nips nips2002 nips2002-185 knowledge-graph by maker-knowledge-mining

185 nips-2002-Speeding up the Parti-Game Algorithm


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Author: Maxim Likhachev, Sven Koenig

Abstract: In this paper, we introduce an efficient replanning algorithm for nondeterministic domains, namely what we believe to be the first incremental heuristic minimax search algorithm. We apply it to the dynamic discretization of continuous domains, resulting in an efficient implementation of the parti-game reinforcement-learning algorithm for control in high-dimensional domains.

Reference: text


Summary: the most important sentenses genereted by tfidf model

sentIndex sentText sentNum sentScore

1 edu Abstract In this paper, we introduce an efficient replanning algorithm for nondeterministic domains, namely what we believe to be the first incremental heuristic minimax search algorithm. [sent-5, score-0.676]

2 We apply it to the dynamic discretization of continuous domains, resulting in an efficient implementation of the parti-game reinforcement-learning algorithm for control in high-dimensional domains. [sent-6, score-0.158]

3 1 Introduction We recently developed Lifelong Planning A* (LPA*), a search algorithm for deterministic domains that combines incremental and heuristic search to reduce its search time [1]. [sent-7, score-0.595]

4 We believe that the resulting search algorithm, called Minimax LPA*, is the first incremental heuristic minimax search algorithm. [sent-10, score-0.714]

5 We apply it to the dynamic discretization of continuous domains, resulting in an efficient implementation of the popular parti-game algorithm [3]. [sent-11, score-0.158]

6 Our first experiments suggest that this implementation of the parti-game algorithm can be an order of magnitude faster in two-dimensional domains than one with uninformed search from scratch and thus might allow the parti-game algorithm to scale up to larger domains. [sent-12, score-0.484]

7 There also exist other ways of decreasing the amount of search performed by the parti-game algorithm. [sent-13, score-0.12]

8 2 Parti-Game Algorithm The objective of the parti-game algorithm is to move an agent from given start coordinates to given goal coordinates in continuous and potentially high-dimensional domains with obstacles of arbitrary shapes. [sent-15, score-0.553]

9 To solve these problems, one can first discretize the domains and then use conventional search algorithms to determine plans that move the agent to the goal coordinates. [sent-17, score-0.532]

10 The parti-game algorithm solves this dilemma by starting with a coarse discretization and refines it during execution only when and where it is needed (for example, around obstacles), resulting in a nonuniform discretization. [sent-19, score-0.169]

11 Figure 1(a) shows the initial discretization of our example domain into 12 large cells together with the start coordinates of the agent (A) and the goal region ). [sent-21, score-0.456]

12 Thus, it can always attempt to move towards the center of each (cell containing adjacent cell (that is, cell that its current cell shares a border line with). [sent-22, score-0.348]

13 The agent can initially attempt to move towards the centers of either , , or , as shown in the figure. [sent-23, score-0.344]

14 Each state corresponds to a cell and each action corresponds to a movement option. [sent-25, score-0.257]

15 The parti-game algorithm initially ignores obstacles and makes the optimistic (and sometimes wrong) assumption that each action deterministically reaches the intended state, for example, that the agent indeed reaches if it is somewhere in and moves towards the center of . [sent-26, score-0.8]

16 The costs of an action outcome approximates the Euclidean distance from the center of the old cell of the agent to the center of its new cell. [sent-27, score-0.653]

17 ) The parti-game algorithm then determines whether the minimax goal the agent to distance of the current state of the agent is finite. [sent-30, score-1.013]

18 If so, the parti-game algorithm repeatedly chooses the action that minimizes the worst-case plan-execution cost, until the agent reaches or observes additional action outcomes. [sent-31, score-0.617]

19 The minimax goal distance of is and the agent minimizes the worst-case plan-execution cost by moving from towards the centers of either or . [sent-32, score-0.762]

20 Assume that it decides to move towards the center of . [sent-33, score-0.15]

21 The agent always continues to move until it either gets blocked by an obstacle or enters a new cell. [sent-34, score-0.362]

22 When the agent observes additional action outcomes it adds them to the state space. [sent-36, score-0.503]

23 Thus, it now assumes that it can end up in either or if it is somewhere in and moves towards the center of . [sent-37, score-0.173]

