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Dive into the research topics where Nathan R. Sturtevant is active.

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Featured researches published by Nathan R. Sturtevant.


IEEE Transactions on Computational Intelligence and Ai in Games | 2012

Benchmarks for Grid-Based Pathfinding

Nathan R. Sturtevant

The study of algorithms on grids has been widespread in a number of research areas. Grids are easy to implement and offer fast memory access. Because of their simplicity, they are used even in commercial video games. But, the evaluation of work on grids has been inconsistent between different papers. Many research papers use different problem sets, making it difficult to compare results between papers. Furthermore, the performance characteristics of each test set are not necessarily obvious. This has motivated the creation of a standard test set of maps and problems on the maps that are open for all researchers to use. In addition to creating these sets, we use a variety of metrics to analyze the properties of the test sets. The goal is that these test sets will be useful to many researchers, making experimental results more comparable across papers, and improving the quality of research on grid-based domains.


annual conference on computers | 2008

An Analysis of UCT in Multi-player Games

Nathan R. Sturtevant

The UCT algorithm has been exceedingly popular for Go, a two-player game, significantly increasing the playing strength of Go programs in a very short time. This paper provides an analysis of the UCT algorithm in multi-player games, showing that UCT, when run in a multi-player game, is computing a mixed-strategy equilibrium, as opposed to maxn, which computes a pure-strategy equilibrium. We analyze the performance of UCT in several known domains and show that it performs as well or better than existing algorithms.


Journal of Artificial Intelligence Research | 2007

Graph abstraction in real-time heuristic search

Vadim Bulitko; Nathan R. Sturtevant; Jieshan Lu; Timothy Yau

Real-time heuristic search methods are used by situated agents in applications that require the amount of planning per move to be independent of the problem size. Such agents plan only a few actions at a time in a local search space and avoid getting trapped in local minima by improving their heuristic function over time. We extend a wide class of real-time search algorithms with automatically-built state abstraction and prove completeness and convergence of the resulting family of algorithms. We then analyze the impact of abstraction in an extensive empirical study in real-time pathfinding. Abstraction is found to improve efficiency by providing better trading offs between planning time, learning speed and other negatively correlated performance measures.


Artificial Intelligence | 2015

Conflict-based search for optimal multi-agent pathfinding

Guni Sharon; Roni Stern; Ariel Felner; Nathan R. Sturtevant

In the multi agent path finding problem (MAPF) paths should be found for several agents, each with a different start and goal position such that agents do not collide. Previous optimal solvers applied global A*-based searches. We present a new search algorithm called Conflict Based Search (CBS). CBS is a two-level algorithm. At the high level, a search is performed on a tree based on conflicts between agents. At the low level, a search is performed only for a single agent at a time. In many cases this reformulation enables CBS to examine fewer states than A* while still maintaining optimality. We analyze CBS and show its benefits and drawbacks. Experimental results on various problems shows a speedup of up to a full order of magnitude over previous approaches.


Journal of Artificial Intelligence Research | 2014

Enhanced partial expansion A

Meir Goldenberg; Ariel Felner; Roni Stern; Guni Sharon; Nathan R. Sturtevant; Robert C. Holte; Jonathan Schaeffer

When solving instances of problem domains that feature a large branching factor, A* may generate a large number of nodes whose cost is greater than the cost of the optimal solution. We designate such nodes as surplus. Generating surplus nodes and adding them to the OPEN list may dominate both time and memory of the search. A recently introduced variant of A* called Partial Expansion A* (PEA*) deals with the memory aspect of this problem. When expanding a node n, PEA* generates all of its children and puts into OPEN only the children with f = f(n). n is reinserted in the OPEN list with the f-cost of the best discarded child. This guarantees that surplus nodes are not inserted into OPEN. In this paper, we present a novel variant of A* called Enhanced Partial Expansion A* (EPEA*) that advances the idea of PEA* to address the time aspect. Given a priori domain-and heuristic-specific knowledge, EPEA* generates only the nodes with f = f(n). Although EPEA* is not always applicable or practical, we study several variants of EPEA*, which make it applicable to a large number of domains and heuristics. In particular, the ideas of EPEA* are applicable to IDA* and to the domains where pattern databases are traditionally used. Experimental studies show significant improvements in run-time and memory performance for several standard benchmark applications. We provide several theoretical studies to facilitate an understanding of the new algorithm.


