Martin Müller 0003

dblp:m/MartinMuller3 · DBLP profile ↗
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57ranked-venue papers
6as first author
12since 2021 · last 2025
0000-0002-5639-5318ORCID · conflict

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

Artificial intelligence and machine learning · 47 · 4 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 30 · 2 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 5 · 5 since 2021Databases, data management, data science and information retrieval · 4 · 2 first-authorTheory of computation · 3Software engineering, systems software and programming languages · 1
YearPublicationVenuePosition
2025 β-DQN: Improving Deep Q-Learning By Evolving the Behavior
Hongming Zhang 0003, Fengshuo Bai, Chenjun Xiao, Chao Gao 0012, Bo Xu 0002, Martin Müller 0003
AAMAS6
2024 Monte Carlo Tree Search in the Presence of Transition Uncertainty
abstract
Monte Carlo Tree Search (MCTS) is an immensely popular search-based framework used for decision making. It is traditionally applied to domains where a perfect simulation model of the environment is available. We study and improve MCTS in the context where the environment model is given but imperfect. We show that the discrepancy between the model and the actual environment can lead to significant performance degradation with standard MCTS. We therefore develop Uncertainty Adapted MCTS (UA-MCTS), a more robust algorithm within the MCTS framework. We estimate the transition uncertainty in the given model, and direct the search towards more certain transitions in the state space. We modify all four MCTS phases to improve the search behavior by considering these estimates. We prove, in the corrupted bandit case, that adding uncertainty information to adapt UCB leads to tighter regret bound than standard UCB. Empirically, we evaluate UA-MCTS and its individual components on the deterministic domains from the MinAtar test suite. Our results demonstrate that UA-MCTS strongly improves MCTS in the presence of model transition errors.
Farnaz Kohankhaki, Kiarash Aghakasiri, Hongming Zhang 0003, Ting-Han Wei, Chao Gao 0012, Martin Müller 0003
AAAI6
2024 Learning With Generalised Card Representations for "Magic: The Gathering"
abstract
A defining feature of collectable card games is the deck building process prior to actual gameplay, in which players form their decks according to some restrictions. Learning to build decks is difficult for players and models alike due to the large card variety and highly complex semantics, as well as requiring meaningful card and deck representations when aiming to utilise AI. In addition, regular releases of new card sets lead to unforeseeable fluctuations in the available card pool, thus affecting possible deck configurations and requiring continuous updates. Previous Game AI approaches to building decks have often been limited to fixed sets of possible cards, which greatly limits their utility in practice. In this work, we explore possible card representations that generalise to unseen cards, thus greatly extending the real-world utility of AI-based deck building for the game “Magic: The Gathering”. We study such representations based on numerical, nominal, and text-based features of cards, card images, and meta information about card usage from third-party services. Our results show that while the particular choice of generalised input representation has little effect on learning to predict human card selections among known cards, the performance on new, unseen cards can be greatly improved. Our generalised model is able to predict $55 \%$ of human choices on completely unseen cards, thus showing a deep understanding of card quality and strategy.
Timo Bertram, Johannes Fürnkranz, Martin Müller 0003
CoG3
2024 Expected Work Search: Combining Win Rate and Proof Size Estimation
Owen Randall, Martin Müller 0003, Ting-Han Wei, Ryan B. Hayward
IJCAI2
2024 Exploiting the Replay Memory Before Exploring the Environment: Enhancing Reinforcement Learning Through Empirical MDP Iteration
abstract
Reinforcement learning (RL) algorithms are typically based on optimizing a Markov Decision Process (MDP) using the optimal Bellman equation. Recent studies have revealed that focusing the optimization of Bellman equations solely on in-sample actions tends to result in more stable optimization, especially in the presence of function approximation. Upon on these findings, in this paper, we propose an Empirical MDP Iteration (EMIT) framework. EMIT constructs a sequence of empirical MDPs using data from the growing replay memory. For each of these empirical MDPs, it learns an estimated Q-function denoted as $\widehat{Q}$. The key strength is that by restricting the Bellman update to in-sample bootstrapping, each empirical MDP converges to a unique optimal $\widehat{Q}$ function. Furthermore, gradually expanding from the empirical MDPs to the original MDP induces a monotonic policy improvement. Instead of creating entirely new algorithms, we demonstrate that EMIT can be seamlessly integrated with existing online RL algorithms, effectively acting as a regularizer for contemporary Q-learning methods. We show this by implementing EMIT for two representative RL algorithms, DQN and TD3. Experimental results on Atari and MuJoCo benchmarks show that EMIT significantly reduces estimation errors and substantially improves the performance of both algorithms.
