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Advances in Pattern Databases

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Title: Advances in Pattern Databases


1
Advances in Pattern Databases
  • Ariel Felner,
  • Ben-Gurion University
  • Israel
  • email felner_at_bgu.ac.il

2
Overview
  • Heuristic search and pattern databases
  • Disjoint pattern databases
  • Compressed pattern databases
  • Dual lookups in pattern databases
  • Current and future work

3
optimal path search algorithms
  • For small graphs provided explicitly, algorithm
    such as Dijkstras shortest path, Bellman-Ford or
    Floyd-Warshal. Complexity O(n2).
  • For very large graphs , which are implicitly
    defined, the A algorithm which is a best-first
    search algorithm.

4
Best-first search schema
  • sorts all generated nodes in an OPEN-LIST and
    chooses the node with the best cost value for
    expansion.
  • generate(x) insert x into OPEN_LIST.
  • expand(x) delete x from OPEN_LIST and generate
    its children.
  • BFS depends on its cost (heuristic) function.
    Different functions cause BFS to expand different
    nodes..

20
25
30
35
30
35
35
40
Open-List
5
Best-first search Cost functions
  • g(x) Real distance from the initial state to x
  • h(x) The estimated remained distance from x to
    the goal state.
  • ExamplesAir distance
  • Manhattan Dinstance
  • Different cost combinations of g and h
  • f(x)level(x) Breadth-First Search.
  • f(x)g(x) Dijkstras algorithms.
  • f(x)h(x) Pure Heuristic Search (PHS).
  • f(x)g(x)h(x) The A algorithm (1968).

6
A (and IDA)
  • A is a best-first search algorithm that uses
    f(n)g(n)h(n) as its cost function.
  • f(x) in A is an estimation of the shortest path
    to the goal via x.
  • A is admissible, complete and optimally
    effective. Pearl 84
  • Result any other optimal search algorithm will
    expand at least all the nodes expanded by A

Breadth First Search
A
7
Domains
  • 15 puzzle
  • 1013 states
  • First solved by Korf 85 with IDA and Manhattan
    distance
  • Takes 53 seconds
  • 24 puzzle
  • 1024 states
  • First solved by Korf 96
  • Takes 2 days

8
Domains
  • Rubiks cube
  • 1019 states
  • First solved by Korf 97
  • Takes 2 days to solve

9
(n,k) Top Spin Puzzle
  • n tokens arranged in a ring
  • States any possible permutation of the tokens
  • Operators Any k consecutive tokens can be
    reversed
  • The (17,4) version has 1013 states
  • The (20,4) version has 1018 states

10
4-peg Towers of Hanoi (TOH4)
  • There is a conjecture about the length of optimal
    path but it was not proven.
  • Size 4k

11
How to improve search?
  • Enhanced algorithms
  • Perimeter-search Delinberg and Nilson 95
  • RBFS Korf 93
  • Frontier-search Korf and Zang 2003
  • Breadth-first heuristic search Zhou and Hansen
    04
  • ? They all try to better explore the search tree.
  • Better heuristics more parts of the search tree
    will be pruned.

12
Better heuristics
  • In the 3rd Millennium we have very large
    memories.
  • We can build large tables.
  • For enhanced algorithms large open-lists or
    transposition tables. They store nodes
    explicitly.
  • A more intelligent way is to store general
    knowledge. We can do this with heuristics

13
Subproblems-Abstractions
  • Many problems can be abstracted into subproblems
    that must be also solved.
  • A solution to the subproblem is a lower bound on
    the entire problem.
  • Example Rubiks cube Korf 97
  • Problem ? 3x3x3 Rubiks cube
  • Subproblem ? 2x2x2 Corner cubies.

14
Pattern Databases heuristics
  • A pattern database Culbreson Schaeffer 96 is
    a lookup table that stores solutions to all
    configurations of the subproblem / abstraction /
    pattern.
  • This table is used as a heuristic during the
    search.
  • Example Rubiks cube.
  • Has 1019 States.
  • The corner cubies subproblem has 88 Million
    states
  • A table with 88 Million entries fits in memory
    Korf 97.

