Artificial Intelligence
BIDA: an improved perimeter search algorithm
Artificial Intelligence
Disjoint pattern database heuristics
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Divide-and-Conquer Frontier Search Applied to Optimal Sequence Alignment
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
MapReduce: simplified data processing on large clusters
Communications of the ACM - 50th anniversary issue: 1958 - 2008
Structured duplicate detection in external-memory graph search
AAAI'04 Proceedings of the 19th national conference on Artifical intelligence
Large-scale parallel breadth-first search
AAAI'05 Proceedings of the 20th national conference on Artificial intelligence - Volume 3
Bidirectional heuristic search reconsidered
Journal of Artificial Intelligence Research
Fast recursive formulations for best-first search that allow controlled use of memory
IJCAI'89 Proceedings of the 11th international joint conference on Artificial intelligence - Volume 1
Breadth-first heuristic search
Artificial Intelligence
Combining perimeter search and pattern database abstractions
SARA'07 Proceedings of the 7th International conference on Abstraction, reformulation, and approximation
MR-search: massively parallel heuristic search
Concurrency and Computation: Practice & Experience
Hi-index | 0.00 |
There are many hard shortest-path search problems that cannot be solved, because best-first search runs out of memory space and depth-first search runs out of time. We propose Forward Perimeter Search (FPS), a heuristic search with controlled use of memory. It builds a perimeter around the root node and tests each perimeter node for a shortest path to the goal. The perimeter is adaptively extended towards the goal during the search process. We show that FPS expands in random 24-puzzles 50% fewer nodes than BF-IDA* while requiring several orders of magnitude less memory. Additionally, we present a hard problem instance of the 24-puzzle that needs at least 140 moves to solve; i.e. 26 more moves than the previously published hardest instance.