Hongming Zhang 0003, Chenjun Xiao, Chao Gao 0012, Bo Xu 0002, Martin Müller 0003
NeurIPS6
2024 Exploring Conflict Generating Decisions: Initial Results (Extended Abstract)
abstract
Boolean Satisfiability (SAT) is an NP-complete problem, indicating its inherent computational hardness. However, Conflict Driven Clause Learning (CDCL) SAT solvers efficiently tackle large instances in diverse domains. Swift conflict identification is crucial for effective problem-solving, as conflicts lead to the learning of search space pruning clauses, pinpointing the root causes of conflicts and preventing their recurrence. CDCL decision heuristics prioritize variables that participated in recent conflicts, anticipating rapid conflict generation and expediting additional clause learning. In practice, only a fraction of decisions lead to conflicts, yet some decisions may yield multiple conflicts. In this paper, we delve into a detailed study of conflict generating decisions in CDCL, distinguishing between single conflict (sc) decisions, generating only one conflict, and multi-conflict (mc) decisions, producing two or more conflicts. Our empirical analysis characterizes each decision type based on the quality of the learned clauses they produce. Furthermore, our theoretical analysis reveals a crucial distinction: consecutive clauses learned within the same mc decision form a chain of clauses, absent in learned clauses from sc decisions. This leads to the hypothesis that the reasons for conflicts in mc decisions are more closely related than the reasons for conflicts in sc decisions, empirically confirmed with our introduced notion of reason proximity. Finally, we propose score reduction (sr) as a novel decision strategy, reducing the selection priority of certain variables from learned clauses in mc decisions. With four sets of benchmarks, culminating in over 1200 benchmarks, empirical evaluation of sr implemented on top of the SAT competition 2023 winner solver reveals the merit of this new strategy.
Md. Solimul Chowdhury, Martin Müller 0003, Jia-Huai You
SOCS2
2024 Neural Network-Based Information Set Weighting for Playing Reconnaissance Blind Chess
abstract
In imperfect information games, the game state is generally not fully observable to players. Therefore, good gameplay requires policies that deal with the different information that is hidden from each player. To combat this, effective algorithms often reason about information sets; the sets of all possible game states that are consistent with a player's observations. While there is no way to distinguish between the states within an information set, this property does not imply that all states are equally likely to occur in play. We extend previous research on assigning weights to the states in an information set in order to facilitate better gameplay in the imperfect information game of Reconnaissance Blind Chess. For this, we train two different neural networks which estimate the likelihood of each state in an information set from historical game data. Experimentally, we find that a Siamese neural network is able to achieve higher accuracy and is more efficient than a classical convolutional neural network for the given domain. Finally, we evaluate an RBC-playing agent that is based on the generated weightings and compare different parameter settings that influence how strongly it should rely on them. The resulting best player is ranked 5thon the public leaderboard.
Timo Bertram, Johannes Fürnkranz, Martin Müller 0003
IEEE Trans. Games3
2023 Weighting Information Sets with Siamese Neural Networks in Reconnaissance Blind Chess
abstract
Research in Game Artificial Intelligence distinguishes between fully observable, perfect-information games and imperfect-information games, which hide part of the game’s full information. In games with imperfect information, all possible game states that are consistent with a player’s currently available information about the progress of the game are called the information set for that player. This information set can be used for multiple purposes such as determining the expected outcome of a certain move by evaluating it on all possible states in the information set. While in theory there is no way to distinguish states within an information set, players can use experience and other context information to estimate which states are the most likely. In this paper, we estimate a probability distribution over an information set from historic data such that we can assign a weight to each individual state. We achieve this by training a Siamese neural network with triplets of comparisons between different states in the information set given the context of the previously obtained information. A first evaluation in the game of Reconnaissance Blind Chess shows that we can learn to identify the one true game state in a large information set with high probability. In addition, when used within a naively constructed RBC agent, this approach shows promising gameplay performance. At the time of writing, a simple agent based on the Siamese neural network is ranked #6 of all agents on the public RBC leaderboard.
Timo Bertram, Johannes Fürnkranz, Martin Müller 0003
CoG3
2023 Deep Dive on Checkers Endgame Data
abstract
For games such as checkers and chess, large endgame databases/tablebases have been constructed to capture the perfect win/loss/draw value for positions near the end of the game. Such databases/tablebases can be used to enhance game-playing performance. However, this approach quickly runs into computational and storage resource limitations. An enticing alternative is to learn from such data and apply the learned evaluation to even larger data sets through transfer learning. This paper reports on research that uses deep learning to a) correctly learn a high percentage of checkers endgame positions; b) learn patterns that can be used for transfer learning; c) demonstrates that learning from a small sample of a large data set is an efficient way to compute a neural net evaluation that achieves most of the benefits; and d) shows that dynamically choosing between neural network prediction and using it in a one-ply search yields about 96% prediction accuracy.
