Recent real-time heuristic search algorithms have demonstrated outstanding performance in video-game pathfinding. However, their applications have been thus far limited to that domain. We proceed with the aim of facilitating wider applications of real-time search by fostering a greater understanding of the performance of recent algorithms. We first introduce eight algorithm-independent complexity measures for search spaces and correlate their values with algorithm performance. The complexity measures are statistically shown to be significant predictors of algorithm performance across a set of commercial video-game maps. We then extend this analysis to a wider variety of search spaces in the first application of database-driven real-time search to domains outside of video-game pathfinding. In doing so, we gain insight into algorithm performance and possible enhancement as well as into search space complexity.
Another of the complexity measures we use to characterize search spaces is taken from the research of Mizusawa and Kurihara @cite_24 . They successfully demonstrated a link between search performance in gridworld pathfinding domains and two hardness measures'': initial heuristic error and probability of solution existence. They define initial heuristic error for a search problem as @math where @math is the set of all states on some path connecting the start and goal states. The search spaces used by Mizusawa and Kurihara are generated randomly by making random cells in the gridworld untraversable. The percentage of untraversable cells is called the , @math . Since the obstacles are placed randomly, solutions are not guaranteed to exist for search problems. The entropy @math is used as their measure of likeliness of solution existence. Mizusawa and Kurihara demonstrated that @math , @math , and LRTA* and RTA* solution cost are all maximized at a similar obstacle ratio of approximately $41
@cite_24
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Gridworlds are one of the most popular settings used in benchmark problems for real-time heuristic search algorithms. However, no comprehensive studies have been published so far on how the difference in the density of randomly positioned obstacles affects the hardness of the problems. This paper presents two measures for characterizing the hardness of gridworld problems parameterized by obstacle ratio, and relates them to the performance of the algorithms. We empirically show that the peak locations of those measures and actual performance degradation of the basic algorithms (RTA* and LRTA*) almost coincide with each other for a wide variety of problem settings. Thus the measures uncover some interesting aspects of the gridworlds. In many computer vision applications, a desired model of some type is computed by minimizing a cost function based on several measurements. Typically, one may compute the model that minimizes the @math cost, that is the sum of squares of measurement errors with respect to the model. However, the @math solution which minimizes the sum of the @math th power of errors usually gives more robust results in the presence of outliers for some values of @math , for example, @math . The Weiszfeld algorithm is a classic algorithm for finding the geometric @math mean of a set of points in Euclidean space. It is provably optimal and requires neither differentiation, nor line search. The Weiszfeld algorithm has also been generalized to find the @math mean of a set of points on a Riemannian manifold of non-negative curvature. This paper shows that the Weiszfeld approach may be extended to a wide variety of problems to find an @math mean for @math , while maintaining simplicity and provable convergence. We apply this problem to both single-rotation averaging (under which the algorithm provably finds the global @math optimum) and multiple rotation averaging (for which no such proof exists). Experimental results of @math optimization for rotations show the improved reliability and robustness compared to @math optimization. We study the problem of path planning for unlabeled (indistinguishable) unit-disc robots in a planar environment cluttered with polygonal obstacles. We introduce an algorithm which minimizes the total path length, i.e., the sum of lengths of the individual paths. Our algorithm is guaranteed to find a solution if one exists, or report that none exists otherwise. It runs in time @math , where @math is the number of robots and @math is the total complexity of the workspace. Moreover, the total length of the returned solution is at most @math , where OPT is the optimal solution cost. To the best of our knowledge this is the first algorithm for the problem that has such guarantees. The algorithm has been implemented in an exact manner and we present experimental results that attest to its efficiency. The problems of finding shortest common supersequences (SCS) and longest common subsequences (LCS) are two well-known NP -hard problems that have applications in many areas including computational molecular biology, data compression, robot motion planning and scheduling, text editing, etc. A lot of fruitless effort has been spent in searching for good approximation algorithms for these problems. In this paper, we show that these problems are inherently hard to approximate in the worst case. In particular, we prove that (i) SCS does not have a polynomial time linear approximation algorithm, unless P = NP ; (ii) There exists a constant @math such that, if SCS has a polynomial time approximation algorithm with ratio @math , where @math is the number of