Levi Lelis

dblp:82/7788 · also Levi H. S. Lelis · DBLP profile ↗
← Back
56ranked-venue papers
19as first author
21since 2021 · last 2025
0000-0003-3560-9345ORCID · verified

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

Artificial intelligence and machine learning · 52 · 19 first-author · 20 since 2021Graphics, computer vision, multimedia, augmented reality and games · 27 · 7 first-author · 13 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Systems, architecture and hardware · 1Computer networks · 1Software engineering, systems software and programming languages · 1 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-author
YearPublicationVenuePosition
2025 Subgoal-Guided Policy Heuristic Search with Learned Subgoals
abstract
Policy tree search is a family of tree search algorithms that use a policy to guide the search. These algorithms provide guarantees on the number of expansions required to solve a given problem that are based on the quality of the policy. While these algorithms have shown promising results, the process in which they are trained requires complete solution trajectories to train the policy. Search trajectories are obtained during a trial-and-error search process. When the training problem instances are hard, learning can be prohibitively costly, especially when starting from a randomly initialized policy. As a result, search samples are wasted in failed attempts to solve these hard instances. This paper introduces a novel method for learning subgoal-based policies for policy tree search algorithms. The subgoals and policies conditioned on subgoals are learned from the trees that the search expands while attempting to solve problems, including the search trees of failed attempts. We empirically show that our policy formulation and training method improve the sample efficiency of learning a policy and heuristic function in this online setting.
Jake Tuero, Michael Buro, Levi Lelis
ICML3
2025 InnateCoder: Learning Programmatic Options with Foundation Models
abstract
Outside of transfer learning settings, reinforcement learning agents start their learning process from a clean slate. As a result, such agents have to go through a slow process to learn even the most obvious skills required to solve a problem. In this paper, we present InnateCoder, a system that leverages human knowledge encoded in foundation models to provide programmatic policies that encode ``innate skills'' in the form of temporally extended actions, or options. In contrast to existing approaches to learning options, InnateCoder learns them from the general human knowledge encoded in foundation models in a zero-shot setting, and not from the knowledge the agent gains by interacting with the environment. Then, InnateCoder searches for a programmatic policy by combining the programs encoding these options into larger and more complex programs. We hypothesized that InnateCoder's way of learning and using options could improve the sampling efficiency of current methods for learning programmatic policies. Empirical results in MicroRTS and Karel the Robot support our hypothesis, since they show that InnateCoder is more sample efficient than versions of the system that do not use options or learn them from experience.
Rubens O. Moraes, Quazi Asif Sadmine, Hendrik Baier, Levi Lelis
IJCAI4
2024 Program Synthesis with Best-First Bottom-Up Search (Abstract Reprint)
abstract
Cost-guided bottom-up search (BUS) algorithms use a cost function to guide the search to solve program synthesis tasks. In this paper, we show that current state-of-the-art cost-guided BUS algorithms suffer from a common problem: they can lose useful information given by the model and fail to perform the search in a best-first order according to a cost function. We introduce a novel best-first bottom-up search algorithm, which we call Bee Search, that does not suffer information loss and is able to perform cost-guided bottom-up synthesis in a best-first manner. Importantly, Bee Search performs best-first search with respect to the generation of programs, i.e., it does not even create in memory programs that are more expensive than the solution program. It attains best-first ordering with respect to generation by performing a search in an abstract space of program costs. We also introduce a new cost function that better uses the information provided by an existing cost model. Empirical results on string manipulation and bit-vector tasks show that Bee Search can outperform existing cost-guided BUS approaches when employing more complex domain-specific languages (DSLs); Bee Search and previous approaches perform equally well with simpler DSLs. Furthermore, our new cost function with Bee Search outperforms previous cost functions on string manipulation tasks.
Saqib Ameen, Levi Lelis
AAAI2
2024 Unveiling Options with Neural Network Decomposition
abstract
In reinforcement learning, agents often learn policies for specific tasks without the ability to generalize this knowledge to related tasks. This paper introduces an algorithm that attempts to address this limitation by decomposing neural networks encoding policies for Markov Decision Processes into reusable sub-policies, which are used to synthesize temporally extended actions, or options. We consider neural networks with piecewise linear activation functions, so that they can be mapped to an equivalent tree that is similar to oblique decision trees. Since each node in such a tree serves as a function of the input of the tree, each sub-tree is a sub-policy of the main policy. We turn each of these sub-policies into options by wrapping it with while-loops of varied number of iterations. Given the large number of options, we propose a selection mechanism based on minimizing the Levin loss for a uniform policy on these options. Empirical results in two grid-world domains where exploration can be difficult confirm that our method can identify useful options, thereby accelerating the learning process on similar but different tasks.
Mahdi Alikhasi, Levi Lelis
ICLR2
2024 Reclaiming the Source of Programmatic Policies: Programmatic versus Latent Spaces
abstract
Recent works have introduced LEAPS and HPRL, systems that learn latent spaces of domain-specific languages, which are used to define programmatic policies for partially observable Markov decision processes (POMDPs). These systems induce a latent space while optimizing losses such as the behavior loss, which aim to achieve locality in program behavior, meaning that vectors close in the latent space should correspond to similarly behaving programs. In this paper, we show that the programmatic space, induced by the domain-specific language and requiring no training, presents values for the behavior loss similar to those observed in latent spaces presented in previous work. Moreover, algorithms searching in the programmatic space significantly outperform those in LEAPS and HPRL. To explain our results, we measured the "friendliness" of the two spaces to local search algorithms. We discovered that algorithms are more likely to stop at local maxima when searching in the latent space than when searching in the programmatic space. This implies that the optimization topology of the programmatic space, induced by the reward function in conjunction with the neighborhood function, is more conducive to search than that of the latent space. This result provides an explanation for the superior performance in the programmatic space.
