Asia
Implicit Abstraction Heuristics
State-space search with explicit abstraction heuristics is at the state of the art of cost-optimal planning. These heuristics are inherently limited, nonetheless, because the size of the abstract space must be bounded by some, even if a very large, constant. Targeting this shortcoming, we introduce the notion of (additive) implicit abstractions, in which the planning task is abstracted by instances of tractable fragments of optimal planning. We then introduce a concrete setting of this framework, called fork-decomposition, that is based on two novel fragments of tractable cost-optimal planning. The induced admissible heuristics are then studied formally and empirically. This study testifies for the accuracy of the fork decomposition heuristics, yet our empirical evaluation also stresses the tradeoff between their accuracy and the runtime complexity of computing them. Indeed, some of the power of the explicit abstraction heuristics comes from precomputing the heuristic function offline and then determining h(s) for each evaluated state s by a very fast lookup in a ``database.'' By contrast, while fork-decomposition heuristics can be calculated in polynomial time, computing them is far from being fast. To address this problem, we show that the time-per-node complexity bottleneck of the fork-decomposition heuristics can be successfully overcome. We demonstrate that an equivalent of the explicit abstraction notion of a ``database'' exists for the fork-decomposition abstractions as well, despite their exponential-size abstract spaces. We then verify empirically that heuristic search with the ``databased" fork-decomposition heuristics favorably competes with the state of the art of cost-optimal planning.
Multiplex Structures: Patterns of Complexity in Real-World Networks
Complex network theory aims to model and analyze complex systems that consist of multiple and interdependent components. Among all studies on complex networks, topological structure analysis is of the most fundamental importance, as it represents a natural route to understand the dynamics, as well as to synthesize or optimize the functions, of networks. A broad spectrum of network structural patterns have been respectively reported in the past decade, such as communities, multipartites, hubs, authorities, outliers, bow ties, and others. Here, we show that most individual real-world networks demonstrate multiplex structures. That is, a multitude of known or even unknown (hidden) patterns can simultaneously situate in the same network, and moreover they may be overlapped and nested with each other to collaboratively form a heterogeneous, nested or hierarchical organization, in which different connective phenomena can be observed at different granular levels. In addition, we show that the multiplex structures hidden in exploratory networks can be well defined as well as effectively recognized within an unified framework consisting of a set of proposed concepts, models, and algorithms. Our findings provide a strong evidence that most real-world complex systems are driven by a combination of heterogeneous mechanisms that may collaboratively shape their ubiquitous multiplex structures as we observe currently. This work also contributes a mathematical tool for analyzing different sources of networks from a new perspective of unveiling multiplex structures, which will be beneficial to multiple disciplines including sociology, economics and computer science.
Memristor Crossbar-based Hardware Implementation of Fuzzy Membership Functions
Merrikh-Bayat, Farnood, Shouraki, Saeed Bagheri
In May 1, 2008, researchers at Hewlett Packard (HP) announced the first physical realization of a fundamental circuit element called memristor that attracted so much interest worldwide. This newly found element can easily be combined with crossbar interconnect technology which this new structure has opened a new field in designing configurable or programmable electronic systems. These systems in return can have applications in signal processing and artificial intelligence. In this paper, based on the simple memristor crossbar structure, we propose new and simple circuits for hardware implementation of fuzzy membership functions. In our proposed circuits, these fuzzy membership functions can have any shapes and resolutions. In addition, these circuits can be used as a basis in the construction of evolutionary systems.
Optimizing Selective Search in Chess
David-Tabibi, Omid, Koppel, Moshe, Netanyahu, Nathan S.
In this paper we introduce a novel method for automatically tuning the search parameters of a chess program using genetic algorithms. Our results show that a large set of parameter values can be learned automatically, such that the resulting performance is comparable with that of manually tuned parameters of top tournament-playing chess programs.
Automatic Induction of Bellman-Error Features for Probabilistic Planning
Domain-specific features are important in representing problem structure throughout machine learning and decision-theoretic planning. In planning, once state features are provided, domain-independent algorithms such as approximate value iteration can learn weighted combinations of those features that often perform well as heuristic estimates of state value (e.g., distance to the goal). Successful applications in real-world domains often require features crafted by human experts. Here, we propose automatic processes for learning useful domain-specific feature sets with little or no human intervention. Our methods select and add features that describe state-space regions of high inconsistency in the Bellman equation (statewise Bellman error) during approximate value iteration. Our method can be applied using any real-valued-feature hypothesis space and corresponding learning method for selecting features from training sets of state-value pairs. We evaluate the method with hypothesis spaces defined by both relational and propositional feature languages, using nine probabilistic planning domains. We show that approximate value iteration using a relational feature space performs at the state-of-the-art in domain-independent stochastic relational planning. Our method provides the first domain-independent approach that plays Tetris successfully (without human-engineered features).
