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The use of a policy and a heuristic function for guiding search can be quite effective in adversarial problems, as demonstrated by AlphaGo and its successors, which are based on the PUCT search algorithm. While PUCT can also be used to solve single-agent deterministic problems, it lacks guarantees on its search effort and it can be computationally inefficient in practice. Combining the A* algorithm with a learned heuristic function tends to work better in these domains, but A* and its variants do not use a policy. Moreover, the purpose of using A* is to find solutions of minimum cost, while we seek instead to minimize the search loss (e.g., the number of search steps). LevinTS is guided by a policy and provides guarantees on the number of search steps that relate to the quality of the policy, but it does not make use of a heuristic function. In this work we introduce Policy-guided Heuristic Search (PHS), a novel search algorithm that uses both a heuristic function and a policy and has theoretical guarantees on the search loss that relates to both the quality of the heuristic and of the policy. We show empirically on the sliding-tile puzzle, Sokoban, and a puzzle from the commercial game `The Witness that PHS enables the rapid learning of both a policy and a heuristic function and compares favorably with A*, Weighted A*, Greedy Best-First Search, LevinTS, and PUCT in terms of number of problems solved and search time in all three domains tested.
We introduce and analyze two parameter-free linear-memory tree search algorithms. Under mild assumptions we prove our algorithms are guaranteed to perform only a logarithmic factor more node expansions than A* when the search space is a tree. Previou
We present a policy search method for learning complex feedback control policies that map from high-dimensional sensory inputs to motor torques, for manipulation tasks with discontinuous contact dynamics. We build on a prior technique called guided p
Health-related data is noisy and stochastic in implying the true physiological states of patients, limiting information contained in single-moment observations for sequential clinical decision making. We model patient-clinician interactions as partia
A* search is an informed search algorithm that uses a heuristic function to guide the order in which nodes are expanded. Since the computation required to expand a node and compute the heuristic values for all of its generated children grows linearly
Nurse rostering is a complex scheduling problem that affects hospital personnel on a daily basis all over the world. This paper presents a new component-based approach with evolutionary eliminations, for a nurse scheduling problem arising at a major