input sequences, then NP is contained in DTIME @math ; (iii) There exists a constant @math such that, if LCS has a polynomial time approximation algorithm with performance ratio @math , then P = NP . The proofs utilize the recent results of [Proc. 23rd IEEE Symposium on Foundations of Computer Science, 1992, pp. 14-23] on the complexity of approximation problems. In the second part of the paper, we introduce a new method for analyzing the average-case performance of algorithms for sequences, based on Kolmogorov complexity. Despite the above nonapproximability results, we show that near optimal solutions for both SCS and LCS can be found on the average. More precisely, consider a fixed alphabet @math and suppose that the input sequences are generated randomly according to the uniform probability distribution and are of the same length @math . Moreover, assume that the number of input sequences is polynomial in @math . Then, there are simple greedy algorithms which approximate SCS and LCS with expected additive errors @math and @math for any @math , respectively. Incidentally, our analyses also provide tight upper and lower bounds on the expected LCS and SCS lengths for a set of random sequences, solving a generalization of another well-known open question on the expected LCS length for two random sequences [K. Alexander, The rate of convergence of the mean length of the longest common subsequence, 1992, manuscript],[V. Chvatal and D. Sankoff, J. Appl. Probab., 12 (1975), pp. 306-315], [D. Sankoff and J. Kruskall, eds., Time Warps, String Edits, and Macromolecules: The Theory and Practice of Sequence Comparison, Addison-Wesley, Reading, MA, 1983]. In this paper we study noisy sorting without re-sampling. In this problem there is an unknown order @math for all pairs @math , where @math is a constant and @math for all @math and @math . It is assumed that the errors are independent. Given the status of the queries the goal is to find the maximum likelihood order. In other words, the goal is find a permutation @math that minimizes the number of pairs @math where @math . The problem so defined is the feedback arc set problem on distributions of inputs, each of which is a tournament obtained as a noisy perturbations of a linear order. Note that when @math and @math is large, it is impossible to recover the original order @math . It is known that the weighted feedback are set problem on tournaments is NP-hard in general. Here we present an algorithm of running time @math and sampling complexity @math that with high probability solves the noisy sorting without re-sampling problem. We also show that if @math is an optimal solution of the problem then it is close'' to the original order. More formally, with high probability it holds that @math and @math . Our results are of interest in applications to ranking, such as ranking in sports, or ranking of search items based on comparisons by experts. Optimal search for targets with conditionally deterministic motion is investigated. The target motion takes place in @math , a copy of Euclidean n-space, and depends on a stochastic parameter @math which takes values in @math , another copy of Euclidean n-space. The target motion is deterministic given knowledge of @math . That is, there is a function @math , where T is a time interval, such that @math gives the target motion conditioned on @math . Search plans are specified by functions @math . A functional P is defined so that @math gives the probability of detecting the target by time t using plan @math .Let @math be the absolute value of the Jacobian of @math evaluated at x. If there exist functions @math and @math such that @math for @math , the target motion is called factorable Let $ _2 :T ... Let @math be a tree space (or tree network) represented by a weighted tree with @math vertices, and @math be a set of @math stochastic points in @math , each of which has a fixed location with an independent existence probability. We investigate two fundamental problems under such a stochastic setting, the closest-pair problem and the nearest-neighbor search. For the former, we study the computation of the @math -threshold probability and the expectation of the closest-pair distance of a realization of @math . We propose the first algorithm to compute the @math -threshold probability in @math time for any given threshold @math , which immediately results in an @math -time algorithm for computing the expected closest-pair distance. Based on this, we further show that one can compute a @math -approximation for the expected closest-pair distance in @math time, by arguing that the expected closest-pair distance can be approximated via @math threshold probability queries. For the latter, we study the @math most-likely nearest-neighbor search ( @math -LNN) via a notion called @math most-likely Voronoi Diagram ( @math -LVD). We show that the size of the @math -LVD @math of @math on @math is bounded by @math if the existence probabilities of the points in @math are constant-far from 0. Furthermore, we establish an @math average-case upper bound for the size of @math , by regarding the existence probabilities as i.i.d. random variables drawn from some fixed distribution. Our results imply the existence of an LVD data structure which answers @math -LNN queries in @math time using average-case @math space, and worst-case @math space if the existence probabilities are constant-far from 0. Finally, we also give an @math -time algorithm to construct the LVD data structure. A Fixed-Parameter Tractable ( ) @math -approximation algorithm for a minimization (resp. maximization) parameterized problem @math is an FPT algorithm that, given an instance @math computes a solution of cost at most @math (resp. @math ) if a solution of cost at most (resp. at least) @math exists; otherwise the output can be arbitrary. For well-known intractable problems such as the W[1]-hard Clique and W[2]-hard Set Cover problems, the natural question is whether we can get any -approximation. It is widely believed that both Clique and Set-Cover admit no FPT @math -approximation algorithm, for any increasing function @math . Assuming standard conjectures such as the Exponential Time Hypothesis (ETH) eth-paturi and the Projection Games Conjecture (PGC) r3 , we make the first progress towards proving this conjecture by showing that 1. Under the ETH and PGC, there exist constants @math such that the Set Cover problem does not admit an FPT approximation algorithm with ratio @math in @math time, where @math is the size of the universe and @math is the number of sets. 2. Unless @math , for every @math there exists a constant @math such that Clique has no FPT cost approximation with ratio @math in @math time, where @math is the number of vertices in the graph. In the second part of the paper we consider various W[1]-hard problems such as , , Directed Steiner Network and . For all these problem we give polynomial time @math -approximation algorithms for some small function @math (the largest approximation ratio we give is @math ). Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video games where Artificial Intelligence controlled agents must react quickly to user commands and to other agents. actions. On the downside, real-time search algorithms employ learning methods that frequently lead to poor solution quality and cause the agent to appear irrational by re-visiting the same problem states repeatedly. The situation changed recently with a new algorithm, D LRTA*, which attempted to eliminate learning by automatically selecting subgoals. D LRTA* is well poised for video games, except it has a complex and memory-demanding pre-computation phase during which it builds a database of subgoals. In this paper, we propose a simpler and more memory-efficient way of pre-computering subgoals thereby eliminating the main obstacle to applying state-of-the-art real-time search methods in video games. The new algorithm solves a number of randomly chosen problems off-line, compresses the solutions into a series of subgoals and stores them in a database. When presented with a novel problem on-line, it queries the database for the most similar previously solved case and uses its subgoals to solve the problem. In the domain of pathfinding on four large video game maps, the new algorithm delivers solutions eight times better while using 57 times less memory and requiring 14 less pre-computation time. Clustering problems are well-studied in a variety of fields such as data science, operations research, and computer science. Such problems include variants of centre location problems, @math -median, and @math -means to name a few. In some cases, not all data points need to be clustered; some may be discarded for various reasons. We study clustering problems with outliers. More specifically, we look at Uncapacitated Facility Location (UFL), @math -Median, and @math -Means. In UFL with outliers, we have to open some centres, discard up to @math points of @math and assign every other point to the nearest open centre, minimizing the total assignment cost plus centre opening costs. In @math -Median and @math -Means, we have to open up to @math centres but there are no opening costs. In @math -Means, the cost of assigning @math to @math is @math . We present several results. Our main focus is on cases where @math is a doubling metric or is the shortest path metrics of graphs from a minor-closed family of graphs. For uniform-cost UFL with outliers on such metrics we show that a multiswap simple local search heuristic yields a PTAS. With a bit more work, we extend this to bicriteria approximations for the @math -Median and @math -Means problems in the same metrics where, for any constant @math , we can find a solution using @math centres whose cost is at most a @math -factor of the optimum and uses at most @math outliers. We also show that natural local search heuristics that do not violate the number of clusters and outliers for @math -Median (or @math -Means) will have unbounded gap even in Euclidean metrics. Furthermore, we show how our analysis can be extended to general metrics for @math -Means with outliers to obtain a @math bicriteria. We consider the following generalization of the binary search problem. A search strategy is required to locate an unknown target node @math in a given tree @math . Upon querying a node @math of the tree, the strategy receives as a reply an indication of the connected component of @math containing the target @math . The cost of querying each node is given by a known non-negative weight function, and the considered objective is to minimize the total query cost for a worst-case choice of the target. Designing an optimal strategy for a weighted tree search instance is known to be strongly NP-hard, in contrast to the unweighted variant of the problem which can be solved optimally in linear time. Here, we show that weighted tree search admits a quasi-polynomial time approximation scheme: for any @math , there exists a @math -approximation strategy with a computation time of @math . Thus, the problem is not APX-hard, unless @math . By applying a generic reduction, we obtain as a corollary that the studied