Macro-operators: a weak method for learning
Artificial Intelligence - Lecture notes in computer science 178
Depth-first iterative-deepening: an optimal admissible tree search
Artificial Intelligence
ADL: exploring the middle ground between STRIPS and the situation calculus
Proceedings of the first international conference on Principles of knowledge representation and reasoning
Criticizing solutions to relaxed models yields powerful admissible heuristics
Information Sciences: an International Journal
Genetic programming II: automatic discovery of reusable programs
Genetic programming II: automatic discovery of reusable programs
Artificial intelligence: a modern approach
Artificial intelligence: a modern approach
Lazy Incremental Learning of Control Knowledge for EfficientlyObtaining Quality Plans
Artificial Intelligence Review - Special issue on lazy learning
Sokoban: improving the search with relevance cuts
Theoretical Computer Science
Disjoint pattern database heuristics
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Chess Skill in Man and Machine
Chess Skill in Man and Machine
Rush Hour is PSAPCE-complete, or "Why you should generously tip parking lot attendants"
Theoretical Computer Science
Using genetic programming to learn and improve control knowledge
Artificial Intelligence
Enhanced Iterative-Deepening Search
IEEE Transactions on Pattern Analysis and Machine Intelligence
Domain-Dependent Single-Agent Search Enhancements
IJCAI '99 Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence
Searching with Pattern Databases
AI '96 Proceedings of the 11th Biennial Conference of the Canadian Society for Computational Studies of Intelligence on Advances in Artificial Intelligence
Evolving Heuristics for Planning
EP '98 Proceedings of the 7th International Conference on Evolutionary Programming VII
Learning to Solve Planning Problems Efficiently by Means of Genetic Programming
Evolutionary Computation
Theoretical Computer Science - Game theory meets theoretical computer science
Games, puzzles, and computation
Games, puzzles, and computation
Strongly typed genetic programming
Evolutionary Computation
Additive pattern database heuristics
Journal of Artificial Intelligence Research
Learning action strategies for planning domains using genetic programming
EvoWorkshops'03 Proceedings of the 2003 international conference on Applications of evolutionary computing
On the symbolic computation of the hardest configurations of the RUSH HOUR game
CG'06 Proceedings of the 5th international conference on Computers and games
Finding optimal solutions to Rubik's cube using pattern databases
AAAI'97/IAAI'97 Proceedings of the fourteenth national conference on artificial intelligence and ninth conference on Innovative applications of artificial intelligence
Human-competitive results produced by genetic programming
Genetic Programming and Evolvable Machines
GA-FreeCell: evolving solvers for the game of FreeCell
Proceedings of the 13th annual conference on Genetic and evolutionary computation
Learning heuristic functions for large state spaces
Artificial Intelligence
HH-evolver: a system for domain-specific, hyper-heuristic evolution
Proceedings of the 15th annual conference companion on Genetic and evolutionary computation
Contrasting meta-learning and hyper-heuristic research: the role of evolutionary algorithms
Genetic Programming and Evolvable Machines
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We evolve heuristics to guide IDA* search for the 6x6 and 8x8 versions of the Rush Hour puzzle, a PSPACE-Complete problem, for which no efficient solver has yet been reported. No effective heuristic functions are known for this domain, and--before applying any evolutionary thinking--we first devise several novel heuristic measures, which improve (non-evolutionary) search for some instances, but hinder search substantially for many other instances. We then turn to genetic programming (GP) and find that evolution proves immensely efficacious, managing to combine heuristics of such highly variable utility into composites that are nearly always beneficial, and far better than each separate component. GP is thus able to beat both the human player of the game and also the human designers of heuristics.