Tales Henrique Carvalho, Kenneth Tjhia, Levi Lelis
ICLR3
2024 Searching for Programmatic Policies in Semantic Spaces
Rubens O. Moraes, Levi Lelis
IJCAI2
2024 Curriculum Generation for Learning Guiding Functions in State-Space Search Algorithms
abstract
This paper investigates methods for training parameterized functions for guiding state-space search algorithms. Existing work commonly generates data for training such guiding functions by solving problem instances while leveraging the current version of the guiding function. As a result, as training progresses, the guided search algorithm can solve more difficult instances that are, in turn, used to further train the guiding function. These methods assume that a set of problem instances of varied difficulty is provided. Since previous work was not designed to distinguish the instances that the search algorithm can solve from those that cannot be solved with the current guiding function, the algorithm commonly wastes time attempting and failing to solve many of these instances. In this paper, we improve upon these training methods by generating a curriculum for learning the guiding function that directly addresses this issue. Namely, we propose and evaluate a Teacher-Student Curriculum (TSC) approach where the teacher is an evolutionary strategy that attempts to generate problem instances of ``correct difficulty'' and the student is a guided search algorithm utilizing the current guiding function. The student attempts to solve the problem instances generated by the teacher. We conclude with experiments demonstrating that TSC outperforms the current state-of-the-art Bootstrap Learning method in three representative benchmark domains and three guided search algorithms, with respect to the time required to solve all instances of the test set.
Sumedh Pendurkar, Levi Lelis, Nathan R. Sturtevant, Guni Sharon
SOCS2
2023 Show Me the Way! Bilevel Search for Synthesizing Programmatic Strategies
abstract
The synthesis of programmatic strategies requires one to search in large non-differentiable spaces of computer programs. Current search algorithms use self-play approaches to guide this search. The issue with these approaches is that the guiding function often provides a weak search signal. This is because self-play functions only measure how well a program performs against other programs. Thus, while small changes to a losing program might not transform it into a winning one, such changes might represent steps in the direction of a winning program. In this paper we introduce a bilevel search algorithm that searches concurrently in the space of programs and in a space of state features. Each iteration of the search in the space of features defines a set of target features that the search in the program space attempts to achieve (i.e., features one observes while following the strategy encoded in a program). We hypothesize the combination of a self-play function and a feature-based one provides a stronger search signal for synthesis. While both functions are used to guide the search in the program space, the self-play function is used to guide the search in the feature space, to allow for the selection of target features that are more likely to lead to winning programs. We evaluated our bilevel algorithm in MicroRTS, a real-time strategy game. Our results show that the bilevel search synthesizes stronger strategies than methods that search only in the program space. Also, the strategies our method synthesizes obtained the highest winning rate in a simulated tournament with several baseline agents, including the best agents from the two latest MicroRTS competitions.
David S. Aleixo, Levi Lelis
AAAI2
2023 Can You Improve My Code? Optimizing Programs with Local Search
abstract
This paper introduces a local search method for improving an existing program with respect to a measurable objective. Program Optimization with Locally Improving Search (POLIS) exploits the structure of a program, defined by its lines. POLIS improves a single line of the program while keeping the remaining lines fixed, using existing brute-force synthesis algorithms, and continues iterating until it is unable to improve the program's performance. POLIS was evaluated with a 27-person user study, where participants wrote programs attempting to maximize the score of two single-agent games: Lunar Lander and Highway. POLIS was able to substantially improve the participants' programs with respect to the game scores. A proof-of-concept demonstration on existing Stack Overflow code measures applicability in real-world problems. These results suggest that POLIS could be used as a helpful programming assistant for programming problems with measurable objectives.
Fatemeh Abdollahi, Saqib Ameen, Matthew E. Taylor, Levi Lelis
IJCAI4
2023 Choosing Well Your Opponents: How to Guide the Synthesis of Programmatic Strategies
abstract
This paper introduces Local Learner (2L), an algorithm for providing a set of reference strategies to guide the search for programmatic strategies in two-player zero-sum games. Previous learning algorithms, such as Iterated Best Response (IBR), Fictitious Play (FP), and Double-Oracle (DO), can be computationally expensive or miss important information for guiding search algorithms. 2L actively selects a set of reference strategies to improve the search signal. We empirically demonstrate the advantages of our approach while guiding a local search algorithm for synthesizing strategies in three games, including MicroRTS, a challenging real-time strategy game. Results show that 2L learns reference strategies that provide a stronger search signal than IBR, FP, and DO. We also simulate a tournament of MicroRTS, where a synthesizer using 2L outperformed the winners of the two latest MicroRTS competitions, which were programmatic strategies written by human programmers.
Rubens O. Moraes, David S. Aleixo, Lucas Ferreira, Levi Lelis
IJCAI4
2023 Levin Tree Search with Context Models
abstract
Levin Tree Search (LTS) is a search algorithm that makes use of a policy (a probability distribution over actions) and comes with a theoretical guarantee on the number of expansions before reaching a goal node, depending on the quality of the policy. This guarantee can be used as a loss function, which we call the LTS loss, to optimize neural networks representing the policy (LTS+NN). In this work we show that the neural network can be substituted with parameterized context models originating from the online compression literature (LTS+CM). We show that the LTS loss is convex under this new model, which allows for using standard convex optimization tools, and obtain convergence guarantees to the optimal parameters in an online setting for a given set of solution trajectories --- guarantees that cannot be provided for neural networks. The new LTS+CM algorithm compares favorably against LTS+NN on several benchmarks: Sokoban (Boxoban), The Witness, and the 24-Sliding Tile puzzle (STP). The difference is particularly large on STP, where LTS+NN fails to solve most of the test instances while LTS+CM solves each test instance in a fraction of a second. Furthermore, we show that LTS+CM is able to learn a policy that solves the Rubik's cube in only a few hundred expansions, which considerably improves upon previous machine learning techniques.
