Constraint-Based Reasoning
Integrating Symbolic Reasoning into Neural Generative Models for Design Generation
Jacobson, Maxwell Joseph, Xue, Yexiang
Design generation requires tight integration of neural and symbolic reasoning, as good design must meet explicit user needs and honor implicit rules for aesthetics, utility, and convenience. Current automated design tools driven by neural networks produce appealing designs, but cannot satisfy user specifications and utility requirements. Symbolic reasoning tools, such as constraint programming, cannot perceive low-level visual information in images or capture subtle aspects such as aesthetics. We introduce the Spatial Reasoning Integrated Generator (SPRING) for design generation. SPRING embeds a neural and symbolic integrated spatial reasoning module inside the deep generative network. The spatial reasoning module decides the locations of objects to be generated in the form of bounding boxes, which are predicted by a recurrent neural network and filtered by symbolic constraint satisfaction. Embedding symbolic reasoning into neural generation guarantees that the output of SPRING satisfies user requirements. Furthermore, SPRING offers interpretability, allowing users to visualize and diagnose the generation process through the bounding boxes. SPRING is also adept at managing novel user specifications not encountered during its training, thanks to its proficiency in zero-shot constraint transfer. Quantitative evaluations and a human study reveal that SPRING outperforms baseline generative models, excelling in delivering high design quality and better meeting user specifications.
Online Learning under Adversarial Nonlinear Constraints
Kolev, Pavel, Martius, Georg, Muehlebach, Michael
In many applications, learning systems are required to process continuous non-stationary data streams. We study this problem in an online learning framework and propose an algorithm that can deal with adversarial time-varying and nonlinear constraints. As we show in our work, the algorithm called Constraint Violation Velocity Projection (CVV-Pro) achieves $\sqrt{T}$ regret and converges to the feasible set at a rate of $1/\sqrt{T}$, despite the fact that the feasible set is slowly time-varying and a priori unknown to the learner. CVV-Pro only relies on local sparse linear approximations of the feasible set and therefore avoids optimizing over the entire set at each iteration, which is in sharp contrast to projected gradients or Frank-Wolfe methods. We also empirically evaluate our algorithm on two-player games, where the players are subjected to a shared constraint.
Data-Driven Minimax Optimization with Expectation Constraints
Yang, Shuoguang, Li, Xudong, Lan, Guanghui
Attention to data-driven optimization approaches, including the well-known stochastic gradient descent method, has grown significantly over recent decades, but data-driven constraints have rarely been studied, because of the computational challenges of projections onto the feasible set defined by these hard constraints. In this paper, we focus on the non-smooth convex-concave stochastic minimax regime and formulate the data-driven constraints as expectation constraints. The minimax expectation constrained problem subsumes a broad class of real-world applications, including two-player zero-sum game and data-driven robust optimization. We propose a class of efficient primal-dual algorithms to tackle the minimax expectation-constrained problem, and show that our algorithms converge at the optimal rate of $\mathcal{O}(\frac{1}{\sqrt{N}})$. We demonstrate the practical efficiency of our algorithms by conducting numerical experiments on large-scale real-world applications.
Progressive Neural Compression for Adaptive Image Offloading under Timing Constraints
Wang, Ruiqi, Liu, Hanyang, Qiu, Jiaming, Xu, Moran, Guerin, Roch, Lu, Chenyang
IoT devices are increasingly the source of data for machine learning (ML) applications running on edge servers. Data transmissions from devices to servers are often over local wireless networks whose bandwidth is not just limited but, more importantly, variable. Furthermore, in cyber-physical systems interacting with the physical environment, image offloading is also commonly subject to timing constraints. It is, therefore, important to develop an adaptive approach that maximizes the inference performance of ML applications under timing constraints and the resource constraints of IoT devices. In this paper, we use image classification as our target application and propose progressive neural compression (PNC) as an efficient solution to this problem. Although neural compression has been used to compress images for different ML applications, existing solutions often produce fixed-size outputs that are unsuitable for timing-constrained offloading over variable bandwidth. To address this limitation, we train a multi-objective rateless autoencoder that optimizes for multiple compression rates via stochastic taildrop to create a compression solution that produces features ordered according to their importance to inference performance. Features are then transmitted in that order based on available bandwidth, with classification ultimately performed using the (sub)set of features received by the deadline. We demonstrate the benefits of PNC over state-of-the-art neural compression approaches and traditional compression methods on a testbed comprising an IoT device and an edge server connected over a wireless network with varying bandwidth.
Online Constraint Tightening in Stochastic Model Predictive Control: A Regression Approach
Capone, Alexandre, Brüdigam, Tim, Hirche, Sandra
Solving chance-constrained stochastic optimal control problems is a significant challenge in control. This is because no analytical solutions exist for up to a handful of special cases. A common and computationally efficient approach for tackling chance-constrained stochastic optimal control problems consists of reformulating the chance constraints as hard constraints with a constraint-tightening parameter. However, in such approaches, the choice of constraint-tightening parameter remains challenging, and guarantees can mostly be obtained assuming that the process noise distribution is known a priori. Moreover, the chance constraints are often not tightly satisfied, leading to unnecessarily high costs. This work proposes a data-driven approach for learning the constraint-tightening parameters online during control. To this end, we reformulate the choice of constraint-tightening parameter for the closed-loop as a binary regression problem. We then leverage a highly expressive \gls{gp} model for binary regression to approximate the smallest constraint-tightening parameters that satisfy the chance constraints. By tuning the algorithm parameters appropriately, we show that the resulting constraint-tightening parameters satisfy the chance constraints up to an arbitrarily small margin with high probability. Our approach yields constraint-tightening parameters that tightly satisfy the chance constraints in numerical experiments, resulting in a lower average cost than three other state-of-the-art approaches.
