EDBT 2026 Demo / reviewers in the wild / expert
Wheeler Ruml
dblp:80/5790
· DBLP profile ↗
86ranked-venue papers
5as first author
22since 2021 · last 2025
0000-0002-1308-2311ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 76 · 5 first-author · 18 since 2021Graphics, computer vision, multimedia, augmented reality and games · 33 · 2 first-author · 10 since 2021Systems, architecture and hardware · 4 · 1 since 2021Computer networks · 3Databases, data management, data science and information retrieval · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Security and privacy · 1 · 1 since 2021Theory of computation · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Is This a Good Decision? Action Optimality Checking in Classical PlanningabstractHeuristic search is a prominent method for plan generation in classical planning. Here we address its use for a new problem that we baptize action optimality checking (AOC): checking whether a given action a is optimal in a given state s. AOC has various potential uses, e.g. quality assurance for learned action policies through checking example policy decisions. A vanilla algorithm for AOC is to run two A⋆ searches, on each of s and the outcome state s′ of applying a. We show that one can do much better than this. We introduce early termination criteria across multiple searches. Beyond this, we introduce AOCA⋆, which performs a single search on s that gives preference to paths going through s′. Our experiments show that AOCA⋆ is superior to the vanilla algorithm as well as other multiple-search configurations, consistently across three different state-of-the-art heuristic functions. Jan Eisenhut, Daniel Fiser, Wheeler Ruml, Jörg Hoffmann 0001 |
ECAI | 3 |
| 2025 | Concurrent Planning and Execution Using Dispatch-Dependent ValuesabstractAgents operating in the real world must cope with the fact that time passes while they plan. In some cases, such as under tight deadlines, the only way for such an agent to achieve its goal is to execute an action before a complete plan has been found. This problem is called Concurrent Planning and Execution (CoPE). Previous work on CoPE relied on a value function that assumes search will finish before actions are executed, causing the agent to be overly pessimistic in many situations. In this paper, we define a new value function that takes into account the agent's ability to dispatch actions incrementally. This allows us to devise a much simpler algorithm for concurrent planning and execution. An experimental evaluation on problems with time pressure shows that the new method significantly outperforms the previous state-of-the-art. Andrew Coles, Erez Karpas, Solomon Eyal Shimony, Shahaf S. Shperberg, Wheeler Ruml |
IJCAI | 5 |
| 2025 | Defense Against Shortest Path AttacksabstractIdentifying shortest paths between nodes in a network is an important task in many applications. Recent work has shown that a malicious actor can manipulate a graph to make traffic between two nodes of interest follow their target path. In this paper, we develop a defense against such attacks by modifying the edge weights that users observe. The defender must balance inhibiting the attacker against any negative effects on benign users. Specifically, the defender’s goals are: (a) recommend the shortest paths to users, (b) make the lengths of the shortest paths in the published graph close to those of the same paths in the true graph, and (c) minimize the probability of an attack. We formulate the defense as a Stackelberg game in which the defender is the leader and the attacker is the follower. We also consider a zero-sum version of the game in which the defender’s goal is to minimize cost while achieving the minimum possible attack probability. We show that the defense problem is NP-hard and propose heuristic solutions for both the zero-sum and non-zero-sum settings. By relaxing some constraints of the original problem, we formulate a linear program for local optimization around a feasible point. We present defense results with both synthetic and real networks and show that our methods often reach the lower bound of the defender’s cost. Benjamin A. Miller, Zohair Shafi, Wheeler Ruml, Yevgeniy Vorobeychik, Tina Eliassi-Rad, Scott Alfeld |
SDM | 3 |
| 2025 | Real-time Cost-algebraic Heuristic SearchabstractPlanning under time pressure arises in many situations. Real-time heuristic search, in which an agent must compute its next action within a prespecified time bound, has proven to be a useful model of real-time planning. However, it is laborious to prove the completeness of new real-time search algorithms. In this paper, we provide a general proof of the completeness of a standard real-time heuristic search algorithm in any problem domain that obeys the axioms of a cost algebra. The proof includes additional detail on how h values change as the algorithm learns. This foundation clarifies the dependence of the proof on domain and algorithm properties and will ease future applications of real-time planning. Devin Wild Thomas, Wheeler Ruml |
SOCS | 2 |
| 2024 | Rectangle Search: An Anytime Beam SearchabstractAnytime heuristic search algorithms try to find a (potentially suboptimal) solution as quickly as possible and then work to find better and better solutions until an optimal solution is obtained or time is exhausted. The most widely-known anytime search algorithms are based on best-first search. In this paper, we propose a new algorithm, rectangle search, that is instead based on beam search, a variant of breadth-first search. It repeatedly explores alternatives at all depth levels and is thus best-suited to problems featuring deep local minima. Experiments using a variety of popular search benchmarks suggest that rectangle search is competitive with fixed-width beam search and often performs better than the previous best anytime search algorithms. Sofia Lemons, Wheeler Ruml, Robert C. Holte, Carlos Linares López |
AAAI | 2 |
| 2024 | Planning and Acting While the Clock TicksabstractStandard temporal planning assumes that planning takes place offline, and then execution starts at time 0. Recently, situated temporal planning was introduced, where planning starts at time 0, and execution occurs after planning terminates. Situated temporal planning reflects a more realistic scenario where time passes during planning. However, in situated temporal planning a complete plan must be generated before any action is executed. In some problems with time pressure, timing is too tight to complete planning before the first action must be executed. For example, an autonomous car that has a truck backing towards it should probably move out of the way now, and plan how to get to its destination later. In this paper, we propose a new problem setting: concurrent planning and execution, in which actions can be dispatched (executed) before planning terminates. Unlike previous work on planning and execution, we must handle wall clock deadlines that affect action applicability and goal achievement (as in situated planning) while also supporting dispatching actions before a complete plan has been found. We extend previous work on metareasoning for situated temporal planning to develop an algorithm for this new setting. Our empirical evaluation shows that when there is strong time pressure, our approach outperforms situated temporal planning. Andrew Coles, Erez Karpas, Andrey Lavrinenko, Wheeler Ruml, Solomon Eyal Shimony, Shahaf S. Shperberg |
ICAPS | 4 |
| 2024 | Replanning in Advance for Instant Delay Recovery in Multi-Agent Applications: Rerouting Trains in a Railway HubabstractTrain routing is sensitive to delays that occur in the network. When a train is delayed, it is imperative that a new plan be found quickly, or else other trains may need to be stopped to ensure safety, potentially causing cascading delays. In this paper, we consider this class of multi-agent planning problems, which we call Multi-Agent Execution Delay Replanning. We show that these can be solved by reducing the problem to an any-start-time safe interval planning problem. When an agent has an any-start-time plan, it can react to a delay by simply looking up the precomputed plan for the delayed start time. We identify crucial real-world problem characteristics like the agent's speed, size, and safety envelope, and extend the any-start-time planning to account for them. Experimental results on real-world train networks show that any-start-time plans are compact and can be computed in reasonable time while enabling agents to instantly recover a safe plan. Issa K. Hanou, Devin Wild Thomas, Wheeler Ruml, Mathijs de Weerdt |
ICAPS | 3 |
| 2024 | Evaluating Distributional Predictions of Search Time: Put Up or Shut Up Games (Extended Abstract)abstractMetareasoning can be a helpful technique for controlling search in situations where computation time is an important resource, such as real-time planning and search, algorithm portfolios, and concurrent planning and execution. Metareasoning often involves an estimate of the remaining search time of a running algorithm, and several ways to compute such estimates have been presented in the literature. In this paper, we argue that many applications actually require a full estimated probability distribution over the remaining time, rather than just a point estimate of expected search time. We study several methods for estimating such distributions, including some novel adaptations of existing schemes. To properly evaluate the estimates, we introduce `put-up or shut-up games', which probe the distributional estimates without requiring infeasible computation. Our experimental evaluation reveals that estimates that are more accurate in expected value do not necessarily deliver better distributions, yielding worse scores in the game. Sean Mariasin, Andrew Coles, Erez Karpas, Wheeler Ruml, Solomon Eyal Shimony, Shahaf S. Shperberg |
SOCS | 4 |
| 2024 | Real-time Safe Interval Path PlanningabstractNavigation among dynamic obstacles is a fundamental task in robotics that has been modeled in various ways. In Safe Interval Path Planning, location is discretized to a grid, time is continuous, future trajectories of obstacles are assumed known, and planning takes place offline. In this work, we define the Real-time Safe Interval Path Planning problem setting, in which the agent plans online and must issue its next action within a strict time bound. Unlike in classical real-time heuristic search, the cost-to-go in Real-time Safe Interval Path Planning is a function of time rather than a scalar. We present several algorithms for this setting and prove that they learn admissible heuristics. Empirical evaluation shows that the new methods perform better than classical approaches under a variety of conditions. Devin Wild Thomas, Wheeler Ruml, Solomon Eyal Shimony |
