness, and hence is not very efficient. To improve its efficiency, the authors introduce ideas from the area of resource-bounded planning into MTS, including 1) commitment to goals, and 2) deliberation for selecting plans. Experimental results demonstrate that the improved MTS is 10 to 20 times more efficient than the original MTS in uncertain situations.>
Toru Ishida 0001, Richard E. Korf
IEEE Trans. Pattern Anal. Mach. Intell.2
1994 Best-First Minimax Search: Othello Results
Richard E. Korf, David Maxwell Chickering
AAAI1
1994 Parallel Heap Operations on an EREW PRAM
Weixiong Zhang, Richard E. Korf
J. Parallel Distributed Comput.2
1993 Pruning Duplicate Nodes in Depth-First Search
Larry A. Taylor, Richard E. Korf
AAAI2
1993 Depth-First vs. Best-First Search: New Results
Weixiong Zhang, Richard E. Korf
AAAI2
1993 Linear-Space Best-First Search
Richard E. Korf
Artif. Intell.1
1993 Depth-First Heuristic Search on a SIMD Machine
Curt Powley, Chris Ferguson, Richard E. Korf
Artif. Intell.3
1993 Report on Workshop on High Performance Computing and Communications for Grand Challenge Applications: Computer Vision, Speech and Natural Language Processing, and Artificial Intelligence
abstract
The findings of a workshop, the goals of which were to identify applications, research problems, and designs of high performance computing and communications (HPCC) systems for supporting applications are discussed. In computer vision, the main scientific issues are machine learning, surface reconstruction, inverse optics and integration, model acquisition, and perception and action. In speech and natural language processing (SNLP), issues were identified statistical analysis in corpus-based speech and language understanding, search strategies for language analysis, auditory and vocal-tract modeling, integration of multiple levels of speech and language analyses, and connectionist systems. In AI, important issues that need immediate attention include the development of efficient machine learning and heuristic search methods that can adapt to different architectural configurations, and the design and construction of scalable and verifiable knowledge bases, active memories, and artificial neural networks.>
Benjamin W. Wah, Thomas S. Huang, Aravind K. Joshi, Dan I. Moldovan, Yiannis Aloimonos, Ruzena Bajcsy, Dana H. Ballard, Doug DeGroot, Kenneth A. De Jong, Charles R. Dyer, Scott E. Fahlman, Ralph Grishman, Lynette Hirschman, Richard E. Korf, Stephen E. Levinson, Daniel P. Miranker, N. H. Morgan, Sergei Nirenburg, Tomaso A. Poggio, Edward M. Riseman, Craig Stanfil, Salvatore J. Stolfo, Steven L. Tanimoto, Charles C. Weems
IEEE Trans. Knowl. Data Eng.14
1992 Linear-Space Best-First Search: Summary of Results
Richard E. Korf
AAAI1
1992 An Average-Case Analysis of Branch-and-Bound with Applications: Summary of Results
Weixiong Zhang, Richard E. Korf
AAAI2
1991 Depth-First Versus Best-First Search
Vipin Kumar 0001, Richard E. Korf
AAAI3
1991 Moving Target Search
Toru Ishida 0001, Richard E. Korf
IJCAI2
1991 Multi-Player Alpha-Beta Pruning
Richard E. Korf
Artif. Intell.1
1991 Artificial Intelligence as information science
Richard E. Korf
Inf. Sci.1
1991 Single-Agent Parallel Window Search
abstract
Parallel window search is applied to single-agent problems by having different processes simultaneously perform iteration of Iterative-Deepening-A* (IDA*) on the same problem but with different cost thresholds. This approach is limited by the time to perform the goal iteration. To overcome this disadvantage, the authors consider node ordering. They discuss how global node ordering by minimum h among nodes with equal f=g+h values can reduce the time complexity of serial IDA* by reducing the time to perform the iterations prior to the goal iteration. Finally, the two ideas of parallel window search and node ordering are combined to eliminate the weaknesses of each approach while retaining the strengths. The resulting approach, called simply parallel window search, can be used to find a near-optimal solution quickly, improve the solution until it is optimal, and then finally guarantee optimality, depending on the amount of time available.>
Curt Powley, Richard E. Korf
IEEE Trans. Pattern Anal. Mach. Intell.2
1990 Real-Time Heuristic Search
Richard E. Korf
Artif. Intell.1
1990 Depth-Limited Search for Real-Time Problem Solving
Richard E. Korf
Real Time Syst.1
1989 Generalized Game Trees
Richard E. Korf
IJCAI1
1989 Single-Agent Parallel Window Search: A Summary of Results
Curt Powley, Richard E. Korf
IJCAI2
1988 Distributed Tree Search and Its Application to Alpha-Beta Pruning
Chris Ferguson, Richard E. Korf
AAAI2
1988 Real-Tme Heuristic Search: New Results
Richard E. Korf
AAAI1
1987 A Model of Two-Player Evaluation Functions
Bruce Abramson, Richard E. Korf
AAAI2
1987 Real-Time Heuristic Search: First Results
Richard E. Korf
AAAI1
1987 Planning as Search: A Quantitative Approach
Richard E. Korf
Artif. Intell.1
1986 A Unified Theory of Heuristic Evaluation Functions and its Application to Learning
Jens Christensen 0001, Richard E. Korf
AAAI2
1985 Iterative-Deepening-A*: An Optimal Admissible Tree Search
Richard E. Korf
IJCAI1
1985 Depth-First Iterative-Deepening: An Optimal Admissible Tree Search
Richard E. Korf
Artif. Intell.1
1985 Macro-Operators: A Weak Method for Learning
Richard E. Korf
Artif. Intell.1
1983 Operator Decomposability: A New Type of Problem Structure
Richard E. Korf
AAAI1
1983 A computer science syllabus for gifted pre-college students
abstract
A computer science syllabus was designed for and taught to a group of gifted and talented high school students. A core course included segments on programming in LISP, software systems, digital hardware, theoretical computer science, and artificial intelligence. In addition, some students elected an independent programming project course. It was found that gifted pre-college students can be taught computer science, as opposed to merely computer programming.
Richard E. Korf
SIGCSE1
1982 A Program That Learns to Solve Rubik's Cube
Richard E. Korf
AAAI1
1981 Inversion of Applicative Programs
Richard E. Korf
IJCAI1
1980 Toward a Model of Representation Changes
Richard E. Korf
Artif. Intell.1