problem admits a polynomial-time @math -approximation. This improves previous @math -approximation approaches, where the @math -notation disregards @math -factors. The Iterative Closest Point (ICP) algorithm is one of the most widely used methods for point-set registration. However, being based on local iterative optimization, ICP is known to be susceptible to local minima. Its performance critically relies on the quality of the initialization and only local optimality is guaranteed. This paper presents the first globally optimal algorithm, named Go-ICP, for Euclidean (rigid) registration of two 3D point-sets under the @math error metric defined in ICP. The Go-ICP method is based on a branch-and-bound scheme that searches the entire 3D motion space @math . By exploiting the special structure of @math geometry, we derive novel upper and lower bounds for the registration error function. Local ICP is integrated into the BnB scheme, which speeds up the new method while guaranteeing global optimality. We also discuss extensions, addressing the issue of outlier robustness. The evaluation demonstrates that the proposed method is able to produce reliable registration results regardless of the initialization. Go-ICP can be applied in scenarios where an optimal solution is desirable or where a good initialization is not always available. The recent years have witnessed the emerging of vector quantization (VQ) techniques for efficient similarity search. VQ partitions the feature space into a set of codewords and encodes data points as integer indices using the codewords. Then the distance between data points can be efficiently approximated by simple memory lookup operations. By the compact quantization, the storage cost, and searching complexity are significantly reduced, thereby facilitating efficient large-scale similarity search. However, the performance of several celebrated VQ approaches degrades significantly when dealing with noisy data. In addition, it can barely facilitate a wide range of applications as the distortion measurement only limits to @math norm . To address the shortcomings of the squared Euclidean ( @math norm) loss function employed by the VQ approaches, in this paper, we propose a novel robust and general VQ framework, named RGVQ, to enhance both robustness and generalization of VQ approaches. Specifically, a @math -norm loss function is proposed to conduct the @math -norm similarity search, rather than the @math norm search, and the @math -th order loss is used to enhance the robustness. Despite the fact that changing the loss function to @math norm makes VQ approaches more robust and generic, it brings us a challenge that a non-smooth and non-convex orthogonality constrained @math - norm function has to be minimized. To solve this problem, we propose a novel and efficient optimization scheme and specify it to VQ approaches and theoretically prove its convergence. Extensive experiments on benchmark data sets demonstrate that the proposed RGVQ is better than the original VQ for several approaches, especially when searching similarity in noisy data. Efficient footstep planning for humanoid navigation through cluttered environments is still a challenging problem. Many obstacles create local minima in the search space, forcing heuristic planners such as A* to expand large areas. The goal of this work is to efficiently compute long, feasible footstep paths. For navigation, finding the optimal path initially is often not needed as it can be improved while walking. Thus, we propose anytime search-based planning using the anytime repairing A* (ARA*) and randomized A* (R*) planners. This allows to obtain efficient paths with provable suboptimality within short planning times. Opposed to completely randomized methods such as rapidly-exploring random trees (RRTs), these planners create paths that are goal-directed and guaranteed to be no more than a certain factor longer than the optimal solution. We thoroughly evaluated the planners in various scenarios using different heuristics. ARA* with the 2D Dijkstra heuristic yields fast and efficient solutions but its potential inadmissibility results in non-optimal paths for some scenarios. R*, on the other hand borrows ideas from RRTs, yields fast solutions, and is less dependent on a well-designed heuristic function. This allows it to avoid local minima and reduces the number of expanded states. This paper deals with the unsupervised domain adaptation problem, where one wants to estimate a prediction function @math in a given target domain without any labeled sample by exploiting the knowledge available from a source domain where labels are known. Our work makes the following assumption: there exists a non-linear transformation between the joint feature label space distributions of the two domain @math and @math . We propose a solution of this problem with optimal transport, that allows to recover an estimated target @math by optimizing simultaneously the optimal coupling and @math . We show that our method corresponds to the minimization of a bound on the target error, and provide an efficient algorithmic solution, for which convergence is proved. The versatility of our approach, both in terms of class of hypothesis or loss functions is demonstrated with real world classification and regression problems, for which we reach or surpass state-of-the-art results. Decomposition-based algorithms have become increasingly popular for evolutionary multiobjective optimization. However, the effect of scalarizing methods used in these algorithms is still far from being well understood. This