Heuristic search underlies planning in autonomous systems ranging from warehouse logistics to robotic navigation, yet generic heuristics fail to exploit the structural constraints that govern constrained spatial domains, causing search performance to degrade catastrophically on harder instances. We study this problem through the two-column Flying Block Puzzle, a rigorously NP-complete spatial planning microworld whose bottleneck geometry mirrors clearance-to-size constraints encountered in multi-agent path finding, autonomous vehicle navigation, and block relocation systems. We introduce the Class-Based Heuristic A* (CBHA*) algorithm, which integrates a General Move Constraint to capture minimum displacement costs when vacant units are scarce, a formal kinematic taxonomy partitioning the state space into seven mutually exclusive classes with provably admissible heuristics based on vacancy ratio and goal-piece geometry, and a class-conditional tie-breaking mechanism that dynamically switches between depth-priority and vertical-distance ordering to overcome f-value plateaus. Over 146 benchmark instances, CBHA* achieves a 93.4% success rate against 64% for Depth-Prioritized A*, 39% for Standard A*, and 17% for BFS, while reducing node expansions by 87.98% relative to Standard A* and sustaining an average effective branching factor of approximately 3, demonstrating that class-triggered adaptive heuristics constitute a principled mechanism for efficient spatial planning that generalizes structurally to physical constraint systems.
Marko Djukanović, Christian Blum, Aleksandar Kartelj +2cs.AI
This study addresses the Variable Gapped Longest Common Subsequence Problem (VGLCSP), a variant of the classical longest common subsequence problem with additional gap constraints and applications in sequence alignment and time-series analysis. While the two-sequence version has been widely studied using dynamic programming, the generalized multi-sequence form is usually solved with beam search-based heuristics, whose hand-crafted designs often lack robustness. To overcome this limitation, we propose a learning-based approach for automatically designing more effective data-driven heuristics. The heuristics are represented by a neural network with predefined architecture, whose weights are optimized by a genetic algorithm within a neuro-evolutionary framework. The learning process alternates between weight optimization and evaluation within an iterative multi-source beam search procedure, a state-of-the-art method for the problem. Rather than constructing solutions directly, the neural network learns to guide the search process, producing a neuro-evolved heuristic. We further introduce an ensemble heuristic that combines the scores of learned and the best-performing hand-crafted heuristic. Integrated into the iterative multi-source beam search framework, the resulting hybrid approach outperforms existing methods on both synthetic benchmark instances and newly introduced real-world instances with data-driven gap constraints.
Alvin Zou, Muhammad Suhail Saleem, Maxim Likhachevcs.AI
Heuristics play a central role in the performance of bidirectional search algorithms, which commonly rely on two main classes. Front-to-end (F2E) heuristics estimate the distance from a state s to the target of the search (the goal for forward search or the start for backward search). In contrast, front-to-front (F2F) heuristics estimate the distance from s to the opposite search frontier using a pairwise function h(s, s'), where s' ranges over frontier states. Although F2F heuristics are typically more informative and therefore reduce the number of node expansions, their reliance on extensive pairwise evaluations incurs substantial computational overhead. To address this limitation, we introduce a new heuristic class, front-to-attractors (F2A), that preserves much of the informativeness of F2F while dramatically reducing its computational cost. Rather than evaluating distances to all states on the opposite frontier, F2A estimates the distance from s to a small, dynamically maintained set of attractors in the opposite search direction. These attractors serve as a surrogate for the full frontier, enabling rich heuristic guidance at a fraction of the computational expense while maintaining the optimality guarantees offered by F2F. We evaluate F2A across multiple domains and show that it reduces the number of pairwise evaluations by up to 11.2x compared to F2F, while achieving 4.8x fewer node expansions than F2E on average.
Finding optimal solution paths for combinatorial puzzles like the Rubik's Cube, sliding tile puzzles, and Lights Out remains a classical challenge in artificial intelligence. Heuristic search algorithms, such as A* , guarantee path optimality only when using an admissible heuristic-one that never overestimates the true remaining cost-to-go. Deep reinforcement learning (RL) methods like DeepCubeA train deep neural networks to approximate cost-to-go heuristics. However, standard mean-squared error (MSE) training regularly yields overestimations, violating admissibility and compromising solution optimality. In this paper, we introduce a generalizable framework for learning validation-calibrated admissible neural heuristics. We train a value network using an underestimating Admissible Bellman Operator combined with an Asymmetric Loss function to penalize overestimation. To account for residual neural function approximation errors, we propose a post-hoc calibration safety offset computed over validation scrambles. We demonstrate that our calibrated neural heuristics achieve no observed admissibility violations under the evaluation protocol and preserve path optimality in practice while reducing search node expansions by up to 83.0% on a 2 by 2 Rubik's Cube, 19.9% on a 3 by 3 Lights Out grid, and 1.9% on an 8-Puzzle compared to standard analytical baselines.