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Reinforcement Learning with Automated Auxiliary Loss Search

Neural Information Processing Systems

A good state representation is crucial to solving complicated reinforcement learning (RL) challenges. Many recent works focus on designing auxiliary losses for learning informative representations. Unfortunately, these handcrafted objectives rely heavily on expert knowledge and may be sub-optimal. In this paper, we propose a principled and universal method for learning better representations with auxiliary loss functions, named Automated Auxiliary Loss Search (A2LS), which automatically searches for top-performing auxiliary loss functions for RL. Specifically, based on the collected trajectory data, we define a general auxiliary loss space of size 7.5 \times 10 {20} and explore the space with an efficient evolutionary search strategy.


DIFUSCO: Graph-based Diffusion Solvers for Combinatorial Optimization

Neural Information Processing Systems

Neural network-based Combinatorial Optimization (CO) methods have shown promising results in solving various NP-complete (NPC) problems without relying on hand-crafted domain knowledge. This paper broadens the current scope of neural solvers for NPC problems by introducing a new graph-based diffusion framework, namely DIFUSCO. It formulates NPC problems into a discrete {0, 1}-vector space and uses graph-based denoising diffusion models to generate high-quality solutions. Specifically, we explore diffusion models with Gaussian and Bernoulli noise, respectively, and also introduce an effective inference schedule to improve the generation quality. We evaluate our methods on two well-studied combinatorial optimization problems: Traveling Salesman Problem (TSP) and Maximal Independent Set (MIS). Experimental results show that DIFUSCO strongly outperforms the previous state-of-the-art neural solvers, improving the performance gap between ground-truth and neural solvers from 1.76% to 0.46% on TSP-500, from 2.46% to 1.17% on TSP-1000, and from 3.19% to 2.58% on TSP-10000.


Theoretical Analysis of Adversarial Learning: A Minimax Approach

Neural Information Processing Systems

In this paper, we propose a general theoretical method for analyzing the risk bound in the presence of adversaries. Specifically, we try to fit the adversarial learning problem into the minimax framework. We first show that the original adversarial learning problem can be transformed into a minimax statistical learning problem by introducing a transport map between distributions. Then, we prove a new risk bound for this minimax problem in terms of covering numbers under a weak version of Lipschitz condition. Our method can be applied to multi-class classification and popular loss functions including the hinge loss and ramp loss. As some illustrative examples, we derive the adversarial risk bounds for SVMs and deep neural networks, and our bounds have two data-dependent terms, which can be optimized for achieving adversarial robustness.


Learning to Perform Local Rewriting for Combinatorial Optimization

Neural Information Processing Systems

Search-based methods for hard combinatorial optimization are often guided by heuristics. Tuning heuristics in various conditions and situations is often time-consuming. In this paper, we propose NeuRewriter that learns a policy to pick heuristics and rewrite the local components of the current solution to iteratively improve it until convergence. The policy factorizes into a region-picking and a rule-picking component, each parameterized by a neural network trained with actor-critic methods in reinforcement learning. NeuRewriter captures the general structure of combinatorial problems and shows strong performance in three versatile tasks: expression simplification, online job scheduling and vehicle routing problems.


Learning Local Search Heuristics for Boolean Satisfiability

Neural Information Processing Systems

We present an approach to learn SAT solver heuristics from scratch through deep reinforcement learning with a curriculum. In particular, we incorporate a graph neural network in a stochastic local search algorithm to act as the variable selection heuristic. We consider Boolean satisfiability problems from different classes and learn specialized heuristics for each class. Although we do not aim to compete with the state-of-the-art SAT solvers in run time, we demonstrate that the learned heuristics allow us to find satisfying assignments in fewer steps compared to a generic heuristic, and we provide analysis of our results through experiments.