Search space
Pattern space
Mapping/Projection
15
Non-additive pattern databases
  • Fringe pattern database Culberson Schaeffer
    1996.
  • Has only 259 Million states.
  • Improvement of a factor of 100 over Manhattan
    Distance


16
Example - 15 puzzle
  • How many moves do we need to move tiles 2,3,6,7
    from locations 8,12,13,14 to their goal locations
  • The solution to this is located in
  • PDB812131418

17
Disjoint Additive PDBs (DADB)
  • If you have many PDBS, take their maximum
  • Values of disjoint databases can be added and are
    still admissible Korf Felner AIJ-02,
  • Felner, Korf
    Hanan JAIR-04
  • Additivity can be applied if the cost of a
    subproblem is composed from costs of objects from
    corresponding pattern only

18
DADBTile puzzles
5-5-5
6-6-3
7-8
6-6-6-6
Korf, AAAI 2005
19
Heuristics for the TOH
  • Infinite peg heuristic (INP) Each disk moves to
    its own temporary peg.
  • Additive pattern databases
  • Felner, Korf Hanan, JAIR-04

20
Additive PDBS for TOH4
  • Partition the disks into disjoint sets
  • Store the cost of the complete pattern space of
    each set in a pattern database.
  • Add values from these PDBs for the heuristic
    value.
  • The n-disk problem contains 4n states
  • The largest database that we stored was of 14
    disks which needed 414256MB.

6
10
21
TOH4 results
  • The difference between static and dynamic is
    covered in Felner, Korf Hanan JAIR-04

22
Best Usage of Memory
  • Given 1 giga byte of memory, how do we best use
    it with pattern databases?
  • Holte, Newton, Felner, Meshulam and Furcy,
    ICAPS-2004 showed that it is better to use many
    small databases and take their maximum instead of
    one large database.
  • We will present a different (orthogonal) method
    Felner, Mushlam Holte AAAI-04.

23
Compressing pattern database Felner et al
AAAI-04
  • Traditionally, each configuration of the pattern
    had a unique entry in the PDB.
  • Our main claim ?
  • Nearby entries in PDBs are highly correlated
    !!
  • We propose to compress nearby entries by storing
    their minimum in one entry.
  • We show that ?
  • most of the knowledge is preserved
  • Consequences Memory is saved, larger patterns
    can be used ? speedup in search is obtained.

24
Cliques in the pattern space
  • The values in a PDB for a clique are d or d1
  • In permutation puzzles cliques exist when only
    one object moves to another location.

d
G
d1
d
  • Usually they have nearby entries in the PDB
  • A44444

A clique in TOH4
25
Compressing cliques
  • Assume a clique of size K with values d or d1
  • Store only one entry (instead of K) for the
    clique with the minimum d. Lose at most 1.
  • A44444 A44441
  • Instead of 4p we need only 4(p-1) entries.
  • This can be generalized to a set of nodes with
    diameter D. (for cliques D1)
  • A44444 A44411
  • In general compressing by k disks reduces memory
    requirements from 4p to 4(p-k)

26
TOH4 results 16 disks (142)
  • Memory was reduced by a factor of 1000!!! at a
    cost of only a factor of 2 in the search effort.


27
TOH4 larger versions
Memory was reduced by a factor of 1000!!! At a
cost of only a factor of 2 in the search
effort. Lossless compressing is noe efficient in
this domain.
  • For the 17 disks problem a speed up of 3 orders
    of magnitude is obtained!!!
  • The 18 disks problem can be solved in 5 minutes!!

28
Tile Puzzles
Goal State
Clique
  • Storing PDBs for the tile puzzle
  • (Simple mapping) A multi dimensional array ?
  • A1616161616 size1.04Mb
  • (Packed mapping) One dimensional array ?
    A1615141312 size 0.52Mb.
  • Time versus memory tradeoff !!

29
15 puzzle results
  • A clique in the tile puzzle is of size 2.
  • We compressed the last index by two ?
  • A161616168


30
  • Dual lookups in pattern databases Felner et al,
    IJCAI-04

31
Symmetries in PDBs
  • Symmetric lookups were already performed by the
    first PDB paper of Culberson Schaeffer 96
  • examples
  • Tile puzzles reflect the tiles
  • about the main diagonal.
  • Rubiks cube rotate the cube
  • We can take the maximum among the different
    lookups
  • These are all geometrical symmetries
  • We suggest a new type of symmetry!!

7
8
8
7
32
Regular and dual representation
  • Regular representation of a problem
  • Variables objects (tiles, cubies etc,)
  • Values locations
  • Dual representation
  • Variables locations
  • Values objects

33
Regular vs. Dual lookups in PDBs
  • Regular question
  • Where are tiles 2,3,6,7 and how many moves
    are needed to gather them to their goal
    locations?
  • Dual question
  • Who are the tiles in locations 2,3,6,7 and
    how many moves
  • are needed to distribute them to their goal
    locations?