SOCS | 2 |
| 2024 | Tunable Suboptimal Heuristic SearchabstractFinding optimal solutions to state-space search problems often takes too long, even when using A* with a heuristic function. Instead, practitioners often use a tunable approach, such as weighted A*, that allows them to adjust a trade-off between search time and solution cost until the search is sufficiently fast for the intended application. In this paper, we study algorithms for this problem setting, which we call `tunable suboptimal search'. We introduce a simple baseline, called Speed*, that uses distance-to-go information to speed up search. Experimental results on standard search benchmarks suggest that 1) bounded-suboptimal searches suffer overhead due to enforcing a suboptimality bound, 2) beam searches can perform well, but fare poorly in domains with dead-ends, and 3) Speed* provides robust overall performance. Stephen Wissow, Fanhao Yu, Wheeler Ruml |
SOCS | 3 |
| 2024 | Attacking Shortest Paths by Cutting EdgesabstractIdentifying shortest paths between nodes in a network is a common graph analysis problem that is important for many applications involving routing of resources. An adversary that can manipulate the graph structure could alter traffic patterns to gain some benefit (e.g., make more money by directing traffic to a toll road). This article presents theForce Path Cutproblem, in which an adversary removes edges from a graph to make a particular path the shortest between its terminal nodes. We prove that the optimization version of this problem is APX-hard but introducePATHATTACK, a polynomial-time approximation algorithm that guarantees a solution within a logarithmic factor of the optimal value. In addition, we introduce theForce Edge CutandForce Node Cutproblems, in which the adversary targets a particular edge or node, respectively, rather than an entire path. We derive a nonconvex optimization formulation for these problems and derive a heuristic algorithm that usesPATHATTACKas a subroutine. We demonstrate all of these algorithms on a diverse set of real and synthetic networks, illustrating where the proposed algorithms provide the greatest improvement over baseline methods. Benjamin A. Miller, Zohair Shafi, Wheeler Ruml, Yevgeniy Vorobeychik, Tina Eliassi-Rad, Scott Alfeld |
ACM Trans. Knowl. Discov. Data | 3 |
| 2023 | A Formal Metareasoning Model of Concurrent Planning and ExecutionabstractAgents that plan and act in the real world must deal with the fact that time passes as they are planning. When timing is tight, there may be insufficient time to complete the search for a plan before it is time to act. By commencing execution before search concludes, one gains time to search by making planning and execution concurrent. However, this incurs the risk of making incorrect action choices, especially if actions are irreversible. This tradeoff between opportunity and risk is the problem addressed in this paper. Our main contribution is to formally define this setting as an abstract metareasoning problem. We find that the abstract problem is intractable. However, we identify special cases that are solvable in polynomial time, develop greedy solution algorithms, and, through tests on instances derived from search problems, find several methods that achieve promising practical performance. This work lays the foundation for a principled time-aware executive that concurrently plans and executes. Amihay Elboher, Ava Bensoussan, Erez Karpas, Wheeler Ruml, Shahaf S. Shperberg, Solomon Eyal Shimony |
AAAI | 4 |
| 2023 | General-Purpose Planning Algorithms in the Card Game Duelyst IIabstractDuelyst II is an online collectible card game (CCG) that features a 9x5 grid board, making it a cross between the popular CCG Hearthstone and chess. It is a partially-observable stochastic game (POSG) with a large branching factor and the ability to take several actions in a time-limited turn, making it a challenging domain for AI. The existing "starter AI" in the game is an expert-rule-based player that is limited to using certain decks and is weak against humans. We develop simple general-purpose planning algorithms that are able to consistently beat the starter AI using little domain knowledge and no learning. The most complex of these is a variant of Monte Carlo tree search (MCTS), for which we show that a novel action factoring method is helpful under certain conditions. Bryan McKenney, Wheeler Ruml |
CoG | 2 |
| 2023 | No Free Lunch: On the Increased Code Reuse Attack Surface of Obfuscated ProgramsabstractObfuscation has been widely employed to protect software from the malicious reverse analysis. However, its security risks have not previously been studied in detail. For example, most obfuscation methods introduce large blocks of opaque code that are black boxes to normal users. In this paper, we show that, indeed, obfuscation can increase the attack risk. Existing gadget search tools, while able to find more gadgets in obfuscated code, do not succeed in assembling them into more exploits. However, these tools use strict pattern matching, greedy searching strategies, and only very simple gadgets. We develop Gadget-Planner, a more flexible approach to building code-reuse attacks that overcomes previous limitations via symbolic execution and automated planning. In a study across both benchmark and real-world programs, this approach finds many more exploit payloads on obfuscated programs, both in terms of number and diversity. Naiqian Zhang, Daroc Alden, Dongpeng Xu 0001, Shuai Wang 0011, Trent Jaeger, Wheeler Ruml |
DSN | 6 |
| 2022 | New Results in Bounded-Suboptimal SearchabstractIn bounded-suboptimal heuristic search, one attempts to find a solution that costs no more than a prespecified factor of optimal as quickly as possible. This is an important setting, as it admits faster-than-optimal solving while retaining some control over solution cost. In this paper, we investigate several new algorithms for bounded-suboptimal search, including novel variants of EES and DPS, the two most prominent previous proposals, and methods inspired by recent work in bounded-cost search that leverages uncertainty estimates of the heuristic. We perform what is, to our knowledge, the most comprehensive empirical comparison of bounded-suboptimal search algorithms to date, including both search and planning benchmarks, and we find that one of the new algorithms, a simple alternating queue scheme, significantly outperforms previous work. Maximilian Fickert, Tianyi Gu 0001, Wheeler Ruml |
AAAI | 3 |
| 2022 | When to Commit to an Action in Online Planning and SearchabstractIn online planning, search is concurrent with execution. Under the formulation of planning as heuristic search, when a planner commits to an action, it re-roots its search tree at the node representing the outcome of that action. For the system to remain controlled, the planner must commit to a new action (perhaps a no-op) before the previously chosen action completes. This time pressure results in a real-time search. In this time-bounded setting, it can be beneficial to commit early, in order to perform more lookahead search focused below an upcoming state. In this paper, we propose a principled method for making this commitment decision. Our experimental evaluation shows that our scheme can outperform previously-proposed fixed strategies. Tianyi Gu 0001, Wheeler Ruml, Shahaf S. Shperberg, Solomon Eyal Shimony, Erez Karpas |
SOCS | 2 |
| 2022 | Situated Grid Pathfinding Among Moving Obstacles (Extended Abstract)abstractThere has been much recent work on finding paths in grid maps among moving obstacles. However, in addition to assuming complete omniscience regarding the map and the obstacles' trajectories, previous work has also assumed that time stands still while the agent plans. In this paper, we address situated pathfinding, in which time passes and the obstacles continue to move while the agent plans. We study the choice of state space representation and search algorithm, with a focus on whether conclusions drawn from studies in the off-line case continue to hold in a situated setting. Devin Wild Thomas, Tianyi Gu 0001, Wheeler Ruml, Solomon Eyal Shimony |
SOCS | 3 |
| 2021 | EECBS: A Bounded-Suboptimal Search for Multi-Agent Path FindingabstractMulti-Agent Path Finding (MAPF), i.e., finding collision-free paths for multiple robots, is important for many applications where small runtimes are necessary, including the kind of automated warehouses operated by Amazon. CBS is a leading two-level search algorithm for solving MAPF optimally. ECBS is a bounded-suboptimal variant of CBS that uses focal search to speed up CBS by sacrificing optimality and instead guaranteeing that the costs of its solutions are within a given factor of optimal. In this paper, we study how to decrease its runtime even further using inadmissible heuristics. Motivated by Explicit Estimation Search (EES), we propose Explicit Estimation CBS (EECBS), a new bounded-suboptimal variant of CBS, that uses online learning to obtain inadmissible estimates of the cost of the solution of each high-level node and uses EES to choose which high-level node to expand next. We also investigate recent improvements of CBS and adapt them to EECBS. We find that EECBS with the improvements runs significantly faster than the state-of-the-art bounded-suboptimal MAPF algorithms ECBS, BCP-7, and eMDD-SAT on a variety of MAPF instances. We hope that the scalability of EECBS enables additional applications for bounded-suboptimal MAPF algorithms. Jiaoyang Li 0001, Wheeler Ruml, Sven Koenig |
AAAI | 2 |
| 2021 | Choosing the Initial State for Online Replanning
Maximilian Fickert, Ivan Gavran, Ivan Fedotov, Jörg Hoffmann 0001, Rupak Majumdar, Wheeler Ruml |
AAAI | 6 |
