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 Problem Solving


Machines can now finish the Rubik's Cube without human help

#artificialintelligence

OK, let's break this down. The Rubik's Cube is pretty difficult, right? But you'd imagine it might be pretty easy for an artificial intelligence to break down and solve consistently, right? Creating an algorithm that can solve the Rubik's Cube is relatively simple -- the kind of algorithms that allow AI to beat humans at chess or Go or even DOTA 2! But creating a machine that can solve the Rubik's Cube without algorithms hand-crafted by human beings? Stephen McAleer and his colleagues at the University of California think they have solved the problem, with a process called "autodidactic iteration". Autodidactic iteration: McAleer and his team call it a "novel reinforcement learning algorithm that is able to teach itself how to solve the Rubik's Cube with no human assistance."


Machine Learning Can Solve Rubik's Cubes Now

#artificialintelligence

Deep-learning machines have figured out how to master games like chess or Mortal Kombat. Now, computer scientists at the University of California, Irvine taken things to the third dimension by creating an algorithm that can figure out how to solve a Rubik's Cube, a surprisingly difficult change. "Our algorithm is able to solve 100 percent of randomly scrambled cubes while achieving a median solve length of 30 moves - less than or equal to solvers that employ human domain knowledge," say the scientists in the abstract to their paper, up on Arvix. The algorithm, called DeepCube, uses what's known as "autodidactic iteration," a form of machine learning developed by the authors of the paper. The big challenge of autodidactic iteration was to allow machines to find their own rewards in solving a puzzle, a goal they can reach.


A machine has figured out Rubik's Cube all by itself

#artificialintelligence

The Rubik's Cube is a three-dimensional puzzle developed in 1974 by the Hungarian inventor Erno Rubik, the object being to align all squares of the same color on the same face of the cube. It became an international best-selling toy and sold over 350 million units. The puzzle has also attracted considerable interest from computer scientists and mathematicians. One question that has intrigued them is the smallest number of moves needed to solve it from any position. The answer, proved in 2014, turns out to be 26.


Multimodal Grounding for Language Processing

arXiv.org Artificial Intelligence

This survey discusses how recent developments in multimodal processing facilitate conceptual grounding of language. We categorize the information flow in multimodal processing with respect to cognitive models of human information processing and analyze different methods for combining multimodal representations. Based on this methodological inventory, we discuss the benefit of multimodal grounding for a variety of language processing tasks and the challenges that arise. We particularly focus on multimodal grounding of verbs which play a crucial role for the compositional power of language.


A machine has figured out Rubik's Cube all by itself

#artificialintelligence

The Rubik's Cube is a three-dimensional puzzle developed in 1974 by the Hungarian inventor Erno Rubik, the object being to align all squares of the same color on the same face of the cube. It became an international best-selling toy and sold over 350 million units. The puzzle has also attracted considerable interest from computer scientists and mathematicians. One question that has intrigued them is the smallest number of moves needed to solve it from any position. The answer, proved in 2014, turns out to be 26.


Machine Learning Finally Tackles the Rubik's Cube

#artificialintelligence

Deep-learning machines have figured out how to master games like chess or Mortal Kombat. Now, computer scientists at the University of California, Irvine taken things to the third dimension by creating an algorithm that can figure out how to solve a Rubik's Cube, a surprisingly difficult change. "Our algorithm is able to solve 100 percent of randomly scrambled cubes while achieving a median solve length of 30 moves -- less than or equal to solvers that employ human domain knowledge," say the scientists in the abstract to their paper, up on Arvix. The algorithm, called DeepCube, uses what's known as "autodidactic iteration," a form of machine learning developed by the authors of the paper. The big challenge of autodidactic iteration was to allow machines to find their own rewards in solving a puzzle, a goal they can reach.


