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Isomorph-Free Branch and Bound Search for Finite State Controllers

AAAI Conferences

The recent proliferation of smart-phones and other wearable devices has lead to a surge of new mobile applications. Partially observable Markov decision processes provide a natural framework to design applications that continuously make decisions based on noisy sensor measurements. However, given the limited battery life, there is a need to minimize the amount of online computation. This can be achieved by compiling a policy into a finite state controller since there is no need for belief monitoring or online search. In this paper, we propose a new branch and bound technique to search for a good controller. In contrast to many existing algorithms for controllers, our search technique is not subject to local optima. We also show how to reduce the amount of search by avoiding the enumeration of isomorphic controllers and by taking advantage of suitable upper and lower bounds. The approach is demonstrated on several benchmark problems as well as a smart-phone application to assist persons with Alzheimer's to wayfind.


Protein Function Prediction via Laplacian Network Partitioning Incorporating Function Category Correlations

AAAI Conferences

Understanding the molecular mechanisms of life requires decoding the functions of the proteins in an organism. Various high-throughput experimental techniques have been developed to characterize biological systems at the genome scale. A fundamental challenge of the post-genomic era is to assign biological functions to all the proteins encoded by the genome using high-throughput biological data. To address this challenge, we propose a novel Laplacian Network Partitioning incorporating function category Correlations (LNPC) method to predict protein function on proteinprotein interaction (PPI) networks by optimizing a Laplacian based quotient objective function that seeks the optimal network configuration to maximize consistent function assignments over edges on the whole graph. Unlike the existing approaches that have no unique optimization solutions, our optimization problem has unique global solution by eigen-decomposition methods. The correlations among protein function categories are quantified and incorporated into a correlated protein affinity graph which is integrated into the PPI graph to significantly improve the protein function prediction accuracy. We apply our new method to the BioGRID dataset for the Saccharomyces Cerevisiae species using the MIPS annotation scheme. Our new method outperforms other related state-of-the-art approaches more than 63% by the average precision of function prediction and 53% by the average F1 score.


Employing Batch Reinforcement Learning to Control Gene Regulation Without Explicitly Constructing Gene Regulatory Networks

AAAI Conferences

The goal of controlling a gene regulatory network (GRN) is to generate an intervention strategy, i.e., a control policy, such that by applying the policy the system will avoid undesirable states. In this work, we propose a method to control GRNs by using Batch Mode Reinforcement Learning (Batch RL). Our idea is based on the fact that time series gene expression data can actually be interpreted as a sequence of experience tuples collected from the environment. Existing studies on this control task try to infer a model using gene expression data and then calculate a control policy over the constructed model. However, we propose a method that can directly use the available gene expression data to obtain an approximated control policy for gene regulation that avoids the time consuming model building phase. Results show that we can obtain policies for gene regulation systems of several thousands of genes just in several seconds while existing solutions get stuck for even tens of genes. Interestingly, the reported results also show that our method produces policies that are almost as good as the ones generated by existing model dependent methods.


Adaptive Error-Correcting Output Codes

AAAI Conferences

Error-correcting output codes (ECOC) are a successful technique to combine a set of binary classifiers for multi-class learning problems. However, in traditional ECOC framework, all the base classifiers are trained independently according to the defined ECOC matrix. In this paper, we reformulate the ECOC models from the perspective of multi-task learning, where the binary classifiers are learned in a common subspace of data. This novel model can be considered as an adaptive generalization of the traditional ECOC framework. It simultaneously optimizes the representation of data as well as the binary classifiers. More importantly, it builds a bridge between the ECOC framework and multi-task learning for multi-class learning problems. To deal with complex data, we also present the kernel extension of the proposed model. Extensive empirical study on 14 data sets from UCI machine learning repository and the USPS handwritten digits recognition application demonstrates the effectiveness and efficiency of our model.


Large Scale Online Kernel Classification

AAAI Conferences

In this work, we present a new framework for large scale online kernel classification, making kernel methods efficient and scalable for large-scale online learning tasks. Unlike the regular budget kernel online learning scheme that usually uses different strategies to bound the number of support vectors, our framework explores a functional approximation approach to approximating a kernel function/matrix in order to make the subsequent online learning task efficient and scalable. Specifically, we present two different online kernel machine learning algorithms: (i) the Fourier Online Gradient Descent (FOGD) algorithm that applies the random Fourier features for approximating kernel functions; and (ii) the Nystrom Online Gradient Descent (NOGD) algorithm that applies the Nystrom method to approximate large kernel matrices. We offer theoretical analysis of the proposed algorithms, and conduct experiments for large-scale online classification tasks with some data set of over 1 million instances. Our encouraging results validate the effectiveness and efficiency of the proposed algorithms, making them potentially more practical than the family of existing budget kernel online learning approaches.