| 2021 | Bounded-cost Search Using Estimates of UncertaintyabstractMany planning problems are too hard to solve optimally. In bounded-cost search, one attempts to find, as quickly as possible, a plan that costs no more than a user-provided absolute cost bound. Several algorithms have been previously proposed for this setting, including Potential Search (PTS) and Bounded-cost Explicit Estimation Search (BEES). BEES attempts to improve on PTS by predicting whether nodes will lead to plans within the cost bound or not. This paper introduces a relatively simple algorithm, Expected Effort Search (XES), which uses not just point estimates but belief distributions in order to estimate the probability that a node will lead to a plan within the bound. XES's expansion order minimizes expected search time in a simplified formal model. Experimental results on standard planning and search benchmarks show that it consistently exhibits strong performance, outperforming both PTS and BEES. We also derive improved variants of BEES that can exploit belief distributions. These new methods advance the recent trend of taking advantage of uncertainty estimates in deterministic single-agent search. Maximilian Fickert, Tianyi Gu 0001, Wheeler Ruml |
IJCAI | 3 |
| 2021 | Active Goal Recognition DesignabstractIn Goal Recognition Design (GRD), the objective is to modify a domain to facilitate early detection of the goal of a subject agent. Most previous work studies this problem in the offline setting, in which the observing agent performs its interventions before the subject begins acting. In this paper, we generalize GRD to the online setting in which time passes and the observer's actions are interleaved with those of the subject. We illustrate weaknesses of existing metrics for GRD and propose an alternative better suited to online settings. We provide a formal definition of this Active GRD (AGRD) problem and study an algorithm for solving it. AGRD occupies an interesting middle ground between passive goal recognition and strategic two-player game settings. Kevin C. Gall, Wheeler Ruml, Sarah Keren |
IJCAI | 2 |
| 2021 | PATHATTACK: Attacking Shortest Paths in Complex Networks
Benjamin A. Miller, Zohair Shafi, Wheeler Ruml, Yevgeniy Vorobeychik, Tina Eliassi-Rad, Scott Alfeld |
ECML/PKDD (2) | 3 |
| 2020 | Beliefs We Can Believe in: Replacing Assumptions with Data in Real-Time SearchabstractSuboptimal heuristic search algorithms can benefit from reasoning about heuristic error, especially in a real-time setting where there is not enough time to search all the way to a goal. However, current reasoning methods implicitly or explicitly incorporate assumptions about the cost-to-go function. We consider a recent real-time search algorithm, called Nancy, that manipulates explicit beliefs about the cost-to-go. The original presentation of Nancy assumed that these beliefs are Gaussian, with parameters following a certain form. In this paper, we explore how to replace these assumptions with actual data. We develop a data-driven variant of Nancy, DDNancy, that bases its beliefs on heuristic performance statistics from the same domain. We extend Nancy and DDNancy with the notion of persistence and prove their completeness. Experimental results show that DDNancy can perform well in domains in which the original assumption-based Nancy performs poorly. Maximilian Fickert, Tianyi Gu 0001, Leonhard Staut, Wheeler Ruml, Jörg Hoffmann 0001, Marek Petrik |
AAAI | 4 |
| 2020 | Envelope-Based Approaches to Real-Time Heuristic SearchabstractIn real-time heuristic search, the planner must return the next action for the agent within a pre-specified time bound. Many algorithms for this setting are ‘agent-centered’ in that, at every iteration, they only expand states near the agent's current state, discarding the search frontier afterwards. In this paper, we investigate the alternative paradigm in which the search expands a single ever-growing envelope of states. Previous work on envelope-based methods restricts the agent to move along the generated search tree. We propose a more flexible approach in which an auxiliary search is performed within the envelope to guide the agent toward a promising frontier node. Experimental results indicate that intra-envelope search is beneficial in state spaces that are highly interconnected, such as those for grid pathfinding. Kevin C. Gall, Bence Cserna, Wheeler Ruml |
AAAI | 3 |
| 2020 | Trading Plan Cost for Timeliness in Situated Temporal PlanningabstractIf a planning agent is considering taking a bus, for example, the time that passes during its planning can affect the feasibility of its plans, as the bus may depart before the agent has found a complete plan. Previous work on this situated temporal planning setting proposed an abstract deliberation scheduling scheme for maximizing the probability of finding a plan that is still feasible at the time it is found. In this paper, we extend the deliberation scheduling approach to address problems in which plans can differ in their cost. Like the planning deadlines, these costs can be uncertain until a complete plan has been found. We show that finding a deliberation policy that minimizes expected cost is PSPACE-hard and that even for known costs and deadlines the optimal solution is a contingent, rather than sequential, schedule. We then analyze special cases of the problem and use these results to propose a greedy scheme that considers both the uncertain deadlines and costs. Our empirical evaluation shows that the greedy scheme performs well in practice on a variety of problems, including some generated from planner search trees. Shahaf S. Shperberg, Andrew Coles, Erez Karpas, Solomon Eyal Shimony, Wheeler Ruml |
IJCAI | 5 |
| 2020 | Anytime Kinodynamic Motion Planning using Region-Guided SearchabstractMany kinodynamic motion planners have been developed that guarantee probabilistic completeness and asymptotic optimality for systems for which steering functions are available. Recently, some planners have been developed that achieve these properties of completeness and optimality without requiring a steering function. However, these planners have not taken strong advantage of heuristic guidance to speed their search. This paper introduces Region Informed Optimal Trees (RIOT), a sampling-based, asymptotically optimal motion planner for systems without steering functions. RIOT's search is guided by a low-dimensional abstraction of the state space that is updated during planning for better guidance. Simulation results suggest RIOT is adaptable, scalable, and more effective on difficult problems than previous work. Matthew G. Westbrook, Wheeler Ruml |
IROS | 2 |
| 2019 | Refining Abstraction Heuristics during Real-Time Planning
Rebecca Eifler, Maximilian Fickert, Jörg Hoffmann 0001, Wheeler Ruml |
AAAI | 4 |
| 2019 | Real-Time Planning as Decision-Making under Uncertainty
Wheeler Ruml, Fabian Spaniol, Jörg Hoffmann 0001, Marek Petrik |
AAAI | 2 |
| 2019 | Allocating Planning Effort When Actions ExpireabstractMaking plans that depend on external events can be tricky. For example, an agent considering a partial plan that involves taking a bus must recognize that this partial plan is only viable if completed and selected for execution in time for the agent to arrive at the bus stop. This setting raises the thorny problem of allocating the agent’s planning effort across multiple open search nodes, each of which has an expiration time and an expected completion effort in addition to the usual estimated plan cost. This paper formalizes this metareasoning problem, studies its theoretical properties, and presents several algorithms for solving it. Our theoretical results include a surprising connection to job scheduling, as well as to deliberation scheduling in time-dependent planning. Our empirical results indicate that our algorithms are effective in practice. This work advances our understanding of how heuristic search planners might address realistic problem settings. Shahaf S. Shperberg, Andrew Coles, Bence Cserna, Erez Karpas, Wheeler Ruml, Solomon Eyal Shimony |
AAAI | 5 |
| 2019 | Revisiting Suboptimal SearchabstractSuboptimal search algorithms can often solve much larger problems than optimal search algorithms, and thus have broad practical use. This paper returns to early algorithms like WA*, A*_e and Optimistic search. It studies the commonalities between these approaches in order to build a new bounded-suboptimal algorithm. Combined with recent research on avoiding node re-expansions in bounded-optimal search, a new solution quality bound is developed, which often provides proof of the solution bound much earlier during the search. Put together, these ideas provide a new state-of-the-art in bounded-optimal search. Nathan R. Sturtevant, William J. Doyle, Wheeler Ruml |
SOCS | 4 |
| 2019 | Real-Time Heuristic Search in Dynamic EnvironmentsabstractIn dynamic environments, agents often do not have time to find a complete plan to reach a goal state, but rather must act quickly under changing circumstances. Real-time heuristic search models this setting by requiring that the agent's next action must be selected within a prespecified time bound. In this paper, we study real-time search algorithms that can tolerate a dynamic environment, in which action costs are not fully predictable. We propose a combination of two previously-proposed methods and study its behavior both theoretically and empirically on several different benchmark domains. Chao Chi Cheng, Wheeler Ruml |
SOCS | 2 |
| 2019 | Improved Safe Real-Time Heuristic SearchabstractA fundamental concern in real-time planning is the presence of dead ends in the state space, from which no goal is reachable. Recently, the SafeRTS algorithm was proposed for searching in such spaces. SafeRTS exploits a user-provided predicate to identify safe states, from which a goal is likely reachable, and attempts to maintain a backup plan for reaching such a state at all times. In this paper, we study the SafeRTS approach, identify certain properties of its behavior, and design an improved framework for safe real-time search. We prove that the new approach performs at least as well as SafeRTS and present experimental results showing that its promise is fulfilled in practice. Bence Cserna, Kevin C. Gall, Wheeler Ruml |
SOCS | 3 |
| 2018 | Avoiding Dead Ends in Real-Time Heuristic SearchabstractMany systems, such as mobile robots, need to be controlled in real time. Real-time heuristic search is a popular on-line planning paradigm that supports concurrent planning and execution. However,existing methods do not incorporate a notion of safety and we show that they can perform poorly in domains that contain dead-end states from which a goal cannot be reached. We introduce new real-time heuristic search methods that can guarantee safety if the domain obeys certain properties. We test these new methods on two different simulated domains that contain dead ends, one that obeys the properties and one that does not. We find that empirically the new methods provide good performance. We hope this work encourages further efforts to widen the applicability of real-time planning. Bence Cserna, William J. Doyle, Jordan S. Ramsdell, Wheeler Ruml |
