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Martin Müller

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

25 papers
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25

TMLR Journal 2025 Journal Article

ETGL-DDPG: A Deep Deterministic Policy Gradient Algorithm for Sparse Reward Continuous Control

  • Ehsan Futuhi
  • Shayan Karimi
  • Chao Gao
  • Martin Müller

We consider deep deterministic policy gradient (DDPG) in the context of reinforcement learning with sparse rewards. To enhance exploration, we introduce a search procedure, \emph{${\epsilon}{t}$-greedy}, which generates exploratory options for exploring less-visited states. We prove that search using $\epsilon t$-greedy has polynomial sample complexity under mild MDP assumptions. To more efficiently use the information provided by rewarded transitions, we develop a new dual experience replay buffer framework, \emph{GDRB}, and implement \emph{longest n-step returns}. The resulting algorithm, \emph{ETGL-DDPG}, integrates all three techniques: \bm{$\epsilon t$}-greedy, \textbf{G}DRB, and \textbf{L}ongest $n$-step, into DDPG. We evaluate ETGL-DDPG on standard benchmarks and demonstrate that it outperforms DDPG, as well as other state-of-the-art methods, across all tested sparse-reward continuous environments. Ablation studies further highlight how each strategy individually enhances the performance of DDPG in this setting.

AAMAS Conference 2025 Conference Paper

β-DQN: Improving Deep Q-Learning By Evolving the Behavior

  • Hongming Zhang
  • Fengshuo Bai
  • Chenjun Xiao
  • Chao Gao
  • Bo Xu
  • Martin Müller

While many sophisticated exploration methods have been proposed, their lack of generality and high computational cost often lead researchers to favor simpler methods like 𝜖-greedy. Motivated by this, we introduce 𝛽-DQN, a simple and efficient exploration method that augments the standard DQN with a behavior function 𝛽. This function estimates the probability that each action has been taken at each state. By leveraging 𝛽, we generate a population of diverse policies that balance exploration between state-action coverage and overestimation bias correction. An adaptive meta-controller is designed to select an effective policy for each episode, enabling flexible and explainable exploration. 𝛽-DQN is straightforward to implement and adds minimal computational overhead to the standard DQN. Experiments on both simple and challenging exploration domains show that 𝛽-DQN outperforms existing baseline methods across a wide range of tasks, providing an effective solution for improving exploration in deep reinforcement learning.

TMLR Journal 2024 Journal Article

A Distance-based Anomaly Detection Framework for Deep Reinforcement Learning

  • Hongming Zhang
  • Ke Sun
  • Bo Xu
  • Linglong Kong
  • Martin Müller

In deep reinforcement learning (RL) systems, abnormal states pose significant risks by potentially triggering unpredictable behaviors and unsafe actions, thus impeding the deployment of RL systems in real-world scenarios. It is crucial for reliable decision-making systems to have the capability to cast an alert whenever they encounter unfamiliar observations that they are not equipped to handle. In this paper, we propose a novel Mahalanobis distance-based (MD) anomaly detection framework, called \textit{MDX}, for deep RL algorithms. MDX simultaneously addresses random, adversarial, and out-of-distribution (OOD) state outliers in both offline and online settings. It utilizes Mahalanobis distance within class-conditional distributions for each action and operates within a statistical hypothesis testing framework under the Gaussian assumption. We further extend it to robust and distribution-free versions by incorporating Robust MD and conformal inference techniques. Through extensive experiments on classical control environments, Atari games and autonomous driving scenarios, we demonstrate the effectiveness of our MD-based detection framework. MDX offers a simple, unified, and practical tool for enhancing the safety and reliability of RL systems in real-world applications.