annual conference on computers | 2006

Feature construction for reinforcement learning in hearts

Nathan R. Sturtevant; Adam White

Temporal difference (TD) learning has been used to learn strong evaluation functions in a variety of two-player games. TD-gammon illustrated how the combination of game tree search and learning methods can achieve grand-master level play in backgammon. In this work, we develop a player for the game of hearts, a 4-player game, based on stochastic linear regression and TD learning. Using a small set of basic game features we exhaustively combined features into a more expressive representation of the game state. We report initial results on learning with various combinations of features and training under self-play and against search-based players. Our simple learner was able to beat one of the best search-based hearts programs.


annual conference on computers | 2002

A Comparison of Algorithms for Multi-player Games

Nathan R. Sturtevant

The max n algorithm for playing multi-player games is flexible, but there are only limited techniques for pruning max n game trees. This paper presents other theoretical limitations of the max n algorithm, namely that tie-breaking strategies are crucial to max n , and that zero-window search is not possible in max n game trees. We also present quantitative results derived from playing max n and the paranoid algorithm (Sturtevant and Korf, 2000) against each other on various multi-player game domains, showing that paranoid widely outperforms max n in Chinese checkers, by a lesser amount in Hearts and that they are evenly matched in Spades. We also confirm the expected results for the asymptotic branching factor improvements of the paranoid algorithm over max n .


adaptive agents and multi-agents systems | 2006

Robust game play against unknown opponents

Nathan R. Sturtevant; Michael H. Bowling

A standard assumption of search in two-player games is that the opponent has the same evaluation function or utility for possible game outcomes. While some work has been done to try to better exploit weak opponents, it has only been a minor component of high-performance game playing programs such as Chinook or Deep Blue. However, we demonstrate that in games with more than two players, opponent modeling is a necessary component for ensuring high-quality play against unknown opponents. Thus, we propose a new algorithm, soft-maxn, which can help accommodate differences in opponent styles. Finally, we show an inference mechanism that can be used with soft-maxn to infer the playing style of our opponents.


Proceedings 1999 IEEE Workshop on Internet Applications (Cat. No.PR00197) | 1999

The Information Discovery Graph: towards a scalable multimedia resource directory

Nathan R. Sturtevant; Nelson Tang; Lixia Zhang

Presents the design, rationale and basic mechanisms of the Information Discovery Graph (IDG), a scalable multimedia resource directory. Facing the fundamental challenge of scaling with both large amounts of resources and large numbers of users, the IDG is made up of a self-organizing hierarchy of information managers, each maintaining resource information for specific topics or areas. Multimedia data sources register themselves with the IDG system and keep the information up to date. Preliminary simulation results demonstrate the approachs promise. A number of open research issues are also addressed.


european conference on artificial intelligence | 2012

ArvandHerd: parallel planning with a portfolio

Richard Anthony Valenzano; Hootan Nakhost; Martin Müller; Jonathan Schaeffer; Nathan R. Sturtevant

ArvandHerd is a parallel planner that won the multi-core sequential satisficing track of the 2011 International Planning Competition (IPC 2011). It assigns processors to run different members of an algorithm portfolio which contains several configurations of each of two different planners: LAMA-2008 and Arvand. In this paper, we demonstrate that simple techniques for using different planner configurations can significantly improve the coverage of both of these planners. We then show that these two planners, when using multiple configurations, can be combined to construct a high performance parallel planner. In particular, we will show that ArvandHerd can solve more IPC benchmark problems than even a perfect parallelization of LAMA-2011, which won the satisficing track at IPC 2011. We will also show that the coverage of ArvandHerd can be further improved if LAMA-2008 is replaced by LAMA-2011 in the portfolio.

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Ariel Felner

Ben-Gurion University of the Negev

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Guni Sharon

Ben-Gurion University of the Negev

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Roni Stern

Ben-Gurion University of the Negev

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Meir Goldenberg

Ben-Gurion University of the Negev

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Sven Koenig

University of Southern California

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