AAAI | 4 |
| 2018 | Does Fast Beat Thorough? Comparing RTAA* and LSS-LRTAabstractThe RTAA* algorithm has been proposed as an alternative to the LSS-LRTA* algorithm for heuristic search under hard time constraints. It uses a cruder but faster learning procedure. Experimental results on pathfinding in mazes in the unknown terrain setting indicated that RTAA* was superior to LSS-LRTA*. In this paper, we attempt to replicate those results and we extend the analysis to additional domains. Our results suggest that RTAA* is superior to LSS-LRTA* only in situations where the heuristic is already relatively accurate, either inherently or because of large lookahead. Overall, neither algorithm seems superior to the other. Shane Kochvi, Wheeler Ruml |
SOCS | 2 |
| 2018 | Solving Large Problems with Heuristic Search: General-Purpose Parallel External-Memory SearchabstractClassic best-first heuristic search algorithms, like A*, record every unique state they encounter in RAM, making them infeasible for solving large problems. In this paper, we demonstrate how best-first search can be scaled to solve much larger problems by exploiting disk storage and parallel processing and, in some cases, slightly relaxing the strict best-first node expansion order. Some previous disk-based search algorithms abandon best-first search order in an attempt to increase efficiency. We present two case studies showing that A*, when augmented with Delayed Duplicate Detection, can actually be more efficient than these non-best-first search orders. First, we present a straightforward external variant of A*, called PEDAL, that slightly relaxes best-first order in order to be I/O efficient in both theory and practice, even on problems featuring real-valued node costs. Because it is easy to parallelize, PEDAL can be faster than in-memory IDA* even on domains with few duplicate states, such as the sliding-tile puzzle. Second, we present a variant of PEDAL, called PE2A*, that uses partial expansion to handle problems that have large branching factors. When tested on the problem of Multiple Sequence Alignment, PE2A* is the first algorithm capable of solving the entire Reference Set 1 of the standard BAliBASE benchmark using a biologically accurate cost function. This work shows that classic best-first algorithms like A* can be applied to large real-world problems. We also provide a detailed implementation guide with source code both for generic parallel disk-based best-first search and for Multiple Sequence Alignment with a biologically accurate cost function. Given its effectiveness as a general-purpose problem-solving method, we hope that this makes parallel and disk-based search accessible to a wider audience. Matthew Hatem, Ethan Burns, Wheeler Ruml |
J. Artif. Intell. Res. | 3 |
| 2017 | An effort bias for sampling-based motion planningabstractRecent advances in sampling-based motion planning have exploited concepts similar to those used in the heuristic graph search community, such as computing heuristic cost-to-go estimates and using state-space abstractions to derive them. Following this trend, we explore how the concept of search effort can be exploited to find plans quickly. Most previous work in motion planning attempts to find plans quickly by preferring states with low cost-to-go. Recent work in graph search suggests that following search effort-to-go estimates can yield faster planning. In this paper, we demonstrate how this idea can be adapted to the context of kinodynamic motion planning. Our planner, BEAST, uses estimates of effort that are learned on-line to guide the expansion of a motion tree toward states through which a plan is estimated to be easy to find. We present results with four different simulated vehicles (car, hovercraft, blimp and quadrotor) in six different environments indicating that BEAST is able to find solutions much more quickly and has a higher success rate than previous methods. We see this work as further strengthening the algorithmic connections between motion planning and heuristic graph search. Scott Kiesel, Tianyi Gu 0001, Wheeler Ruml |
IROS | 3 |
| 2017 | Value Directed Exploration in Multi-Armed Bandits with Structured Priors
Bence Cserna, Marek Petrik, Reazul Hasan Russel, Wheeler Ruml |
UAI | 4 |
| 2016 | Anytime versus Real-Time Heuristic Search for On-Line PlanningabstractMany AI systems, such as robots, must plan under time constraints. The most popular search approach applied in robotics so far is anytime search, in which the algorithm quickly finds a suboptimal plan, and then continues to find better and better plans as time passes, until eventually converging on an optimal plan. However, the time until the first plan is returned is not controllable, so such methods inherently involve idling the system's operation before `real' execution can begin. Real-time search methods provide hard real-time bounds on action selection time, yet to our knowledge, they have not yet been demonstrated for robotic systems. In this work, we compare anytime and real-time heuristic search methods in their ability to allow agents to achieve goals quickly.Our results suggest that real-time search is more broadly applicable and often achieves goals faster than anytime search, while anytime search finds shorter plans and does not suffer from dead-ends. Bence Cserna, Mike Bogochow, Stephen Chambers, Michaela Tremblay, Sammie Katt, Wheeler Ruml |
SOCS | 6 |
| 2016 | Effective Heuristics for Suboptimal Best-First SearchabstractSuboptimal heuristic search algorithms such as weighted A* and greedy best-first search are widely used to solve problems for which guaranteed optimal solutions are too expensive to obtain. These algorithms crucially rely on a heuristic function to guide their search. However, most research on building heuristics addresses optimal solving. In this paper, we illustrate how established wisdom for constructing heuristics for optimal search can fail when considering suboptimal search. We consider the behavior of greedy best-first search in detail and we test several hypotheses for predicting when a heuristic will be effective for it. Our results suggest that a predictive characteristic is a heuristic's goal distance rank correlation (GDRC), a robust measure of whether it orders nodes according to distance to a goal. We demonstrate that GDRC can be used to automatically construct abstraction-based heuristics for greedy best-first search that are more effective than those built by methods oriented toward optimal search. These results reinforce the point that suboptimal search deserves sustained attention and specialized methods of its own. Christopher Makoto Wilt, Wheeler Ruml |
J. Artif. Intell. Res. | 2 |
| 2015 | Recursive Best-First Search with Bounded OverheadabstractThere are two major paradigms for linear-space heuristic search: iterative deepening (IDA*) and recursive best-first search (RBFS). While the node regeneration overhead of IDA* is easily characterized in terms of the heuristic branching factor, the overhead of RBFS depends on how widely the promising nodes are separated in the search tree, and is harder to anticipate. In this paper, we present two simple techniques for improving the performance of RBFS while maintaining its advantages over IDA*. While these techniques work well in practice, they do not provide any theoretical bounds on the amount of regeneration overhead. To this end, we introduce RBFScr, the first method for provably bounding the regeneration overhead of RBFS. We show empirically that this improves its performance in several domains, both for optimal and suboptimal search, and also yields a better linear-space anytime heuristic search. RBFScr is the first linear space best-first search robust enough to solve a variety of domains with varying operator costs. Matthew Hatem, Scott Kiesel, Wheeler Ruml |
AAAI | 3 |
| 2015 | Max Is More than Min: Solving Maximization Problems with Heuristic Search
Roni Stern, Scott Kiesel, Rami Puzis, Ariel Felner, Wheeler Ruml |
IJCAI | 5 |
| 2015 | Speedy versus Greedy Search
Christopher Makoto Wilt, Wheeler Ruml |
IJCAI | 2 |
| 2015 | Metareasoning in Real-Time Heuristic SearchabstractReal-time heuristic search addresses the setting in which planning andacting can proceed concurrently. We explore the use of metareasoning at two decision points within a real-time heuristic search. First, if the domain has an `identity action' that allows the agent to remain in the same state and deliberate further, when should this action be taken? Second, given a partial plan that extends to the lookahead frontier, to how many actions should the agent commit? We show that considering these decisions carefully can reduce the agent's total time taken to arrive at a goal in several benchmark domains, relative to the current state-of-the-art. The resulting algorithm can dynamically adjust the way it interleaves planning and acting, between greedy hill-climbing and A*, depending on the problem instance. Dylan O'Ceallaigh, Wheeler Ruml |
SOCS | 2 |
| 2015 | Solving the Snake in the Box Problem with Heuristic Search: First ResultsabstractSnake in the Box (SIB) is the problem of finding the longest simple path along the edges of an n-dimensional cube, subject to certain constraints. SIB has important applications in coding theory and communications. State of the art algorithms for solving SIB apply uninformed search with symmetry breaking techniques. We formalize this problem as a search problem and propose several admissible heuristics to solve it. Using the proposed heuristics is shown to have a huge impact on the number of nodes expanded and, in some configurations, on runtime. These results encourage further research in using heuristic search to solve SIB, and to solve maximization problems more generally. Alon Palombo, Roni Stern, Rami Puzis, Ariel Felner, Scott Kiesel, Wheeler Ruml |
SOCS | 6 |
| 2015 | Building a Heuristic for Greedy SearchabstractSuboptimal heuristic search algorithms such as greedy best-first search allow us to find solutions when constraints of either time, memory, or both prevent the application of optimal algorithms such as A*. Guidelines for building an effective heuristic for A* are well established in the literature, but we show that if those rules are applied for greedy best-first search, performance can actually degrade. Observing what went wrong for greedy best-first search leads us to a quantitative metric appropriate for greedy heuristics, called Goal Distance Rank Correlation (GDRC). We demonstrate that GDRC can be used to build effective heuristics for greedy best-first search automatically. Christopher Makoto Wilt, Wheeler Ruml |