Minimizing Polarization and Disagreement in Social Networks via Link Recommendation

Neural Information Processing Systems

Individual's opinions are fundamentally shaped and evolved by their interactions with other people, and social phenomena such as disagreement and polarization are now tightly woven into daily life. The quantification and optimization of these concepts have been the subject of much recent research behind a wealth of high-impact data mining applications. In particular, researchers have addressed the question of how such concepts can be optimized by influencing the opinion of a small number of individuals or by designing the network from scratch.Here, rather than a "design-from-scratch" approach or altering the initial opinion, we study the optimization problem of recommending k new links to minimize the sum of polarization and disagreement in a social network with n nodes and m edges. We show that our objective function of this combinatorial optimization problem is not submodular, although it is monotone. We propose a simple greedy algorithm with a constant-factor approximation that solves the problem in cubic running time, and we provide theoretical analysis of the approximation guarantee for the algorithm.


GraphMP: Graph Neural Network-based Motion Planning with Efficient Graph Search

Neural Information Processing Systems

Motion planning, which aims to find a high-quality collision-free path in the configuration space, is a fundamental task in robotic systems. Recently, learning-based motion planners, especially the graph neural network-powered, have shown promising planning performance. However, though the state-of-the-art GNN planner can efficiently extract and learn graph information, its inherent mechanism is not well suited for graph search process, hindering its further performance improvement. To address this challenge and fully unleash the potential of GNN in motion planning, this paper proposes GraphMP, a neural motion planner for both low and high-dimensional planning tasks. With the customized model architecture and training mechanism design, GraphMP can simultaneously perform efficient graph pattern extraction and graph search processing, leading to strong planning performance.


Planning in Markov Decision Processes with Gap-Dependent Sample Complexity

Neural Information Processing Systems

We propose MDP-GapE, a new trajectory-based Monte-Carlo Tree Search algorithm for planning in a Markov Decision Process in which transitions have a finite support. We prove an upper bound on the number of sampled trajectories needed for MDP-GapE to identify a near-optimal action with high probability. This problem-dependent result is expressed in terms of the sub-optimality gaps of the state-action pairs that are visited during exploration. Our experiments reveal that MDP-GapE is also effective in practice, in contrast with other algorithms with sample complexity guarantees in the fixed-confidence setting, that are mostly theoretical.


Solving Graph-based Public Goods Games with Tree Search and Imitation Learning

Neural Information Processing Systems

Public goods games represent insightful settings for studying incentives for individual agents to make contributions that, while costly for each of them, benefit the wider society. In this work, we adopt the perspective of a central planner with a global view of a network of self-interested agents and the goal of maximizing some desired property in the context of a best-shot public goods game. Existing algorithms for this known NP-complete problem find solutions that are sub-optimal and cannot optimize for criteria other than social welfare.In order to efficiently solve public goods games, our proposed method directly exploits the correspondence between equilibria and the Maximal Independent Set (mIS) structural property of graphs. In particular, we define a Markov Decision Process which incrementally generates an mIS, and adopt a planning method to search for equilibria, outperforming existing methods. Furthermore, we devise a graph imitation learning technique that uses demonstrations of the search to obtain a graph neural network parametrized policy which quickly generalizes to unseen game instances.


Global Convergence and Variance Reduction for a Class of Nonconvex-Nonconcave Minimax Problems

Neural Information Processing Systems

Nonconvex minimax problems appear frequently in emerging machine learning applications, such as generative adversarial networks and adversarial learning. Simple algorithms such as the gradient descent ascent (GDA) are the common practice for solving these nonconvex games and receive lots of empirical success. Yet, it is known that these vanilla GDA algorithms with constant stepsize can potentially diverge even in the convex setting. In this work, we show that for a subclass of nonconvex-nonconcave objectives satisfying a so-called two-sided Polyak-{\L}ojasiewicz inequality, the alternating gradient descent ascent (AGDA) algorithm converges globally at a linear rate and the stochastic AGDA achieves a sublinear rate. We further develop a variance reduced algorithm that attains a provably faster rate than AGDA when the problem has the finite-sum structure.