Abstract Heuristic search is one of the fundamental
problem solving techniques in artificial intelligence, which
is used in general to efficiently solve computationally hard
problems in various domains, especially in planning and
optimization. In this paper, we present an anytime heuristic
search algorithm called anytime pack search (APS) which
produces good quality solutions quickly and improves upon
them over time, by focusing the exploration on a limited set
of most promising nodes in each iteration. We discuss the
theoretical properties of APS and show that it is complete.
We also present the complexity analysis of the proposed
algorithm on a tree state-space model and show that it is
asymptotically of the same order as that of A*, which is a
widely applied best-first search method. Furthermore, we
present a parallel formulation of the proposed algorithm,
called parallel anytime pack search (PAPS), which is applicable for searching tree state-spaces. We theoretically
prove the completeness of PAPS. Experimental results on
the sliding-tile puzzle problem, traveling salesperson
problem, and single machine scheduling problem depict
that the proposed sequential algorithm produces much
better anytime performance when compared to some of the existing methods. Also, the proposed parallel formulation
achieves super-linear speedups over the sequential method.Keywords Heuristic search State-space search
Anytime algorithms Parallel algorithms NP-hard
problems
1 Introduction
State-space search with heuristic guidance has been widely
applied over the years across many domains, such as,
Bayesian learning (Malone and Yuan 2013; Yuan and
Malone 2013), image processing (Martelli 1976; Rubin
1978), decision making (Martelli and Montanari 1978),
machine learning (Dietterich and Michalski 1981), data
mining (Vadlamudi et al. 2012a), scheduling (Muscettola
et al. 1989; Sabuncuoglu and Bayiz 1999; Vadlamudi et al.
2013b), speech recognition (Lee et al. 1989), multi-objective optimization (Dasgupta et al. 1994), planning (Bonet
and Geffner 2001), computational biology (Zhou and
Hansen 2002), bio-informatics (Keedwell and Narayanan
2005), network design (Bagchi and Mahanti 1985), pattern
analysis and game playing (Kumar and Kanal 1982), and so
on.
Many of these search algorithms proceed in a best-first
manner, wherein the most promising nodes are chosen for
exploration based on their distances from start node and
estimates of their closeness to a goal node. A* (Hart et al.
1968) is one of the widely adapted algorithms in this genre.
A* guarantees that the first goal node encountered by it is
an optimal solution when admissible and consistent
heuristics are used (Russell and Norvig 2003). While it
takes advantage of the heuristic guidance available, the
number of nodes expanded by it is still of the exponential
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