Learning to Speed Up Structured Output Prediction

arXiv.org Machine Learning

Predicting structured outputs can be computationally onerous due to the combinatorially large output spaces. In this paper, we focus on reducing the prediction time of a trained black-box structured classifier without losing accuracy. To do so, we train a speedup classifier that learns to mimic a black-box classifier under the learning-to-search approach. As the structured classifier predicts more examples, the speedup classifier will operate as a learned heuristic to guide search to favorable regions of the output space. We present a mistake bound for the speedup classifier and identify inference situations where it can independently make correct judgments without input features. We evaluate our method on the task of entity and relation extraction and show that the speedup classifier outperforms even greedy search in terms of speed without loss of accuracy.


Learning Continuous Hierarchies in the Lorentz Model of Hyperbolic Geometry

arXiv.org Artificial Intelligence

We are concerned with the discovery of hierarchical relationships from large-scale unstructured similarity scores. For this purpose, we study different models of hyperbolic space and find that learning embeddings in the Lorentz model is substantially more efficient than in the Poincar\'e-ball model. We show that the proposed approach allows us to learn high-quality embeddings of large taxonomies which yield improvements over Poincar\'e embeddings, especially in low dimensions. Lastly, we apply our model to discover hierarchies in two real-world datasets: we show that an embedding in hyperbolic space can reveal important aspects of a company's organizational structure as well as reveal historical relationships between language families.


Solving Large Problems with Heuristic Search: General-Purpose Parallel External-Memory Search

Journal of Artificial Intelligence Research

Classic best-first heuristic search algorithms, like A*, record every unique state they encounter in RAM, making them infeasible for solving large problems. In this paper, we demonstrate how best-first search can be scaled to solve much larger problems by exploiting disk storage and parallel processing and, in some cases, slightly relaxing the strict best-first node expansion order. Some previous disk-based search algorithms abandon best-first search order in an attempt to increase efficiency. We present two case studies showing that A*, when augmented with Delayed Duplicate Detection, can actually be more efficient than these non-best-first search orders. First, we present a straightforward external variant of A*, called PEDAL, that slightly relaxes best-first order in order to be I/O efficient in both theory and practice, even on problems featuring real-valued node costs. Because it is easy to parallelize, PEDAL can be faster than in-memory IDA* even on domains with few duplicate states, such as the sliding-tile puzzle. Second, we present a variant of PEDAL, called PE2A*, that uses partial expansion to handle problems that have large branching factors. When tested on the problem of Multiple Sequence Alignment, PE2A* is the first algorithm capable of solving the entire Reference Set 1 of the standard BAliBASE benchmark using a biologically accurate cost function. This work shows that classic best-first algorithms like A* can be applied to large real-world problems. We also provide a detailed implementation guide with source code both for generic parallel disk-based best-first search and for Multiple Sequence Alignment with a biologically accurate cost function. Given its effectiveness as a general-purpose problem-solving method, we hope that this makes parallel and disk-based search accessible to a wider audience.


MEBN-RM: A Mapping between Multi-Entity Bayesian Network and Relational Model

arXiv.org Machine Learning

Multi-Entity Bayesian Network (MEBN) is a knowledge representation formalism combining Bayesian Networks (BN) with First-Order Logic (FOL). MEBN has sufficient expressive power for general-purpose knowledge representation and reasoning. Developing a MEBN model to support a given application is a challenge, requiring definition of entities, relationships, random variables, conditional dependence relationships, and probability distributions. When available, data can be invaluable both to improve performance and to streamline development. By far the most common format for available data is the relational database (RDB). Relational databases describe and organize data according to the Relational Model (RM). Developing a MEBN model from data stored in an RDB therefore requires mapping between the two formalisms. This paper presents MEBN-RM, a set of mapping rules between key elements of MEBN and RM. We identify links between the two languages (RM and MEBN) and define four levels of mapping from elements of RM to elements of MEBN. These definitions are implemented in the MEBN-RM algorithm, which converts a relational schema in RM to a partial MEBN model. Through this research, the software has been released as a MEBN-RM open-source software tool. The method is illustrated through two example use cases using MEBN-RM to develop MEBN models: a Critical Infrastructure Defense System and a Smart Manufacturing System.