IJCAI Conference 2024 Conference Paper

Expected Work Search: Combining Win Rate and Proof Size Estimation

  • Owen Randall
  • Martin Müller
  • Ting-Han Wei
  • Ryan Hayward

We propose Expected Work Search (EWS), a new game solving algorithm. EWS combines win rate estimation, as used in Monte Carlo Tree Search, with proof size estimation, as used in Proof Number Search. The search efficiency of EWS stems from minimizing a novel notion of Expected Work, which predicts the expected computation required to solve a position. EWS outperforms traditional solving algorithms on the games of Go and Hex. For Go, we present the first solution to the empty 5x5 board with the commonly used positional superko ruleset. For Hex, our algorithm solves the empty 8x8 board in under 4 minutes. Experiments show that EWS succeeds both with and without extensive domain-specific knowledge.

NeurIPS Conference 2024 Conference Paper

Exploiting the Replay Memory Before Exploring the Environment: Enhancing Reinforcement Learning Through Empirical MDP Iteration

  • Hongming Zhang
  • Chenjun Xiao
  • Chao Gao
  • Han Wang
  • Bo Xu
  • Martin Müller

Reinforcement learning (RL) algorithms are typically based on optimizing a Markov Decision Process (MDP) using the optimal Bellman equation. Recent studies have revealed that focusing the optimization of Bellman equations solely on in-sample actions tends to result in more stable optimization, especially in the presence of function approximation. Upon on these findings, in this paper, we propose an Empirical MDP Iteration (EMIT) framework. EMIT constructs a sequence of empirical MDPs using data from the growing replay memory. For each of these empirical MDPs, it learns an estimated Q-function denoted as $\widehat{Q}$. The key strength is that by restricting the Bellman update to in-sample bootstrapping, each empirical MDP converges to a unique optimal $\widehat{Q}$ function. Furthermore, gradually expanding from the empirical MDPs to the original MDP induces a monotonic policy improvement. Instead of creating entirely new algorithms, we demonstrate that EMIT can be seamlessly integrated with existing online RL algorithms, effectively acting as a regularizer for contemporary Q-learning methods. We show this by implementing EMIT for two representative RL algorithms, DQN and TD3. Experimental results on Atari and MuJoCo benchmarks show that EMIT significantly reduces estimation errors and substantially improves the performance of both algorithms.

AAAI Conference 2024 Conference Paper

Monte Carlo Tree Search in the Presence of Transition Uncertainty

  • Farnaz Kohankhaki
  • Kiarash Aghakasiri
  • Hongming Zhang
  • Ting-Han Wei
  • Chao Gao
  • Martin Müller

Monte Carlo Tree Search (MCTS) is an immensely popular search-based framework used for decision making. It is traditionally applied to domains where a perfect simulation model of the environment is available. We study and improve MCTS in the context where the environment model is given but imperfect. We show that the discrepancy between the model and the actual environment can lead to significant performance degradation with standard MCTS. We therefore develop Uncertainty Adapted MCTS (UA-MCTS), a more robust algorithm within the MCTS framework. We estimate the transition uncertainty in the given model, and direct the search towards more certain transitions in the state space. We modify all four MCTS phases to improve the search behavior by considering these estimates. We prove, in the corrupted bandit case, that adding uncertainty information to adapt UCB leads to tighter regret bound than standard UCB. Empirically, we evaluate UA-MCTS and its individual components on the deterministic domains from the MinAtar test suite. Our results demonstrate that UA-MCTS strongly improves MCTS in the presence of model transition errors.

NeurIPS Conference 2019 Conference Paper

Maximum Entropy Monte-Carlo Planning

  • Chenjun Xiao
  • Ruitong Huang
  • Jincheng Mei
  • Dale Schuurmans
  • Martin Müller

We develop a new algorithm for online planning in large scale sequential decision problems that improves upon the worst case efficiency of UCT. The idea is to augment Monte-Carlo Tree Search (MCTS) with maximum entropy policy optimization, evaluating each search node by softmax values back-propagated from simulation. To establish the effectiveness of this approach, we first investigate the single-step decision problem, stochastic softmax bandits, and show that softmax values can be estimated at an optimal convergence rate in terms of mean squared error. We then extend this approach to general sequential decision making by developing a general MCTS algorithm, Maximum Entropy for Tree Search (MENTS). We prove that the probability of MENTS failing to identify the best decision at the root decays exponentially, which fundamentally improves the polynomial convergence rate of UCT. Our experimental results also demonstrate that MENTS is more sample efficient than UCT in both synthetic problems and Atari 2600 games.

