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Exploring Explainable Multi-player MCTS-minimax Hybrids in Board Game Using Process Mining

arXiv.org Artificial Intelligence

Monte-Carlo Tree Search (MCTS) is a family of sampling-based search algorithms widely used for online planning in sequential decision-making domains and at the heart of many recent advances in artificial intelligence. Understanding the behavior of MCTS agents is difficult for developers and users due to the frequently large and complex search trees that result from the simulation of many possible futures, their evaluations, and their relationships. This paper presents our ongoing investigation into potential explanations for the decision-making and behavior of MCTS. A weakness of MCTS is that it constructs a highly selective tree and, as a result, can miss crucial moves and fall into tactical traps. Full-width minimax search constitutes the solution. We integrate shallow minimax search into the rollout phase of multi-player MCTS and use process mining technique to explain agents' strategies in 3v3 checkers.


The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games

arXiv.org Artificial Intelligence

This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem. Problems vary from creating levels of different kinds to creating rule sets for simple arcade games. Each problem has its own content representation, control parameters, and evaluation metrics for quality, diversity, and controllability. This benchmark is intended as a first step towards a standardized way of comparing generative algorithms. We use the benchmark to score three baseline algorithms: a random generator, an evolution strategy, and a genetic algorithm. Results show that some problems are easier to solve than others, as well as the impact the chosen objective has on quality, diversity, and controllability of the generated artifacts.


FACETS: Efficient Once-for-all Object Detection via Constrained Iterative Search

arXiv.org Artificial Intelligence

Neural Architecture Search (NAS) for deep learning object detection frameworks typically involves multiple modules, each performing distinct tasks. These modules contribute to a vast search space, resulting in searches that can take several GPU hours or even days, depending on the complexity of the search space. This makes joint optimization both challenging and computationally expensive. Furthermore, satisfying target device constraints across modules adds additional complexity to the optimization process. To address these challenges, we propose \textbf{FACETS}, e\textbf{\underline{F}}ficient Once-for-\textbf{\underline{A}}ll Object Detection via \textbf{\underline{C}}onstrained it\textbf{\underline{E}}ra\textbf{\underline{T}}ive\textbf{\underline{S}}earch, a novel unified iterative NAS method that refines the architecture of all modules in a cyclical manner. FACETS leverages feedback from previous iterations, alternating between fixing one module's architecture and optimizing the others. This approach reduces the overall search space while preserving interdependencies among modules and incorporates constraints based on the target device's computational budget. In a controlled comparison against progressive and single-module search strategies, FACETS achieves architectures with up to $4.75\%$ higher accuracy twice as fast as progressive search strategies in earlier stages, while still being able to achieve a global optimum. Moreover, FACETS demonstrates the ability to iteratively refine the search space, producing better performing architectures over time. The refined search space yields candidates with a mean accuracy up to $27\%$ higher than global search and $5\%$ higher than progressive search methods via random sampling.


Locally minimax optimal and dimension-agnostic discrete argmin inference

arXiv.org Machine Learning

We revisit the discrete argmin inference problem in high-dimensional settings. Given $n$ observations from a $d$ dimensional vector, the goal is to test whether the $r$th component of the mean vector is the smallest among all components. We propose dimension-agnostic tests that maintain validity regardless of how $d$ scales with $n$, and regardless of arbitrary ties in the mean vector. Notably, our validity holds under mild moment conditions, requiring little more than finiteness of a second moment, and permitting possibly strong dependence between coordinates. In addition, we establish the local minimax separation rate for this problem, which adapts to the cardinality of a confusion set, and show that the proposed tests attain this rate. Our method uses the sample splitting and self-normalization approach of Kim and Ramdas (2024). Our tests can be easily inverted to yield confidence sets for the argmin index. Empirical results illustrate the strong performance of our approach in terms of type I error control and power compared to existing methods.


DeBackdoor: A Deductive Framework for Detecting Backdoor Attacks on Deep Models with Limited Data

arXiv.org Artificial Intelligence

Backdoor attacks are among the most effective, practical, and stealthy attacks in deep learning. In this paper, we consider a practical scenario where a developer obtains a deep model from a third party and uses it as part of a safety-critical system. The developer wants to inspect the model for potential backdoors prior to system deployment. We find that most existing detection techniques make assumptions that are not applicable to this scenario. In this paper, we present a novel framework for detecting backdoors under realistic restrictions. We generate candidate triggers by deductively searching over the space of possible triggers. We construct and optimize a smoothed version of Attack Success Rate as our search objective. Starting from a broad class of template attacks and just using the forward pass of a deep model, we reverse engineer the backdoor attack. We conduct extensive evaluation on a wide range of attacks, models, and datasets, with our technique performing almost perfectly across these settings.