24 The same scenario repeats when the agent first attempts to move towards the center of and then attempts to move towards the center of but gets blocked twice by the obstacle in . [sent-38, score-0.652]

25 Figure 1(c) shows the state space after the attempted moves towards the centers of and , and Figure 1(d) shows the state space after the attempted move towards the center of . [sent-39, score-0.438]

26 We say that is unsolvable since an agent in is not guaranteed to reach with finite plan-execution cost. [sent-41, score-0.378]

27 In this case, the parti-game algorithm refines the discretization by splitting all solvable cells that border unsolvable cells and all unsolvable cells that border solvable cells. [sent-42, score-0.634]

28 The parti-game algorithm then removes those states (and their actions) from the state space that correspond to the old cells and adds states (and actions) for the new cells, again making the optimistic assumption that each action for the new states deterministically reaches the intended state. [sent-46, score-0.707]

29 This ensures that the minimax goal distance becomes finite. [sent-47, score-0.388]

30 The parti-game of algorithm now repeats the process until either the agent reaches or the domain cannot be discretized any further because the resolution limit is reached. [sent-49, score-0.387]

31 For example, an agent cannot only end up in and but also in if it moves from somewhere in towards the center of . [sent-54, score-0.42]

32 The parti-game algorithm therefore needs to determine the minimax goal distances of the states with a minimax search algorithm. [sent-55, score-0.922]

33 Furthermore, the parti-game algorithm repeatedly determines plans that minimize the worst-case plan© 2  2 3 42 32  2 that contains the center of the new and old state of the agent. [sent-56, score-0.265]

34 Similarly, the heuristic of a state is computed as the maximum of the absolute differences of the x and y coordinates between the imaginary grid cell that contains the center of the state of the agent and the imaginary grid cell that contains the center of the state in question. [sent-57, score-1.026]

35 Furthermore, it is only used to compute the costs and heuristics and does not restrict either the placement of obstacles or the movement of the agent. [sent-59, score-0.169]

36 The pseudocode uses the following functions to manage the priority queue : U. [sent-60, score-0.269]

37 Top returns a state with the smallest priority of all states in . [sent-61, score-0.397]

38 TopKey returns the smallest priority of all states in . [sent-66, score-0.296]

39 (It does nothing if the current priority of already equals . [sent-72, score-0.182]

40 Pop ; 11 if /* is locally overconsistent */ 12 ; 13 for all UpdateState ; 14 else /* is locally underconsistent */ 15 ; 16 for all UpdateState ; ¢ ¢ E D B B A  ¡ ( hP ¢ E D C B B A @  ¡  1 54'C f3@ '¨I4'4434£320 † ¢ X¤¡ ‡ ¢ ¤¡ ¢ E D C B B A  4'443@ £¡ ¢ £¡  ¢ £¡  " 9g ! [sent-88, score-0.205]

41 Figures 1(b), (c), (d) and (f) show the state spaces for our example directly after the parti-game algorithm has used Minimax LPA* to determine the minimax goal distance of . [sent-116, score-0.519]

42 All expanded states (that is, all states whose minimax goal distances have been computed) are shown in gray. [sent-117, score-0.569]

43 Minimax LPA* speeds up the searches by reusing information from previous searches, which is the reason why it expands only three states in Figure 1(d). [sent-118, score-0.241]

44 Minimax LPA* also speeds up the searches by using heuristics to focus them, which is the reason why it expands only four states in Figure 1(f). [sent-119, score-0.295]

45  ¨§ ¤ ¤ ¢ 1¦¦¥£    3 Minimax LPA* Minimax LPA* repeatedly determines plans that minimize the worst-case plan-execution cost from to as the agent moves towards in nondeterministic domains where the costs of actions increase or decrease over time. [sent-120, score-0.664]

46 It generalizes two incremental search algorithms, namely our LPA* [1] and DynamicSWSF-FP [7]. [sent-121, score-0.216]

47 is the set of successor states that can result from the execution of in . [sent-128, score-0.141]

48 The agent incurs cost if the execution of in results in . [sent-131, score-0.344]

49 is the minimax goal distance of , defined as the solution of the system of equations: if , and for all with . [sent-132, score-0.388]

