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Tansel Uras

dblp:93/8220 · DBLP profile ↗
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23ranked-venue papers
8as first author
0since 2021 · last 2020
—ORCID · none

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

Artificial intelligence and machine learning · 21 · 8 first-authorGraphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-authorSystems, architecture and hardware · 3Software engineering, systems software and programming languages · 1

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
7 papers
Planning, search and constraint satisfaction · 75% Motion planning and robot control · 25%
Interdisciplinary, comprehensive, and emerging computing
2 papers
Computing education · 80% Bioinformatics and computational biology · 20%
Theoretical computer science
4 papers
Graph algorithms and graph theory · 87% Algorithms and data structures · 8% Mathematical optimization · 5%

Topics — the 18 heaviest of 20, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computing education
AI education
0.412020
Teaching Undergraduate Artificial Intelligence Classes: An Experiment with an Attendance Requirement · AAAI 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search › best-first search
a* search
0.422018
The FastMap Algorithm for Shortest Path Computations · IJCAI 2018
Identifying Hierarchies for Fast Optimal Search · AAAI 2014
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › pathfinding
grid-based pathfinding
0.412019
Regarding Jump Point Search and Subgoal Graphs · IJCAI 2019
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
pathfinding
0.412019
Regarding Jump Point Search and Subgoal Graphs · IJCAI 2019
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
heuristic search
0.312018
The FastMap Algorithm for Shortest Path Computations · IJCAI 2018
Robotics › Motion planning and robot control
path planning
0.312018
Understanding Subgoal Graphs by Augmenting Contraction Hierarchies · IJCAI 2018
Graph algorithms and graph theory
shortest path
0.312018
The FastMap Algorithm for Shortest Path Computations · IJCAI 2018
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
bounded-suboptimal search
0.212016
Improved Solvers for Bounded-Suboptimal Multi-Agent Path Finding · IJCAI 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
multi-agent path finding
0.212016
Improved Solvers for Bounded-Suboptimal Multi-Agent Path Finding · IJCAI 2016
Robotics › Motion planning and robot control › motion planning › optimal motion planning
optimal path planning
0.212014
Identifying Hierarchies for Fast Optimal Search · AAAI 2014
Graph algorithms and graph theory
graph algorithms
0.212014
Identifying Hierarchies for Fast Optimal Search · AAAI 2014
Graph algorithms and graph theory
graph partitioning
0.212014
Identifying Hierarchies for Fast Optimal Search · AAAI 2014
Robotics › Motion planning and robot control
task and motion planning
0.112011
Combining high-level causal reasoning with low-level geometric reasoning and motion planning for robotic manipulation · ICRA 2011
Bioinformatics and computational biology › comparative genomics
genome rearrangement
0.112010
Genome Rearrangement: A Planning Approach · AAAI 2010
Bioinformatics and computational biology
genomics
0.112010
Genome Rearrangement: A Planning Approach · AAAI 2010
Mathematical optimization
causal inference
0.012011
Combining high-level causal reasoning with low-level geometric reasoning and motion planning for robotic manipulation · ICRA 2011
Algorithms and data structures
combinatorial algorithms
0.012010
Genome Rearrangement: A Planning Approach · AAAI 2010
Algorithms and data structures › computational biology
genome rearrangement distance
0.012010
Genome Rearrangement: A Planning Approach · AAAI 2010

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

contraction hierarchies · 0.7subgoal graphs · 0.7semidefinite programming · 0.7fastmap · 0.7n-level partitioning · 0.4a · 0.4planning formulation · 0.3motion planning · 0.2geometric reasoning · 0.2causal reasoning · 0.2
YearPublicationVenuePosition
2020 Teaching Undergraduate Artificial Intelligence Classes: An Experiment with an Attendance Requirement
abstract
We report on an experiment that we performed when we taught the undergraduate artificial intelligence class at the University of Southern California. We taught it – under very similar conditions – once with and once without an attendance requirement. The attendance requirement substantially increased the attendance of the students. It did not substantially affect their performance but decreased their course ratings across all categories in the official course evaluation, whose results happened to be biased toward the opinions of the students attending the lectures. For example, the overall rating of the instructor was 0.89 lower (on a 1-5 scale) with the attendance requirement and the overall rating of the class was 0.85 lower. Thus, the attendance requirement, combined with the policy for administering the course evaluation, had a large impact on the course ratings, which is a problem if the course ratings influence decisions on promotions, tenure, and salary increments for the instructors but also demonstrates the potential for the manipulation of course ratings.