IJCAI Conference 2019 Conference Paper

On Principled Entropy Exploration in Policy Optimization

  • Jincheng Mei
  • Chenjun Xiao
  • Ruitong Huang
  • Dale Schuurmans
  • Martin Müller

In this paper, we investigate Exploratory Conservative Policy Optimization (ECPO), a policy optimization strategy that improves exploration behavior while assuring monotonic progress in a principled objective. ECPO conducts maximum entropy exploration within a mirror descent framework, but updates policies using reversed KL projection. This formulation bypasses undesirable mode seeking behavior and avoids premature convergence to sub-optimal policies, while still supporting strong theoretical properties such as guaranteed policy improvement. Experimental evaluations demonstrate that the proposed method significantly improves practical exploration and surpasses the empirical performance of state-of-the art policy optimization methods in a set of benchmark tasks.

AAAI Conference 2018 Conference Paper

Memory-Augmented Monte Carlo Tree Search

  • Chenjun Xiao
  • Jincheng Mei
  • Martin Müller

This paper proposes and evaluates Memory-Augmented Monte Carlo Tree Search (M-MCTS), which provides a new approach to exploit generalization in online real-time search. The key idea of M-MCTS is to incorporate MCTS with a memory structure, where each entry contains information of a particular state. This memory is used to generate an approximate value estimation by combining the estimations of similar states. We show that the memory based value approximation is better than the vanilla Monte Carlo estimation with high probability under mild conditions. We evaluate M- MCTS in the game of Go. Experimental results show that M- MCTS outperforms the original MCTS with the same number of simulations.

AAAI Conference 2018 Short Paper

Preliminary Results on Exploration-Driven Satisfiability Solving

  • Md Solimul Chowdhury
  • Martin Müller
  • Jia-Huai You

In this abstract, we present our study of exploring the SAT search space via random-sampling, with the goal of improving Conflict Directed Clause Learning (CDCL) SAT solvers. Our proposed CDCL SAT solving algorithm expSAT uses a novel branching heuristic expVSIDS. It combines the standard VSIDS scores with heuristic scores derived from exploration. Experiments with application benchmarks from recent SAT competitions demonstrate the potential of the expSAT approach for improving CDCL SAT solvers.

IJCAI Conference 2018 Conference Paper

Three-Head Neural Network Architecture for Monte Carlo Tree Search

  • Chao Gao
  • Martin Müller
  • Ryan Hayward

AlphaGo Zero pioneered the concept of two-head neural networks in Monte Carlo Tree Search (MCTS), where the policy output is used for prior action probability and the state-value estimate is used for leaf node evaluation. We propose a three-head neural net architecture with policy, state- and action-value outputs, which could lead to more efficient MCTS since neural leaf estimate can still be back-propagated in tree with delayed node expansion and evaluation. To effectively train the newly introduced action-value head on the same game dataset as for two-head nets, we exploit the optimal relations between parent and children nodes for data augmentation and regularization. In our experiments for the game of Hex, the action-value head learning achieves similar error as the state-value prediction of a two-head architecture. The resulting neural net models are then combined with the same Policy Value MCTS (PV-MCTS) implementation. We show that, due to more efficient use of neural net evaluations, PV-MCTS with three-head neural nets consistently performs better than the two-head ones, significantly outplaying the state-of-the-art player MoHex-CNN.