Jiuqi Wang, Martin Müller 0003, Jonathan Schaeffer 0001
CoG2
2023 Replay Memory as An Empirical MDP: Combining Conservative Estimation with Experience Replay
Hongming Zhang 0003, Chenjun Xiao, Jun Jin 0001, Bo Xu 0002, Martin Müller 0003
ICLR6
2022 Supervised and Reinforcement Learning from Observations in Reconnaissance Blind Chess
abstract
In this work, we adapt a training approach inspired by the original AlphaGo system to play the imperfect information game of Reconnaissance Blind Chess. Using only the observations instead of a full description of the game state, we first train a supervised agent on publicly available game records. Next, we increase the performance of the agent through self-play with the on-policy reinforcement learning algorithm Proximal Policy optimization. We do not use any search to avoid problems caused by the partial observability of game states and only use the policy network to generate moves when playing. With this approach, we achieve an ELO of 1330 on the RBC leaderboard, which places our agent at position 27 at the time of this writing. We see that self-play significantly improves performance and that the agent plays acceptably well without search and without making assumptions about the true game state.
Timo Bertram, Johannes Fürnkranz, Martin Müller 0003
CoG3
2021 Predicting Human Card Selection in Magic: The Gathering with Contextual Preference Ranking
abstract
Drafting, i.e., the iterative, adversarial selection of a subset of items from a larger candidate set, is a key element of many games and related problems. It encompasses team formation in sports or e-sports, as well as deck selection in formats of many modern card games. The key difficulty of drafting is that it is typically not sufficient to simply evaluate each item in a vacuum and to select the best items. The evaluation of an item depends on the context of the set of items that were already selected earlier, as the value of a set is not just the sum of the values of its members - it must include a notion of how well items go together. In this paper, we study drafting in the context of the card game Magic: The Gathering. We propose the use of the Contextual Preference Ranking framework, which learns to compare two possible extensions of a given deck of cards. We demonstrate that the resulting neural network is better able to better inform decisions in this game than previous attempts.
Timo Bertram, Johannes Fürnkranz, Martin Müller 0003
CoG3
2020 Guiding CDCL SAT Search via Random Exploration amid Conflict Depression
abstract
The efficiency of Conflict Driven Clause Learning (CDCL) SAT solving depends crucially on finding conflicts at a fast rate. State-of-the-art CDCL branching heuristics such as VSIDS, CHB and LRB conform to this goal. We take a closer look at the way in which conflicts are generated over the course of a CDCL SAT search. Our study of the VSIDS branching heuristic shows that conflicts are typically generated in short bursts, followed by what we call a conflict depression phase in which the search fails to generate any conflicts in a span of decisions. The lack of conflict indicates that the variables that are currently ranked highest by the branching heuristic fail to generate conflicts. Based on this analysis, we propose an exploration strategy, called expSAT, which randomly samples variable selection sequences in order to learn an updated heuristic from the generated conflicts. The goal is to escape from conflict depressions expeditiously. The branching heuristic deployed in expSAT combines these updates with the standard VSIDS activity scores. An extensive empirical evaluation with four state-of-the-art CDCL SAT solvers demonstrates good-to-strong performance gains with the expSAT approach.
Md. Solimul Chowdhury, Martin Müller 0003, Jia-Huai You
AAAI2
2019 Exploiting Glue Clauses to Design Effective CDCL Branching Heuristics
Md. Solimul Chowdhury, Martin Müller 0003, Jia-Huai You
CP2
2019 On Principled Entropy Exploration in Policy Optimization
abstract
In this paper, we investigate Exploratory Conservative Policy Optimization (ECPO), a policy optimization strategy that improves exploration behavior while assuring monotonic progress in a principled objective. ECPO conducts maximum entropy exploration within a mirror descent framework, but updates policies using reversed KL projection. This formulation bypasses undesirable mode seeking behavior and avoids premature convergence to sub-optimal policies, while still supporting strong theoretical properties such as guaranteed policy improvement. Experimental evaluations demonstrate that the proposed method significantly improves practical exploration and surpasses the empirical performance of state-of-the art policy optimization methods in a set of benchmark tasks.