SOCS | 2 |
| 2015 | Achieving Goals Quickly Using Real-time Search: Experimental Results in Video GamesabstractIn real-time domains such as video games, planning happens concurrently with execution and the planning algorithm has a strictly bounded amount of time before it must return the next action for the agent to execute. We explore the use of real-time heuristic search in two benchmark domains inspired by video games. Unlike classic benchmarks such as grid pathfinding and the sliding tile puzzle, these new domains feature exogenous change and directed state space graphs. We consider the setting in which planning and acting are concurrent and we use the natural objective of minimizing goal achievement time. Using both the classic benchmarks and the new domains, we investigate several enhancements to a leading real-time search algorithm, LSS-LRTA*. We show experimentally that 1) it is better to plan after each action or to use a dynamically sized lookahead, 2) A*-based lookahead can cause undesirable actions to be selected, and 3) on-line de-biasing of the heuristic can lead to improved performance. We hope this work encourages future research on applying real-time search in dynamic domains. Scott Kiesel, Ethan Burns, Wheeler Ruml |
J. Artif. Intell. Res. | 3 |
| 2014 | Simpler Bounded Suboptimal SearchabstractIt is commonly appreciated that solving search problems optimally can take too long. Bounded suboptimal search algorithms trade increased solution cost for reduced solving time. Explicit Estimation Search (EES) is a recent state-of-the-art algorithm specifically designed for bounded suboptimal search. Although it tends to expand fewer nodes than alternative algorithms, such as weighted A* (WA*), its per-node expansion overhead is higher, causing it to sometimes take longer. In this paper, we present simplified variants of EES (SEES) and an earlier algorithm, A*epsilon (SA*epsilon), that use different implementations of the same motivating ideas to significantly reduce search overhead and implementation complexity. In an empirical evaluation, we find that SEES, like EES, outperforms classic bounded suboptimal search algorithms, such as WA*, on domains tested where distance-to-go estimates enable better search guidance. We also confirm that, while SEES and SA*epsilon expand roughly the same number of nodes as their progenitors, they solve problems significantly faster and are much easier to implement. This work widens the applicability of state-of the-art bounded suboptimal search by making it easier to deploy. Matthew Hatem, Wheeler Ruml |
AAAI | 2 |
| 2014 | Bounded Suboptimal Search in Linear Space: New ResultsabstractBounded suboptimal search algorithms are usually faster than optimal ones, but they can still run out of memory on large problems. This paper makes three contributions. First, we show how solution length estimates, used by the current state-of-the-art linear-space bounded suboptimal search algorithm Iterative Deepening EES, can be used to improve unbounded-space suboptimal search. Second, we convert one of these improved algorithms into a linear-space variant called Iterative Deepening A* epsilon, resulting in a new state of the art in linear-space bounded suboptimal search. Third, we show how Recursive Best-First Search can be used to create additional linear-space variants that have more stable performance. Taken together, these results significantly expand our armamentarium of bounded suboptimal search algorithms. Matthew Hatem, Wheeler Ruml |
SOCS | 2 |
| 2014 | Max is More than Min: Solving Maximization Problems with Heuristic SearchabstractMost work in heuristic search considers problems where a low cost solution is preferred (MIN problems). In this paper, we investigate the complementary setting where a solution of high reward is preferred (MAX problems). Example MAX problems include finding the longest simple path in a graph, maximal coverage, and various constraint optimization problems. We examine several popular search algorithms for MIN problems — optimal, suboptimal, and bounded suboptimal - and discover the curious ways in which they misbehave on MAX problems. We propose modifications that preserve the original intentions behind the algorithms but allow them to solve MAX problems, and compare them theoretically and empirically. Interesting results include the failure of bidirectional search and a discovered close relationships between Dijkstra's algorithm, weighted A*, and depth-first search. This work demonstrates that MAX problems demand their own heuristic search algorithms, which are worthy objects of study in their own right. Roni Stern, Scott Kiesel, Rami Puzis, Ariel Felner, Wheeler Ruml |
SOCS | 5 |
| 2014 | Speedy Versus Greedy SearchabstractIn work on satisficing search, there has been substantial attention devoted to how to solve problems associated with local minima or plateaus in the heuristic function. One technique that has been shown to be quite promising is using an alternative heuristic function that does not estimate cost-to-go, but rather estimates distance-to-go. Empirical results generally favor using the distance-to-go heuristic over the cost-to-go heuristic, but there is currently little beyond intuition to explain the difference. We begin by empirically showing that the success of the distance-to-go heuristic appears related to its having smaller local minima. We then discuss a reasonable theoretical model of heuristics and show that, under this model, the expected size of local minima is higher for a cost- to-go heuristic than a distance-to-go heuristic, offering a possible explanation as to why distance-to-go heuristics tend to outperform cost-to-go heuristics. Christopher Makoto Wilt, Wheeler Ruml |
SOCS | 2 |
| 2013 | External Memory Best-First Search for Multiple Sequence AlignmentabstractMultiple sequence alignment (MSA) is a central problem in computational biology. It is well known that MSA can be formulated as a shortest path problem and solved using heuristic search, but the memory requirement of A* makes it impractical for all but the smallest problems. Partial Expansion A* (PEA*) reduces the space complexity of A* by generating only the most promising successor nodes. However, even PEA* exhausts available memory on many problems. Another alternative is Iterative Deepening Dynamic Programming, which uses an uninformed search order but stores only the nodes along the search frontier. However, it too cannot scale to the largest problems. In this paper, we propose storing nodes on cheap and plentiful secondary storage. We present a new general-purpose algorithm, Parallel External PEA* (\xppea), that combines PEA* with Delayed Duplicate Detection to take advantage of external memory and multiple processors to solve large MSA problems. In our experiments, \xppea\ is the first algorithm capable of solving the entire Reference Set 1 of the standard BAliBASE benchmark using a biologically accurate cost function. This work suggests that external best-first search can effectively use heuristic information to surpass methods that rely on uninformed search orders. Matthew Hatem, Wheeler Ruml |
AAAI | 2 |
| 2013 | Robust Bidirectional Search via Heuristic ImprovementabstractAlthough the heuristic search algorithm A* is well-known to be optimally efficient, this result explicitly assumes forward search. Bidirectional search has long held promise for surpassing A*'s efficiency, and many varieties have been proposed, but it has proven difficult to achieve robust performance across multiple domains in practice. We introduce a simple bidirectional search technique called Incremental KKAdd that judiciously performs backward search to improve the accuracy of the forward heuristic function for any search algorithm. We integrate this technique with A*, assess its theoretical properties, and empirically evaluate its performance across seven benchmark domains. In the best case, it yields a factor of six reduction in node expansions and CPU time compared to A*, and in the worst case, its overhead is provably bounded by a user-supplied parameter, such as 1%. Viewing performance across all domains, it also surpasses previously proposed bidirectional search algorithms. These results indicate that Incremental KKAdd is a robust way to leverage bidirectional search in practice. Christopher Makoto Wilt, Wheeler Ruml |
AAAI | 2 |
| 2013 | Experimental Real-Time Heuristic Search Results in a Video GameabstractIn real-time domains such as video games, a planning algo- rithm has a strictly bounded time before it must return the next action for the agent to execute. We introduce a realistic video game benchmark domain that is useful for evaluating real-time heuristic search algorithms. Unlike previous bench- marks such as grid pathfinding and the sliding tile puzzle, this new domain includes dynamics and induces a directed graph. Using both the previous and new domains, we investigate sev- eral enhancements to a leading real-time search algorithm, LSS-LRTA*. We show experimentally that 1) it is not dif- ficult to outperform A* when optimizing goal achievement time, 2) it is better to plan after each action than to commit to multiple actions or to use a dynamically sized lookahead, 3) A*-based lookahead can cause undesirable actions to be selected, and 4) on-line de-biasing of the heuristic can lead to improved performance. We hope that this new domain and results will stimulate further research on applying real-time search to dynamic real-time domains. Ethan Burns, Scott Kiesel, Wheeler Ruml |
SOCS | 3 |
| 2013 | Bounded Suboptimal Heuristic Search in Linear SpaceabstractIt is commonly appreciated that solving search problems optimally can overrun time and memory constraints. Bounded suboptimal search algorithms trade increased solution cost for reduced solving time and memory consumption. However, even suboptimal search can overrun memory on large problems. The conventional approach to this problem is to combine a weighted admissible heuristic with an optimal linear space algorithm, resulting in algorithms such as Weighted IDA* (wIDA*). However, wIDA* does not exploit distance-to-go estimates or inadmissible heuristics, which have recently been shown to be helpful for suboptimal search. In this paper, we present a linear space analogue of Explicit Estimation Search (EES), a recent algorithm specifically designed for bounded suboptimal search. We call our method Iterative Deepening EES (IDEES). In an empirical evaluation, we show that IDEES dramatically outperforms wIDA* on domains with non-uniform edge costs and can scale to problems that are out of reach for the original EES. Matthew Hatem, Roni Stern, Wheeler Ruml |