50 is the current state of the agent, and the minimal worst-case plan-execution cost from to is . [sent-133, score-0.148]

51 2 Heuristics and Variables  ¨§ ¤ ¢  ¡¦¤ £¥  § ¥ £ ¨¦¤¡   Minimax LPA* searches backward from to and uses heuristics to focus its search. [sent-143, score-0.149]

52 The g-value of a state estimates its minimax goal distance. [sent-149, score-0.464]

53 It is carried forward from one search to the next one and can be used after each search to determine a plan that minimizes the worst-case plan-execution cost from to . [sent-150, score-0.391]

54 The rhs-value of a state also estimates its minimax goal distance. [sent-151, score-0.464]

55 A state is called locally consistent iff its g-value is equal to its rhs-value. [sent-154, score-0.171]

56 Minimax LPA* also maintains a priority queue that always contains exactly the locally inconsistent states (Invariant 2). [sent-155, score-0.467]

57 The main function Main() first calls Initialize() 18 to set the g-values and rhs-values of all states to 03 . [sent-164, score-0.127]

58 Thus, is the only locally inconsistent state value of and is inserted into the otherwise empty priority queue 02, 05 . [sent-166, score-0.477]

59 (Note that, in an actual implementation, Minimax LPA* needs to initialize a state only once it encounters it during the search and thus does not need to initialize all states up front. [sent-167, score-0.382]

60 ) Then, Minimax LPA* calls ComputePlan() to compute a plan that minimizes the to 19 . [sent-169, score-0.14]

61 If the agent has not reached worst-case plan-execution cost from yet 20 , it executes the first action of the plan 22 and updates 23 . [sent-170, score-0.499]

62 To maintain Invariants 1, 2, and 3, it calls UpdateState() if some action costs have changed 28 to update the rhs-values and keys of the states potentially affected by the changed action costs as well as their membership in the priority queue if they become locally consistent or inconsistent. [sent-172, score-0.906]

63 It then recalculates the priorities of all states in the priority queue 29-30 . [sent-173, score-0.42]

64 This is necessary because the heuristics change when the agent moves, since they are computed with respect to . [sent-174, score-0.301]

65 £ ¢ E'C 43©@ ¨P w A a ¤¡C B ¡ D B B A     cb4a ` ¨h P 7C 43©@  E D B B A ¦ ¨Y7C 43©@ £320 P ¢ E D B B A  ¡  1 " " ; to the new state of the agent after the action execution; ; " ; " ; " UpdateState( ); for all U. [sent-188, score-0.447]

66 Figure 4: Parti-game algorithm using Minimax LPA* changes the priorities of the states in the priority queue but not which states are locally consistent and thus in the priority queue. [sent-198, score-0.767]

67 Finally, it recalculates a plan 31 and repeats the process. [sent-199, score-0.137]

68 It repeatedly removes the locally inconsistent state with the smallest key from the priority queue 10 and expands it 11-16 . [sent-201, score-0.566]

69 A state is called locally overconsistent iff its g-value is larger than it rhs-value. [sent-203, score-0.21]

70 We can prove that the rhs-value of a locally overconsistent state that is about to be expanded is equal to its minimax goal distance. [sent-204, score-0.597]

71 A state is called locally underconsistent iff its g-value is smaller than it rhs-value. [sent-206, score-0.197]

72 It is locally consistent and its key is less than or equal to the terminates as soon as keys of all locally inconsistent states. [sent-209, score-0.229]

73 " 0 0 " 0 " 0 " 0 "  ¨§ ¤ ¢ ¡¦¤ £    ¨ ¥§ Theorem 1 ComputePlan of Minimax LPA* expands each state at most twice and thus terminates. [sent-210, score-0.156]

74 Assume that, after ComputePlan() terminates, one starts in and always executes an action in the current state that minimizes until is reached (ties can be broken arbitrarily). [sent-211, score-0.26]

75 Then, the plan-execution cost is no larger than the minimax . [sent-212, score-0.365]

76 # ¨ © © §      ’ 0 0 g 7F2'4‚ © We can also prove several additional theorems about the efficiency of Minimax LPA*, including the fact that it only expands those states whose g-values are not already correct [5]. [sent-214, score-0.146]