Laurent Orseau, Marcus Hutter, Levi Lelis
IJCAI3
2023 Program Synthesis with Best-First Bottom-Up Search
abstract
Cost-guided bottom-up search (BUS) algorithms use a cost function to guide the search to solve program synthesis tasks. In this paper, we show that current state-of-the-art cost-guided BUS algorithms suffer from a common problem: they can lose useful information given by the model and fail to perform the search in a best-first order according to a cost function. We introduce a novel best-first bottom-up search algorithm, which we call Bee Search, that does not suffer information loss and is able to perform cost-guided bottom-up synthesis in a best-first manner. Importantly, Bee Search performs best-first search with respect to the generation of programs, i.e., it does not even create in memory programs that are more expensive than the solution program. It attains best-first ordering with respect to generation by performing a search in an abstract space of program costs. We also introduce a new cost function that better uses the information provided by an existing cost model. Empirical results on string manipulation and bit-vector tasks show that Bee Search can outperform existing cost-guided BUS approaches when employing more complex domain-specific languages (DSLs); Bee Search and previous approaches perform equally well with simpler DSLs. Furthermore, our new cost function with Bee Search outperforms previous cost functions on string manipulation tasks.
Saqib Ameen, Levi Lelis
J. Artif. Intell. Res.2
2022 What Can We Learn Even from the Weakest? Learning Sketches for Programmatic Strategies
abstract
In this paper we show that behavioral cloning can be used to learn effective sketches of programmatic strategies. We show that even the sketches learned by cloning the behavior of weak players can help the synthesis of programmatic strategies. This is because even weak players can provide helpful information, e.g., that a player must choose an action in their turn of the game. If behavioral cloning is not employed, the synthesizer needs to learn even the most basic information by playing the game, which can be computationally expensive. We demonstrate empirically the advantages of our sketch-learning approach with simulated annealing and UCT synthesizers. We evaluate our synthesizers in the games of Can't Stop and MicroRTS. The sketch-based synthesizers are able to learn stronger programmatic strategies than their original counterparts. Our synthesizers generate strategies of Can't Stop that defeat a traditional programmatic strategy for the game. They also synthesize strategies that defeat the best performing method from the latest MicroRTS competition.
Leandro C. Medeiros, David S. Aleixo, Levi Lelis
AAAI3
2022 Learning Curricula for Humans: An Empirical Study with Puzzles from The Witness
abstract
The combination of tree search and neural networks has achieved super-human performance in challenging domains. We are interested in transferring to humans the knowledge these learning systems generate. We hypothesize the process in which neural-guided tree search algorithms learn how to solve a set of problems can be used to generate curricula for helping human learners. In this paper we show how the Bootstrap learning system can be modified to learn curricula for humans in a puzzle domain. We evaluate our system in two curriculum learning settings. First, given a small set of problem instances, our system orders the instances to ease the learning process of human learners. Second, given a large set of problem instances, our system returns a small ordered subset of the initial set that can be presented to human learners. We evaluate our curricula with a user study where participants learn how to solve a class of puzzles from the game `The Witness.' The user-study results suggest one of the curricula our system generates compares favorably with simple baselines and is competitive with the curriculum from the original `The Witness' game in terms of user retention and effort.
Levi Lelis, João Gabriel Gama Vila Nova, Eugene Chen, Nathan R. Sturtevant, Carrie Demmans Epp, Michael H. Bowling
IJCAI1
2022 Portability and Explainability of Synthesized Formula-based Heuristics
abstract
Heuristic search is a key component of automated planning and pathfinding. It is guided by a heuristic function which estimates remaining solution cost. Traditionally heuristic functions for pathfinding have been human-designed or pre-computed for a specific search graph. The former tend to be compact, human-readable but generic. The latter offer better guidance but require per-graph pre-computation and have a substantial memory cost. We aim to retain compactness and readability of human-designed heuristics and increase their performance. We adopt the recently published approach of representing heuristic functions as algebraic formulae and automatically synthesizing them for video-game maps. Whereas published work merely randomly sampled the space of formula-based heuristic functions, we implement and evaluate a parameterized synthesis algorithm that unifies and generalizes the stochastic sampling, simulated annealing and a basic genetic algorithm. We tune the parameters for better synthesis performance and then, using maps from multiple video games, show that heuristics synthesized for maps from one game still outperform the baseline search (A* with weighted Manhattan distance) on maps from a different game. We analyze a frequently synthesized formula and explain how, despite having a higher error than the Manhattan distance, it takes advantage of the structure in video-game pathfinding problems and speeds up A*.
Vadim Bulitko, Shuwei Wang, Justin Stevens 0001, Levi Lelis
SOCS4
2022 Asymmetric Action Abstractions for Planning in Real-Time Strategy Games
abstract
Action abstractions restrict the number of legal actions available for real-time planning in zero-sum extensive-form games, thus allowing algorithms to focus their search on a set of promising actions. Even though unabstracted game trees can lead to optimal policies, due to real-time constraints and the tree size, they are not a practical choice. In this context, we introduce an action abstraction scheme which we call asymmetric action abstraction. Asymmetric abstractions allow search algorithms to “pay more attention” to some aspects of the game by unevenly dividing the algorithm’s search effort amongst different aspects of the game. We also introduce four algorithms that search in asymmetrically abstracted game trees to evaluate the effectiveness of our abstraction schemes. Two of our algorithms are adaptations of algorithms developed for searching in action-abstracted spaces, Portfolio Greedy Search and Stratified Strategy Selection, and the other two are adaptations of an algorithm developed for searching in unabstracted spaces, NaïveMCTS. An extensive set of experiments in a real-time strategy game shows that search algorithms using asymmetric abstractions are able to outperform all other search algorithms tested.
Rubens O. Moraes, Mario A. Nascimento, Levi Lelis
J. Artif. Intell. Res.3
2021 Programmatic Strategies for Real-Time Strategy Games
abstract
Search-based systems have shown to be effective for planning in zero-sum games. However, search-based approaches have important disadvantages. First, the decisions of search algorithms are mostly non-interpretable, which is problematic in domains where predictability and trust are desired such as commercial games. Second, the computational complexity of search-based algorithms might limit their applicability, especially in contexts where resources are shared among other tasks such as graphic rendering. In this work we introduce a system for synthesizing programmatic strategies for a real-time strategy (RTS) game. In contrast with search algorithms, programmatic strategies are more amenable to explanations and tend to be efficient, once the program is synthesized. Our system uses a novel algorithm for simplifying domain-specific languages (DSLs) and a local search algorithm that synthesizes programs with self play. We performed a user study where we enlisted four professional programmers to develop programmatic strategies for mRTS, a minimalist RTS game. Our results show that the programs synthesized by our approach can outperform search algorithms and be competitive with programs written by the programmers.