SOCS | 3 |
| 2013 | Heuristic Search When Time MattersabstractIn many applications of shortest-path algorithms, it is impractical to find a provably optimal solution; one can only hope to achieve an appropriate balance between search time and solution cost that respects the user's preferences. Preferences come in many forms; we consider utility functions that linearly trade-off search time and solution cost. Many natural utility functions can be expressed in this form. For example, when solution cost represents the makespan of a plan, equally weighting search time and plan makespan minimizes the time from the arrival of a goal until it is achieved. Current state-of-the-art approaches to optimizing utility functions rely on anytime algorithms, and the use of extensive training data to compute a termination policy. We propose a more direct approach, called Bugsy, that incorporates the utility function directly into the search, obviating the need for a separate termination policy. We describe a new method based on off-line parameter tuning and a novel benchmark domain for planning under time pressure based on platform-style video games. We then present what we believe to be the first empirical study of applying anytime monitoring to heuristic search, and we compare it with our proposals. Our results suggest that the parameter tuning technique can give the best performance if a representative set of training instances is available. If not, then Bugsy is the algorithm of choice, as it performs well and does not require any off-line training. This work extends the tradition of research on metareasoning for search by illustrating the benefits of embedding lightweight reasoning about time into the search algorithm itself. Ethan Burns, Wheeler Ruml, Minh Binh Do |
J. Artif. Intell. Res. | 2 |
| 2012 | Heuristic Search Comes of AgeabstractIn looking back on the last five to ten years of work in heuristic search a few trends emerge. First, there has been a broadening of research topics studied. Second, there has been a deepened understanding of the theoretical foundations of search. Third, and finally, there have been increased connections with work in other fields. This paper, corresponding to a AAAI 2012 invited talk on recent work in heuristic search, highlights these trends in a number of areas of heuristic search. It is our opinion that the sum of these trends reflects the growth in the field and the fact that heuristic search has come of age. Nathan R. Sturtevant, Ariel Felner, Maxim Likhachev, Wheeler Ruml |
AAAI | 4 |
| 2012 | Implementing Fast Heuristic Search CodeabstractPublished papers rarely disclose implementation details. In this paper we show how such details can account for speedups of up to a factor of 28 for different implementations of the same algorithm. We perform an in-depth analysis of the most popular benchmark in heuristic search: the 15-puzzle. We study implementation choices in C++ for both IDA* and A* using the Manhattan distance heuristic. Results suggest that several optimizations deemed critical in folklore provide only small improvements while seemingly innocuous choices can play a large role. These results are important for ensuring that the correct conclusions are drawn from empirical comparisons Ethan Burns, Matthew Hatem, Michael J. Leighton, Wheeler Ruml |
SOCS | 4 |
| 2012 | Real-Time Motion Planning with Dynamic ObstaclesabstractRobust robot motion planning in dynamic environments requires that actions be selected under real-time constraints. Existing heuristic search methods that can plan high-speed motions do not guarantee real-time performance in dynamic environments. Existing heuristic search methods for real-time planning in dynamic environments fail in the high-dimensional state space required to plan high-speed actions. In this paper, we present extensions to a leading planner for high-dimensional spaces, R*, that allow it to guarantee real-time performance, and extensions to a leading real-time planner, LSS-LRTA*, that allow it to succeed in dynamic motion planning. In an extensive empirical comparison, we show that the new methods are superior to the originals, providing new state-of-the-art search performance on this challenging problem. Jarad Cannon, Kevin Rose, Wheeler Ruml |
SOCS | 3 |
| 2012 | Abstraction-Guided Sampling for Motion PlanningabstractMotion planning in continuous space is a fundamentalrobotics problem that has been approached from many per-spectives. Rapidly-exploring Random Trees (RRTs) usesampling to efficiently traverse the continuous and high-dimensional state space. Heuristic graph search methods uselower bounds on solution cost to focus effort on portions ofthe space that are likely to be traversed by low-cost solutions.In this work, we bring these two ideas together in a tech-nique called f -biasing: we use estimates of solution cost,computed as in heuristic search, to guide sparse sampling,as in RRTs. We see this new technique as strengthening theconnections between motion planning in robotics and combi-natorial search in artificial intelligence. Scott Kiesel, Ethan Burns, Wheeler Ruml |
SOCS | 3 |
| 2012 | When Does Weighted A* Fail?abstractWeighted A* is the most popular satisficing algorithm for heuristic search. Although there is no formal guarantee that increasing the weight on the heuristic cost-to-go estimate will decrease search time, it is commonly assumed that increas- ing the weight leads to faster searches, and that greedy search will provide the fastest search of all. As we show, however, in some domains, increasing the weight slows down the search. This has an important consequence on the scaling behavior of Weighted A*: increasing the weight ad infinitum will only speed up the search if greedy search is effective. We examine several plausible hypotheses as to why greedy search would sometimes expand more nodes than A* and show that each of the simple explanations has flaws. Our contribution is to show that greedy search is fast if and only if there is a strong correlation between h(n) and d∗(n), the true distance-to-go, or if the heuristic is extremely accurate. Christopher Makoto Wilt, Wheeler Ruml |
SOCS | 2 |
| 2011 | Heuristic Search for Large Problems With Real CostsabstractThe memory requirements of basic best-first heuristic search algorithms like A* make them infeasible for solving large problems. External disk storage is cheap and plentiful com- pared to the cost of internal RAM. Unfortunately, state-of- the-art external memory search algorithms either rely on brute-force search techniques, such as breadth-first search, or they rely on all node values falling in a narrow range of in- tegers, and thus perform poorly on real-world domains with real-valued costs. We present a new general-purpose algo- rithm, PEDAL, that uses external memory and parallelism to perform a best-first heuristic search capable of solving large problems with real costs. We show theoretically that PEDAL is I/O efficient and empirically that it is both better on a stan- dard unit-cost benchmark, surpassing internal IDA* on the 15-puzzle, and gives far superior performance on problems with real costs. Matthew Hatem, Ethan Burns, Wheeler Ruml |
AAAI | 3 |
| 2011 | Bounded Suboptimal Search: A Direct Approach Using Inadmissible EstimatesabstractBounded suboptimal search algorithms offer shorter solving times by sacrificing optimality and instead guaranteeing solution costs within a desired factor of optimal. Typically these algorithms use a single admissible heuristic both for guiding search and bounding solution cost. In this paper, we present a new approach to bounded suboptimal search, Explicit Estimation Search, that separates these roles, consulting potentially inadmissible information to determine search order and using admissible information to guarantee the cost bound. Unlike previous proposals, it successfully combines estimates of solution length and solution cost to predict which node will lead most quickly to a solution within the suboptimality bound. An empirical evaluation across six diverse benchmark domains shows that Explicit Estimation Search is competitive with the previous state of the art in domains with unit-cost actions and substantially outperforms previously proposed techniques for domains in which solution cost and length can differ. 1 Jordan Tyler Thayer, Wheeler Ruml |
IJCAI | 2 |
| 2011 | Deadline-Aware Search Using On-Line Measures of BehaviorabstractIn many applications of heuristic search, insufficient time isavailable to find provably optimal solutions. We consider thecontract search problem: finding the best solution possible within agiven time limit. The conventional approach to this problem is to usean interruptible anytime algorithm. Such algorithms return a sequenceof improving solutions until interuppted and do not consider theapproaching deadline during the course of the search. We propose anew approach, Deadline Aware Search, that explicitly takes the deadlineinto account and attempts to use all available time to find a singlehigh-quality solution. This algorithm is simple and fully general: itmodifies best-first search with on-line pruning. Empirical results onvariants of gridworld navigation, the sliding tile puzzle, and dynamicrobot navigation show that our method can surpass the leading anytimealgorithms across a wide variety of deadlines. Austin J. Dionne, Jordan Tyler Thayer, Wheeler Ruml |
SOCS | 3 |
| 2011 | Faster Optimal and Suboptimal Hierarchical SearchabstractIn problem domains for which an informed admissible heuristic function is not available, one attractive approach is hierarchical search. Hierarchical search uses search in an abstracted version of the problem to dynamically generate heuristic values. This paper makes two contributions to hierarchical search. First, we propose a simple modification to the state-of-the-art algorithm Switchback that reduces the number of expansions (and hence the running time) by approximately half, while maintaining its guarantee of optimality. Second, we propose a new algorithm for suboptimal hierarchical search, called Switch. Empirical results suggest that Switch yields faster search than straightforward modifications of Switchback, such as weighting the heuristic or greedy search. The success of Switch illustrates the potential for further research on specifically suboptimal hierarchical search. Michael J. Leighton, Wheeler Ruml, Robert C. Holte |
