With these sampling approaches, we use the
,
, and
relaxed plans. We build the
and
for 10%, 30%, 50%, 70%, and 90% of the worlds in each
belief state, sampled randomly. In Figure 10, we
show the total time taken (ms) to solve every problem in our test
set (79 problems over 10 domains). Each unsolved problem contributed
20 minutes to the total time. For comparison we show the previously
mentioned heuristics:
computed on a unioned single
graph
, denoted as ``Unioned'' compared to the sampled single
graph
denoted as ``Single'', and
and
computed for all worlds denoted as ``100%''. The
total time for any heuristic that samples worlds is averaged over
ten runs.
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There are two major points to see in Figure 10.
First, the
heuristic is much more effective when
computed on
versus
. This is because the
is
less optimistic. It builds a planning graph for a real world
state, as opposed to the union of literals in all possible world
states, as in
. Respecting state boundaries and considering
only a single state is better than ignoring state boundaries to
naively consider all possible states. However, as we have seen
with the
and
heuristics, respecting state boundaries
and considering several states can be much better, bringing us to
the second point.
We see very different performance when using
more possible worlds to build multiple graphs compared to the
. We are better off using fewer worlds if we have to build
multiple graphs because they can become very costly as the number
of worlds increases. In contrast, performance improves with more
possible worlds when we use the
. Using more possible worlds
to compute heuristics is a good idea, but it takes a more
efficient substrate to exploit them.