Sven Koenig, Tansel Uras, Liron Cohen 0002
AAAI2
2020 Toward a String-Pulling Approach to Path Smoothing on Grid Graphs
abstract
Paths found on grid graphs are often unrealistic looking in the continuous environment that the grid graph represents and often need to be smoothed after a search. The well-known algorithm for path smoothing is greedy in nature and does not necessarily eliminate all heading changes in freespace. We present a new path-smoothing algorithm based on “string pulling” and show experimentally that it consistently finds shorter paths than the greedy algorithm and produces paths with no heading changes in freespace.
Jihee Han, Tansel Uras, Sven Koenig
SOCS2
2019 Regarding Jump Point Search and Subgoal Graphs
abstract
In this paper, we define Jump Point Graphs (JP), a preprocessing-based path-planning technique similar to Subgoal Graphs (SG). JP allows for the first time the combination of Jump Point Search style pruning in the context of abstraction-based speedup techniques, such as Contraction Hierarchies. We compare JP with SG and its variants and report new state-of-the-art results for grid-based pathfinding.
Daniel Harabor, Tansel Uras, Peter J. Stuckey, Sven Koenig
IJCAI2
2019 Optimal and Bounded-Suboptimal Multi-Agent Motion Planning
abstract
Multi-Agent Motion Planning (MAMP) is the task of finding conflict-free kinodynamically feasible plans for agents from start to goal states. While MAMP is of significant practical importance, existing solvers are either incomplete, inefficient or rely on simplifying assumptions. For example, Multi-Agent Path Finding (MAPF) solvers conventionally assume discrete timesteps and rectilinear movement of agents between neighboring vertices of a graph. In this paper, we develop MAMP solvers that obviate these simplifying assumptions and yet generalize the core ideas of state-of-the-art MAPF solvers. Specifically, since different motions may take arbitrarily different durations, MAMP solvers need to efficiently reason with continuous time and arbitrary wait durations. To do so, we adapt (Enhanced) Conflict-Based Search to continuous time and develop a novel bounded-suboptimal extension of Safe Interval Path Planning, called Soft Conflict Interval Path Planning. On the theoretical side, we justify the completeness, optimality and bounded-suboptimality of our MAMP solvers. On the experimental side, we show that our MAMP solvers scale well with increasing suboptimality bounds.
Liron Cohen 0002, Tansel Uras, T. K. Satish Kumar, Sven Koenig
SOCS2
2018 The FastMap Algorithm for Shortest Path Computations
abstract
We present a new preprocessing algorithm for embedding the nodes of a given edge-weighted undirected graph into a Euclidean space. The Euclidean distance between any two nodes in this space approximates the length of the shortest path between them in the given graph. Later, at runtime, a shortest path between any two nodes can be computed with an A* search using the Euclidean distances as heuristic. Our preprocessing algorithm, called FastMap, is inspired by the data-mining algorithm of the same name and runs in near-linear time. Hence, FastMap is orders of magnitude faster than competing approaches that produce a Euclidean embedding using Semidefinite Programming. FastMap also produces admissible and consistent heuristics and therefore guarantees the generation of shortest paths. Moreover, FastMap applies to general undirected graphs for which many traditional heuristics, such as the Manhattan Distance heuristic, are not well defined. Empirically, we demonstrate that A* search using the FastMap heuristic is competitive with A* search using other state-of-the-art heuristics, such as the Differential heuristic.