IJCAI Conference 2017 Conference Paper

Additive Merge-and-Shrink Heuristics for Diverse Action Costs

  • Gaojian Fan
  • Martin Müller
  • Robert Holte

In many planning applications, actions can have highly diverse costs. Recent studies focus on the effects of diverse action costs on search algorithms, but not on their effects on domain-independent heuristics. In this paper, we demonstrate there are negative impacts of action cost diversity on merge-and-shrink (M&S), a successful abstraction method for producing high-quality heuristics for planning problems. We propose a new cost partitioning method for M&S to address the negative effects of diverse action costs. We investigate non-unit cost IPC domains, especially those for which diverse action costs have severe negative effects on the quality of the M&S heuristic. Our experiments demonstrate that in these domains, an additive set of M&S heuristics using the new cost partitioning method produces much more informative and effective heuristics than creating a single M&S heuristic which directly encodes diverse costs.

IJCAI Conference 2017 Conference Paper

Focused Depth-first Proof Number Search using Convolutional Neural Networks for the Game of Hex

  • Chao Gao
  • Martin Müller
  • Ryan Hayward

Proof Number search (PNS) is an effective algorithm for searching theoretical values on games with non-uniform branching factors. Focused depth-first proof number search (FDFPN) with dynamic widening was proposed for Hex where the branching factor is nearly uniform. However, FDFPN is fragile to its heuristic move ordering function. The recent advances of Convolutional Neural Networks (CNNs) have led to considerable progress in game playing. We investigate how to incorporate the strength of CNNs into solving, with application to the game of Hex. We describe FDFPN-CNN, a new focused DFPN search that uses convolutional neural networks. FDFPN-CNN integrates two CNNs trained from games played by expert players. The value approximation CNN provides reliable information for defining the widening size by estimating the value of the node to expand, while the policy CNN selects promising children nodes to the search. On 8x8 Hex, experimental results show FDFPN-CNN performs notably better than FDFPN, suggesting a promising direction for better solving Hex positions where learning from strong players is possible.

AAAI Conference 2016 Conference Paper

Factorization Ranking Model for Move Prediction in the Game of Go

  • Chenjun Xiao
  • Martin Müller

In this paper, we investigate the move prediction problem in the game of Go by proposing a new ranking model named Factorization Bradley Terry (FBT) model. This new model considers the move prediction problem as group competitions while also taking the interaction between features into account. A FBT model is able to provide a probability distribution that expresses a preference over moves. Therefore it can be easily compiled into an evaluation function and applied in a modern Go program. We propose a Stochastic Gradient Decent (SGD) algorithm to train a FBT model using expert game records, and provide two methods for fast computation of the gradient in order to speed up the training process. Experimental results show that our FBT model outperforms the state-of-the-art move prediction system of Latent Factor Ranking (LFR).

AAAI Conference 2015 Conference Paper

TDS+: Improving Temperature Discovery Search

  • Yeqin Zhang
  • Martin Müller

Temperature Discovery Search (TDS) is a forward search method for computing or approximating the temperature of a combinatorial game. Temperature and mean are important concepts in combinatorial game theory, which can be used to develop efficient algorithms for playing well in a sum of subgames. A new algorithm TDS+ with five enhancements of TDS is developed, which greatly speeds up both exact and approximate versions of TDS. Means and temperatures can be computed faster, and fixed-time approximations which are important for practical play can be computed with higher accuracy than before.

AAAI Conference 2014 Conference Paper

Adding Local Exploration to Greedy Best-First Search in Satisficing Planning

  • Fan Xie
  • Martin Müller
  • Robert Holte

Greedy Best-First Search (GBFS) is a powerful algorithm at the heart of many state of the art satisficing planners. One major weakness of GBFS is its behavior in so-called uninformative heuristic regions (UHRs) - parts of the search space in which no heuristic provides guidance towards states with improved heuristic values. This work analyzes the problem of UHRs in planning in detail, and proposes a two level search framework as a solution. In Greedy Best-First Search with Local Exploration (GBFS- LE), a local exploration is started from within a global GBFS whenever the search seems stuck in UHRs. Two different local exploration strategies are developed and evaluated experimentally: Local GBFS (LS) and Local Random Walk Search (LRW). The two new planners LAMA-LS and LAMA-LRW integrate these strategies into the GBFS component of LAMA-2011. Both are shown to yield clear improvements in terms of both coverage and search time on standard International Planning Competition benchmarks, especially for domains that are proven to have large or unbounded UHRs.