SOCS | 2 |
| 2011 | Best-First Search for Bounded-Depth TreesabstractTree search is a common technique for solving constraint satisfaction and combinatorial optimization problems. The most popular strategies are depth-first search and limited discrepancy search. Aside from pruning or ordering the children of each node, these algorithms do not adapt their search order to take advantage of information that becomes available during search, such as heuristic scores or leaf costs. We present a framework called best-leaf-first search (BLFS) that uses this additional information to estimate the cost of taking discrepancies in the search tree and then attempts to visit leaves in a best-first order. In this way, BLFS brings the idea of best-first search from shortest path problems to the areas of constraint satisfaction and combinatorial optimization. Empirical results demonstrate that this new dynamic approach results in better search performance than previous static search strategies on two very different domains: structured CSPs and the traveling salesman problem. Kevin Rose, Ethan Burns, Wheeler Ruml |
SOCS | 3 |
| 2011 | Cost-Based Heuristic Search Is Sensitive to the Ratio of Operator CostsabstractIn many domains, different actions have different costs. In this paper, we show that various kinds of best-first search algorithms are sensitive to the ratio between the lowest and highest operator costs. First, we take common benchmark domains and show that when we increase the ratio of operator costs, the number of node expansions required to find a solution increases. Second, we provide a theoretical analysis showing one reason this phenomenon occurs. We also discuss additional domain features that can cause this increased difficulty. Third, we show that searching using distance-to-go estimates can significantly ameliorate this problem. Our analysis takes an important step toward understanding algorithm performance in the presence of differing costs. This research direction will likely only grow in importance as heuristic search is deployed to solve real-world problems. Christopher Makoto Wilt, Wheeler Ruml |
SOCS | 2 |
| 2011 | On-line Planning and Scheduling: An Application to Controlling Modular PrintersabstractWe present a case study of artificial intelligence techniques applied to the control of production printing equipment. Like many other real-world applications, this complex domain requires high-speed autonomous decision-making and robust continual operation. To our knowledge, this work represents the first successful industrial application of embedded domain-independent temporal planning. Our system handles execution failures and multi-objective preferences. At its heart is an on-line algorithm that combines techniques from state-space planning and partial-order scheduling. We suggest that this general architecture may prove useful in other applications as more intelligent systems operate in continual, on-line settings. Our system has been used to drive several commercial prototypes and has enabled a new product architecture for our industrial partner. When compared with state-of-the-art off-line planners, our system is hundreds of times faster and often finds better plans. Our experience demonstrates that domain-independent AI planning based on heuristic search can flexibly handle time, resources, replanning, and multiple objectives in a high-speed practical application without requiring hand-coded control knowledge. Wheeler Ruml, Minh Binh Do, Rong Zhou 0001, Markus P. J. Fromherz |
J. Artif. Intell. Res. | 1 |
| 2010 | Searching Without a Heuristic: Efficient Use of AbstractionabstractIn problem domains where an informative heuristic evaluation function is not known or not easily computed, abstraction can be used to derive admissible heuristic values. Optimal path lengths in the abstracted problem are consistent heuristic estimates for the original problem. Pattern databases are the traditional method of creating such heuristics, but they exhaustively compute costs for all abstract states and are thus usually appropriate only when all instances share the same single goal state. Hierarchical heuristic search algorithms address these shortcomings by searching for paths in the abstract space on an as-needed basis. However, existing hierarchical algorithms search less efficiently than pattern database constructors: abstract nodes may be expanded many times during the course of a base-level search. We present a novel hierarchical heuristic search algorithm, called Switchback, that uses an alternating direction of search to avoid abstract node re-expansions. This algorithm is simple to implement and demonstrates superior performance to existing hierarchical heuristic search algorithms on several standard benchmarks. Bradford John Larsen, Ethan Burns, Wheeler Ruml, Robert C. Holte |
AAAI | 3 |
| 2010 | Real-Time Search in Dynamic WorldsabstractFor problems such as pathfinding in video games and robotics, a search algorithm must be real-time (return the next move within a fixed time bound) and dynamic (accommodate edge costs that can increase and decrease before the goal is reached). Existing real-time search algorithms, such as LSS-LRTA*, can handle edge cost increases but do not handle edge cost decreases. Existing dynamic search algorithms, such as D* Lite, are not real-time. We show how these two families of algorithms can be combined using bidirectional search, producing Real-Time D* (RTD*), the first real-time search algorithm designed for dynamic worlds. Our empirical evaluation shows that, for dynamic grid pathfinding, RTD* results in significantly shorter trajectories than either LSS-LRTA* or naive real-time adaptations of D* Lite because of its ability to opportunistically exploit shortcuts. David Bond, Niels A. Widger, Wheeler Ruml, Xiaoxun Sun |
SOCS | 3 |
| 2010 | The Logic of Benchmarking: A Case Against State-of-the-Art PerformanceabstractThis note marshals arguments for three points. First, it is better to test on small benchmark instances than to solve the largest possible ones. This eases replication and allows a more diverse set of instances to be tested. There are few conclusions that one can draw from running on large benchmarks that can't also be drawn from running on small benchmarks. Second, experimental evaluation should focus on understanding algorithm behavior and forming predictive models, rather than on achieving state-of-the-art performance on toy problems. Third, it is more important to develop search techniques that are robust across multiple domains than ones that only give state-of-the-art performance in a single domain. Robust techniques are more likely be useful to others. Wheeler Ruml |
SOCS | 1 |
| 2010 | Finding Acceptable Solutions Faster Using Inadmissible InformationabstractBounded suboptimal search algorithms attempt to find a solution quickly while guaranteeing that the cost does not exceed optimal by more than a desired factor. These algorithms generally use a single admissible heuristic both for guidance and guaranteeing solution quality. We present a new approach to bounded suboptimal search that separates these roles, consulting multiple sources of potentially inadmissible information to determine search order and using admissible information to guarantee quality. An empirical evaluation across six benchmark domains shows the new approach has better overall performance. Jordan Tyler Thayer, Wheeler Ruml |
SOCS | 2 |
| 2010 | Anytime Heuristic Search: Frameworks and AlgorithmsabstractAnytime search is a pragmatic approach for trading solution cost and solving time. It can also be used for solving problems within a time bound. Three frameworks for constructing anytime algorithms from bounded suboptimal search have been proposed: continuing search, repairing search, and restarting search, but what combination of suboptimal search and anytime framework performs best? An extensive empirical evaluation results in several novel algorithms and reveals that the relative performance of frameworks is essentially fixed, with the repairing framework having the strongest overall performance. As part of our study, we present two enhancements to Anytime Window A* that allow it to solve a wider range of problems and hastens its convergance on optimal solutions. Jordan Tyler Thayer, Wheeler Ruml |
SOCS | 2 |
| 2010 | A Comparison of Greedy Search AlgorithmsabstractWe discuss the relationships between three approaches to greedy heuristic search: best-first, hill-climbing, and beam search. We consider the design decisions within each family and point out their oft-overlooked similarities. We consider the following best-first searches: weighted A*, greedy search, ASeps, window A* and multi-state commitment k-weighted A*. For hill climbing algorithms, we consider enforced hill climbing and LSS-LRTA*. We also consider a variety of beam searches, including BULB and beam-stack search. We show how to best configure beam search in order to maximize robustness. An empirical analysis on six standard benchmarks reveals that beam search and best-first search have remarkably similar performance, and outperform hill-climbing approaches in terms of both time to solution and solution quality. Of these, beam search is preferable for very large problems and best first search is better on problems where the goal cannot be reached from all states. Christopher Makoto Wilt, Jordan Tyler Thayer, Wheeler Ruml |
SOCS | 3 |
| 2010 | Best-First Heuristic Search for Multicore MachinesabstractTo harness modern multicore processors, it is imperative to develop parallel versions of fundamental algorithms. In this paper, we compare different approaches to parallel best-first search in a shared-memory setting. We present a new method, PBNF, that uses abstraction to partition the state space and to detect duplicate states without requiring frequent locking. PBNF allows speculative expansions when necessary to keep threads busy. We identify and fix potential livelock conditions in our approach, proving its correctness using temporal logic. Our approach is general, allowing it to extend easily to suboptimal and anytime heuristic search. In an empirical comparison on STRIPS planning, grid pathfinding, and sliding tile puzzle problems using 8-core machines, we show that A*, weighted A* and Anytime weighted A* implemented using PBNF yield faster search than improved versions of previous parallel search proposals. Ethan Burns, Sofia Lemons, Wheeler Ruml, Rong Zhou 0001 |