Jincheng Mei, Chenjun Xiao, Ruitong Huang, Dale Schuurmans, Martin Müller 0003
IJCAI5
2019 Maximum Entropy Monte-Carlo Planning
abstract
We develop a new algorithm for online planning in large scale sequential decision problems that improves upon the worst case efficiency of UCT. The idea is to augment Monte-Carlo Tree Search (MCTS) with maximum entropy policy optimization, evaluating each search node by softmax values back-propagated from simulation. To establish the effectiveness of this approach, we first investigate the single-step decision problem, stochastic softmax bandits, and show that softmax values can be estimated at an optimal convergence rate in terms of mean squared error. We then extend this approach to general sequential decision making by developing a general MCTS algorithm, Maximum Entropy for Tree Search (MENTS). We prove that the probability of MENTS failing to identify the best decision at the root decays exponentially, which fundamentally improves the polynomial convergence rate of UCT. Our experimental results also demonstrate that MENTS is more sample efficient than UCT in both synthetic problems and Atari 2600 games.
Chenjun Xiao, Ruitong Huang, Jincheng Mei, Dale Schuurmans, Martin Müller 0003
NeurIPS5
2018 Preliminary Results on Exploration-Driven Satisfiability Solving
Md. Solimul Chowdhury, Martin Müller 0003, Jia-Huai You
AAAI2
2018 Memory-Augmented Monte Carlo Tree Search
abstract
This paper proposes and evaluates Memory-Augmented Monte Carlo Tree Search (M-MCTS), which provides a new approach to exploit generalization in online real-time search. The key idea of M-MCTS is to incorporate MCTS with a memory structure, where each entry contains information of a particular state. This memory is used to generate an approximate value estimation by combining the estimations of similar states. We show that the memory based value approximation is better than the vanilla Monte Carlo estimation with high probability under mild conditions. We evaluate M-MCTS in the game of Go. Experimental results show that M-MCTS outperforms the original MCTS with the same number of simulations.
Chenjun Xiao, Jincheng Mei, Martin Müller 0003
AAAI3
2018 Three-Head Neural Network Architecture for Monte Carlo Tree Search
abstract
AlphaGo Zero pioneered the concept of two-head neural networks in Monte Carlo Tree Search (MCTS), where the policy output is used for prior action probability and the state-value estimate is used for leaf node evaluation. We propose a three-head neural net architecture with policy, state- and action-value outputs, which could lead to more efficient MCTS since neural leaf estimate can still be back-propagated in tree with delayed node expansion and evaluation. To effectively train the newly introduced action-value head on the same game dataset as for two-head nets, we exploit the optimal relations between parent and children nodes for data augmentation and regularization. In our experiments for the game of Hex, the action-value head learning achieves similar error as the state-value prediction of a two-head architecture. The resulting neural net models are then combined with the same Policy Value MCTS (PV-MCTS) implementation. We show that, due to more efficient use of neural net evaluations, PV-MCTS with three-head neural nets consistently performs better than the two-head ones, significantly outplaying the state-of-the-art player MoHex-CNN.
Chao Gao 0012, Martin Müller 0003, Ryan B. Hayward
IJCAI2
2018 Move Prediction Using Deep Convolutional Neural Networks in Hex
abstract
Using deep convolutional neural networks for move prediction has led to massive progress in computer Go. Like Go, Hex has a large branching factor that limits the success of shallow and selective search. We show that deep convolutional neural networks can be used to produce reliable move evaluation in the game of Hex. We begin by collecting self-play games of MoHex 2.0. We then train the neural networks by canonical maximum likelihood. The trained model was evaluated by playing against top programs Wolve and MoHex 2.0. Without any search, the resulting neural network produces similar playing strength as the highly optimized Resistance evaluation function used in Wolve. Finally, using the neural networks as prior knowledge, the reigning Monte-Carlo-tree-search-based world champion player MoHex 2.0 can be enhanced.
Chao Gao 0012, Ryan B. Hayward, Martin Müller 0003
IEEE Trans. Games3
2018 Guest Editorial Special Issue on Deep/Reinforcement Learning and Games
abstract
Deep learning (DL) and reinforcement learning (RL) have been applied with great success to many games, including Go and Atari 2600 games. Monte Carlo Tree Search (MCTS), developed in 2006, can be viewed as a kind of online RL. This technique has greatly improved the level of Go-playing programs. MCTS has since become the state of the art for many other games including Hex, Havannah, and general game playing, and has found much success in applications as diverse as scheduling, unit commitment problems, and probabilistic planning. DL has transformed fields such as image and video recognition and speech understanding. In computer games, DL started making its mark in 2014, when teams from the University of Edinburgh and Google DeepMind independently applied deep convolutional neural networks (DCNNs) to the problem of expertmove prediction in Go.Clark and Storkey’s DCNN achieved a move prediction rate of 44%, exceeding all previously published results. DeepMind’s publication followed soon after, with a DCNN that reached 55%. The combination of DL and RL led to great advances in Atari 2600 game playing, and to the ultimate breakthrough in computer Go. In 2017, DeepMind proposed a new deep reinforcement learning (DRL) algorithm and developed AlphaGo Zero, which is significant for not requiring any human knowledge of Go. By removing the requirement for domain knowledge, DRL is also flexible in that the method can be applied to a wide range of games and problems, ushering in a variety of new research opportunities. In this special issue, we are delighted to bring you eight articles on applying DL/RL related techniques to games research.