Liron Cohen 0002, Tansel Uras, Shiva Jahangiri, Aliyah Arunasalam, Sven Koenig, T. K. Satish Kumar
IJCAI2
2018 Understanding Subgoal Graphs by Augmenting Contraction Hierarchies
abstract
Contraction hierarchies and (N-level) subgoal graphs are two preprocessing-based path-planning algorithms that have so far only been compared experimentally through the grid-based path-planning competitions, where both algorithms had undominated runtime/memory trade-offs. Subgoal graphs can be considered as a framework that can be customized to different domains through the choice of a reachability relation R that identifies pairs of nodes on a graph between which it is easy to find shortest paths. Subgoal graphs can exploit R in various ways to speed-up query times and reduce memory requirements. In this paper, we break down the differences between N-level subgoal graphs and contraction hierarchies, and augment contraction hierarchies with ideas from subgoal graphs to exploit R. We propose three different modifications, analyze their runtime/memory trade-offs, and provide experimental results on grids using canonical-freespace-reachability as R, which show that both N-level subgoal graphs and contraction hierarchies are dominated in terms of the runtime/memory trade-off by some of our new variants.
Tansel Uras, Sven Koenig
IJCAI1
2018 Fast Near-Optimal Path Planning on State Lattices with Subgoal Graphs
abstract
Subgoal graphs can be constructed on top of graphs during a preprocessing phase to speed-up shortest path queries. They have an undominated query-time/memory trade-off in the Grid-Based Path Planning Competitions. While grids are useful for path planning, other kinds of graphs, such as state lattices, have to be used for motion planning. While state lattices are regular graphs like grids, subgoal graphs improve query times by a much smaller factor on state lattices than on grids. In this paper, we present a new version of subgoal graphs that forfeits its optimality guarantee for smaller query times. It guarantees completeness, and our experimental results on state lattices suggest that it can find paths that are close to optimal.
Tansel Uras, Sven Koenig
SOCS1
2017 Feasibility Study: Subgoal Graphs on State Lattices
abstract
Search using subgoal graphs is a recent preprocessing-based path-planning algorithm that can find shortest paths on 8-neighbor grids several orders of magnitude faster than A*, while requiring little preprocessing time and memory overhead. In this paper, we first generalize the ideas behind subgoal graphs to a framework that can be specialized to different types of environments (represented as weighted directed graphs) through the choice of a reachability relation. Intuitively, a reachability relation identifies pairs of vertices for which a shortest path can be found quickly. A subgoal graph can then be constructed as an overlay graph that is guaranteed to have edges only between vertices that satisfy the reachability relation, which allows one to find shortest paths on the original graph quickly. In the context of this general framework, subgoal graphs on grids use freespace-reachability (originally called h-reachability) as the reachability relation, which holds for pairs of vertices if and only if their distance on the grid with blocked cells is equal to their distance on the grid without blocked cells (freespace assumption). We apply this framework to state lattices by using variants of freespace-reachability as the reachability relation. We provide preliminary results on (x,y,theta)-state lattices, which shows that subgoal graphs can be used to speed up path planning on state lattices as well, although the speed-up is not as significant as it is on grids.
Tansel Uras, Sven Koenig
SOCS1
2016 Improved Solvers for Bounded-Suboptimal Multi-Agent Path Finding
Liron Cohen 0002, Tansel Uras, T. K. Satish Kumar, Hong Xu 0003, Nora Ayanian, Sven Koenig
IJCAI2
2015 Feasibility Study: Using Highways for Bounded-Suboptimal Multi-Agent Path Finding
abstract
Multi-agent path-finding (MAPF) is important for applications such as the kind of warehousing done by Kiva systems. Solving the problem optimally is NP-hard, yet finding low-cost solutions is important. Bounded-suboptimal MAPF algorithms, such as enhanced conflict-based search (ECBS), often do not perform well in warehousing domains with many agents. We therefore develop bounded-suboptimal MAPF algorithms, called CBS+HWY and ECBS+HWY, that exploit the problem structure of a given MAPF instance by finding paths for the agents that include edges from user-provided highways, which encourages a global behavior of the agents that avoids collisions. On the theoretical side, we develop a simple approach that uses highways for MAPF and provides suboptimality guarantees. On the experimental side, we demonstrate that ECBS+HWY can decrease the runtimes and solution costs of ECBS in Kiva-like domains with many agents if the highways capture the problem structures well.
