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Anytime Heuristic Search

arXiv.org Artificial Intelligence

We describe how to convert the heuristic search algorithm A* into an anytime algorithm that finds a sequence of improved solutions and eventually converges to an optimal solution. The approach we adopt uses weighted heuristic search to find an approximate solution quickly, and then continues the weighted search to find improved solutions as well as to improve a bound on the suboptimality of the current solution. When the time available to solve a search problem is limited or uncertain, this creates an anytime heuristic search algorithm that allows a flexible tradeoff between search time and solution quality. We analyze the properties of the resulting Anytime A* algorithm, and consider its performance in three domains; sliding-tile puzzles, STRIPS planning, and multiple sequence alignment. To illustrate the generality of this approach, we also describe how to transform the memory-efficient search algorithm Recursive Best-First Search (RBFS) into an anytime algorithm.


Resource Allocation Among Agents with MDP-Induced Preferences

arXiv.org Artificial Intelligence

Allocating scarce resources among agents to maximize global utility is, in general, computationally challenging. We focus on problems where resources enable agents to execute actions in stochastic environments, modeled as Markov decision processes (MDPs), such that the value of a resource bundle is defined as the expected value of the optimal MDP policy realizable given these resources. We present an algorithm that simultaneously solves the resource-allocation and the policy-optimization problems. This allows us to avoid explicitly representing utilities over exponentially many resource bundles, leading to drastic (often exponential) reductions in computational complexity. We then use this algorithm in the context of self-interested agents to design a combinatorial auction for allocating resources. We empirically demonstrate the effectiveness of our approach by showing that it can, in minutes, optimally solve problems for which a straightforward combinatorial resource-allocation technique would require the agents to enumerate up to 2^100 resource bundles and the auctioneer to solve an NP-complete problem with an input of that size.


Semantic Matchmaking as Non-Monotonic Reasoning: A Description Logic Approach

arXiv.org Artificial Intelligence

Matchmaking arises when supply and demand meet in an electronic marketplace, or when agents search for a web service to perform some task, or even when recruiting agencies match curricula and job profiles. In such open environments, the objective of a matchmaking process is to discover best available offers to a given request. We address the problem of matchmaking from a knowledge representation perspective, with a formalization based on Description Logics. We devise Concept Abduction and Concept Contraction as non-monotonic inferences in Description Logics suitable for modeling matchmaking in a logical framework, and prove some related complexity results. We also present reasonable algorithms for semantic matchmaking based on the devised inferences, and prove that they obey to some commonsense properties. Finally, we report on the implementation of the proposed matchmaking framework, which has been used both as a mediator in e-marketplaces and for semantic web services discovery.


An Algebraic Graphical Model for Decision with Uncertainties, Feasibilities, and Utilities

arXiv.org Artificial Intelligence

Numerous formalisms and dedicated algorithms have been designed in the last decades to model and solve decision making problems. Some formalisms, such as constraint networks, can express "simple" decision problems, while others are designed to take into account uncertainties, unfeasible decisions, and utilities. Even in a single formalism, several variants are often proposed to model different types of uncertainty (probability, possibility...) or utility (additive or not). In this article, we introduce an algebraic graphical model that encompasses a large number of such formalisms: (1) we first adapt previous structures from Friedman, Chu and Halpern for representing uncertainty, utility, and expected utility in order to deal with generic forms of sequential decision making; (2) on these structures, we then introduce composite graphical models that express information via variables linked by "local" functions, thanks to conditional independence; (3) on these graphical models, we finally define a simple class of queries which can represent various scenarios in terms of observabilities and controllabilities. A natural decision-tree semantics for such queries is completed by an equivalent operational semantics, which induces generic algorithms. The proposed framework, called the Plausibility-Feasibility-Utility (PFU) framework, not only provides a better understanding of the links between existing formalisms, but it also covers yet unpublished frameworks (such as possibilistic influence diagrams) and unifies formalisms such as quantified boolean formulas and influence diagrams. Our backtrack and variable elimination generic algorithms are a first step towards unified algorithms.


Understanding Algorithm Performance on an Oversubscribed Scheduling Application

arXiv.org Artificial Intelligence

The best performing algorithms for a particular oversubscribed scheduling application, Air Force Satellite Control Network (AFSCN) scheduling, appear to have little in common. Yet, through careful experimentation and modeling of performance in real problem instances, we can relate characteristics of the best algorithms to characteristics of the application. In particular, we find that plateaus dominate the search spaces (thus favoring algorithms that make larger changes to solutions) and that some randomization in exploration is critical to good performance (due to the lack of gradient information on the plateaus). Based on our explanations of algorithm performance, we develop a new algorithm that combines characteristics of the best performers; the new algorithms performance is better than the previous best. We show how hypothesis driven experimentation and search modeling can both explain algorithm performance and motivate the design of a new algorithm.


