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Symposium on Combinatorial Search (SOCS)Conference

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Recent work has raised the challenge of efficient automated troubleshooting in domains where repairing a set of components in a single repair action is cheaper than repairing each of them separately. This corresponds to cases where there is a non-negligible overhead to initiating...
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search algorithms such as IDA* or heuristic-search planners. Our method aims to generate a strong heuristic from a given weak heuristic h 0 through bootstrapping. The easy problem instances that can be solved using h 0 provide training examples for a learning algorithm that produ...
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We propose a compilation that enhances a given classical planning task to compute plans that contain control flow and procedure calls. Control flow instructions and procedures allow us to generate compact and general solutions able to solve planning tasks for which multiple unit ...
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In this paper we solve fundamental graph optimization problems like Maximum Clique and Minimum Coloring with recent advances of Monte-Carlo Search. The optimization problems are implemented as single-agent games in a generic state-space search framework, roughly comparable to wha...
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This paper describes a system that automatically transforms a PDDL encoding, calls a planner to solve the transformed representation, and translates the solution back into the original representation. The approach involves counting objects that are indistinguishable, rather than ...
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Multi-Agent Path Finding (MAPF) has been widely studied in the AI community. For example, Conflict-Based Search (CBS) is a state-of-the-art MAPF algorithm based on a two-level tree-search. However, previous MAPF algorithms assume that an agent occupies only a single location at a...
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In the Real-Time Agent-Centered Search (RTACS) problem, an agent has to arrive at a goal location while acting and reasoning in the physical world. Traditionally, RTACS problems are solved by propagating and updating heuristic values of states visited by the agent. In existing RT...
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Hybrid Planning combines Hierarchical Task Network (HTN) planning with concepts known from Partial-Order Causal-Link (POCL) planning. We introduce novel heuristics for Hybrid Planning that estimate the number of necessary modifications to turn a partial plan into a solution. Thes...
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Solving Multi-Agent Path Finding (MAPF) instances optimally is NP-hard, and existing optimal and bounded suboptimal MAPF solvers thus usually do not scale to large MAPF instances. Greedy MAPF solvers scale to large MAPF instances, but their solution qualities are often bad. In th...
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Restricting the search space has shown to be an effective approach for improving the performance of automated planning systems. A planner-independent technique for pruning the search space is domain and problem reformulation. Recently, Outer Entanglements, which are relations bet...
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MAPP has been previously shown as a state-of-the-art multi-agent path planning algorithm on criteria including scalability and success ratio (i.e., percentage of solved units) on realistic game maps. MAPP further provides a formal characterization of problems it can solve, and lo...
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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 algorith...
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Recent machine-learning approaches to deterministic search and domain-independent planning employ policy learning to speed up search. Unfortunately, when attempting to solve a search problem by successively applying a policy, no guarantees can be given on solution quality. The pr...
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For general two-player turn-taking games, first solvers have been contributed. Algorithms for multi-player games like Maxn, however, cannot classify general games robustly, and its extension Soft-Maxn, which can play optimally against unknown and weak opponents, demands large amo...
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This paper presents the application of the PPQ Dijkstra approach for solving 2D path planning problems. The approach is a Dijkstra process whose priority queue (PQ) is implemented through a Pseudo Priority Queue (PPQ) also known as Untidy PQ. The performance of the optimization p...
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Real-time agent-centric algorithms have been used for learning and solving problems since the introduction of the LRTA* algorithm in 1990. In this time period, numerous variants have been produced, however, they have generally followed the same approach in varying parameters to l...
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Bi-objective search requires computing a Pareto solution set which contains a set of paths. In real-world applications, Pareto solution sets may contain several tens or even hundreds of solutions. For a human user trying to commit to just one of these paths, navigating through a ...
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Stubborn sets are an optimality-preserving pruning technique for factored state-space search, for example in classical planning. Their applicability is limited by their computational overhead. We describe a new algorithm for computing stubborn sets that is based on the state vari...
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Machine teaching (MT) studies the task of designing a training set. Specifically, given a learner (e.g., an artificial neural network or a human) and a target model, a teacher aims to create a training set which results in the target model being learned. MT applications include o...
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Conflict-Based Search (CBS) and its generalization, Meta-Agent CBS are amongst the strongest newly introduced algorithms for Multi-Agent Path Finding. This paper introduces ICBS, an improved version of CBS. ICBS incorporates three orthogonal improvements to CBS which are systemat...
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