General rightsIt is not permitted to download or to forward/distribute the text or part of it without the consent of the author(s) and/or copyright holder(s), other than for strictly personal, individual use, unless the work is under an open content license (like Creative Commons). Disclaimer/Complaints regulationsIf you believe that digital publication of certain material infringes any of your rights or (privacy) interests, please let the Library know, stating your reasons. In case of a legitimate complaint, the Library will make the material inaccessible and/or remove it from the website. Please Ask the Library: http://uba.uva.nl/en/contact, or a letter to: Library of the University of Amsterdam, Secretariat, Singel 425, 1012 WP Amsterdam, The Netherlands. You will be contacted as soon as possible. Abstract. Many real-world optimization problems involve balancing multiple objectives. When there is no solution that is best with respect to all objectives, it is often desirable to compute the Pareto front. This paper proposes queued Pareto local search (QPLS), which improves on existing Pareto local search (PLS) methods by maintaining a queue of improvements preventing premature exclusion of dominated solutions. We prove that QPLS terminates and show that it can be embedded in a genetic search scheme that improves the approximate Pareto front with every iteration. We also show that QPLS produces good approximations faster, and leads to better approximations than popular alternative MOEAs.
Abstract-General video game playing is a challenging research area in which the goal is to find one algorithm that can play many games successfully. "Monte Carlo Tree Search" (MCTS) is a popular algorithm that has often been used for this purpose. It incrementally builds a search tree based on observed states after applying actions. However, the MCTS algorithm always plans over actions and does not incorporate any higher level planning, as one would expect from a human player. Furthermore, although many games have similar game dynamics, often no prior knowledge is available to general video game playing algorithms. In this paper, we introduce a new algorithm called "Option Monte Carlo Tree Search" (O-MCTS). It offers general video game knowledge and high level planning in the form of "options", which are action sequences aimed at achieving a specific subgoal. Additionally, we introduce "Option Learning MCTS" (OL-MCTS), which applies a progressive widening technique to the expected returns of options in order to focus exploration on fruitful parts of the search tree. Our new algorithms are compared to MCTS on a diverse set of twentyeight games from the general video game AI competition. Our results indicate that by using MCTS's efficient tree searching technique on options, O-MCTS outperforms MCTS on most of the games, especially those in which a certain subgoal has to be reached before the game can be won. Lastly, we show that OL-MCTS improves its performance on specific games by learning expected values for options and moving a bias to higher valued options.
Abstract-This paper gives a description of an approach to analyze the sensor information of the surroundings to select places where the foot of a humanoid can be placed. This will allow apply such robot in a rescue scenario, as foreseen in the DARPA Robotics Challenge, where a robot is forced to traverse difficult terrain.
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