In this paper we outline a general approach to the study of problem-solving, in which search steps are considered decisions in the same sense as actions in the world. Unlike other metrics in the literature, the value of a search step is defined as a real utility rather than as a quasi-utility, and can therefore be computed directly from a model of the base-level problem-solver. We develop a formula for the expected value of a search step in a game-playing context using the single-step assumption, namely that a computation step can be evaluated as it was the last to be taken. We prove some meta-level theorems that enable the development of a low-overhead algorithm, MGSS*, that chooses search steps in order of highest estimated utility. Although we show that the single-step assumption is untenable in general, a program implemented for the game of Othello soundly beats an alpha-beta search while expanding significantly fewer nodes, even though both programs use the same evaluation function.
Stuart Russell, Eric Wefald (1988). Decision-Theoretic Search Control: General Theory and an Application to Game-Playing. Computer Science Division Technical Report 88/435, University of California, Berkeley, CA.
Stuart Russell, Eric Wefald (1988). Multi-Level Decision-Theoretic Search. In AAAI Symposium on Computer Game-Playing, Stanford.
Stuart Russell, Eric Wefald (1989). On optimal game-tree search using rational metareasoning. In Proceedings of the Eleventh International Joint Conference on Artificial Intelligence, Detroit, MI: Morgan Kaufmann, pdf
Stuart Russell (1992). Efficient Memory-Bounded Search Methods. In Proceedings of the Tenth European Conference on Artificial Intelligence, Vienna: Wiley, ps
Stuart Russell, Peter Norvig (1994). A Modern, Agent-Oriented Approach to AI Instruction. In Proceedings of the AAAI Fall Symposium on Innovative Instruction for Introductory AI, New Orleans, ps
Stuart Russell (1996). Machine Learning. Chapter 4 of M. A. Boden (Ed.), Artificial Intelligence, Academic Press. Part of the Handbook of Perception and Cognition, ps
Ron Parr, Stuart Russell (1997). Reinforcement Learning with Hierarchies of Machines. In Advances in Neural Information Processing Systems 10, MIT Press,zipped ps
Vassilis Papavassiliou, Stuart Russell (1999). Convergence of reinforcement learning with general function approximators. In Proc. IJCAI-99, Stockholm, ps
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Andrew Y. Ng, Stuart Russell (2000). Algorithms for inverse reinforcement learning. In Proceedings of the Seventeenth International Conference on Machine Learning, Stanford, California: Morgan Kaufmann, pdf
Stuart Russell (2003). Rationality and Intelligence. In Renee Elio (Ed.), Common sense, reasoning, and rationality, Oxford University Press, pdf
Judea Pearl, Stuart Russell (2003). Bayesian Networks. In Michael A. Arbib, Ed., The Handbook of Brain Theory and Neural Networks, 2nd edition, MIT Press, pdf
Bhaskara Marthi, Stuart Russell, David Latham (2005). Writing Stratagus-Playing Agents in Concurrent ALisp. In Proc. IJCAI-05 Workshop on Reasoning, Representation, and Learning in Computer Games, Edinburgh, Scotland, pdf
Jason Wolfe, Stuart Russell (2007). Exploiting Belief State Structure in Graph Search. In Proceedings of the ICAPS 2007 Workshop on Planning in Games, Providence, Rhode Island.
a British computer scientist, professor and chair of Computer Science, Lotfi A. Zadeh chair in Engineering, and Director, Center for Intelligent Systems, Computer Science Division, University of California, Berkeley, California. He received his B.A. with first-class honors in physics from Oxford University in 1982, and his Ph.D. in Computer Science from Stanford in 1986. He is also an adjunct professor of Neurological Surgery at UC San Francisco. He is a Fellow and former Executive Council member of the American Association for Artificial Intelligence and a fellow of the Association for Computing Machinery. He has published over 150 papers on a wide range of topics in artificial intelligence including machine learning, probabilistic reasoning, knowledge representation, planning, real-time decision making, multitarget tracking, and computer vision [1] .
Table of Contents
Optimal Game-Tree Search
Abstract from Stuart Russell, Eric Wefald (1989). On optimal game-tree search using rational metareasoning [3]:Selected Publications
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