I-Chen Wu, Chang-Shing Lee, Yuandong Tian, Martin Müller 0003
IEEE Trans. Games4
2017 Structured Best Arm Identification with Fixed Confidence
abstract
We study the problem of identifying the best action among a set of possible options when the value of each action is given by a mapping from a number of noisy micro-observables in the so-called fixed confidence setting. Our main motivation is the application to minimax game search, which has been a major topic of interest in artificial intelligence. In this paper we introduce an abstract setting to clearly describe the essential properties of the problem. While previous work only considered a two-move-deep game tree search problem, our abstract setting can be applied to the general minimax games where the depth can be non-uniform and arbitrary, and transpositions are allowed. We introduce a new algorithm (LUCB-micro) for the abstract setting, and give its lower and upper sample complexity results. Our bounds recover some previous results, achieved in more limited settings, and also shed further light on how the structure of minimax problems influences sample complexity.
Ruitong Huang, Mohammad M. Ajallooeian, Csaba Szepesvári, Martin Müller 0003
ALT4
2017 Additive Merge-and-Shrink Heuristics for Diverse Action Costs
abstract
In many planning applications, actions can have highly diverse costs. Recent studies focus on the effects of diverse action costs on search algorithms, but not on their effects on domain-independent heuristics. In this paper, we demonstrate there are negative impacts of action cost diversity on merge-and-shrink (M&S), a successful abstraction method for producing high-quality heuristics for planning problems. We propose a new cost partitioning method for M&S to address the negative effects of diverse action costs. We investigate non-unit cost IPC domains, especially those for which diverse action costs have severe negative effects on the quality of the M&S heuristic. Our experiments demonstrate that in these domains, an additive set of M&S heuristics using the new cost partitioning method produces much more informative and effective heuristics than creating a single M&S heuristic which directly encodes diverse costs.
Gaojian Fan, Martin Müller 0003, Robert C. Holte
IJCAI2
2017 Focused Depth-first Proof Number Search using Convolutional Neural Networks for the Game of Hex
abstract
Proof Number search (PNS) is an effective algorithm for searching theoretical values on games with non-uniform branching factors. Focused depth-first proof number search (FDFPN) with dynamic widening was proposed for Hex where the branching factor is nearly uniform. However, FDFPN is fragile to its heuristic move ordering function. The recent advances of Convolutional Neural Networks (CNNs) have led to considerable progress in game playing. We investigate how to incorporate the strength of CNNs into solving, with application to the game of Hex. We describe FDFPN-CNN, a new focused DFPN search that uses convolutional neural networks. FDFPN-CNN integrates two CNNs trained from games played by expert players. The value approximation CNN provides reliable information for defining the widening size by estimating the value of the node to expand, while the policy CNN selects promising children nodes to the search. On 8x8 Hex, experimental results show FDFPN-CNN performs notably better than FDFPN, suggesting a promising direction for better solving Hex positions where learning from strong players is possible.
Chao Gao 0012, Martin Müller 0003, Ryan B. Hayward
IJCAI2
2016 Factorization Ranking Model for Move Prediction in the Game of Go
abstract
In this paper, we investigate the move prediction problem in the game of Go by proposing a new ranking model named Factorization Bradley Terry (FBT) model. This new model considers the move prediction problem as group competitions while also taking the interaction between features into account. A FBT model is able to provide a probability distribution that expresses a preference over moves. Therefore it can be easily compiled into an evaluation function and applied in a modern Go program. We propose a Stochastic Gradient Decent (SGD) algorithm to train a FBT model using expert game records, and provide two methods for fast computation of the gradient in order to speed up the training process. Experimental results show that our FBT model outperforms the state-of-the-art move prediction system of Latent Factor Ranking (LFR).