Sparse Group Restricted Boltzmann Machines
Luo, Heng, Shen, Ruimin, Niu, Cahngyong
Since learning is typically very slow in Boltzmann machines, there is a need to restrict connections within hidden layers. However, the resulting states of hidden units exhibit statistical dependencies. Based on this observation, we propose using $l_1/l_2$ regularization upon the activation possibilities of hidden units in restricted Boltzmann machines to capture the loacal dependencies among hidden units. This regularization not only encourages hidden units of many groups to be inactive given observed data but also makes hidden units within a group compete with each other for modeling observed data. Thus, the $l_1/l_2$ regularization on RBMs yields sparsity at both the group and the hidden unit levels. We call RBMs trained with the regularizer \emph{sparse group} RBMs. The proposed sparse group RBMs are applied to three tasks: modeling patches of natural images, modeling handwritten digits and pretaining a deep networks for a classification task. Furthermore, we illustrate the regularizer can also be applied to deep Boltzmann machines, which lead to sparse group deep Boltzmann machines. When adapted to the MNIST data set, a two-layer sparse group Boltzmann machine achieves an error rate of $0.84\%$, which is, to our knowledge, the best published result on the permutation-invariant version of the MNIST task.
Non-Transferable Utility Coalitional Games via Mixed-Integer Linear Constraints
Greco, G., Malizia, E., Palopoli, L., Scarcello, F.
Coalitional games serve the purpose of modeling payoff distribution problems in scenarios where agents can collaborate by forming coalitions in order to obtain higher worths than by acting in isolation. In the classical Transferable Utility (TU) setting, coalition worths can be freely distributed amongst agents. However, in several application scenarios, this is not the case and the Non-Transferable Utility setting (NTU) must be considered, where additional application-oriented constraints are imposed on the possible worth distributions. In this paper, an approach to define NTU games is proposed which is based on describing allowed distributions via a set of mixed-integer linear constraints applied to an underlying TU game. It is shown that such games allow non-transferable conditions on worth distributions to be specified in a natural and succinct way. The properties and the relationships among the most prominent solution concepts for NTU games that hold when they are applied on (mixed-integer) constrained games are investigated. Finally, a thorough analysis is carried out to assess the impact of issuing constraints on the computational complexity of some of these solution concepts.
Cause Identification from Aviation Safety Incident Reports via Weakly Supervised Semantic Lexicon Construction
Abedin, M. A., Ng, V., Khan, L.
The Aviation Safety Reporting System collects voluntarily submitted reports on aviation safety incidents to facilitate research work aiming to reduce such incidents. To effectively reduce these incidents, it is vital to accurately identify why these incidents occurred. More precisely, given a set of possible causes, or shaping factors, this task of cause identification involves identifying all and only those shaping factors that are responsible for the incidents described in a report. We investigate two approaches to cause identification. Both approaches exploit information provided by a semantic lexicon, which is automatically constructed via Thelen and Riloff's Basilisk framework augmented with our linguistic and algorithmic modifications. The first approach labels a report using a simple heuristic, which looks for the words and phrases acquired during the semantic lexicon learning process in the report. The second approach recasts cause identification as a text classification problem, employing supervised and transductive text classification algorithms to learn models from incident reports labeled with shaping factors and using the models to label unseen reports. Our experiments show that both the heuristic-based approach and the learning-based approach (when given sufficient training data) outperform the baseline system significantly.
Search Space Reduction Using Swamp Hierarchies
Pochter, Nir (The Hebrew University) | Zohar, Aviv (The Hebrew University) | Rosenschein, Jeffrey S. (The Hebrew University) | Felner, Ariel (Ben-Gurion University of the Negev)
In various domains, such as computer games, robotics, and transportation networks, shortest paths may need to be found quickly. Search time can be significantly reduced if it is known which parts of the graph include "swamps" - areas that cannot lie on the only available shortest path, and can thus safely be pruned during search. We introduce an algorithm for detecting hierarchies of swamps, and exploiting them. Experiments support our claims of improved efficiency, showing significant reduction in search time.