34
Regular and dual lookups
  • Regular lookup PDB8,12,13,14
  • Dual lookup PDB9,5,12,15

35
Regular and dual in TopSpin
  • Regular lookup for C PDB1,2,3,7,6
  • Dual lookup for C PDB1,2,3,8,9

36
Dual lookups
  • Dual lookups are possible when there is a
    symmetry between locations and objects
  • Each object is in only one location and each
    location occupies only one object.
  • Good examples TopSpin, Rubiks cube
  • Bad example Towers of Hanoi
  • Problematic example Tile Puzzles

37
Inconsistency of Dual lookups
Consistency of heuristics h(a)-h(b) lt
c(a,b)
  • Example Top-Spin
  • c(b,c)1
  • Both lookups for B
  • PDB1,2,3,4,50
  • Regular lookup for C PDB1,2,3,7,61
  • Dual lookup for C PDB1,2,3,8,92

38
Traditional Pathmax
  • children inherit f-value from their parents if
    it makes them larger

g1 h4 f5
Inconsistency
g2 h2 f4
g2 h3 f5
Pathmax
39
Bidirectional pathmax (BPMX)
h-values
h-values
2
4
BPMX
5
1
5
3
  • Bidirectional pathmax h-values are propagated in
    both directions decreasing by 1 in each edge.
  • If the IDA threshold is 2 then with BPMX the
    right child will not even be generated!!

40
Results (17,4) TopSpin puzzle
  • Nodes improvement (17r17d) 1451
  • Time improvement (4r4d) 72
  • We also solved the (20,4) TopSpin version.

41
Results Rubiks cube
  • Data on 1000 states with 14 random moves
  • PDB of 7-edges cubies
  • Nodes improvement (24r24d) 250
  • Time improvement (4r4d) 55

42
Results Rubiks cube
  • With duals we improved Korfs results on random
    instances by a factor of 1.5 using exactly the
    same PDBs.

43
Results tile puzzles
  • With duals, the time for the 24 puzzle drops
    from 2 days to 1 day.

44
Discussion
  • Results for the TopSpin and Rubiks cube are
    better than those of the tile puzzles
  • Dual PDB lookups and BPMX cutoffs are more
    effective if each operators changes larger part
    of the states.
  • This is because the identity of the objects being
    queried in consecutive states are dramatically
    changed

45
Summary
  • Dual PDB lookups
  • BPMX cutoffs for inconsistent heuristics
  • State of the art solvers.

46
Future work
  • More compression
  • Duality in search spaces
  • Which and how many symmetries to use
  • Other sources of inconsistencies
  • Better ways for propagating inconsistencies

47
Ongoing and future work compressing PDBs
  • An item for the PDB of tiles (a,b,c,d) is in the
    form ltLa, Lb, Lc, Ldgtd
  • Store the PDBs in a Trie
  • A PDB of 5 tiles will have a level in the trie
    for each tile. The values will be in the leaves
    of the trie.
  • This data-structure will enable flexibility and
    will save memory as subtrees of the trie can be
    pruned

48
Trie pruninig
Simple (lossless) pruning Fold leaves with
exactly the same values.
No data will be lost.
2
2
2
2
2
49
Trie pruninig
  • Intelligent (lossy)pruning
  • Fold leaves/subtrees with are correlated to each
    other (many option for this!!)
  • Some data will be lost.
  • Admissibility is still kept.

2
2
2
2
4
50
Trie Initial Results
A 5-5-5 partitioning stored in a trie with simple
folding
51
Neural Networks (NN)
  • We can feed a PDB into a neural network engine.
    Especially, Addition above MD
  • For each tile we focus on its dx and dy from its
    goal position. (i.e. MD)
  • Linear conflict
  • dx1 dx2 0
  • dy1 gt dy21
  • A NN can learn
  • these rules

2
1
dy1 2 dy20
52
Neural network
  • We train the NN by feeding the entire (or part of
    the) pattern space.
  • For example for a pattern of 5 tiles we have 10
    features, 2 for each tile.
  • During the search, given the locations of the
    tiles we look them up in the NN.

53
Neural network example
dx4
Layout for the pattern of the tiles 4, 5 and 6
dy4
dx5
4
dy5
dx6
dy6
54
Neural Network problems
  • We face the problem of overestimating and will
    have to bias the results towards underestimating.
  • We keep the overestimating values in a separate
    hash table
  • Results are encouraging!!

55
Ongoing and Future Work on Duality
  • Definition 1
  • Let O be a sequence of operators such that s ? O
    ? G
  • We apply O to G and get sd
  • G ? O ? sd

56
Duality continued
  • Definition 2 For a state S we flip the roles of
    variables and objects

57
Duality
The two definitions are equivalent!! Therefor
e Copt(S,G) Copt(Sd,G)
58
Duality
  • We can use heuristics from Sd for S
  • We can search from both ways.
  • Dual A (DA) An algorithm that searches and
    jumps if the heuristic is better. Results in
    progress.

59
Workshop
  • You are all welcome to the workshop on
  • Heuristic Search, Memory-based Heuristics and
    Their application
  • To be held in AAAI-06
  • See www.ise.bgu.ac.il/faculty/felner
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