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Richard Anthony Valenzano

dblp:00/8221 · also Richard Valenzano · DBLP profile ↗
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19ranked-venue papers
5as first author
7since 2021 · last 2026
0000-0001-5954-7869ORCID · corroborated

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

Artificial intelligence and machine learning · 18 · 5 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 2 since 2021Theory of computation · 2Databases, data management, data science and information retrieval · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

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
10 papers
Planning, search and constraint satisfaction · 53% Reinforcement learning · 47%
Theoretical computer science
3 papers
Logic in computer science · 90% Approximation and online algorithms · 10%

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

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
heuristic search
1.842026
Breadth-First Search vs. Restarting Random Walks for Escaping Uninformed Heuristic Regions · AAAI 2026
Probably bounded suboptimal heuristic search · Artif. Intell. 2019
On the Completeness of Best-First Search Variants That Use Random Exploration · AAAI 2016
Machine learning › Reinforcement learning › reward design
reward machine
1.132019
Learning Reward Machines for Partially Observable Reinforcement Learning · NeurIPS 2019
LTL and Beyond: Formal Languages for Reward Function Specification in Reinforcement Learning · IJCAI 2019
Using Reward Machines for High-Level Task Specification and Decomposition in Reinforcement Learning · ICML 2018
Machine learning › Reinforcement learning
partially observable reinforcement learning
1.022023
Learning reward machines: A study in partially observable reinforcement learning · Artif. Intell. 2023
Learning Reward Machines for Partially Observable Reinforcement Learning · NeurIPS 2019
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search › best-first search
greedy best-first search
1.012026
Breadth-First Search vs. Restarting Random Walks for Escaping Uninformed Heuristic Regions · AAAI 2026
Machine learning › Reinforcement learning › reward learning
reward machine learning
0.712023
Learning reward machines: A study in partially observable reinforcement learning · Artif. Intell. 2023
Logic in computer science
temporal logic
0.622019
LTL and Beyond: Formal Languages for Reward Function Specification in Reinforcement Learning · IJCAI 2019
Using Metric Temporal Logic to Specify Scheduling Problems · KR 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
weighted a
0.512021
Type-WA*: Using Exploration in Bounded Suboptimal Planning · IJCAI 2021
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
best-first search
0.422016
On the Completeness of Best-First Search Variants That Use Random Exploration · AAAI 2016
Worst-Case Solution Quality Analysis When Not Re-Expanding Nodes in Best-First Search · AAAI 2014
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
bounded-suboptimal search
0.412019
Probably bounded suboptimal heuristic search · Artif. Intell. 2019
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
problem decomposition
0.412019
Learning Reward Machines for Partially Observable Reinforcement Learning · NeurIPS 2019
Machine learning › Reinforcement learning
reward design
0.412019
LTL and Beyond: Formal Languages for Reward Function Specification in Reinforcement Learning · IJCAI 2019
Logic in computer science › temporal logic
linear temporal logic
0.412019
LTL and Beyond: Formal Languages for Reward Function Specification in Reinforcement Learning · IJCAI 2019
Machine learning › Reinforcement learning
hierarchical reinforcement learning
0.312018
Using Reward Machines for High-Level Task Specification and Decomposition in Reinforcement Learning · ICML 2018
Machine learning › Reinforcement learning › hierarchical reinforcement learning
subpolicy learning
0.312018
Using Reward Machines for High-Level Task Specification and Decomposition in Reinforcement Learning · ICML 2018
Machine learning › Reinforcement learning › exploration
randomized exploration
0.212016
On the Completeness of Best-First Search Variants That Use Random Exploration · AAAI 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
scheduling
0.212016
Using Metric Temporal Logic to Specify Scheduling Problems · KR 2016
Machine learning › Reinforcement learning › sample efficiency
sample-efficient reinforcement learning
0.112019
LTL and Beyond: Formal Languages for Reward Function Specification in Reinforcement Learning · IJCAI 2019
Approximation and online algorithms
approximation algorithms
0.112019
Probably bounded suboptimal heuristic search · Artif. Intell. 2019

