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Look-Ahead with Mini-Bucket Heuristics for MPE
Dechter, Rina (University of California, Irvine) | Kask, Kalev (University of California, Irvine) | Lam, William (University of California, Irvine) | Larrosa, Javier (UPC Barcelona Tech)
The paper investigates the potential of look-ahead in the con-text of AND/OR search in graphical models using the Mini-Bucket heuristic for combinatorial optimization tasks (e.g., MAP/MPE or weighted CSPs). We present and analyze the complexity of computing the residual (a.k.a Bellman update) of the Mini-Bucket heuristic and show how this can be used to identify which parts of the search space are more likely to benefit from look-ahead and how to bound its overhead. We also rephrase the look-ahead computation as a graphical model, to facilitate structure exploiting inference schemes. We demonstrate empirically that augmenting Mini-Bucket heuristics by look-ahead is a cost-effective way of increasing the power of Branch-And-Bound search.
Nested Monte Carlo Search for Two-Player Games
Cazenave, Tristan (Universitรฉ Paris-Dauphine) | Saffidine, Abdallah (The University of New South Wales) | Schofield, Michael (The University of New South Wales) | Thielscher, Michael (The University of New South Wales)
The use of the Monte Carlo playouts as an evaluation function has proved to be a viable, general technique for searching intractable game spaces. This facilitate the use of statistical techniques like Monte Carlo Tree Search (MCTS), but is also known to require significant processing overhead. We seek to improve the quality of information extracted from the Monte Carlo playout in three ways. Firstly, by nesting the evaluation function inside another evaluation function; secondly, by measuring and utilising the depth of the playout; and thirdly, by incorporating pruning strategies that eliminate unnecessary searches and avoid traps. Our experimental data, obtained on a variety of two-player games from past General Game Playing (GGP) competitions and others, demonstrate the usefulness of these techniques in a Nested Player when pitted against a standard, optimised UCT player.
CAPReS: Context Aware Persona Based Recommendation for Shoppers
Banerjee, Joydeep (Arizona State University) | Raravi, Gurulingesh (Xerox Research Center India) | Gupta, Manoj (Xerox Research Center India) | Ernala, Sindhu K. (IIIT Hyderabad) | Kunde, Shruti (Xerox Research Center India) | Dasgupta, Koustuv (Xerox Research Center India)
Nowadays, brick-and-mortar stores are finding it extremely difficult to retain their customers due to the ever increasing competition from the online stores. One of the key reasons for this is the lack of personalized shopping experience offered by the brick-and-mortar stores. This work considers the problem of persona based shopping recommendation for such stores to maximize the value for money of the shoppers. For this problem, it proposes a non-polynomial time-complexity optimal dynamic program and a polynomial time-complexity non-optimal heuristic, for making top-k recommendations by taking into account shopper persona and her time and budget constraints. In our empirical evaluations with a mix of real-world data and simulated data, the performance of the heuristic in terms of the persona based recommendations (quantified by similarity scores and items recommended) closely matched (differed by only 8% each with) that of the dynamic program and at the same time heuristic ran at least twice faster compared to the dynamic program.
Unsupervised Feature Selection by Heuristic Search with Provable Bounds on Suboptimality
Arai, Hiromasa (The University of Texas at Dallas) | Maung, Crystal (The University of Texas at Dallas) | Xu, Ke (The University of Texas at Dallas) | Schweitzer, Haim (The University of Texas at Dallas)
Identifying a small number of features that can represent the data is a known problem that comes up in areas such as machine learning, knowledge representation, data mining, and numerical linear algebra. Computing an optimal solution is believed to be NP-hard, and there is extensive work on approximation algorithms. Classic approaches exploit the algebraic structure of the underlying matrix, while more recent approaches use randomization. An entirely different approach that uses the A* heuristic search algorithm to find an optimal solution was recently proposed. Not surprisingly it is limited to effectively selecting only a small number of features. We propose a similar approach related to the Weighted A* algorithm. This gives algorithms that are not guaranteed to find an optimal solution but run much faster than the A* approach, enabling effective selection of many features from large datasets. We demonstrate experimentally that these new algorithms are more accurate than the current state-of-the-art while still being practical. Furthermore, they come with an adjustable guarantee on how different their error may be from the smallest possible (optimal) error. Their accuracy can always be increased at the expense of a longer running time.
