Vadim Bulitko

AI
h-index23
5papers
18citations
Novelty34%
AI Score20

5 Papers

2.1AIAug 4, 2023
Solving Witness-type Triangle Puzzles Faster with an Automatically Learned Human-Explainable Predicate

Justin Stevens, Vadim Bulitko, David Thue

Automatically solving puzzle instances in the game The Witness can guide players toward solutions and help puzzle designers generate better puzzles. In the latter case such an Artificial Intelligence puzzle solver can inform a human puzzle designer and procedural puzzle generator to produce better instances. The puzzles, however, are combinatorially difficult and search-based solvers can require large amounts of time and memory. We accelerate such search by automatically learning a human-explainable predicate that predicts whether a partial path to a Witness-type puzzle is not completable to a solution path. We prove a key property of the learned predicate which allows us to use it for pruning successor states in search thereby accelerating search by an average of six times while maintaining completeness of the underlying search. Conversely given a fixed search time budget per puzzle our predicate-accelerated search can solve more puzzle instances of larger sizes than the baseline search.

9.5AIJun 10, 2019
Automatic Algorithm Selection In Multi-agent Pathfinding

Devon Sigurdson, Vadim Bulitko, Sven Koenig et al.

In a multi-agent pathfinding (MAPF) problem, agents need to navigate from their start to their goal locations without colliding into each other. There are various MAPF algorithms, including Windowed Hierarchical Cooperative A*, Flow Annotated Replanning, and Bounded Multi-Agent A*. It is often the case that there is no a single algorithm that dominates all MAPF instances. Therefore, in this paper, we investigate the use of deep learning to automatically select the best MAPF algorithm from a portfolio of algorithms for a given MAPF problem instance. Empirical results show that our automatic algorithm selection approach, which uses an off-the-shelf convolutional neural network, is able to outperform any individual MAPF algorithm in our portfolio.

3.0AIJul 17, 2014
Flow for Meta Control

Vadim Bulitko

The psychological state of flow has been linked to optimizing human performance. A key condition of flow emergence is a match between the human abilities and complexity of the task. We propose a simple computational model of flow for Artificial Intelligence (AI) agents. The model factors the standard agent-environment state into a self-reflective set of the agent's abilities and a socially learned set of the environmental complexity. Maximizing the flow serves as a meta control for the agent. We show how to apply the meta-control policy to a broad class of AI control policies and illustrate our approach with a specific implementation. Results in a synthetic testbed are promising and open interesting directions for future work.

3.2AIAug 15, 2013
Search-Space Characterization for Real-time Heuristic Search

Daniel Huntley, Vadim Bulitko

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.

4.4AIJun 13, 2012
Speeding Up Planning in Markov Decision Processes via Automatically Constructed Abstractions

Alejandro Isaza, Csaba Szepesvari, Vadim Bulitko et al.

In this paper, we consider planning in stochastic shortest path (SSP) problems, a subclass of Markov Decision Problems (MDP). We focus on medium-size problems whose state space can be fully enumerated. This problem has numerous important applications, such as navigation and planning under uncertainty. We propose a new approach for constructing a multi-level hierarchy of progressively simpler abstractions of the original problem. Once computed, the hierarchy can be used to speed up planning by first finding a policy for the most abstract level and then recursively refining it into a solution to the original problem. This approach is fully automated and delivers a speed-up of two orders of magnitude over a state-of-the-art MDP solver on sample problems while returning near-optimal solutions. We also prove theoretical bounds on the loss of solution optimality resulting from the use of abstractions.