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

q-learning · 1.1restarting random walks · 1.0enforced hill climbing · 1.0breadth-first search · 1.0reward shaping · 0.8automata-based reward representation · 0.8exploration · 0.5off-policy learning · 0.4discrete optimization · 0.4finite state machine · 0.3metric temporal logic · 0.2
YearPublicationVenuePosition
2026 Breadth-First Search vs. Restarting Random Walks for Escaping Uninformed Heuristic Regions
abstract
Greedy search methods such as Greedy Best-First Search (GBFS) and Enforced Hill-Climbing (EHC) often struggle when faced with Uninformed Heuristic Regions (UHRs) like heuristic local minima or plateaus. In this work, we theoretically and empirically compare two popular methods for escaping UHRs: breadth-first search (BrFS) and restarting random walks (RRWs). First, we derive the expected runtime of escaping a UHR using BrFS and RRWs, based on properties of the UHR and the random walk procedure, and then use these results to identify when RRWs will be faster in expectation than BrFS. Next, we evaluate these methods for escaping UHRs by comparing standard EHC, which uses BrFS to escape UHRs, to variants of EHC called EHC-RRW, which use RRWs for that purpose. EHC-RRW is shown to have strong expected runtime guarantees in cases where EHC has previously been shown to be effective. Finally, we run experiments with these approaches on PDDL planning benchmarks to better understand their relative effectiveness for escaping UHRs.
Daniel Platnick, Dawson Tomasz, Eamon Earl, Sourena Khanzadeh, Richard Anthony Valenzano
AAAI5
2025 Constructing Political Coordinates: Aggregating Over the Opposition for Diverse News Recommendation
Eamon Earl, Chen Ding 0004, Richard Anthony Valenzano, Drai Paulen-Patterson
IEEE Big Data3
2025 Augmenting Exploration with Locally Greedy Probes
abstract
Enhancing Greedy Best First Search (GBFS) with stochastic exploration will often greatly improve search performance. In this work, we show that one way exploration does so is by helping the search find states that are "easy" for standard GBFS without exploration. In particular, we show that in problems in which standard GBFS struggles and exploration helps, there are often many states that are reachable from the initial state that standard GBFS can quickly find solutions from. Many such states are actually outside the Bench Transition System (BTS) --- which is a structure that contains all states that standard GBFS may encounter --- meaning GBFS cannot reach them without using exploration. To allow exploration mechanisms to better exploit the existence of such states, we introduce a method called locally greedy probes. Upon a successor having an improved heuristic from its parent, locally greedy probes pause exploration and greedily hill-climb along a single path as long as heuristic improvements keep occurring. Our empirical evaluation shows that this approach is effective at enhancing several exploration mechanisms in a variety of classical planning domains.
Dawson Tomasz, Richard Anthony Valenzano
SOCS2
2024 The Bench Transition System and Stochastic Exploration
abstract
Stochastic exploration has been shown to be an effective way to mitigate the negative impact that heuristic local minima and plateaus can have on Greedy Best First Search (GBFS). Previous work has induced exploration using type systems, which typically partition the state-space using simple features like heuristic value and depth. In this work, we introduce new type systems motivated by the Bench Transition System (BTS). The BTS is a structure used to characterize the behaviour of GBFS, that is based on high water-mark benches, which are sets of states that have made the same amount of progress towards the goal. Since the BTS cannot be constructed during search, our type systems approximate the BTS using the notions of Heuristic Improvement and Low Water-Mark. We first identify that these approximations are exact in state-spaces with plateaus but no local minima, and also show that the resulting type systems are probabilistically complete. Our empirical evaluation shows the effectiveness of this approach on a variety of planning domains.
Dawson Tomasz, Richard Anthony Valenzano
SOCS2
2023 Learning reward machines: A study in partially observable reinforcement learning
Rodrigo Toro Icarte, Toryn Q. Klassen, Richard Anthony Valenzano, Margarita P. Castro, Ethan Waldie, Sheila A. McIlraith
Artif. Intell.3
2022 Reward Machines: Exploiting Reward Function Structure in Reinforcement Learning
abstract
Reinforcement learning (RL) methods usually treat reward functions as black boxes. As such, these methods must extensively interact with the environment in order to discover rewards and optimal policies. In most RL applications, however, users have to program the reward function and, hence, there is the opportunity to make the reward function visible – to show the reward function’s code to the RL agent so it can exploit the function’s internal structure to learn optimal policies in a more sample efficient manner. In this paper, we show how to accomplish this idea in two steps. First, we propose reward machines, a type of finite state machine that supports the specification of reward functions while exposing reward function structure. We then describe different methodologies to exploit this structure to support learning, including automated reward shaping, task decomposition, and counterfactual reasoning with off-policy learning. Experiments on tabular and continuous domains, across different tasks and RL agents, show the benefits of exploiting reward structure with respect to sample efficiency and the quality of resultant policies. Finally, by virtue of being a form of finite state machine, reward machines have the expressive power of a regular language and as such support loops, sequences and conditionals, as well as the expression of temporally extended properties typical of linear temporal logic and non-Markovian reward specification.