J. Artif. Intell. Res. | 3 |
| 2009 | Best-First Heuristic Search for Multi-Core Machines
Ethan Burns, Seth Lemons, Rong Zhou 0001, Wheeler Ruml |
IJCAI | 4 |
| 2008 | On-line Planning and Scheduling: An Application to Controlling Modular Printers
Minh Binh Do, Wheeler Ruml, Rong Zhou 0001 |
AAAI | 2 |
| 2007 | Best-First Utility-Guided Search
Wheeler Ruml, Minh Binh Do |
IJCAI | 1 |
| 2006 | Positioning using local maps
Yi Shang, Wheeler Ruml, Markus P. J. Fromherz |
Ad Hoc Networks | 2 |
| 2004 | Complete Local Search for Propositional Satisfiability
Hai Fang, Wheeler Ruml |
AAAI | 2 |
| 2004 | Improved MDS-Based LocalizationabstractIt is often useful to know the geographic positions of nodes in a communications network, but adding GPS receivers or other sophisticated sensors to every node can be expensive. MDS-MAP is a recent localization method based on multidimensional scaling (MDS). It uses connectivity information - who is within communications range of whom - to derive the locations of the nodes in the network, and can take advantage of additional data, such as estimated distances between neighbors or known positions for certain anchor nodes, if they are available. However, MDS-MAP is an inherently centralized algorithm and is therefore of limited utility in many applications. In this paper, we present a new variant of the MDS-MAP method, which we call MDS-MAP(P) standing for MDS-MAP using patches of relative maps, that can be executed in a distributed fashion. Using extensive simulations, we show that the new algorithm not only preserves the good performance of the original method on relatively uniform layouts, but also performs much better than the original on irregularly-shaped networks. The main idea is to build a local map at each node of the immediate vicinity and then merge these maps together to form a global map. This approach works much better for topologies in which the shortest path distance between two nodes does not correspond well to their Euclidean distance. We also discuss an optional refinement step that improves solution quality even further at the expense of additional computation. Yi Shang, Wheeler Ruml |
INFOCOM | 2 |
| 2004 | Localization from Connectivity in Sensor NetworksabstractWe propose an approach that uses connectivity information - who is within communications range of whom - to derive the locations of nodes in a network. The approach can take advantage of additional information, such as estimated distances between neighbors or known positions for certain anchor nodes, if it is available. It is based on multidimensional scaling (MDS), an efficient data analysis technique that takes O(n/sup 3/) time for a network of n nodes. Unlike previous approaches, MDS takes full advantage of connectivity or distance information between nodes that have yet to be localized. Two methods are presented: a simple method that builds a global map using MDS and a more complicated one that builds small local maps and then patches them together to form a global map. Furthermore, least-squares optimization can be incorporated into the methods to further improve the solutions at the expense of additional computation. Through simulation studies on uniform as well as irregular networks, we show that the methods achieve more accurate solutions than previous methods, especially when there are few anchor nodes. They can even yield good relative maps when no anchor nodes are available. Yi Shang, Wheeler Ruml, Markus P. J. Fromherz |
IEEE Trans. Parallel Distributed Syst. | 2 |
| 2003 | Localization from mere connectivityabstractIt is often useful to know the geographic positions of nodes in a communications network, but adding GPS receivers or other sophisticated sensors to every node can be expensive. We present an algorithm that uses connectivity information who is within communications range of whom to derive the locations of the nodes in the network. The method can take advantage of additional information, such as estimated distances between neighbors or known positions for certain anchor nodes, if it is available. The algorithm is based on multidimensional scaling, a data analysis technique that takes O(n3) time for a network of n nodes. Through simulation studies, we demonstrate that the algorithm is more robust to measurement error than previous proposals, especially when nodes are positioned relatively uniformly throughout the plane. Furthermore, it can achieve comparable results using many fewer anchor nodes than previous methods, and even yields relative coordinates when no anchor nodes are available. Yi Shang, Wheeler Ruml, Markus P. J. Fromherz |
MobiHoc | 2 |
| 2001 | Incomplete Tree Search using Adaptive Probing
Wheeler Ruml |
IJCAI | 1 |
| 2001 | Constructing Distributed Representations Using Additive ClusteringabstractIf the promise of computational modeling is to be fully realized in higher- level cognitive domains such as language processing, principled methods must be developed to construct the semantic representations used in such models. In this paper, we propose the use of an established formalism from mathematical psychology, additive clustering, as a means of auto- matically constructing binary representations for objects using only pair- wise similarity data. However, existing methods for the unsupervised learning of additive clustering models do not scale well to large prob- lems. We present a new algorithm for additive clustering, based on a novel heuristic technique for combinatorial optimization. The algorithm is simpler than previous formulations and makes fewer independence as- sumptions. Extensive empirical tests on both human and synthetic data suggest that it is more effective than previous methods and that it also scales better to larger problems. By making additive clustering practical, we take a significant step toward scaling connectionist models beyond hand-coded examples. 1 Introduction Many cognitive models posit mental representations based on discrete substructures. Even connectionist models whose processing involves manipulation of real-valued activations typically represent objects as patterns of 0s and 1s across a set of units (Noelle, Cottrell, and Wilms, 1997). Often, individual units are taken to represent specific features of the objects and two representations will share features to the degree to which the two objects are similar. While this arrangement is intuitively appealing, it can be difficult to construct the features to be used in such a model. Using random feature assignments clouds the relationship between the model and the objects it is intended to represent, diminishing the model's value. As Clouse and Cottrell (1996) point out, hand-crafted representations are tedious to construct and it can be difficult to precisely justify (or even articulate) the principles that guided their design. These difficulties effectively limit the number of objects that can be encoded, constraining modeling efforts to small examples. In this paper, we investigate methods for automatically synthesizing feature-based representations directly from the pairwise object similarities that the model is intended to respect. This automatic Table 1: An 8-feature model derived from consonant confusability data. With c = 0.024, the model accounts for 91.8% of the variance in the data. Wt. Objects with feature Interpretation .350 f# front unvoiced fricatives .243 dg back voiced stops .197 p k unvoiced stops (without t) .182 b v# front voiced .162 ptk unvoiced stops .127 mn nasals .075 dgv#z z voiced (without b) .049 ptkf#s s unvoiced approach eliminates the manual burden of selecting and assigning features while providing an explicit design criterion that objectively connects the representations to empirical data. After formalizing the problem, we will review existing algorithms that have been proposed for solving it. We will then investigate a new approach, based on combinatorial optimiza- tion. When using a novel heuristic search technique, we find that the new approach, despite its simplicity, performs better than previous algorithms and that, perhaps more important, it maintains its effectiveness on large problems. 1.1 Additive Clustering We will formalize the problem of constructing discrete features from similarity information using the additive clustering model of Shepard and Arabie (1979). In this framework, abbreviated ADCLUS, clusters represent arbitrarily overlapping discrete features. Each of the k features has a non-negative real-valued weight w k , and the similarity between two objects i and j is just the sum of the weights of the features they share. If f ik is 1 if object i has feature k and 0 otherwise, and c is a real-valued constant, then the similarity of i and Wheeler Ruml |
NIPS | 1 |
| 1997 | Design Gallery Browsers Based on 2D and 3D Graph Drawing
Brad Andalman, Kathy Ryall, Wheeler Ruml, Joe Marks, Stuart M. Shieber |
GD | 3 |
| 1997 | Design galleries: a general approach to setting parameters for computer graphics and animationabstractArticle Design galleries: a general approach to setting parameters for computer graphics and animation Share on Authors: J. Marks MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , B. Andalman Harvard Univ. Harvard Univ.View Profile , P. A. Beardsley MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , W. Freeman MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , S. Gibson MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , J. Hodgins Georgia Tech. Georgia Tech.View Profile , T. Kang CMU CMUView Profile , B. Mirtich MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , H. Pfister MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , W. Ruml MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , K. Ryall Harvard Univ. Harvard Univ.View Profile , J. Seims Univ. of Washington Univ. of WashingtonView Profile , S. Shieber Harvard Univ. Harvard Univ.View Profile Authors Info & Claims SIGGRAPH '97: Proceedings of the 24th annual conference on Computer graphics and interactive techniquesAugust 1997 Pages 389–400https://doi.org/10.1145/258734.258887Online:03 August 1997Publication History 346citation2,992DownloadsMetricsTotal Citations346Total Downloads2,992Last 12 Months156Last 6 weeks16 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access Joe Marks, Brad Andalman, Paul A. Beardsley, William T. Freeman, Sarah F. Frisken, Jessica K. Hodgins, T. Kang, Brian Mirtich, Hanspeter Pfister, Wheeler Ruml, Kathy Ryall, Joshua E. Seims, Stuart M. Shieber |
SIGGRAPH | 10 |