Julian R. H. Mariño, Rubens O. Moraes, Tassiana C. Oliveira, Claudio Fabiano Motta Toledo, Levi Lelis
AAAI5
2021 Improving the Performance-Compatibility Tradeoff with Personalized Objective Functions
Jonathan Martinez, Kobi Gal, Ece Kamar, Levi Lelis
AAAI4
2021 Policy-Guided Heuristic Search with Guarantees
abstract
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 seek instead to minimize the search loss (e.g., the number of search steps). LevinTS is guided by a policy and provides guarantees on the number of search steps that relate to the quality of the policy, but it does not make use of a heuristic function. In this work we introduce Policy-guided Heuristic Search (PHS), a novel search algorithm that uses both a heuristic function and a policy and has theoretical guarantees on the search loss that relates to both the quality of the heuristic and of the policy. We show empirically on the sliding-tile puzzle, Sokoban, and a puzzle from the commercial game `The Witness' that PHS enables the rapid learning of both a policy and a heuristic function and compares favorably with A*, Weighted A*, Greedy Best-First Search, LevinTS, and PUCT in terms of number of problems solved and search time in all three domains tested.
Laurent Orseau, Levi Lelis
AAAI2
2021 Fast Synthesis of Algebraic Heuristic Functions for Video-game Pathfinding
abstract
Heuristic search is widely used in games for pathfinding and general planning. High-quality heuristic functions are key to finding a low-cost solution quickly. Commonly used heuristic functions for video-game pathfinding are either manually designed and generic or pre-computed for a specific map. The former fail to take advantage of pathfinding specifics while the latter tend to have a large memory footprint, may require substantial pre-computation and are not portable to other maps or easily presentable to humans. In this work we attempt to combine the best of both approaches by automatically synthesizing well performing pathfinding-specific yet compact and human-readable heuristics. We do so by defining a space of algebraic formulae expressing heuristic functions and then conducting an automated search of the space. To make the synthesis tractable we employ a multi-tier evaluation which allows us to quickly filter out low-quality heuristics while saving time to more thoroughly evaluate better ones. Such triage of candidate heuristics enables us to synthesize compact heuristics that outperform the standard baseline on video-game pathfinding benchmarks. By then adding the synthesized heuristics back to the synthesis space we show that synthesis on new maps can be substantially sped up to merely few minutes per map.
Vadim Bulitko, Sergio Poo Hernandez, Levi Lelis
CoG3
2021 Teaching People by Justifying Tree Search Decisions: An Empirical Study in Curling
abstract
In this research note we show that a simple justification system can be used to teach humans non-trivial strategies of the Olympic sport of curling. This is achieved by justifying the decisions of Kernel Regression UCT (KR-UCT), a tree search algorithm that derives curling strategies by playing the game with itself. Given an action returned by KR-UCT and the expected outcome of that action, we use a decision tree to produce a counterfactual justification of KR-UCT’s decision. The system samples other possible outcomes and selects for presentation the outcomes that are most similar to the expected outcome in terms of visual features and most different in terms of expected end-game value. A user study with 122 people shows that the participants who had access to the justifications produced by our system achieved much higher scores in a curling test than those who only observed the decision made by KR-UCT and those with access to the justifications of a baseline system. This is, to the best of our knowledge, the first work showing that a justification system is able to teach humans non-trivial strategies learned by an algorithm operating in self play.
Cleyton R. Silva, Michael H. Bowling, Levi Lelis
J. Artif. Intell. Res.3
2020 Enhancing resource availability in vehicular fog computing through smart inter-domain handover
abstract
In recent years, computer network architectures are experiencing a significant shift motivated by a myriad of edge devices generating a tremendous volume of data, service providers deploying real-time and huge bandwidth-consuming network applications, and mobile end-users demanding stringent quality of service and reduced service disruption. The fog computing architecture aims at addressing several related issues by employing computing resources at the edge of the network. However, frequent and even unexpected handover among distinct fog domains is yet a research challenge because it hinders the continuous availability of shared edge resources. In this work, we employ reinforcement learning (RL) to learn from experience how to maximize the availability of resources at fog domains by minimizing the handover frequency in vehicular scenarios through smart resource placement. We evaluated our RL-based model in simulations mimicking real-world scenarios where each moving vehicle may connect to different fog domains throughout its route. The results show that the proposed model yields an improvement in the availability of resources in comparison to a greedy strategy under all simulated scenarios.
Vitor Barbosa C. Souza, Moisés Henrique Pereira, Levi Lelis, Xavier Masip-Bruin
GLOBECOM3
2020 Planning Algorithms for Zero-Sum Games with Exponential Action Spaces: A Unifying Perspective
abstract
In this paper we review several planning algorithms developed for zero-sum games with exponential action spaces, i.e., spaces that grow exponentially with the number of game components that can act simultaneously at a given game state. As an example, real-time strategy games have exponential action spaces because the number of actions available grows exponentially with the number of units controlled by the player. We also present a unifying perspective in which several existing algorithms can be described as an instantiation of a variant of NaiveMCTS. In addition to describing several existing planning algorithms for exponential action spaces, we show that other instantiations of this variant of NaiveMCTS represent novel and promising algorithms to be studied in future works.
Levi Lelis
IJCAI1
2020 Marginal Utility for Planning in Continuous or Large Discrete Action Spaces
abstract
Sample-based planning is a powerful family of algorithms for generating intelligent behavior from a model of the environment. Generating good candidate actions is critical to the success of sample-based planners, particularly in continuous or large action spaces. Typically, candidate action generation exhausts the action space, uses domain knowledge, or more recently, involves learning a stochastic policy to provide such search guidance. In this paper we explore explicitly learning a candidate action generator by optimizing a novel objective, marginal utility. The marginal utility of an action generator measures the increase in value of an action over previously generated actions. We validate our approach in both curling, a challenging stochastic domain with continuous state and action spaces, and a location game with a discrete but large action space. We show that a generator trained with the marginal utility objective outperforms hand-coded schemes built on substantial domain knowledge, trained stochastic policies, and other natural objectives for generating actions for sampled-based planners.