Optimizing Personalized Email Filtering Thresholds to Mitigate Sequential Spear Phishing Attacks
Zhao, Mengchen (Nanyang Technological University) | An, Bo (Nanyang Technological University) | Kiekintveld, Christopher (University of Texas at El Paso)
Highly targeted spear phishing attacks are increasingly common, and have been implicated in many major security breeches. Email filtering systems are the first line of defense against such attacks. These filters are typically configured with uniform thresholds for deciding whether or not to allow a message to be delivered to a user. However, users have very significant differences in both their susceptibility to phishing attacks as well as their access to critical information and credentials that can cause damage. Recent work has considered setting personalized thresholds for individual users based on a Stackelberg game model. We consider two important extensions of the previous model. First, in our model user values can be substitutable, modeling cases where multiple users provide access to the same information or credential. Second, we consider attackers who make sequential attack plans based on the outcome of previous attacks. Our analysis starts from scenarios where there is only one credential and then extends to more general scenarios with multiple credentials. For single-credential scenarios, we demonstrate that the optimal defense strategy can be found by solving a binary combinatorial optimization problem called PEDS. For multiple-credential scenarios, we formulate it as a bilevel optimization problem for finding the optimal defense strategy and then reduce it to a single level optimization problem called PEMS using complementary slackness conditions. Experimental results show that both PEDS and PEMS lead to significant higher defender utilities than two existing benchmarks in different parameter settings. Also, both PEDS and PEMS are more robust than the existing benchmarks considering uncertainties.
Quantitative Extensions of the Condorcet Jury Theorem with Strategic Agents
Xia, Lirong (Rensselaer Polytechnic Institute)
The Condorcet Jury Theorem justifies the wisdom of crowds and lays the foundations of the ideology of the democratic regime. However, the Jury Theorem and most of its extensions focus on two alternatives and none of them quantitatively evaluate the effect of agentsโ strategic behavior on the mechanismโs truth-revealing power. We initiate a research agenda of quantitatively extend- ing the Jury Theorem with strategic agents by characterizing the price of anarchy (PoA) and the price of stability (PoS) of the common interest Bayesian voting games for three classes of mechanisms: plurality, MAPs, and the mechanisms that satisfy anonymity, neutrality, and strategy-proofness (w.r.t. a set of natural probabil- ity models). We show that while plurality and MAPs have better best-case truth-revealing power (lower PoS), the third class of mechanisms are more robust against agentsโ strategic behavior (lower PoA).
Computing Rational Decisions In Extensive Games With Limited Foresight
Turrini, Paolo (Imperial College London)
We introduce a class of extensive form games whereplayers might not be able to foresee the possible consequences of their decisions and form a model of theiropponents which they exploit to achieve a more profitable outcome. We improve upon existing models ofgames with limited foresight, endowing players with theability of higher order reasoning and proposing a novelsolution concept to address intuitions coming from realgame play. We analyse the resulting equilibria, devisingan effective procedure to compute them.
Optimal Aggregation of Uncertain Preferences
Procaccia, Ariel D. (Carnegie Mellon University) | Shah, Nisarg (Carnegie Mellon University)
A paradigmatic problem in social choice theory deals with the aggregation of subjective preferences of individuals --- represented as rankings of alternatives --- into a social ranking. We are interested in settings where individuals are uncertain about their own preferences, and represent their uncertainty as distributions over rankings. Under the classic objective of minimizing the (expected) sum of Kendall tau distances between the input rankings and the output ranking, we establish that preference elicitation is surprisingly straightforward and near-optimal solutions can be obtained in polynomial time. We show, both in theory and using real data, that ignoring uncertainty altogether can lead to suboptimal outcomes.
Preferences Single-Peaked on Nice Trees
Peters, Dominik (University of Oxford) | Elkind, Edith (University of Oxford )
Preference profiles that are single-peaked on trees enjoy desirable properties: they admit a Condorcet winner (Demange 1982), and there are hard voting problems that become tractable on this domain (Yu et al., 2013). Trick (1989) proposed a polynomial-time algorithm that finds some tree with respect to which a given preference profile is single-peaked. However, some voting problems are only known to be easy for profiles that are single-peaked on "nice" trees, and Trick's algorithm provides no guarantees on the properties of the tree that it outputs. To overcome this issue, we build on the work of Trick and Yu et al. to develop a structural approach that enables us to compactly represent all trees with respect to which a given profile is single-peaked. We show how to use this representation to efficiently find the "best" tree for a given profile, according to a number of criteria; for other criteria, we obtain NP-hardness results. In particular, we show that it is NP-hard to decide whether an input profile is single-peaked with respect to a given tree. To demonstrate the applicability of our framework, we use it to identify a new class of profiles that admit an efficient algorithm for a popular variant of the Chamberlin-Courant rule.
Graphical Hedonic Games of Bounded Treewidth
Peters, Dominik (University of Oxford)
Hedonic games are a well-studied model of coalition formation, in which selfish agents are partitioned into disjoint sets and agents care about the make-up of the coalition they end up in. The computational problems of finding stable, optimal, or fair outcomes tend to be computationally intractable in even severely restricted instances of hedonic games. We introduce the notion of a graphical hedonic game and show that, in contrast, on classes of graphical hedonic games whose underlying graphs are of bounded treewidth and degree, such problems become easy. In particular, problems that can be specified through quantification over agents, coalitions, and (connected) partitions can be decided in linear time. The proof is by reduction to monadic second order logic. We also provide faster algorithms in special cases, and show that the extra condition of the degree bound cannot be dropped. Finally, we note that the problem of allocating indivisible goods can be modelled as a hedonic game, so that our results imply tractability of finding fair and efficient allocations on appropriately restricted instances.