Chenjun Xiao, Martin Müller 0003
AAAI2
2015 TDS+: Improving Temperature Discovery Search
Yeqin Zhang, Martin Müller 0003
AAAI2
2015 An Enhanced Solver for the Game of Amazons
abstract
The game of Amazons is a modern board game with simple rules and nice mathematical properties. It has a high computational complexity. In 2001, the starting position on a 5 × 5 board was proven to be a first player win. The enhanced Amazons solver presented here extends previous work in the following five ways: by building more powerful endgame databases, including a new type of databases for so-called blocker territories, by improving the rules for computing bounds on complex game positions, by local search to find tighter local bounds, by using ideas from combinatorial game theory to find wins earlier, and by using a df-pn based solver. Using the improved solver, the starting positions for Amazons on the 4 × 5, 5 × 4, 4 × 6, 5 × 6, and 4 × 7 boards were shown to be first player wins, while 6 × 4 is a second player win. The largest proof, for the 5 × 6 board, is presented in detail.
Martin Müller 0003
IEEE Trans. Comput. Intell. AI Games2
2014 Adding Local Exploration to Greedy Best-First Search in Satisficing Planning
abstract
Greedy Best-First Search (GBFS) is a powerful algorithm at the heart of many state of the art satisficing planners. One major weakness of GBFS is its behavior in so-called uninformative heuristic regions (UHRs) - parts of the search space in which no heuristic provides guidance towards states with improved heuristic values. This work analyzes the problem of UHRs in planning in detail, and proposes a two level search framework as a solution. In Greedy Best-First Search with Local Exploration (GBFS-LE), a local exploration is started from within a global GBFS whenever the search seems stuck in UHRs. Two different local exploration strategies are developed and evaluated experimentally: Local GBFS (LS) and Local Random Walk Search (LRW). The two new planners LAMA-LS and LAMA-LRW integrate these strategies into the GBFS component of LAMA-2011. Both are shown to yield clear improvements in terms of both coverage and search time on standard International Planning Competition benchmarks, especially for domains that are proven to have large or un- bounded UHRs.
Fan Xie 0001, Martin Müller 0003, Robert C. Holte
AAAI2
2014 Type-Based Exploration with Multiple Search Queues for Satisficing Planning
abstract
Utilizing multiple queues in Greedy Best-First Search (GBFS) has been proven to be a very effective approach to satisficing planning. Successful techniques include extra queues based on Helpful Actions (or Preferred Operators), as well as using Multiple Heuristics. One weakness of all standard GBFS algorithms is their lack of exploration. All queues used in these methods work as priority queues sorted by heuristic values. Therefore, misleading heuristics, especially early in the search process, can cause the search to become ineffective. Type systems, as introduced for heuristic search by Lelis et al, are a development of ideas for exploration related to the classic stratified sampling approach. The current work introduces a search algorithm that utilizes type systems in a new way – for exploration within a GBFS multiqueue framework in satisficing planning. A careful case study shows the benefits of such exploration for overcoming deficiencies of the heuristic. The proposed new baseline algorithm Type-GBFS solves almost 200 more problems than baseline GBFS over all International Planning Competition problems. Type-LAMA, a new planner which integrates Type-GBFS into LAMA-2011, solves 36.8 more problems than LAMA-2011.
Fan Xie 0001, Martin Müller 0003, Robert C. Holte, Tatsuya Imai
AAAI2
2014 Non-Linear Merging Strategies for Merge-and-Shrink Based on Variable Interactions
abstract
Merge-and-shrink is a general method for deriving accurate abstraction heuristics.We present two novel nonlinear merging strategies, UMC and MIASM, based on variable interaction. The principle underlying our methods is to merge strongly interacting variables early on. UMC measures variable interaction by weighted causal graph edges, and MIASM measures variable interaction in terms of the number of necessary states in the abstract space defined by the variables. The methods partition variables into clusters in which the variable interactions are strong, and merge variables within each cluster before merging the clusters. Experiment results show that our merging strategies outperform existing merging strategies in general and can produce heuristics that give perfect guidance for solving tasks that previous methods cannot even solve.
Gaojian Fan, Martin Müller 0003, Robert C. Holte
SOCS2
2013 Towards a Second Generation Random Walk Planner: An Experimental Exploration
Hootan Nakhost, Martin Müller 0003
IJCAI2
2012 A Theoretical Framework for Studying Random Walk Planning
abstract
Random walks are a relatively new component used in several state of the art satisficing planners. Empirical results have been mixed: while the approach clearly outperforms more systematic search methods such as weighted A* on many planning domains, it fails in many others. So far, the explanations for these empirical results have been somewhat ad hoc. This paper proposes a formal framework for comparing the performance of random walk and systematic search methods. Fair homogenous graphs are proposed as a graph class that represents characteristics of the state space of prototypical planning domains, and is simple enough to allow a theoretical analysis of the performance of both random walk and systematic search algorithms. This gives well-founded insights into the relative strength and weaknesses of these approaches. The close relation of the models to some well-known planning domains is shown through simplified but semi-realistic planning domains that fulfill the constraints of the models. One main result is that in contrast to systematic search methods, for which the branching factor plays a decisive role, the performance of random walk methods is determined to a large degree by the Regress Factor, the ratio between the probabilities of progressing towards and regressing away from a goal with an action. The performance of random walk and systematic search methods can be compared by considering both branching and regress factors of a state space.