Liron Cohen 0002, Tansel Uras, Sven Koenig
SOCS2
2015 The Grid-Based Path Planning Competition: 2014 Entries and Results
abstract
The Grid-Based Path Planning Competition has just completed its third iteration. The entriesused in the competition have improved significantly during this time, changing the view ofthe state of the art of grid-based pathfinding. Furthermore, the entries from the competition have beenmade publicly available, improving the ability of researchers to compare their work. Thispaper summarizes the entries to the 2014 competition, presents the 2014 competition results,and talks about what has been learned and where there is room for improvement.
Nathan R. Sturtevant, Jason M. Traish, James R. Tulip, Tansel Uras, Sven Koenig, Ben Strasser, Adi Botea, Daniel Harabor, Steve Rabin
SOCS4
2015 An Empirical Comparison of Any-Angle Path-Planning Algorithms
abstract
We compare five any-angle path-planning algorithms, Theta*, Block A*, Field D*, ANYA, and Any-Angle Subgoal Graphs in terms of solution quality and runtime. Any-angle path-planning is a fairly new research area, and no direct comparison exists between these algorithms. We implement each algorithm from scratch and use similar implementations to provide a fair comparison.
Tansel Uras, Sven Koenig
SOCS1
2015 Reusing cost-minimal paths for goal-directed navigation in partially known terrains
Carlos Hernández 0003, Tansel Uras, Sven Koenig, Jorge A. Baier, Xiaoxun Sun, Pedro Meseguer
Auton. Agents Multi Agent Syst.2
2014 Identifying Hierarchies for Fast Optimal Search
abstract
Search with Subgoal Graphs (Uras, Koenig, and Hernandez 2013) was a non-dominated optimal path-planning algorithm in the Grid-Based Path Planning Competitions 2012 and 2013. During a preprocessing phase, it computes a Simple Subgoal Graph from a given grid, which is analogous to a visibility graph for continuous terrain, and then partitions the vertices into global and local subgoals to obtain a Two-Level Subgoal Graph. During the path-planning phase, it performs an A* search that ignores local subgoals that are not relevant to the search, which significantly reduces the size of the graph being searched. In this paper, we generalize this partitioning process to any undirected graph and show that it can be recursively applied to generate more than two levels, which reduces the size of the graph being searched even further. We distinguish between basic partitioning, which only partitions the vertices into different levels, and advanced partitioning, which can also add new edges.We show that the construction of Simple-Subgoal Graphs from grids and the construction of Two-Level Subgoal Graphs from Simple Subgoal Graphs are instances of generalized partitioning. We then report on experiments on Subgoal Graphs that demonstrate the effects of different types and levels of partitioning. We also report on experiments that demonstrate that our new N-Level Subgoal Graphs achieve a speed up of 1.6 compared to Two-Level Subgoal graphs from (Uras, Koenig, and Hern´andez 2013) on maps from the video games StarCraft and Dragon Age: Origins.
Tansel Uras, Sven Koenig
AAAI1
2014 A lattice-based approach to multi-robot motion planning for non-holonomic vehicles
abstract
Coordinating fleets of autonomous, non-holonomic vehicles is paramount to many industrial applications. While there exists solutions to efficiently calculate trajectories for individual vehicles, an effective methodology to coordinate their motions and to avoid deadlocks is still missing. Decoupled approaches, where motions are calculated independently for each vehicle and then centrally coordinated for execution, have the means to identify deadlocks, but not to solve all of them. We present a novel approach that overcomes this limitation and that can be used to complement the deficiencies of decoupled solutions with centralized coordination. Here, we formally define an extension of the framework of lattice-based motion planning to multi-robot systems and we validate it experimentally. Our approach can jointly plan for multiple vehicles and it generates kinematically feasible and deadlock-free motions.