AAAI Conference 2014 Conference Paper

Type-Based Exploration with Multiple Search Queues for Satisficing Planning

  • Fan Xie
  • Martin Müller
  • Robert Holte
  • Tatsuya Imai

Utilizing multiple queues in Greedy Best-First Search (GBFS) has been proven to be a very effective approach to satisficing planning. Successful techniques include extra queues based on Helpful Actions (or Preferred Operators), as well as using Multiple Heuristics. One weakness of all standard GBFS algorithms is their lack of exploration. All queues used in these methods work as priority queues sorted by heuristic values. Therefore, misleading heuristics, especially early in the search process, can cause the search to become ineffective. Type systems, as introduced for heuristic search by Lelis et al, are a development of ideas for exploration related to the classic stratified sampling approach. The current work introduces a search algorithm that utilizes type systems in a new way – for exploration within a GBFS multiqueue framework in satisficing planning. A careful case study shows the benefits of such exploration for overcoming deficiencies of the heuristic. The proposed new baseline algorithm Type-GBFS solves almost 200 more problems than baseline GBFS over all International Planning Competition problems. Type-LAMA, a new planner which integrates Type-GBFS into LAMA-2011, solves 36. 8 more problems than LAMA-2011.

IJCAI Conference 2013 Conference Paper

Towards a Second Generation Random Walk Planner: An Experimental Exploration

  • Hootan Nakhost
  • Martin Müller

Random walks have become a popular component of recent planning systems. The increased exploration is a valuable addition to more exploitative search methods such as Greedy Best First Search (GBFS). A number of successful planners which incorporate random walks have been built. The work presented here aims to exploit the experience gained from building those systems. It begins a systematic study of the design space and alternative choices for building such a system, and develops a new random walk planner from scratch, with careful experiments along the way. Four major insights are: 1. a high state evaluation frequency is usually superior to the endpoint-only evaluation used in earlier systems, 2. adjusting the restarting parameter according to the progress speed in the search space performs better than any fixed setting, 3. biasing the action selection towards preferred operators of only the current state is better than Monte Carlo Helpful Actions, which depend on the number of times an action has been a preferred operator in previous walks, and 4. even simple forms of random walk planning can compete with GBFS.

AAAI Conference 2011 Conference Paper

A Local Monte Carlo Tree Search Approach in Deterministic Planning

  • Fan Xie
  • Hootan Nakhost
  • Martin Müller

Much recent work in satisficing planning has aimed at striking a balance between coverage - solving as many problems as possible - and plan quality. Current planners achieve near perfect coverage on the latest IPC benchmarks. It is therefore natural to investigate their scaling behavior on more difficult instances. Among state of the art planners, LAMA (Richter, Helmert, and Westphal 2008) is able to generate high quality plans, but its coverage drops off rapidly with increasing problem complexity. The Arvand planner (Nakhost and Müller 2009) scales to much harder instances but generates lower quality plans. This paper introduces a new algorithm, Monte Carlo Random Walk-based Local Tree Search (MRW-LTS), which uses random walks to selectively build local search trees. Experiments demonstrate that MRW-LTS combines a scaling behavior that is better than LAMA’s with a plan quality that is better than Arvand’s.

IJCAI Conference 2009 Conference Paper

  • Hootan Nakhost
  • Martin Müller

Search methods based on Monte-Carlo simulation have recently led to breakthrough performance improvements in difficult game-playing domains such as Go and General Game Playing. Monte-Carlo Random Walk (MRW) planning applies Monte- Carlo ideas to deterministic classical planning. In the forward chaining planner ARVAND, Monte- Carlo random walks are used to explore the local neighborhood of a search state for action selection. In contrast to the stochastic local search approach used in the recent planner Identidem, random walks yield a larger and unbiased sample of the search neighborhood, and require state evaluations only at the endpoints of each walk. On IPC-4 competition problems, the performance of ARVAND is competitive with state of the art systems.