Hootan Nakhost, Martin Müller 0003
SOCS2
2012 Temporal-difference search in computer Go
David Silver 0001, Richard S. Sutton, Martin Müller 0003
Mach. Learn.3
2011 A Local Monte Carlo Tree Search Approach in Deterministic Planning
abstract
Much recent work in satisficing planning has aimed at striking a balance between coverage - solving as many problems as possible - and plan quality. Current planners achieve near perfect coverage on the latest IPC benchmarks. It is therefore natural to investigate their scaling behavior on more difficult instances. Among state of the art planners, LAMA (Richter, Helmert, and Westphal 2008) is able to generate high quality plans, but its coverage drops off rapidly with increasing prob- lem complexity. The Arvand planner (Nakhost and Müller 2009) scales to much harder instances but generates lower quality plans. This paper introduces a new algorithm, Monte Carlo Random Walk-based Local Tree Search (MRW-LTS), which uses random walks to selectively build local search trees. Experiments demonstrate that MRW-LTS combines a scaling behavior that is better than LAMA’s with a plan quality that is better than Arvand’s.
Fan Xie 0001, Hootan Nakhost, Martin Müller 0003
AAAI3
2010 Automating Layouts of Sewers in Subdivisions
abstract
An important part of the creation of a housing subdivision is the design and layout of sewers underneath the road. This is a challenging cost optimization problem in a continuous threedimensional space. In this paper, heuristic-search-based techniques are proposed for tackling this problem. The result is new algorithms that can quickly find near optimal solutions that offer important reductions in the cost of design and construction.
Neil Burch, Robert C. Holte, Martin Müller 0003, David O'Connell, Jonathan Schaeffer 0001
ECAI3
2010 Improving Local Search for Resource-Constrained Planning
abstract
A ubiquitous feature of planning problems — problems involving the automatic generation of action sequences for attaining a given goal — is the need to economize limited resources such as fuel or money. While heuristic search, mostly based on standard algorithms such as A*, is currently the superior method for most varieties of planning, its ability to solve critically resource-constrained problems is limited: current planning heuristics are bad at dealing with this kind of structure. To address this, one can try to devise better heuristics. An alternative approach is to change the nature of the search instead. Local search has received some attention in planning, but not with a specific focus on how to deal with limited resources. We herein begin to fill this gap. We highlight the limitations of previous methods, and we devise a new improvement (smart restarts) to the local search method of a previously proposed planner (Arvand). Systematic experiments show how performance depends on problem structure and search parameters. In particular, we show that our new method can outperform previous planners by a large margin.
Hootan Nakhost, Jörg Hoffmann 0001, Martin Müller 0003
SOCS3
2010 Fuego - An Open-Source Framework for Board Games and Go Engine Based on Monte Carlo Tree Search
abstract
Fuego is both an open-source software framework and a state-of-the-art program that plays the game of Go. The framework supports developing game engines for full-information two-player board games, and is used successfully in a substantial number of projects. The Fuego Go program became the first program to win a game against a top professional player in 9$\,\times\,$9 Go. It has won a number of strong tournaments against other programs, and is competitive for 19$\,\times\,$19 as well. This paper gives an overview of the development and current state of the Fuego project. It describes the reusable components of the software framework and specific algorithms used in the Go engine.
Markus Enzenberger, Martin Müller 0003, Broderick Arneson, R. Segal
IEEE Trans. Comput. Intell. AI Games2
2010 Special Issue on Monte Carlo Techniques and Computer Go
abstract
The eight papers in this special issue cover Go, Lines of Action, Hex, single-player general game playing, parallelization in Go, and analyzing game records using Monte Carlo techniques.