Zaheen Farraz Ahmad, Levi Lelis, Michael H. Bowling
NeurIPS2
2019 Evolving Action Abstractions for Real-Time Planning in Extensive-Form Games
abstract
A key challenge for planning systems in real-time multiagent domains is to search in large action spaces to decide an agent’s next action. Previous works showed that handcrafted action abstractions allow planning systems to focus their search on a subset of promising actions. In this paper we show that the problem of generating action abstractions can be cast as a problem of selecting a subset of pure strategies from a pool of options. We model the selection of a subset of pure strategies as a two-player game in which the strategy set of the players is the powerset of the pool of options— we call this game the subset selection game. We then present an evolutionary algorithm for solving such a game. Empirical results on small matches of µRTS show that our evolutionary approach is able to converge to a Nash equilibrium for the subset selection game. Also, results on larger matches show that search algorithms using action abstractions derived by our evolutionary approach are able to substantially outperform all state-of-the-art planning systems tested.
Julian R. H. Mariño, Rubens O. Moraes, Claudio Fabiano Motta Toledo, Levi Lelis
AAAI4
2019 Be Inaccurate but Don't Be Indecisive: How Error Distribution Can Affect User Experience
abstract
System accuracy is a crucial factor influencing user experience in intelligent interactive systems. Although accuracy is known to be important, little is known about the role of the system’s error distribution in user experience. In this paper we study, in the context of background music selection for tabletop games, how the error distribution of an intelligent system affects the user’s perceived experience. In particular, we show that supervised learning algorithms that solely optimize for prediction accuracy can make the system “indecisive”. That is, it can make the system’s errors sparsely distributed throughout the game session. We hypothesize that sparsely distributed errors can harm the users’ perceived experience and it is preferable to use a model that is somewhat inaccurate but decisive, than a model that is accurate but often indecisive. In order to test our hypothesis we introduce an ensemble approach with a restrictive voting rule that instead of erring sparsely through time, it errs consistently for a period of time. A user study in which people watched videos of Dungeons and Dragons sessions supports our hypothesis.
Rafael R. Padovani, Lucas Ferreira, Levi Lelis
AAAI3
2019 Procedural Generation of Initial States of Sokoban
abstract
Procedural generation of initial states of state-space search problems have applications in human and machine learning as well as in the evaluation of planning systems. In this paper we deal with the task of generating hard and solvable initial states of Sokoban puzzles. We propose hardness metrics based on pattern database heuristics and the use of novelty to improve the exploration of search methods in the task of generating initial states. We then present a system called Beta that uses our hardness metrics and novelty to generate initial states. Experiments show that Beta is able to generate initial states that are harder to solve by a specialized solver than those designed by human experts.
Dâmaris S. Bento, André Grahl Pereira, Levi Lelis
IJCAI3
2019 Iterative Budgeted Exponential Search
abstract
We tackle two long-standing problems related to re-expansions in heuristic search algorithms. For graph search, A* can require Ω(2ⁿ) expansions, where n is the number of states within the final f bound. Existing algorithms that address this problem like B and B’ improve this bound to Ω(n²). For tree search, IDA* can also require Ω(n²) expansions. We describe a new algorithmic framework that iteratively controls an expansion budget and solution cost limit, giving rise to new graph and tree search algorithms for which the number of expansions is O(n log C*), where C* is the optimal solution cost. Our experiments show that the new algorithms are robust in scenarios where existing algorithms fail. In the case of tree search, our new algorithms have no overhead over IDA* in scenarios to which IDA* is well suited and can therefore be recommended as a general replacement for IDA*.
Malte Helmert, Tor Lattimore, Levi Lelis, Laurent Orseau, Nathan R. Sturtevant
IJCAI3
2019 Strategy Generation for Multiunit Real-Time Games via Voting
abstract
Real-time strategy (RTS) games are a challenging application for artificial intelligence (AI) methods. This is because they involve simultaneous play and adversarial reasoning that is conducted in real time in large state spaces. Many AI methods for playing RTS games rely on hard-coded strategies designed by human experts. The drawback of using such strategies is that they are often unable to adapt to new scenarios during gameplay. The contribution of this paper is a new approach, called strategy creation via voting (SCV), that uses a voting method to generate a large set of novel strategies from existing expert-based ones. Then, SCV uses an opponent modeling scheme during the game to choose which strategy from the generated pool of possibilities to use. By repeatedly choosing which strategy to use, SCV is able to adapt to different scenarios that might arise during the game. We implemented SCV as a bot for μRTS, a recognized RTS testbed. The results of a detailed empirical study show that SCV outperforms all approaches tested in matches played on large maps and is competitive in matches played on smaller maps.
Cleyton R. Silva, Rubens O. Moraes, Levi Lelis, Kobi Gal
IEEE Trans. Games3
2018 Asymmetric Action Abstractions for Multi-Unit Control in Adversarial Real-Time Games
abstract
Action abstractions restrict the number of legal actions available during search in multi-unit real-time adversarial games, thus allowing algorithms to focus their search on a set of promising actions. Optimal strategies derived from un-abstracted spaces are guaranteed to be no worse than optimal strategies derived from action-abstracted spaces. In practice, however, due to real-time constraints and the state space size, one is only able to derive good strategies in un-abstracted spaces in small-scale games. In this paper we introduce search algorithms that use an action abstraction scheme we call asymmetric abstraction. Asymmetric abstractions retain the un-abstracted spaces' theoretical advantage over regularly abstracted spaces while still allowing the search algorithms to derive effective strategies, even in large-scale games. Empirical results on combat scenarios that arise in a real-time strategy game show that our search algorithms are able to substantially outperform state-of-the-art approaches.
Rubens O. Moraes, Levi Lelis
AAAI2
2018 Single-Agent Policy Tree Search With Guarantees
abstract
We introduce two novel tree search algorithms that use a policy to guide search. The first algorithm is a best-first enumeration that uses a cost function that allows us to provide an upper bound on the number of nodes to be expanded before reaching a goal state. We show that this best-first algorithm is particularly well suited for ``needle-in-a-haystack'' problems. The second algorithm, which is based on sampling, provides an upper bound on the expected number of nodes to be expanded before reaching a set of goal states. We show that this algorithm is better suited for problems where many paths lead to a goal. We validate these tree search algorithms on 1,000 computer-generated levels of Sokoban, where the policy used to guide search comes from a neural network trained using A3C. Our results show that the policy tree search algorithms we introduce are competitive with a state-of-the-art domain-independent planner that uses heuristic search.
