This paper describes a new admissible tree search algorithm called Iterative Threshold Search (ITS). ITS can be viewed as a much-simplified version of MA*[2], and a generalized version of MREC [15]. ITS's node selection and retraction (pruning) overhead is much less expensive than MA*'s. We also present the following results: 1. Every node generated by ITS is also generated by IDA*, even if ITS is given no more memory than IDA*. In addition, there are trees on which ITS generates O(N) nodes in comparison to O(N log N) nodes generated by IDA*, where N is the number of nodes eligible for generation by A*.2. Experimental tests show that if the heuristic branching factor is low and the node- generation time is high (as in most practical problem...
The quality of solution provided by a search heuristic on a particular problem is by no means an abs...
In previous work, Korf showed that by introducing one problem- reduction step into a state- space se...
We address the problem of optimal path finding for multiple agents where agents must not collide and...
This paper describes a new admissible tree search algorithm called Iterative Threshold Search (ITS)....
This paper describes a new admissible tree search algorithm called Iterative Threshold Search (ITS)...
It is known that a best-first search algorithm like A* [5, 6] requires too much space (which often r...
Iterative-deepening-A* (IDA*) is an admissible heuristic search algorithm which is optimal with resp...
The complexities of various search algorithms are considered in terms of time, space, and cost of so...
Since best-first search algorithms such as A* require large amounts of memory, they sometimes cannot...
We tackle two long-standing problems related to re-expansions in heuristic search algorithms. For gr...
It is demonstrated that when iterative-deepening A asterisk (IDA asterisk) is applied to one type of...
This paper presents heuristic search algorithms which work within memory constraints. These algorith...
Since best-rst search algorithms such as A * require large amounts of memory, they some-times cannot...
Informed search algorithms such as A* use heuristics to focus exploration on states with low total p...
The complexities of various search algorithms are considered in terms of time, space, and cost of so...
The quality of solution provided by a search heuristic on a particular problem is by no means an abs...
In previous work, Korf showed that by introducing one problem- reduction step into a state- space se...
We address the problem of optimal path finding for multiple agents where agents must not collide and...
This paper describes a new admissible tree search algorithm called Iterative Threshold Search (ITS)....
This paper describes a new admissible tree search algorithm called Iterative Threshold Search (ITS)...
It is known that a best-first search algorithm like A* [5, 6] requires too much space (which often r...
Iterative-deepening-A* (IDA*) is an admissible heuristic search algorithm which is optimal with resp...
The complexities of various search algorithms are considered in terms of time, space, and cost of so...
Since best-first search algorithms such as A* require large amounts of memory, they sometimes cannot...
We tackle two long-standing problems related to re-expansions in heuristic search algorithms. For gr...
It is demonstrated that when iterative-deepening A asterisk (IDA asterisk) is applied to one type of...
This paper presents heuristic search algorithms which work within memory constraints. These algorith...
Since best-rst search algorithms such as A * require large amounts of memory, they some-times cannot...
Informed search algorithms such as A* use heuristics to focus exploration on states with low total p...
The complexities of various search algorithms are considered in terms of time, space, and cost of so...
The quality of solution provided by a search heuristic on a particular problem is by no means an abs...
In previous work, Korf showed that by introducing one problem- reduction step into a state- space se...
We address the problem of optimal path finding for multiple agents where agents must not collide and...