Symbolic Search in Planning and General Game Playing

Symbolic Search in Planning and General Game Playing

Symbolic Search in Planning and General Game Playing Peter Kissmann Dissertation zur Erlangung des Grades eines Doktors der Ingenieurwissenschaften – Dr.-Ing. – Vorgelegt im Fachbereich 3 (Mathematik und Informatik) der Universitat¨ Bremen im Mai 2012 ii Gutachter: Prof. Dr. Stefan Edelkamp Universitat¨ Bremen Prof. Dr. Malte Helmert Universitat¨ Basel Datum des Kolloquiums: 17. September 2012 Contents Acknowledgements vii Zusammenfassung ix 1 Introduction 1 1.1 Motivation . .1 1.2 State Space Search . .3 1.3 Binary Decision Diagrams and Symbolic Search . .4 1.4 Action Planning . .5 1.5 General Game Playing . .6 1.6 Running Example . .8 I Binary Decision Diagrams9 2 Introduction to Binary Decision Diagrams 11 2.1 The History of BDDs . 12 2.2 Efficient Algorithms for BDDs . 13 2.2.1 Reduce . 13 2.2.2 Apply . 14 2.2.3 Restrict, Compose, and Satisfy . 14 2.3 The Variable Ordering . 15 3 Symbolic Search 19 3.1 Forward Search . 20 3.2 Backward Search . 21 3.3 Bidirectional Search . 22 4 Limits and Possibilities of BDDs 23 4.1 Exponential Lower Bound for Permutation Games . 24 4.1.1 The Sliding Tiles Puzzle . 24 4.1.2 Blocksworld . 24 4.2 Polynomial Upper Bounds . 27 4.2.1 Gripper . 27 4.2.2 Sokoban . 30 4.3 Polynomial and Exponential Bounds for Connect Four . 31 4.3.1 Polynomial Upper Bound for Representing Reachable States . 32 4.3.2 Exponential Lower Bound for the Termination Criterion . 35 4.3.3 Experimental Evaluation . 37 4.4 Conclusions and Future Work . 37 iii iv CONTENTS II Action Planning 41 5 Introduction to Action Planning 43 5.1 Planning Tracks . 44 5.2 The Planning Domain Definition Language PDDL . 44 5.2.1 The History of PDDL . 45 5.2.2 Structure of a PDDL Description . 47 6 Classical Planning 53 6.1 Step-Optimal Classical Planning . 54 6.1.1 Symbolic Breadth-First Search . 54 6.1.2 Symbolic Bidirectional Breadth-First Search . 55 6.2 Cost-Optimal Classical Planning . 56 6.2.1 Running Example with General Action Costs . 57 6.2.2 Symbolic Dijkstra Search . 58 6.2.3 Symbolic A* Search . 61 6.3 Heuristics for Planning . 66 6.3.1 Pattern Databases . 67 6.3.2 Partial Pattern Databases . 73 6.4 Implementation and Improvements . 74 6.4.1 Replacing the Matrix . 75 6.4.2 Reordering the Variables . 76 6.4.3 Incremental Abstraction Calculation . 78 6.4.4 Amount of Bidirection . 78 6.5 International Planning Competitions (IPCs) and Experimental Evaluation . 79 6.5.1 IPC 2008: Participating Planners . 80 6.5.2 IPC 2008: Results . 82 6.5.3 Evaluation of the Improvements of Gamer . 82 6.5.4 IPC 2011: Participating Planners . 85 6.5.5 IPC 2011: Results . 87 7 Net-Benefit Planning 91 7.1 Running Example in Net-Benefit Planning . 92 7.2 Related Work in Over-Subscription and Net-Benefit Planning . 94 7.3 Finding an Optimal Net-Benefit Plan . 95 7.3.1 Breadth-First Branch-and-Bound . 96 7.3.2 Cost-First Branch-and-Bound . 97 7.3.3 Net-Benefit Planning Algorithm . 98 7.4 Experimental Evaluation . 100 7.4.1 IPC 2008: Participating Planners . 100 7.4.2 IPC 2008: Results . 100 7.4.3 Improvements of Gamer . 101 III General Game Playing 105 8 Introduction to General Game Playing 107 8.1 The Game Description Language GDL . 108 8.1.1 The Syntax of GDL . 109 8.1.2 Structure of a General Game . 110 8.2 Differences between GDL and PDDL . 113 8.3 Comparison to Action Planning . 114 CONTENTS v 9 Instantiating General Games 117 9.1 The Instantiation Process . 118 9.1.1 Normalization . 118 9.1.2 Supersets . 119 9.1.3 Instantiation . 123 9.1.4 Mutex Groups . 124 9.1.5 Removal of Axioms . 126 9.1.6 Output . 126 9.2 Experimental Evaluation . 128 10 Solving General Games 133 10.1 Solved Games . 134 10.2 Single-Player Games . 141 10.3 Non-Simultaneous Two-Player Games . 143 10.3.1 Two-Player Zero-Sum Games . 143 10.3.2 General Non-Simultaneous Two-Player Games . 144 10.3.3 Layered Approach to General Non-Simultaneous Two-Player Games . 147 10.4 Experimental Evaluation . 150 10.4.1 Single-Player Games . 150 10.4.2 Two-Player Games . 153 11 Playing General Games 157 11.1 The Algorithm UCT . 158 11.1.1 UCB1 . 158 11.1.2 Monte-Carlo Search . 159 11.1.3 UCT . 159 11.1.4 UCT Outside General Game Playing . 160 11.1.5 Parallelization of UCT . 163 11.2 Other General Game Players . 165 11.2.1 Evaluation Function Based Approaches . 165 11.2.2 Simulation Based Approaches . 168 11.3 The Design of the General Game Playing Agent Gamer . 171 11.3.1 The GGP Server . 171 11.3.2 The Communicators . 172 11.3.3 The Instantiators . ..

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