AAAI Conference 2004 Conference Paper

A General Solution to the Graph History Interaction Problem

  • Akihiro Kishimoto
  • Martin Müller

Since the state space of most games is a directed graph, many game-playing systems detect repeated positions with a transposition table. This approach can reduce search effort by a large margin. However, it suffers from the so-called Graph History Interaction (GHI) problem, which causes errors in games containing repeated positions. This paper presents a practical solution to the GHI problem that combines and extends previous techniques. Because our scheme is general, it is applicable to different game tree search algorithms and to different domains. As demonstrated with the two algorithms αβ and df-pn in the two games checkers and Go, our scheme incurs only a very small overhead, while guaranteeing the correctness of solutions.

AAAI Conference 2004 Conference Paper

Temperature Discovery Search

  • Martin Müller

Temperature Discovery Search (TDS) is a new minimaxbased game tree search method designed to compute or approximate the temperature of a combinatorial game. TDS is based on the concept of an enriched environment, where a combinatorial game G is embedded in an environment consisting of a large set of simple games of decreasing temperature. Optimal play starts in the environment, but eventually must switch to G. TDS finds the temperature of G by determining when this switch must happen. Both exact and heuristic versions of TDS are described and evaluated experimentally. In experiments with sum games in Amazons, TDS outperforms an αβ searcher.

AIJ Journal 2002 Journal Article

Computer Go

  • Martin Müller

Computer Go is one of the biggest challenges faced by game programmers. This survey describes the typical components of a Go program, and discusses knowledge representation, search methods and techniques for solving specific subproblems in this domain. Along with a summary of the development of computer Go in recent years, areas for future research are pointed out.

AIJ Journal 2001 Journal Article

Partial order bounding: A new approach to evaluation in game tree search

  • Martin Müller

In computer game-playing, the established method for constructing an evaluation function uses a scalar value computed as a weighted sum of features. This paper advocates the use of partial order evaluation, and describes an efficient new search method called partial order bounding (POB). Previous tree search algorithms using a partial order evaluation have attempted to propagate partially ordered values through the search tree, which leads to many problems in practice, such as the complexity of backing up sets of incomparable evaluations. POB compares partially ordered values only in the leaves of a game tree, and backs up boolean values through the tree. A closely related new algorithm, linear extension partial order bounding (LE-POB), uses a standard scalar alpha-beta search with values from a suitably chosen linear extension of the partial order evaluation. As an application, the effectiveness of partial order evaluation is shown in the case of modeling capturing races called semeai in the game of Go.

I&C Journal 2000 Journal Article

Ordering Constraints over Feature Trees Expressed in Second-Order Monadic Logic

  • Martin Müller
  • Joachim Niehren

The language FT⩽ of ordering constraints over feature trees has been introduced as an extension of the system FT of equality constraints over feature trees. While the first-order theory of FT is well understood, only few decidability results are known for the first-order theory of FT⩽. We introduce a new method for proving the decidability of fragments of the first-order theory of FT⩽. This method is based on reduction to second order monadic logic that is decidable according to Rabin's famous tree theorem. The method applies to any fragment of the first-order theory of FT⩽ for which one can change the model towards sufficiently labeled feature trees—a class of trees that we introduce. As we show, the first order-theory of ordering constraints over sufficiently labeled feature trees is equivalent to second-order monadic logic (S2S for infinite and WS2S for finite feature trees). We apply our method for proving that entailment of FT⩽ with existential quantifiers ϕ 1⊨∃x 1…∃xn ϕ 2 is decidable. Previous results were restricted to entailment without existential quantifiers which can be solved in cubic time. Meanwhile, entailment with existential quantifiers has been shown to be PSPACE-complete (for finite and infinite feature trees, respectively).

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