Laurent Orseau, Levi Lelis, Tor Lattimore, Theophane Weber
NeurIPS2
2018 Procedural Generation of Game Maps With Human-in-the-Loop Algorithms
abstract
A key challenge in procedural content generation is to automatically evaluate whether the generated content has good quality. In this paper, we describe an approach that uses nonexpert workers to evaluate small portions of levels generated by an off-the-shelf generation system for the game ofInfinite Mario Bros. Several such evaluated portions are then combined to form full levels of the game using a mathematical progression arc model. The composition of the small portions into full levels is done by accounting for the human-annotated information. We evaluated the approach using computational metrics as well as surveying human subjects playing the levels. The results show that the human computation approach is able to generate levels that are perceived by people to have better visual aesthetics and to be more enjoyable to play than existing approaches. Another contribution of our paper is a dataset of the small annotated levels that can be used in future research for learning models for evaluating machine-generated content.
Levi Lelis, Willian M. P. Reis, Kobi Gal
IEEE Trans. Games1
2017 Understanding mario: an evaluation of design metrics for platformers
abstract
Evaluating the output of content generators is still one of the key open research challenges in Procedural Content Generation (PCG). This paper presents a collection of metrics for evaluating the quality of platform game levels, and analyzes how well these metrics are able to capture the human-perceived difficulty, visual aesthetics and enjoyment of these levels. We show empirically, in the context of Infinite Mario Bros (IMB), that some of the proposed metrics yield correlation values with human ratings that are near empirical upper bounds derived from a human inter-rater agreement study. We also show that a simple linear regression model using a subset of our metrics as input features is able to substantially outperform a previous approach that uses a neural network for predicting human-perceived difficulty, visual aesthetics, and enjoyment in IMB levels.
Adam Summerville, Julian R. H. Mariño, Sam Snodgrass, Santiago Ontañón, Levi Lelis
FDG5
2017 On Creating Complementary Pattern Databases
abstract
A pattern database (PDB) for a planning task is a heuristic function in the form of a lookup table that contains optimal solution costs of a simplified version of the task. In this paper we introduce a method that sequentially creates multiple PDBs which are later combined into a single heuristic function. At a given iteration, our method uses estimates of the A* running time to create a PDB that complements the strengths of the PDBs created in previous iterations. We evaluate our algorithm using explicit and symbolic PDBs. Our results show that the heuristics produced by our approach are able to outperform existing schemes, and that our method is able to create PDBs that complement the strengths of other existing heuristics such as a symbolic perimeter heuristic.
Santiago Franco, Álvaro Torralba, Levi Lelis, Mike Barley
IJCAI3
2017 Stratified Strategy Selection for Unit Control in Real-Time Strategy Games
abstract
In this paper we introduce Stratified Strategy Selection (SSS), a novel search algorithm for micromanaging units in real-time strategy (RTS) games. SSS uses a type system to partition the player's units into types and assumes that units of the same type must follow the same strategy. SSS searches in the state space induced by the type system to select, from a pool of options, a strategy for each unit. Empirical results on a simulator of an RTS game shows that SSS employing either fixed or adaptive type systems is able to substantially outperform state-of-the-art search-based algorithms in combat scenarios with up to 100 units.
Levi Lelis
IJCAI1
2016 What's Hot in Heuristic Search
abstract
Search in general, and heuristic search in particular, is at the heart of many Artificial Intelligence algorithms and applications. There is now a growing and active community devoted to the empirical and theoretical study of heuristic search algorithms, thanks to the successful application of search-based algorithms to areas such as robotics, domain-independent planning, optimization, and computer games. In this extended abstract we highlight recent efforts in understanding suboptimal search algorithms, as well as ensembles of heuristics and algorithms. The result of these efforts are meta-reasoning methods which are applied to orchestrate the different components of modern search algorithms. Finally, we mention recent innovative applications of search that demonstrate the relevance of the field to general AI.
Roni Stern, Levi Lelis
AAAI2
2016 Learning to Speed Up Evolutionary Content Generation in Physics-Based Puzzle Games
abstract
Procedural content generation (PCG) systems are designed to automatically generate content for video games. PCG for physics-based puzzles requires one to simulate the game to ensure feasibility and stability of the objects composing the puzzle. The major drawback of this simulation-based approach is the overall running time of the PCG process, as the simulations can be computationally expensive. This paper introduces a method that uses machine learning to reduce the number of simulations performed by an evolutionary approach while generating levels of Angry Birds, a physics-based puzzle game. Our method uses classifiers to verify the stability and feasibility of the levels considered during search. The fitness function is computed only for levels that are classified as stable and feasible. An approximation of the fitness that does not require simulations is used for levels that are deemed as unstable or unfeasible by the classifiers. Our experiments show that naively approximating the fitness values can lead to poor solutions. We then introduce an approach in which the fitness values are approximated with the average fitness value of the levels' parents added to a penalty value. This approximation scheme allows the search procedure to find good-quality solutions much more quickly than a competing approach-we reduce from 43 to 25 minutes the running time required to generate one level of Angry Birds.
Leonardo T. Pereira, Claudio Fabiano Motta Toledo, Lucas Ferreira, Levi Lelis
ICTAI4
2016 Heuristic Subset Selection in Classical Planning
Levi Lelis, Santiago Franco, Marvin Abisrror, Mike Barley, Sandra Zilles, Robert C. Holte
IJCAI1
2016 Searching with a Corrupted Heuristic
abstract
Memory-based heuristics are a popular and effective class of admissible heuristic functions. However, corruptions to memory they use may cause these heuristics to become inadmissible. Corruption can be caused by the physical environment due to radiation and network errors, or it can be introduced voluntarily in order to decrease energy consumption. We introduce memory error correction schemes that do not require additional memory and exploit knowledge about the behavior of consistent heuristics. This is in contrast with error correcting code approaches which can limit the amount of corruption but at the cost of additional energy and memory consumption. Search algorithms using our methods are guaranteed to find a solution if one exists and its suboptimality is bounded. Moreover, our methods are resilient to any number of memory errors that may occur. An experimental evaluation is also provided to demonstrate the applicability of our approach.
