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Rectangle Search: An Anytime Beam Search

AAAI 2024 · Learning theory and algorithms › Combinatorial and search optimization · approach: Heuristic and local search algorithms · 1 citations (OpenAlex)

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Proposes rectangle search, an interruptible anytime heuristic search built on beam-style breadth-first exploration that iteratively widens and deepens a monobead-like search, and evaluates it against best-first anytime algorithms and fixed-width beam search on classic benchmarks.

Problem

Anytime heuristic search has been dominated by best-first methods (weighted A*, ARA*, AEES); it is unclear whether a breadth-first, beam-based anytime search is a better architecture, especially in domains with deep local minima.

Approach

Rectangle search iteratively widens and deepens a monobead-style beam search: each iteration expands one node at every previously explored depth level and i nodes at a new depth level, so the explored region forms a rectangle; an aspect parameter controls how many new depth levels are added per iteration, and it is complete and returns optimal solutions with an admissible heuristic.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use rectangle(1) instead of the competing anytime algorithmsrectangle search · 15-puzzle and 24-puzzle, all tested cost modelscoverage and solution costHelped
use rectangle search instead of the competing anytime algorithmsrectangle search · Blocks World, both action modelscoverage and solution costHelped
increase aspect from 1 to 500 (ablation)rectangle search · Pancake problem, unit costtime to solveHelped
use rectangle(1) instead of the competing algorithmsrectangle search · Pancake problem, unit costsolution costHelped
increase aspect from 1 to 500 (ablation)rectangle search · Pancake problem, heavy costperformanceHelped
use rectangle(1) instead of ARA*rectangle search · Vacuum World, smaller unit-cost problemscoverageHurt
increase aspect from 1 to 500 (ablation)rectangle search · Vacuum World, 500×500 grids with 60 dirtscoverageHelped
use rectangle(500) instead of the competing algorithmsrectangle search · Vacuum World, heavy costcoverage and solution qualityHelped
use rectangle search instead of ARA*rectangle search · Grid pathfinding, structured mapscoverageHurt
increase aspect from 1 to 500 (ablation)rectangle search · Platform gameperformanceHurt
use rectangle(1) instead of the other algorithmsrectangle search · Dynamic Traffictime to solveHurt
use rectangle(500) instead of the competing algorithmsrectangle search · Dynamic Trafficsolution quality over timeHelped

Surprising findings

Limitations

Experimental setup

Datasets: 15-puzzle 24-puzzle 100 pancake blocks world deep blocks world vacuum world grid pathfinding (grid-random, life, room64, orz100d) platform game dynamic traffic

Benchmarks: 15-puzzle 24-puzzle pancake blocks world vacuum world grid pathfinding platform game dynamic traffic

Metrics: average quality over time coverage

Baselines: ARA* AEES CABS DFS* ILDS* fixed-width bead search GBFS

Builds on: monobead beam search anytime weighted A* AEES CABS ILDS

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