Rodrigo Toro Icarte, Toryn Q. Klassen, Richard Anthony Valenzano, Sheila A. McIlraith
J. Artif. Intell. Res.3
2021 Type-WA*: Using Exploration in Bounded Suboptimal Planning
Eldan Cohen, Richard Anthony Valenzano, Sheila A. McIlraith
IJCAI2
2019 LTL and Beyond: Formal Languages for Reward Function Specification in Reinforcement Learning
abstract
In Reinforcement Learning (RL), an agent is guided by the rewards it receives from the reward function. Unfortunately, it may take many interactions with the environment to learn from sparse rewards, and it can be challenging to specify reward functions that reflect complex reward-worthy behavior. We propose using reward machines (RMs), which are automata-based representations that expose reward function structure, as a normal form representation for reward functions. We show how specifications of reward in various formal languages, including LTL and other regular languages, can be automatically translated into RMs, easing the burden of complex reward function specification. We then show how the exposed structure of the reward function can be exploited by tailored q-learning algorithms and automated reward shaping techniques in order to improve the sample efficiency of reinforcement learning methods. Experiments show that these RM-tailored techniques significantly outperform state-of-the-art (deep) RL algorithms, solving problems that otherwise cannot reasonably be solved by existing approaches.
Alberto Camacho, Rodrigo Toro Icarte, Toryn Q. Klassen, Richard Anthony Valenzano, Sheila A. McIlraith
IJCAI4
2019 Learning Reward Machines for Partially Observable Reinforcement Learning
abstract
Reward Machines (RMs), originally proposed for specifying problems in Reinforcement Learning (RL), provide a structured, automata-based representation of a reward function that allows an agent to decompose problems into subproblems that can be efficiently learned using off-policy learning. Here we show that RMs can be learned from experience, instead of being specified by the user, and that the resulting problem decomposition can be used to effectively solve partially observable RL problems. We pose the task of learning RMs as a discrete optimization problem where the objective is to find an RM that decomposes the problem into a set of subproblems such that the combination of their optimal memoryless policies is an optimal policy for the original problem. We show the effectiveness of this approach on three partially observable domains, where it significantly outperforms A3C, PPO, and ACER, and discuss its advantages, limitations, and broader potential.
Rodrigo Toro Icarte, Ethan Waldie, Toryn Q. Klassen, Richard Anthony Valenzano, Margarita P. Castro, Sheila A. McIlraith
NeurIPS4
2019 Probably bounded suboptimal heuristic search
Roni Stern, Gal Dreiman, Richard Anthony Valenzano
Artif. Intell.3
2018 Using Reward Machines for High-Level Task Specification and Decomposition in Reinforcement Learning
abstract
In this paper we propose Reward Machines {—} a type of finite state machine that supports the specification of reward functions while exposing reward function structure to the learner and supporting decomposition. We then present Q-Learning for Reward Machines (QRM), an algorithm which appropriately decomposes the reward machine and uses off-policy q-learning to simultaneously learn subpolicies for the different components. QRM is guaranteed to converge to an optimal policy in the tabular case, in contrast to Hierarchical Reinforcement Learning methods which might converge to suboptimal policies. We demonstrate this behavior experimentally in two discrete domains. We also show how function approximation methods like neural networks can be incorporated into QRM, and that doing so can find better policies more quickly than hierarchical methods in a domain with a continuous state space.
Rodrigo Toro Icarte, Toryn Q. Klassen, Richard Anthony Valenzano, Sheila A. McIlraith
ICML3
2018 On polygon numbers of circle graphs and distance hereditary graphs
Lorna Stewart, Richard Anthony Valenzano
Discret. Appl. Math.2
2017 An Analysis and Enhancement of the Gap Heuristic for the Pancake Puzzle
abstract
The pancake puzzle is a standard benchmark domain used to test search algorithms, and the gap heuristic is the state-of-the-art heuristic function most often used in such tests. In this work, we analyze the accuracy of this heuristic and identify ways to enhance it. We begin by showing that in the worst-case, the amount that the gap heuristic underestimates the optimal cost of a pancake puzzle state can be linear in the number of pancakes in the stack. However, empirical analysis suggests that it is extremely rare that the gap heuristic underestimates the optimal cost by more than two. We then identify several simple methods that can be used to generate large sets of problems on which the gap heuristic underestimates the optimal cost by a larger amount than it typically does on random permutations. In doing so, we provide new pancake puzzle test sets that can be used to evaluate how search algorithms behave when the heuristic is inaccurate. We also formally characterize states according to the size of the heuristic plateaus around them. This characterization allows us to efficiently compute a two-step look ahead of the gap heuristic on any state, which we can use alongside a state's dual to further improve heuristic accuracy. These enhancements substantially improve the performance of an IDA*-based pancake problem solver on both the existing benchmarks and the new ones proposed in this paper.