Marcello Cirillo, Tansel Uras, Sven Koenig
IROS2
2014 Identifying Hierarchies for Fast Optimal Search
abstract
For some search problems, the graph is known beforehand and there is time to preprocess the graph to make the search faster. One such example is video games, where one can often preprocess maps before a game is released or while a map is loaded into memory. The data produced by preprocessing should use only a small amount of memory, and, in case they are generated during runtime, preprocessing should be fast. Search with Subgoal Graphs (Uras, Koenig, and Hernandez 2013) was a non-dominated optimal path-planning algorithm in the Grid-Based Path Planning Competitions 2012 and 2013. During a preprocessing phase, it computes a Simple Subgoal Graph from a given grid, which is analogous to a visibility graph for continuous terrain, and then partitions the vertices into global and local subgoals to obtain a Two-Level Subgoal Graph. During the path-planning phase, it performs an A* search over the subgoal graph that ignores local subgoals that are not relevant to the search, which significantly reduces the size of the graph being searched. This paper is an abstract of (Uras and Koenig 2014), which generalizes this partitioning process to any undirected graph and shows that it can be recursively applied to generate more than two levels, which reduces the size of the graph being searched even further. We call these graphs N-Level Graphs.
Tansel Uras, Sven Koenig
SOCS1
2013 Finding optimal plans for multiple teams of robots through a mediator: A logic-based approach
abstract
Abstract We study the problem of finding optimal plans for multiple teams of robots through a mediator, where each team is given a task to complete in its workspace on its own and where teams are allowed to transfer robots between each other, subject to the following constraints: 1) teams (and the mediator) do not know about each other's workspace or tasks (e.g., for privacy purposes); 2) every team can lend or borrow robots, but not both (e.g., transportation/calibration of robots between/for different workspaces is usually costly). We present a mathematical definition of this problem and analyze its computational complexity. We introduce a novel, logic-based method to solve this problem, utilizing action languages and answer set programming for representation, and the state-of-the-art ASP solvers for reasoning. We show the applicability and usefulness of our approach by experiments on various scenarios of responsive and energy-efficient cognitive factories.
Esra Erdem 0001, Volkan Patoglu, Zeynep G. Saribatur, Peter Schüller, Tansel Uras
Theory Pract. Log. Program.5
2012 Causality-based planning and diagnostic reasoning for cognitive factories
abstract
We propose the use of causality-based formal representation and automated reasoning methods from artificial intelligence to endow multiple teams of robots in a factory, with high-level cognitive capabilities, such as, optimal planning and diagnostic reasoning. In particular, we introduce algorithms for finding optimal decoupled plans and diagnosing the cause of a failure/discrepancy (e.g., robots may get broken or tasks may get reassigned to teams). We discuss how these algorithms can be embedded in an execution and monitoring framework effectively by allowing reusability of computed plans in case of failures, and show the applicability of these algorithms on an intelligent factory scenario.
Esra Erdem 0001, Kadir Haspalamutgil, Volkan Patoglu, Tansel Uras
ETFA4
2012 Position Paper: Incremental Search Algorithms Considered Poorly Understood
abstract
Incremental search algorithms, such as D* Lite, reuse information from previous searches to speed up the current search and can thus solve sequences of similar search problems faster than Repeated A*, which performs repeated A* searches. In this position paper, we study goal-directed navigation in initially unknown terrain and point out that it is currently not well understood when D* Lite runs faster than Repeated A*. In general, it appears that Repeated A* runs faster than D* Lite for easy navigation problems (where the agent reaches the goal with only a small number of searches), which means that it runs faster than D* Lite quite often in practice. We draw two conclusions, namely that incremental search algorithms need to be evaluated in more diverse testbeds to improve our understanding of their properties and that they can be improved to be more competitive for easy navigation problems.