Levi Lelis, Richard Anthony Valenzano, Gabriel L. Nazar, Roni Stern
SOCS1
2016 Predicting optimal solution costs with bidirectional stratified sampling in regular search spaces
Levi Lelis, Roni Stern, Shahab Jabbari Arfaee, Sandra Zilles, Ariel Felner, Robert C. Holte
Artif. Intell.1
2015 Stratified Sampling for Even Workload Partitioning Applied to IDA* and Delaunay Algorithms
abstract
This work presents Workload Partitioning and Scheduling (WPS), a novel algorithm for evenly partitioning the computational workload of large implicitly-defined work-list-based applications on distributed/shared-memory systems. In WPS, a stratified sampling technique estimates the number of work items that will be processed in each step of the target application. Then WPS uses this estimation to evenly partition and distribute the computational workload. An empirical evaluation on large applications -- Iterative-Deepening A* (IDA*) applied to (4 × 4)- and (5 × 5)-Sliding-Tile Puzzles, Delaunay Mesh Generation, and Delaunay Mesh Refinement -- shows that WPS is applicable to a range of applications. A coordination between WPS and existing work-stealing schedulers for intra-node load balancing yields additional speedups in the range of 18% to 40% compared to that achieved with the existing work-stealing schedulers alone. Such a coordination also outperforms an existing workload-partitioning scheme intended specifically for IDA* algorithms by 17% to 36%.
Jeeva Paudel, Levi Lelis, José Nelson Amaral
IPDPS2
2015 Caching in Context-Minimal OR Spaces
abstract
In empirical studies we observed that caching can have very little impact in reducing the search effort in Branch and Bound search over context-minimal OR spaces. For example, in one of the problem domains used in our experiments we reduce only by 1% the number of nodes expanded when using caching in context-minimal OR spaces. By contrast, we reduce by 74% the number of nodes expanded when using caching in context-minimal AND/OR spaces on the same instances. In this work we document this unexpected empirical finding and provide explanations for the phenomenon.
Rina Dechter, Levi Lelis, Lars Otten
SOCS2
2015 Feature Selection as State-Space Search: An Empirical Study in Clustering Problems
abstract
In this paper we treat the problem of feature selection in unsupervised learning as a state-space search problem. We introduce three different heuristic functions and perform extensive experiments on datasets with tens, hundreds, and thousands of features. Namely, we test different search algorithms using the heuristic functions we introduce. Our results show that the heuristic search approach for feature selection in unsupervised learning problems can be far superior than traditional baselines such as PCA and random projections.
Julian R. H. Mariño, Levi Lelis
SOCS2
2014 Memory-Efficient Tree Size Prediction for Depth-First Search in Graphical Models
Levi Lelis, Lars Otten, Rina Dechter
CP1
2014 Estimating Search Tree Size with Duplicate Detection
abstract
In this paper we introduce Stratified Sampling with Duplicate Detection (SSDD), an algorithm for estimating the number of state expansions performed by heuristic search algorithms seeking solutions in state spaces represented by undirected graphs. SSDD is general and can be applied to estimate other state-space properties. We test SSDD on two tasks: (i) prediction of the number of A* expansions in a given f-layer when using a consistent heuristic function, and (ii) prediction of the state-space radius. SSDD has the asymptotic guarantee of producing perfect estimates in both tasks. Our empirical results show that in task (i) SSDD produces good estimates in all four domains tested, being in most cases orders of magnitude more accurate than a competing scheme, and in task (ii) SSDD quickly produces accurate estimates of the radii of the 4x4 Sliding-Tile Puzzle and the 3x3x3 Rubik's Cube.
Levi Lelis, Roni Stern, Nathan R. Sturtevant
SOCS1
2013 Predicting the Size of Depth-First Branch and Bound Search Trees
Levi Lelis, Lars Otten, Rina Dechter
IJCAI1
2013 Active Stratified Sampling with Clustering-Based Type Systems for Predicting the Search Tree Size of Problems with Real-Valued Heuristics
abstract
In this paper we advance the line of research launched by Knuth which was later improved by Chen for predicting the size of the search tree expanded by heuristic search algorithms such as IDA*. Chen's Stratified Sampling (SS) uses a partition of the nodes in the search tree called type system to guide its sampling. Recent work has shown that SS using type systems based on integer-valued heuristic functions can be quite effective. However, type systems based on real-valued heuristic functions are often too large to be practical. We use the k-means clustering algorithm for creating effective type systems for domains with real-valued heuristics. Orthogonal to the type systems, another contribution of this paper is the introduction of an algorithm called Active SS. SS allocates the same number of samples for each type. Active SS is the application of the idea of active sampling to search trees. Active SS allocates more samples to the types with higher uncertainty. Our empirical results show that (i) SS using clustering-based type systems tends to produce better predictions than competing schemes that do not use a type system, and that (ii) Active SS can produce better predictions than the regular version of SS.
Levi Lelis
SOCS1
2013 Predicting the size of IDA*'s search tree
Levi Lelis, Sandra Zilles, Robert C. Holte
Artif. Intell.1
2012 Fast and Accurate Predictions of IDA*'s Performance
abstract
Korf, Reid and Edelkamp initiated a line of research for developing methods (KRE and later CDP) that predict the number of nodes expanded by IDA* for a given start state and cost bound. Independent of that, Chen developed a method (SS) that can also be used to predict the number of nodes expanded by IDA*. In this paper we advance both of these prediction methods. First, we develop a variant of CDP that can be orders of magnitude faster than CDP while producing exactly the same predictions. Second, we show how ideas developed in the KRE line of research can be used to substantially improve the predictions produced by SS. Third, we make an empirical comparison between our new enhanced versions of CDP and SS. Our experimental results point out that CDP is suitable for applications that require less accurate but very fast predictions, while SS is suitable for applications that require more accurate predictions but allow more computation time.