Route Design in Sheepdog System--Traveling Salesman Problem Formulation and Evolutionary Computation Solution--
Imahayashi, Wataru, Tsunoda, Yusuke, Ogura, Masaki
In this study, we consider the guidance control problem of the sheepdog system, which involves the guidance of the flock using the characteristics of the sheepdog and sheep. Sheepdog systems require a strategy to guide sheep agents to a target value using a small number of sheepdog agents, and various methods have been proposed. Previous studies have proposed a guidance control law to guide a herd of sheep reliably, but the movement distance of a sheepdog required for guidance has not been considered. Therefore, in this study, we propose a novel guidance algorithm in which a supposedly efficient route for guiding a flock of sheep is designed via Traveling Salesman Problem and evolutionary computation. Numerical simulations were performed to confirm whether sheep flocks could be guided and controlled using the obtained guidance routes. We specifically revealed that the proposed method reduces both the guidance failure rate and the guidance distance.
Safe and Robust Robot Behavior Planning via Constraint Programming
The safe operation of an autonomous system is a complex endeavor, one pivotal element being its decision-making. Decision-making logic can formally be analyzed using model checking or other formal verification approaches. Yet, the non-deterministic nature of realistic environments makes these approaches rather troublesome and often impractical. Constraint-based planning approaches such as Tumato have been shown to be capable of generating policies for a system to reach a stated goal and abiding safety constraints, with guarantees of soundness and completeness by construction. However, uncertain outcomes of actions in the environment are not explicitly modeled or accounted for, severely limiting the expressiveness of Tumato. In this work, we extend Tumato with support for non-deterministic outcomes of actions. Actions have a specific intended result yet can be modeled to have alternative outcomes that may realistically occur. The adapted solver generates a policy that enables reaching the goals in a safe manner, even when alternative outcomes of actions occur. Furthermore, we introduce a purely declarative way of defining safety in Tumato, increasing its expressiveness. Finally, the addition of cost or duration values to actions enables the solver to restore safety when necessary, in the most preferred way.
Towards Automatic Design of Factorio Blueprints
Patterson, Sean, Espasa, Joan, Chang, Mun See, Hoffmann, Ruth
Factorio is a 2D construction and management simulation video game about building automated factories to produce items of increasing complexity. A core feature of the game is its blueprint system, which allows players to easily save and replicate parts of their designs. Blueprints can reproduce any layout of objects in the game, but are typically used to encapsulate a complex behaviour, such as the production of a non-basic object. Once created, these blueprints are then used as basic building blocks, allowing the player to create a layer of abstraction. The usage of blueprints not only eases the expansion of the factory but also allows the sharing of designs with the game's community. The layout in a blueprint can be optimised using various criteria, such as the total space used or the final production throughput. The design of an optimal blueprint is a hard combinatorial problem, interleaving elements of many well-studied problems such as bin-packing, routing or network design. This work presents a new challenging problem and explores the feasibility of a constraint model to optimise Factorio blueprints, balancing correctness, optimality, and performance.
Learning a Generic Value-Selection Heuristic Inside a Constraint Programming Solver
Marty, Tom, François, Tristan, Tessier, Pierre, Gauthier, Louis, Rousseau, Louis-Martin, Cappart, Quentin
Constraint programming is known for being an efficient approach for solving combinatorial problems. Important design choices in a solver are the branching heuristics, which are designed to lead the search to the best solutions in a minimum amount of time. However, developing these heuristics is a time-consuming process that requires problem-specific expertise. This observation has motivated many efforts to use machine learning to automatically learn efficient heuristics without expert intervention. To the best of our knowledge, it is still an open research question. Although several generic variable-selection heuristics are available in the literature, the options for a generic value-selection heuristic are more scarce. In this paper, we propose to tackle this issue by introducing a generic learning procedure that can be used to obtain a value-selection heuristic inside a constraint programming solver. This has been achieved thanks to the combination of a deep Q-learning algorithm, a tailored reward signal, and a heterogeneous graph neural network architecture. Experiments on graph coloring, maximum independent set, and maximum cut problems show that our framework is able to find better solutions close to optimality without requiring a large amounts of backtracks while being generic.
On Grid Graph Reachability and Puzzle Games
Bofill, Miquel, Borralleras, Cristina, Espasa, Joan, Villaret, Mateu
Many puzzle video games, like Sokoban, involve moving some agent in a maze. The reachable locations are usually apparent for a human player, and the difficulty of the game is mainly related to performing actions on objects, such as pushing (reachable) boxes. For this reason, the difficulty of a particular level is often measured as the number of actions on objects, other than agent walking, needed to find a solution. In this paper we study CP and SAT approaches for solving these kind of problems. We review some reachability encodings and propose a new one. We empirically show that the new encoding is well-suited for solving puzzle problems in the planning as SAT paradigm, especially when considering the execution of several actions in parallel.