paper analyzes a family of frequently used scalarizing methods, the @math methods, and shows that the @math value is crucial to balance the selective pressure toward the Pareto optimal and the algorithm robustness to Pareto optimal front (PF) geometries. It demonstrates that an @math method that can maximize the search ability of a decomposition-based algorithm exists and guarantees that, given some weight, any solution along the PF can be found. Moreover, a simple yet effective method called Pareto adaptive scalarizing (PaS) approximation is proposed to approximate the optimal @math value. In order to demonstrate the effectiveness of PaS, we incorporate PaS into a state-of-the-art decomposition-based algorithm, i.e., multiobjective evolutionary algorithm based on decomposition (MOEA D), and compare the resultant MOEA D-PaS with some other MOEA D variants on a set of problems with different PF geometries and up to seven conflicting objectives. Experimental results demonstrate that the PaS is effective. In this paper, we investigate heuristics for Approximate Graph Matching (AGM), in particular when it can be formulated as a Maximum Common Edge Subgraph (MCES) problem. First, we observe empirically that initializing a local search with a tiny subset of a known optimal solution always results in much better solutions than starting with an empty solution. The main challenge could then be to retrieve such small subsets for any problem instance. For this purpose, we propose several local similarity measures and evaluate their ability to predict node matches which could be used to start a local search. The resulting algorithm (SIM-T) is a classic tabu algorithm that is initialized by a greedy procedure relying mainly, in its earliest steps, on similarity measures. We conducted experiments on a large collection of random graphs of various orders (from 50 to 3000 nodes) and densities. Results obtained are mostly excellent, especially on similar pairs of labeled graphs. Comparisons made with two recent state-of-the-art algorithms-''BP'' and ''PATH''-indicate a superiority of our approach, in terms of both scores and computation times. The following problem is considered: given a matrix @math in @math , ( @math rows and @math columns), a vector @math in @math , and @math , compute a vector @math satisfying @math if such exists, such that @math has the fewest number of non-zero entries over all such vectors. It is shown that the problem is NP-hard, but that the well-known greedy heuristic is good in that it computes a solution with at most @math non-zero entries, where @math is the optimum number of nonzero entries at error @math , @math is the matrix obtained by normalizing each column of @math with respect to the @math norm, and @math is its pseudo-inverse. Consider the recovery of an unknown signal @math from quantized linear measurements. In the one-bit compressive sensing setting, one typically assumes that @math is sparse, and that the measurements are of the form @math . Since such measurements give no information on the norm of @math , recovery methods from such measurements typically assume that @math . We show that if one allows more generally for quantized affine measurements of the form @math , and if the vectors @math are random, an appropriate choice of the affine shifts @math allows norm recovery to be easily incorporated into existing methods for one-bit compressive sensing. Additionally, we show that for arbitrary fixed @math in the annulus @math , one may estimate the norm @math up to additive error @math from @math such binary measurements through a single evaluation of the inverse Gaussian error function. Finally, all of our recovery guarantees can be made universal over sparse vectors, in the sense that with high probability, one set of measurements and thresholds can successfully estimate all sparse vectors @math within a Euclidean ball of known radius. This is the second article of a series of papers on stochastic homogenization of discrete elliptic equations. We consider a discrete elliptic equation on the @math -dimensional lattice @math with random coefficients @math of the simplest type: They are identically distributed and independent from edge to edge. On scales large w. r. t. the lattice spacing (i. e. unity), the solution operator is known to behave like the solution operator of a (continuous) elliptic equation with constant deterministic coefficients. This symmetric ''homogenized'' matrix @math is characterized by @math for any direction @math , where the random field @math (the ''corrector'') is the unique solution of @math in @math such that @math , @math is stationary and @math , @math denoting the ensemble average (or expectation). In order to approximate the homogenized coefficients @math , the corrector problem is usually solved in a box @math of size @math with periodic boundary conditions, and the space averaged energy on @math defines an approximation @math of @math . Although the statistics is modified (independence is replaced by periodic correlations) and the ensemble average is replaced by a space average, the approximation @math converges almost surely to @math as @math . In this paper, we give estimates on both errors. To be more precise, we do not consider periodic boundary conditions on a box of size @math , but replace the elliptic operator by @math with (typically) @math , as standard in the homogenization literature. We then replace the ensemble average by a space average on @math , and estimate the overall error on the homogenized coefficients in terms of @math and @math .