Levi Lelis, Sandra Zilles, Robert C. Holte
AAAI1
2012 Learning Heuristic Functions Faster by Using Predicted Solution Costs
abstract
Jabbari Arfaee, Zilles, and Holte presented the bootstrap learning system, a system that learns strong heuristic functions for state-space problems. They showed that IDA* with a bootstrap heuristic is able to quickly find near-optimal solutions in several problem domains. However, the process the bootstrap method uses to learn heuristic functions is time-consuming: it is on the order of days. In this paper we present a learning system that uses an approximation method instead of an exact one to generate the training set required to learn heuristics. We showed recently that solution costs can often be quickly and accurately predicted without having to actually find a solution. In this paper we apply this idea to speedup the process of learning heuristics. In contrast with other learning approaches that use search algorithms to solve problem instances to generate the training set, our system uses a solution cost predictor. We reduce the time required to learn strong heuristics from days to minutes on the domains tested.
Levi Lelis, Shahab Jabbari Arfaee, Sandra Zilles, Robert C. Holte
SOCS1
2012 Predicting Optimal Solution Cost with Bidirectional Stratified Sampling (Abstract)
abstract
Optimal planning and heuristic search systems solve state-space searchproblems by finding a least-cost path from start to goal. As a byproduct of having an optimal path they also determine the optimal solution cost. In this paper we focus on the problem of determining the optimal solution cost for a state-space search problem directly, i.e., without actually finding a solution path of that cost. We present an efficient algorithm, BiSS, based on ideas of bidirectional search and stratified sampling that produces accurate estimates of the optimal solution cost. Our method is guaranteed to return the optimal solution cost in the limit as the sample size goes to infinity.
Levi Lelis, Roni Stern, Ariel Felner, Sandra Zilles, Robert C. Holte
SOCS1
2012 Are We There Yet? - Estimating Search Progress
abstract
Heuristic search is a general problem solving technique. While most evaluations of heuristic search focus on the speed of search, there are relatively few techniques for predicting when search will end. This paper provides a study of progress estimating techniques for optimal, suboptimal, and bounded suboptimal heuristic search algorithms. We examine two previously proposed techniques, search velocity and search vacillation, as well as two new approaches, path-based estimation and distribution-based estimation. We find that both new approaches are better at estimating the remaining amount of search effort than previous work in all three varieties of search, occasionally erring by less than 5%.
Jordan Tyler Thayer, Roni Stern, Levi Lelis
SOCS3
2011 Time Complexity of Iterative-Deepening A*: The Informativeness Pathology (Abstract)
abstract
Korf, Reid, and Edelkamp launched a line of research aimed at predicting how many nodes IDA* will expand with a given depth bound. This paper advances this line of research in three ways. First, we identify a source of prediction error that has hitherto been overlooked. We call it the "discretization effect." Second, we disprove the intuitively appealing idea that a "more informed" prediction system cannot make worse predictions than a ``less informed'' one. More informed systems are more susceptible to the discretization effect, and in our experiments the more informed system makes poorer predictions. Our third contribution is a method, called "Epsilon-truncation," which makes a prediction system less informed, in a carefully chosen way, so as to improve its predictions by reducing the discretization effect. In our experiments Epsilon-truncation improved predictions substantially.
Levi Lelis, Sandra Zilles, Robert C. Holte
AAAI1
2011 Predicting Solution Cost with Conditional Probabilities
abstract
Classical heuristic search algorithms find the solution cost of a problem while finding the path from the start state to a goal state. However, there are applications in which finding the path is not needed. In this paper we propose an algorithm that accurately and efficiently predicts the solution cost of a problem without finding the actual solution. We show empirically that our predictor makes more accurate predictions when compared to the bootstrapped heuristic, which is known to be a very accurate inadmissible heuristic. In addition, we show how our prediction algorithm can be used to enhance heuristic search algorithms. Namely, we use our predictor to calculate a bound for a bounded best-first search algorithm and to tune the w-value of Weighted IDA*. In both cases major search speedups were observed.
Levi Lelis, Roni Stern, Shahab Jabbari Arfaee
SOCS1
2011 Improved Prediction of IDA*'s Performance via Epsilon-Truncation
abstract
Korf, Reid, and Edelkamp launched a line of research aimed at predicting how many nodes IDA* will expand with a given cost bound. This paper advances this line of research in three ways. First, we identify a source of prediction error that has hitherto been overlooked. We call it the ``discretization effect''. Second, we disprove the intuitively appealing idea that a ``more informed'' prediction system cannot make worse predictions than a ``less informed'' one. More informed systems are more susceptible to the discretization effect, and in several of our experiments the more informed system makes poorer predictions. Our third contribution is a method, called ``$\epsilon$-truncation'', which makes a prediction system less informed, in a carefully chosen way, so as to improve its predictions by reducing the discretization effect. In our experiments $\epsilon$-truncation rarely degraded predictions; in the vast majority of cases it improved predictions, often substantially.
Levi Lelis, Sandra Zilles, Robert C. Holte
SOCS1
2009 Semi-supervised Density-Based Clustering
abstract
Most of the effort in the semi-supervised clustering literature was devoted to variations of the K-means algorithm. In this paper we show how background knowledge can be used to bias a partitional density-based clustering algorithm. Our work describes how labeled objects can be used to help the algorithm detecting suitable density parameters for the algorithm to extract density-based clusters in specific parts of the feature space. Considering the set of constraints estabilished by the labeled dataset we show that our algorithm, called SSDBSCAN, automatically finds density parameters for each natural cluster in a dataset. Four of the most interesting characteristics of SSDBSCAN are that (1) it only requires a single, robust input parameter, (2) it does not need any user intervention, (3) it automatically finds the noise objects according to the density of the natural clusters and (4) it is able to find the natural cluster structure even when the density among clusters vary widely. The algorithm presented in this paper is evaluated with artificial and real-world datasets, demonstrating better results when compared to other unsupervised and semi-supervised density-based approaches.
Levi Lelis, Jörg Sander 0001
ICDM1