Edmonton
Understanding the Success of Perfect Information Monte Carlo Sampling in Game Tree Search
Long, Jeffrey Richard (University of Alberta) | Sturtevant, Nathan R. (University of Alberta) | Buro, Michael (University of Alberta) | Furtak, Timothy (University of Alberta)
Perfect Information Monte Carlo (PIMC) search is a practical technique for playing imperfect information games that are too large to be optimally solved. Although PIMC search has been criticized in the past for its theoretical deficiencies, in practice it has often produced strong results in a variety of domains. In this paper, we set out to resolve this discrepancy. The contributions of the paper are twofold. First, we use synthetic game trees to identify game properties that result in strong or weak performance for PIMC search as compared to an optimal player. Second, we show how these properties can be detected in real games, and demonstrate that they do indeed appear to be good predictors of the strength of PIMC search. Thus, using the tools established in this paper, it should be possible to decide a priori whether PIMC search will be an effective approach to new and unexplored games.
Searching Without a Heuristic: Efficient Use of Abstraction
Larsen, Bradford John (University of New Hampshire) | Burns, Ethan (University of New Hampshire) | Ruml, Wheeler (University of New Hampshire) | Holte, Robert (University of Alberta)
In problem domains where an informative heuristic evaluation function is not known or not easily computed, abstraction can be used to derive admissible heuristic values. Optimal path lengths in the abstracted problem are consistent heuristic estimates for the original problem. Pattern databases are the traditional method of creating such heuristics, but they exhaustively compute costs for all abstract states and are thus usually appropriate only when all instances share the same single goal state. Hierarchical heuristic search algorithms address these shortcomings by searching for paths in the abstract space on an as-needed basis. However, existing hierarchical algorithms search less efficiently than pattern database constructors: abstract nodes may be expanded many times during the course of a base-level search. We present a novel hierarchical heuristic search algorithm, called Switchback, that uses an alternating direction of search to avoid abstract node re-expansions. This algorithm is simple to implement and demonstrates superior performance to existing hierarchical heuristic search algorithms on several standard benchmarks.
Independent Additive Heuristics Reduce Search Multiplicatively
Breyer, Teresa Maria (UCLA) | Korf, Richard (UCLA)
This paper analyzes the performance of IDA* using additive heuristics. We show that the reduction in the number of nodes expanded using multiple independent additive heuristics is the product of the reductions achieved by the individual heuristics. First, we formally state and prove this result on unit edge-cost undirected graphs with a uniform branching factor. Then, we empirically verify it on a model of the 4-peg Towers of Hanoi problem. We also run experiments on the multiple sequence alignment problem showing more general applicability to non-unit edge-cost directed graphs. Then, we extend an existing model to predict the performance of IDA* with a single pattern database to independent additive disjoint pattern databases. This is the first analysis of the performance of independent additive heuristics.
MCRNR: Fast Computing of Restricted Nash Responses by Means of Sampling
Ponsen, Marc (Maastricht University) | Lanctot, Marc (University of Alberta) | Jong, Steven de (Maastricht University)
This paper presents a sample-based algorithm for the computation of restricted Nash strategies in complex extensive form games. Recent work indicates that regret-minimization algorithms using selective sampling, such as Monte-Carlo Counterfactual Regret Minimization (MCCFR), converge faster to Nash-equilibrium (NE) strategies than their non-sampled counterparts which perform a full tree traversal. In this paper, we show that MCCFR is also able to establish NE strategies in the complex domain of Poker. Although such strategies are defensive (i.e. safe to play), they are oblivious to opponent mistakes. We can thus achieve better performance by using (an estimation of) opponent strategies. The Restricted Nash Response (RNR) algorithm was proposed to learn robust counter-strategies given such knowledge. It solves a modified game, wherein it is assumed that opponents play according to a fixed strategy with a certain probability, or to a regret-minimizing strategy otherwise. We improve the rate of convergence of the RNR algorithm using sampling. Our new algorithm, MCRNR, samples only relevant parts of the game tree. It is therefore able to converge faster to robust best-response strategies than RNR.We evaluate our algorithm on a variety of imperfect information games that are small enough to solve yet large enough to be strategically interesting, as well as a large game, Texas Hold’em Poker.
A Survey of Paraphrasing and Textual Entailment Methods
Androutsopoulos, I., Malakasiotis, P.
Paraphrasing methods recognize, generate, or extract phrases, sentences, or longer natural language expressions that convey almost the same information. Textual entailment methods, on the other hand, recognize, generate, or extract pairs of natural language expressions, such that a human who reads (and trusts) the first element of a pair would most likely infer that the other element is also true. Paraphrasing can be seen as bidirectional textual entailment and methods from the two areas are often similar. Both kinds of methods are useful, at least in principle, in a wide range of natural language processing applications, including question answering, summarization, text generation, and machine translation. We summarize key ideas from the two areas by considering in turn recognition, generation, and extraction methods, also pointing to prominent articles and resources.