Carlos Hernández 0003, Jorge A. Baier, Tansel Uras, Sven Koenig
SOCS3
2012 Paper Summary: Time-Bounded Adaptive A
abstract
This paper summarizes our AAMAS 2012 paper on "Time-Bounded Adaptive A*," which introduces the game time model to evaluate search algorithms in real-time settings, such as video games. It then extends the existing real-time search algorithm TBA* to path planning with the freespace assumption in initially partially or completely unknown terrain, resulting in Time-Bounded Adaptive A* (TBAA*). TBAA* needs fewer time intervals in the game time model than several state-of-the-art complete and real-time search algorithms and about the same number of time intervals as the best compared complete search algorithm, even though it has the advantage over complete search algorithms that the agent starts to move right away.
Carlos Hernández 0003, Jorge A. Baier, Tansel Uras, Sven Koenig
SOCS3
2012 Subgoal Graphs for Eight-Neighbor Gridworlds
abstract
We propose a method for preprocessing an eight-neighbor gridworld to generate a subgoal graph and a method for using this subgoal graph to find shortest paths faster than A*, by first finding high-level paths through subgoals and then shortest low-level paths between consecutive subgoals on the high-level path.
Tansel Uras, Sven Koenig, Carlos Hernández 0003
SOCS1
2011 Combining high-level causal reasoning with low-level geometric reasoning and motion planning for robotic manipulation
abstract
We present a formal framework that combines high-level representation and causality-based reasoning with low-level geometric reasoning and motion planning. The frame-work features bilateral interaction between task and motion planning, and embeds geometric reasoning in causal reasoning, thanks to several advantages inherited from its underlying components. In particular, our choice of using a causality-based high-level formalism for describing action domains allows us to represent ramifications and state/transition constraints, and embed in such formal domain descriptions externally defined functions implemented in some programming language (e.g., C++). Moreover, given such a domain description, the causal reasoner based on this formalism (i.e., the Causal Calculator) allows us to compute optimal solutions (e.g., shortest plans) for elaborate planning/prediction problems with temporal constraints. Utilizing these features of high-level representation and reasoning, we can combine causal reasoning, motion planning and geometric planning to find feasible kinematic solutions to task-level problems. In our framework, the causal reasoner guides the motion planner by finding an optimal task-plan; if there is no feasible kinematic solution for that task-plan then the motion planner guides the causal reasoner by modifying the planning problem with new temporal constraints. Furthermore, while computing a task-plan, the causal reasoner takes into account geometric models and kinematic relations by means of external predicates implemented for geometric reasoning (e.g., to check some collisions); in that sense the geometric reasoner guides the causal reasoner to find feasible kinematic solutions. We illustrate an application of this framework to robotic manipulation, with two pantograph robots on a complex assembly task that requires concurrent execution of actions. A short video of this application accompanies the paper.
Esra Erdem 0001, Kadir Haspalamutgil, Can Palaz, Volkan Patoglu, Tansel Uras
ICRA5
2010 Genome Rearrangement: A Planning Approach
abstract
Evolutionary trees of species can be reconstructed by pairwise comparison of their entire genomes. Such a comparison can be quantified by determining the number of events that change the order of genes in a genome. Earlier Erdem and Tillier formulated the pairwise comparison of entire genomes as the problem of planning rearrangement events that transform one genome to the other. We reformulate this problem as a planning problem to extend its applicability to genomes with multiple copies of genes and with unequal gene content, and illustrate its applicability and effectiveness on three real datasets: mitochondrial genomes of Metazoa, chloroplast genomes of Campanulaceae, chloroplast genomes of various land plants and green algae.
Tansel Uras, Esra Erdem 0001
AAAI1