Richard Anthony Valenzano, Danniel Sihui Yang
SOCS1
2016 On the Completeness of Best-First Search Variants That Use Random Exploration
abstract
While suboptimal best-first search algorithms like Greedy Best-First Search are frequently used when building automated planning systems, their greedy nature can make them susceptible to being easily misled by flawed heuristics. This weakness has motivated the development of best-first search variants like epsilon-greedy node selection, type-based exploration, and diverse best-first search, which all use random exploration to mitigate the impact of heuristic error. In this paper, we provide a theoretical justification for this increased robustness by formally analyzing how these algorithms behave on infinite graphs. In particular, we show that when using these approaches on any infinite graph, the probability of not finding a solution can be made arbitrarily small given enough time. This result is shown to hold for a class of algorithms that includes the three mentioned above, regardless of how misleading the heuristic is.
Richard Anthony Valenzano, Fan Xie 0001
AAAI1
2016 Using Metric Temporal Logic to Specify Scheduling Problems
Roy Luo, Richard Anthony Valenzano, Yi Li 0008, J. Christopher Beck, Sheila A. McIlraith
KR2
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
SOCS2
2014 Worst-Case Solution Quality Analysis When Not Re-Expanding Nodes in Best-First Search
abstract
The use of inconsistent heuristics with A* can result in increased runtime due to the need to re-expand nodes. Poor performance can also be seen with Weighted A* if nodes are re-expanded. While the negative impact of re-expansions can often be minimized by setting these algorithms to never expand nodes more than once, the result can be a lower solution quality. In this paper, we formally show that the loss in solution quality can be bounded based on the amount of inconsistency along optimal solution paths. This bound holds regardless of whether the heuristic is admissible or inadmissible, though if the heuristic is admissible the bound can be used to show that not re-expanding nodes can have at most a quadratic impact on the quality of solutions found when using A*. We then show that the bound is tight by describing a process for the construction of graphs for which a best-first search that does not re-expand nodes will find solutions whose quality is arbitrarily close to that given by the bound. Finally, we will use the bound to extend a known result regarding the solution quality of WA* when weighting a consistent heuristic, so that it also applies to other types of heuristic weighting.
Richard Anthony Valenzano, Nathan R. Sturtevant, Jonathan Schaeffer 0001
AAAI1
2012 Alternative Forms of Bounded Suboptimal Search
abstract
Previous research into bounded suboptimal search has focused on the development of epsilon-admissible algorithms which are guaranteed to return solutions that are no more than a factor larger than optimal. In this paper, we consider the problem of how to construct search algorithms that satisfy alternative types of guarantees such as an additive bound. This bounding paradigm requires that the cost of any solution found is no more than the optimal cost plus gamma, which is a user-defined constant. To this end, we provide theorems that define sufficient conditions for developing algorithms for arbitrary bounding paradigms when using best-first search, iterative deepening, or focal list-based search. We then show by experimentation that these theorems can be used to construct effective additively bounded algorithms.
Richard Anthony Valenzano, Shahab Jabbari Arfaee, Jordan Tyler Thayer, Roni Stern
SOCS1
2010 Simultaneously Searching with Multiple Settings: An Alternative to Parameter Tuning for Suboptimal Single-Agent Search Algorithms
abstract
Many search algorithms have parameters that need to be tuned to get the best performance. Typically, the parameters are tuned offline, resulting in a generic setting that is supposed to be effective on all problem instances. For suboptimal single-agent search, problem-instance-specific parameter settings can result in substantially reduced search effort. We consider the use of dovetailing as a way to take advantage of this fact. Dovetailing is a procedure that performs search with multiple parameter settings simultaneously. Dovetailing is shown to improve the search speed of weighted IDA* by several orders of magnitude and to generally enhance the performance of weighted RBFS. This procedure is trivially parallelizable and is shown to be an effective form of parallelization for WA* and BULB. In particular, using WA* with parallel dovetailing yields good speedups in the sliding-tile puzzle domain, and increases the number of problems solved when used in an automated planning system.
Richard Anthony Valenzano, Nathan R. Sturtevant, Jonathan Schaeffer 0001, Karen Buro, Akihiro Kishimoto
SOCS1