From Frequency to Meaning: Vector Space Models of Semantics
Computers understand very little of the meaning of human language. This profoundly limits our ability to give instructions to computers, the ability of computers to explain their actions to us, and the ability of computers to analyse and process text. Vector space models (VSMs) of semantics are beginning to address these limits. This paper surveys the use of VSMs for semantic processing of text. We organize the literature on VSMs according to the structure of the matrix in a VSM. There are currently three broad classes of VSMs, based on term-document, word-context, and pair-pattern matrices, yielding three classes of applications. We survey a broad range of applications in these three categories and we take a detailed look at a specific open source project in each category. Our goal in this survey is to show the breadth of applications of VSMs for semantics, to provide a new perspective on VSMs for those who are already familiar with the area, and to provide pointers into the literature for those who are less familiar with the field.
ParamILS: An Automatic Algorithm Configuration Framework
Hutter, F., Hoos, H. H., Leyton-Brown, K., Stuetzle, T.
The identification of performance-optimizing parameter settings is an important part of the development and application of algorithms. We describe an automatic framework for this algorithm configuration problem. More formally, we provide methods for optimizing a target algorithms performance on a given class of problem instances by varying a set of ordinal and/or categorical parameters. We review a family of local-search-based algorithm configuration procedures and present novel techniques for accelerating them by adaptively limiting the time spent for evaluating individual configurations. We describe the results of a comprehensive experimental evaluation of our methods, based on the configuration of prominent complete and incomplete algorithms for SAT. We also present what is, to our knowledge, the first published work on automatically configuring the CPLEX mixed integer programming solver. All the algorithms we considered had default parameter settings that were manually identified with considerable effort. Nevertheless, using our automated algorithm configuration procedures, we achieved substantial and consistent performance improvements.
A Practical Use of Imperfect Recall
Waugh, Kevin (University of Alberta) | Zinkevich, Martin (Yahoo! Research) | Johanson, Michael (University of Alberta) | Kan, Morgan (University of Alberta) | Schnizlein, David (University of Alberta) | Bowling, Michael (University of Alberta)
Perfect recall is the common and natural assumption that an agent never forgets. As a consequence, the agent can always condition its choice of action on any prior observations. In this paper, we explore relaxing this assumption. We observe the negative impact this relaxation has on algorithms: some algorithms are no longer well-defined, while others lose their theoretical guarantees on the quality of a solution. Despite these disadvantages, we show that removing this restriction can provide considerable empirical advantages when modeling extremely large extensive games. In particular, it allows fine granularity of the most relevant observations without requiring decisions to be contingent on all past observations. In the domain of poker, this improvement enables new types of information to be used in the abstraction. By making use of imperfect recall and new types of information, our poker program was able to win the limit equilibrium event as well as the no-limit event at the 2008 AAAI Computer Poker Competition. We show experimental results to verify that our pro- grams using imperfect recall are indeed stronger than their perfect recall counterparts.
Downward Path Preserving State Space Abstractions (Extended Abstract)
Zilles, Sandra (University of Regina) | Holte, Robert C. (University of Alberta)
A problem that often arises in using abstraction is the generation of abstract states, called spurious states, that are—in the abstract space—reachable from some abstract image of a state s, but which have no corresponding state in the original space reachable from s. Spurious states can have a negative effect on pattern database sizes and heuristic quality. We formally define a property—the downward path preserving property (DPP)—that guarantees an abstraction has no spurious states. Analyzing the computational complexity of (i) testing the DPP property for a given state space and abstraction and of (ii) determining whether this property is achievable at all for a given state space, results in strong hardness theorems. On the positive side, we identify formal conditions under which finding DPP abstractions is tractable.
Abstraction-Based Heuristics with True Distance Computations
Felner, Ariel (Ben-Gurion University) | Sturtevant, Nathan R. (University of Alberta)
Pattern Databases (PDBs) are the most common form of memory-based heuristics, and they have been widely used in a variety of permutation puzzles and other domains. We explore the true-distance heuristics (TDHs) (also appeared in (Sturtevant et al. 2009)) which are a different form of memory-based heuristics, designed to work in problem states where there isn't a fixed goal state. Unlike PDBs, which build a heuristic based on distances in an abstract state space, TDHs store distances which are computed in the actual state space. We look in detail at how TDHs work, providing both theoretical and experimental motivation for their use.