Active Learning for Teaching a Robot Grounded Relational Symbols

AAAI Conferences

We investigate an interactive teaching scenario, where a human teaches a robot symbols which abstract the geometric properties of objects. There are multiple motivations for this scenario: First, state-of-the-art methods for relational reinforcement learning demonstrate that we can learn and employ strongly generalizing abstract models with great success for goal-directed object manipulation. However, these methods rely on given grounded action and state symbols and raise the classical question: Where do the symbols come from? Second, existing research on learning from human-robot interaction has focused mostly on the motion level (e.g., imitation learning). However, if the goal of teaching is to enable the robot to autonomously solve sequential manipulation tasks in a goal-directed manner, the human should have the possibility to teach the relevant abstractions to describe the task and let the robot eventually leverage powerful relational RL methods. In this paper we formalize human-robot teaching of grounded symbols as an active learning problem, where the robot actively generates pick-and-place geometric situations that maximize its information gain about the symbol to be learned. We demonstrate that the learned symbols can be used by a robot in a relational RL framework to learn probabilistic relational rules and use them to solve object manipulation tasks in a goal-directed manner.


Representation and Reasoning about General Solid Rectangles

AAAI Conferences

Entities in two-dimensional space are often approximated using rectangles that are parallel to the two axes that define the space, so-called minimum-bounding rectangles (MBRs). MBRs are popular in Computer Vision and other areas as they are easy to obtain and easy to represent. In the area of Qualitative Spatial Reasoning, many different spatial representations are based on MBRs. Surprisingly, there has been no such representation proposed for general rectangles, i.e., rectangles that can have any angle, nor for general solid rectangles (GSRs) that cannot penetrate each other. GSRs are often used in computer graphics and computer games, such as Angry Birds, where they form the building blocks of more complicated structures. In order to represent and reason about these structures, we need a spatial representation that allows us to use GSRs as the basic spatial entities. In this paper we develop and analyze a qualitative spatial representation for GSRs. We apply our representation and the corresponding reasoning methods to solve a very interesting practical problem: Assuming we want to detect GSRs in computer games, but computer vision can only detect MBRs. How can we infer the GSRs from the given MBRs? We evaluate our solution and test its usefulness in a real gaming scenario.


Minimizing Writes in Parallel External Memory Search

AAAI Conferences

Recent research on external-memory search has shown that disks can be effectively usedas secondary storage when performing large breadth-first searches.We introduce the Write-Minimizing Breadth-First Search (WMBFS) algorithm which is designed to minimizethe number of writes performed in an external-memory BFS. WMBFS is also designed to store the results ofthe BFS for later use.We present the results of a BFS on a single-agent version of Chinese Checkers and the Rubik's Cube edge cubes, state spaceswith about 1 trillion states each. In evaluating against a comparable approach, WMBFS reduces the I/O for the Chinese Checkers domain by over an order of magnitude.In Rubik's cube, in addition to reducing I/O, the search is also 3.5 times faster.Analysis of the results suggests the machine and state-space properties necessary for WMBFS to perform well.


Sufficiency-Based Selection Strategy for MCTS

AAAI Conferences

Monte-Carlo Tree Search (MCTS) has proved a remarkably effective decision mechanism in many different game domains, including computer Go and general game playing (GGP).  However, in GGP, where many disparate games are played, certain type of games have proved to be particularly problematic for MCTS.  One of the problems are game trees with so-called optimistic moves, that is, bad moves that superficially look good but potentially require much simulation effort to prove otherwise.  Such scenarios can be difficult to identify in real time and can lead to suboptimal or even harmful decisions. In this paper we investigate a selection strategy for MCTS to alleviate this problem. The strategy, called sufficiency threshold, concentrates simulation effort better for resolving potential optimistic move scenarios.  The improved strategy is evaluated empirically in an n-arm-bandit test domain for highlighting its properties as well as in a state-of-the-art GGP agent to demonstrate its effectiveness in practice.  The new strategy shows significant improvements in both domains.


On the Complexity of Global Scheduling Constraints under Structural Restrictions

AAAI Conferences

We investigate the computational complexity of two global constraints, CUMULATIVE and INTERDISTANCE. These are key constraints in modeling and solving scheduling problems. Enforcing domain consistency on both is NP-hard. However, restricted versions of these constraints are often sufficient in practice. Some examples include scheduling problems with a large number of similar tasks, or tasks sparsely distributed over time. Another example is runway sequencing problems in air-traffic control, where landing periods have a regular pattern. Such cases can be characterized in terms of structural restrictions on the constraints. We identify a number of such structural restrictions and investigate how they impact the computational complexity of propagating these global constraints. In particular, we prove that such restrictions often make propagation tractable.