Representation Improvement in Latent Space for Search-Based Testing of Autonomous Robotic Systems

arXiv.org Artificial Intelligence

Testing autonomous robotic systems, such as self-driving cars and unmanned aerial vehicles, is challenging due to their interaction with highly unpredictable environments. A common practice is to first conduct simulation-based testing, which, despite reducing real-world risks, remains time-consuming and resource-intensive due to the vast space of possible test scenarios. A number of search-based approaches were proposed to generate test scenarios more efficiently. A key aspect of any search-based test generation approach is the choice of representation used during the search process. However, existing methods for improving test scenario representation remain limited. We propose RILaST (Representation Improvement in Latent Space for Search-Based Testing) approach, which enhances test representation by mapping it to the latent space of a variational autoencoder. We evaluate RILaST on two use cases, including autonomous drone and autonomous lane-keeping assist system. The obtained results show that RILaST allows finding between 3 to 4.6 times more failures than baseline approaches, achieving a high level of test diversity.


Unsupervised Ordering for Maximum Clique

arXiv.org Artificial Intelligence

We propose an unsupervised approach for learning vertex orderings for the maximum clique problem by framing it within a permutation-based framework. We transform the combinatorial constraints into geometric relationships such that the ordering of vertices aligns with the clique structures. By integrating this clique-oriented ordering into branch-and-bound search, we improve search efficiency and reduce the number of computational steps. Our results demonstrate how unsupervised learning of vertex ordering can enhance search efficiency across diverse graph instances. We further study the generalization across different sizes.


LogicLearner: A Tool for the Guided Practice of Propositional Logic Proofs

arXiv.org Artificial Intelligence

The study of propositional logic -- fundamental to the theory of computing -- is a cornerstone of the undergraduate computer science curriculum. Learning to solve logical proofs requires repeated guided practice, but undergraduate students often lack access to on-demand tutoring in a judgment-free environment. In this work, we highlight the need for guided practice tools in undergraduate mathematics education and outline the desiderata of an effective practice tool. We accordingly develop LogicLearner, a web application for guided logic proof practice. LogicLearner consists of an interface to attempt logic proofs step-by-step and an automated proof solver to generate solutions on the fly, allowing users to request guidance as needed. We pilot LogicLearner as a practice tool in two semesters of an undergraduate discrete mathematics course and receive strongly positive feedback for usability and pedagogical value in student surveys. To the best of our knowledge, LogicLearner is the only learning tool that provides an end-to-end practice environment for logic proofs with immediate, judgment-free feedback.


CubeRobot: Grounding Language in Rubik's Cube Manipulation via Vision-Language Model

arXiv.org Artificial Intelligence

Proving Rubik's Cube theorems at the high level represents a notable milestone in human-level spatial imagination and logic thinking and reasoning. Traditional Rubik's Cube robots, relying on complex vision systems and fixed algorithms, often struggle to adapt to complex and dynamic scenarios. To overcome this limitation, we introduce CubeRobot, a novel vision-language model (VLM) tailored for solving 3x3 Rubik's Cubes, empowering embodied agents with multimodal understanding and execution capabilities. We used the CubeCoT image dataset, which contains multiple-level tasks (43 subtasks in total) that humans are unable to handle, encompassing various cube states. We incorporate a dual-loop VisionCoT architecture and Memory Stream, a paradigm for extracting task-related features from VLM-generated planning queries, thus enabling CubeRobot to independent planning, decision-making, reflection and separate management of high- and low-level Rubik's Cube tasks. Furthermore, in low-level Rubik's Cube restoration tasks, CubeRobot achieved a high accuracy rate of 100%, similar to 100% in medium-level tasks, and achieved an accuracy rate of 80% in high-level tasks.


Global-Local Tree Search for Language Guided 3D Scene Generation

arXiv.org Artificial Intelligence

Large Vision-Language Models (VLMs), such as GPT-4, have achieved remarkable success across various fields. However, there are few studies on 3D indoor scene generation with VLMs. This paper considers this task as a planning problem subject to spatial and layout common sense constraints. To solve the problem with a VLM, we propose a new global-local tree search algorithm. Globally, the method places each object sequentially and explores multiple placements during each placement process, where the problem space is represented as a tree. To reduce the depth of the tree, we decompose the scene structure hierarchically, i.e. room level, region level, floor object level, and supported object level. The algorithm independently generates the floor objects in different regions and supported objects placed on different floor objects. Locally, we also decompose the sub-task, the placement of each object, into multiple steps. The algorithm searches the tree of problem space. To leverage the VLM model to produce positions of objects, we discretize the top-down view space as a dense grid and fill each cell with diverse emojis to make to cells distinct. We prompt the VLM with the emoji grid and the VLM produces a reasonable location for the object by describing the position with the name of emojis. The quantitative and qualitative experimental results illustrate our approach generates more plausible 3D scenes than state-of-the-art approaches. Our source code is available at https://github.com/dw-dengwei/TreeSearchGen .