Auctions with Severely Bounded Communication

arXiv.org Artificial Intelligence

We study auctions with severe bounds on the communication allowed: each bidder may only transmit t bits of information to the auctioneer. We consider both welfare- and profit-maximizing auctions under this communication restriction. For both measures, we determine the optimal auction and show that the loss incurred relative to unconstrained auctions is mild. We prove non-surprising properties of these kinds of auctions, e.g., that in optimal mechanisms bidders simply report the interval in which their valuation lies in, as well as some surprising properties, e.g., that asymmetric auctions are better than symmetric ones and that multi-round auctions reduce the communication complexity only by a linear factor.


Toward a Classification of Finite Partial-Monitoring Games

arXiv.org Machine Learning

Partial-monitoring games constitute a mathematical framework for sequential decision making problems with imperfect feedback: The learner repeatedly chooses an action, opponent responds with an outcome, and then the learner suffers a loss and receives a feedback signal, both of which are fixed functions of the action and the outcome. The goal of the learner is to minimize his total cumulative loss. We make progress towards the classification of these games based on their minimax expected regret. Namely, we classify almost all games with two outcomes and finite number of actions: We show that their minimax expected regret is either zero, $\widetilde{\Theta}(\sqrt{T})$, $\Theta(T^{2/3})$, or $\Theta(T)$ and we give a simple and efficiently computable classification of these four classes of games. Our hope is that the result can serve as a stepping stone toward classifying all finite partial-monitoring games.


Ground Metric Learning

arXiv.org Machine Learning

We consider in this paper the problem of supervised metric learning on normalized histograms. Normalized histograms arise frequently in natural language processing, computer vision, bioinformatics and more generally areas involving complex datatypes. Objects of interest in such areas are usually simplified and each represented as a bag of smaller features. The occurrence frequencies of each of these features in the considered object can then be represented as a histogram. For instance, the representation of images as histograms of pixel colors, SIFT or GIST features (Lowe 1 1999, Oliva and Torralba 2001, Douze et al. 2009); texts as bags-of-words or topic allocations (Joachims 2002, Blei et al. 2003, Blei and Lafferty 2009); sequences as n-grams counts (Leslie et al. 2002) and graphs as histograms of subgraphs (Kashima et al. 2003) all follow this principle. Various distances have been proposed in the statistics and machine learning literatures to compare two histograms(Deza and Deza 2009,§14), (Rachev 1991). Our focus is in this paper is on the family of transportation distances, which is both well motivated theoretically (Villani 2003, §7), (Rachev 1991, §5) and works well empirically (Rubner et al. 1997; 2000, Pele and Werman 2009). Transportation distances are particularly popular in computer vision, where, after the influential work of Rubner et al. (1997), they were called Earth Mover's Distances (EMD). Transportation distances in machine learning can be thought of as metadistances that build upon a metric on the features to form a distance on histograms of features.


Instant Replay: Investigating statistical Analysis in Sports

arXiv.org Artificial Intelligence

Technology has had an unquestionable impact on the way people watch sports. Along with this technological evolution has come a higher standard to ensure a good viewing experience for the casual sports fan. It can be argued that the pervasion of statistical analysis in sports serves to satiate the fan's desire for detailed sports statistics. The goal of statistical analysis in sports is a simple one: to eliminate subjective analysis. In this paper, we review previous work that attempts to analyze various aspects in sports by using ideas from Markov Chains, Bayesian Inference and Markov Chain Monte Carlo (MCMC) methods. The unifying goal of these works is to achieve an accurate representation of the player's ability, the sport, or the environmental effects on the player's performance. With the prevalence of cheap computation, it is possible that using techniques in Artificial Intelligence could improve the result of statistical analysis in sport. This is best illustrated when evaluating football using Neuro Dynamic Programming, a Control Theory paradigm heavily based on theory in Stochastic processes. The results from this method suggest that statistical analysis in sports may benefit from using ideas from the area of Control Theory or Machine Learning


Performance Bounds for Lambda Policy Iteration and Application to the Game of Tetris

arXiv.org Artificial Intelligence

We consider the discrete-time infinite-horizon optimal control problem formalized by Markov Decision Processes (Puterman, 1994; Bertsekas and Tsitsiklis, 1996). We revisit the work of Bertsekas and Ioffe (1996), that introduced λ Policy Iteration, a family of algorithms parameterized by λ that generalizes the standard algorithms Value Iteration and Policy Iteration, and has some deep connections with the Temporal Differences algorithm TD(λ) described by Sutton and Barto (1998). We deepen the original theory developped by the authors by providing convergence rate bounds which generalize standard bounds for Value Iteration described for instance by Puterman (1994). Then, the main contribution of this paper is to develop the theory of this algorithm when it is used in an approximate form and show that this is sound. Doing so, we extend and unify the separate analyses developped by Munos for Approximate Value Iteration (Munos, 2007) and Approximate Policy Iteration (Munos, 2003). Eventually, we revisit the use of this algorithm in the training of a Tetris playing controller as originally done by Bertsekas and Ioffe (1996). We provide an original performance bound that can be applied to such an undiscounted control problem. Our empirical results are different from those of Bertsekas and Ioffe (which were originally qualified as "paradoxical" and "intriguing"), and much more conform to what one would expect from a learning experiment. We discuss the possible reason for such a difference.