77 4 Using Minimax LPA* to Implement the Parti-Game Algorithm Figure 4 shows how Minimax LPA* can be used to implement the parti-game algorithm in a more efficient way than with uninformed search from scratch, using some of the functions from Figure 3. [sent-218, score-0.252]

78 If the minimax goal distance of is infinity, then it § ¥ £ ¨¦¤¡    ¨§ ¤ ¤ ¢ ¡¥£    0 " 0   5 4 ¥  ' ¢3 0 "  © © ¥   ! [sent-220, score-0.388]

79 Otherwise, it repeatedly executes the action that minimizes the worst-case plan-execution cost 26’-27’ . [sent-223, score-0.24]

80 If it observes an unknown action outcome 28’ , then it records it 29’-31’ , ensures that Invariants 1, 2 and 3 continue to hold 32’-34’ , uses ComputePlan() to find a new plan incrementally 35’ , and then continues to execute actions until either is unsolvable or the agent reaches 24’ . [sent-224, score-0.755]

81 In the former case, it refines the discretization 19’ , uses ComputePlan() to find a new plan from scratch rather than incrementally (because the discretization changes the state space substantially) 20’-22’ , and then repeats the process. [sent-225, score-0.504]

82 All expanded states are shown in gray, and all locally inconsistent states (that is, states in the priority queue) are shown in bold. [sent-230, score-0.586]

83  ¨§ ¤ ¤ ¢ ¡¥£     ¨§ ¤ ¤ ¢ ¡¥£    is unsolvable and the parti-game algorithm thus It happens quite frequently that has to refine the discretization. [sent-231, score-0.161]

84 If is unsolvable, Minimax LPA* expands a large number of states because it has to disprove the existence of a plan rather than find one. [sent-232, score-0.221]

85 We speed up Minimax LPA* for the special case where is unsolvable but every other is unsolvable. [sent-233, score-0.131]

86 If states state is solvable since it occurs about half of the time when other than become unsolvable, some of them need to be predecessors of . [sent-234, score-0.273]

87 is unsolvable but every other state is solvable, Minimax LPA* can To prove that therefore show that all predecessors of are solvable but itself is not. [sent-235, score-0.313]

88 To are solvable, Minimax LPA* checks that they are show that all predecessors of locally consistent, their keys are no larger than U. [sent-236, score-0.176]

89 It can also use uninformed search (using the zero heuristic) and informed search (using the heuristic that we used in the context of the example from Figure 1). [sent-241, score-0.443]

90 All of them use binary heaps to implement the priority queue and the same optimizations but the implementations with search from scratch do not contain any code needed only for incremental search. [sent-243, score-0.644]

91 In each case, the goal coordinates are in the center of the terrain, and the start coordinates are in the vertical center and ten percent to the right of the left edge. [sent-245, score-0.276]

92 We also report the average of the ratios of the three measures for each of the four implementations and the one with incremental heuristic search (which is different from the ratio of the averages), together with their 95-percent confidence intervals. [sent-246, score-0.321]

93 00 1 min 45 sec ¢¢ ¢¢ The average number of searches, measured by calls to ComputePlan(), is 29,885 until the agent reaches . [sent-274, score-0.42]

94 The table shows that the search times of the parti-game algorithm § ¥ ¨¢  £ ¡ are substantial due to the large number of searches performed (even though each search is fast), and that the searches take up most of its run time. [sent-275, score-0.46]

95 The table also shows that incremental and heuristic search individually speed up the parti-game algorithm and together speed it up even more. [sent-277, score-0.306]

96 The implementations of the parti-game algorithm in [3] and [6] make slightly different assumptions from ours, for example, minimize state transitions rather than cost. [sent-278, score-0.176]

97 Our results show that our implementation with Minimax LPA* performs about 5 percent of the state expansions of the implementation with uninformed search from scratch. [sent-280, score-0.485]

98 However, these results are very preliminary since the time per state expansion is different for the different implementations and it is future work to compare the various implementations of the parti-game algorithm in a common testbed. [sent-282, score-0.221]

99 Speeding up reinforcement learning with incremental heuristic minimax search. [sent-311, score-0.496]

100 An incremental algorithm for a generalization of the shortest-path problem. [sent-320, score-0.126]


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