Chang-Shing Lee, Martin Müller 0003, Olivier Teytaud
IEEE Trans. Comput. Intell. AI Games2
2009 Monte-Carlo Exploration for Deterministic Planning
Hootan Nakhost, Martin Müller 0003
IJCAI2
2008 Sample-based learning and search with permanent and transient memories
abstract
We present a reinforcement learning architecture, Dyna-2, that encompasses both sample-based learning and sample-based search, and that generalises across states during both learning and search. We apply Dyna-2 to high performance Computer Go. In this domain the most successful planning methods are based on sample-based search algorithms, such as UCT, in which states are treated individually, and the most successful learning methods are based on temporal-difference learning algorithms, such as Sarsa, in which linear function approximation is used. In both cases, an estimate of the value function is formed, but in the first case it is transient, computed and then discarded after each move, whereas in the second case it is more permanent, slowly accumulating over many moves and games. The idea of Dyna-2 is for the transient planning memory and the permanent learning memory to remain separate, but for both to be based on linear function approximation and both to be updated by Sarsa. To apply Dyna-2 to 9x9 Computer Go, we use a million binary features in the function approximator, based on templates matching small fragments of the board. Using only the transient memory, Dyna-2 performed at least as well as UCT. Using both memories combined, it significantly outperformed UCT. Our program based on Dyna-2 achieved a higher rating on the Computer Go Online Server than any handcrafted or traditional search based program.
David Silver 0001, Richard S. Sutton, Martin Müller 0003
ICML3
2007 Fast Planning with Iterative Macros
Adi Botea, Martin Müller 0003, Jonathan Schaeffer 0001
IJCAI2
2007 Reinforcement Learning of Local Shape in the Game of Go
David Silver 0001, Richard S. Sutton, Martin Müller 0003
IJCAI3
2007 Lambda Depth-First Proof Number Search and Its Application to Go
Kazuki Yoshizoe, Akihiro Kishimoto, Martin Müller 0003
IJCAI3
2005 Search versus Knowledge for Solving Life and Death Problems in Go
Akihiro Kishimoto, Martin Müller 0003
AAAI2
2005 Solving Checkers
Jonathan Schaeffer 0001, Yngvi Björnsson, Neil Burch, Akihiro Kishimoto, Martin Müller 0003, Robert Lake, Paul Lu, Steve Sutphen
IJCAI5
2005 A solution to the GHI problem for depth-first proof-number search
Akihiro Kishimoto, Martin Müller 0003
Inf. Sci.2
2005 Macro-FF: Improving AI Planning with Automatically Learned Macro-Operators
abstract
Despite recent progress in AI planning, many benchmarks remain challenging for current planners. In many domains, the performance of a planner can greatly be improved by discovering and exploiting information about the domain structure that is not explicitly encoded in the initial PDDL formulation. In this paper we present and compare two automated methods that learn relevant information from previous experience in a domain and use it to solve new problem instances. Our methods share a common four-step strategy. First, a domain is analyzed and structural information is extracted, then macro-operators are generated based on the previously discovered structure. A filtering and ranking procedure selects the most useful macro-operators. Finally, the selected macros are used to speed up future searches. We have successfully used such an approach in the fourth international planning competition IPC-4. Our system, Macro-FF, extends Hoffmann's state-of-the-art planner FF 2.3 with support for two kinds of macro-operators, and with engineering enhancements. We demonstrate the effectiveness of our ideas on benchmarks from international planning competitions. Our results indicate a large reduction in search effort in those complex domains where structural information can be inferred.
Adi Botea, Markus Enzenberger, Martin Müller 0003, Jonathan Schaeffer 0001
J. Artif. Intell. Res.3
2004 A General Solution to the Graph History Interaction Problem
Akihiro Kishimoto, Martin Müller 0003
AAAI2
2004 Temperature Discovery Search
Martin Müller 0003, Markus Enzenberger, Jonathan Schaeffer 0001
AAAI1
2004 Game-SAT: A Preliminary Report
Martin Müller 0003
SAT2
2004 Solving Systems of Difference Constraints Incrementally with Bidirectional Search
Martin Müller 0003
Algorithmica2
2003 Depth-First Discovery Algorithm for incremental topological sorting of directed acyclic graphs
Martin Müller 0003
Inf. Process. Lett.2
2003 Conditional combinatorial games and their application to analyzing capturing races in Go
Martin Müller 0003
Inf. Sci.1
2002 Computer Go
abstract
Computer Go is one of the biggest challenges faced by game programmers. This survey describes the typical components of a Go program, and discusses knowledge representation, search methods and techniques for solving specific subproblems in this domain. Along with a summary of the development of computer Go in recent years, areas for future research are pointed out.
Martin Müller 0003
Artif. Intell.1
2001 Partial order bounding: A new approach to evaluation in game tree search
Martin Müller 0003
Artif. Intell.1
2001 Global and local game tree search
Martin Müller 0003
Inf. Sci.1
1999 Decomposition Search: A Combinatorial Games Approach to Game Tree Search, with Applications to Solving Go Endgames
Martin Müller 0003
IJCAI1