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Results of the Big ANN: NeurIPS'23 competition

arXiv.org Artificial Intelligence

The 2023 Big ANN Challenge, held at NeurIPS 2023, focused on advancing the state-of-the-art in indexing data structures and search algorithms for practical variants of Approximate Nearest Neighbor (ANN) search that reflect the growing complexity and diversity of workloads. Unlike prior challenges that emphasized scaling up classical ANN search ~\cite{DBLP:conf/nips/SimhadriWADBBCH21}, this competition addressed filtered search, out-of-distribution data, sparse and streaming variants of ANNS. Participants developed and submitted innovative solutions that were evaluated on new standard datasets with constrained computational resources. The results showcased significant improvements in search accuracy and efficiency over industry-standard baselines, with notable contributions from both academic and industrial teams. This paper summarizes the competition tracks, datasets, evaluation metrics, and the innovative approaches of the top-performing submissions, providing insights into the current advancements and future directions in the field of approximate nearest neighbor search.


Multi-objective Evolution of Heuristic Using Large Language Model

arXiv.org Artificial Intelligence

Heuristics are commonly used to tackle diverse search and optimization problems. Design heuristics usually require tedious manual crafting with domain knowledge. Recent works have incorporated large language models (LLMs) into automatic heuristic search leveraging their powerful language and coding capacity. However, existing research focuses on the optimal performance on the target problem as the sole objective, neglecting other criteria such as efficiency and scalability, which are vital in practice. To tackle this challenge, we propose to model heuristic search as a multi-objective optimization problem and consider introducing other practical criteria beyond optimal performance. Due to the complexity of the search space, conventional multi-objective optimization methods struggle to effectively handle multi-objective heuristic search. We propose the first LLM-based multi-objective heuristic search framework, Multi-objective Evolution of Heuristic (MEoH), which integrates LLMs in a zero-shot manner to generate a non-dominated set of heuristics to meet multiple design criteria. We design a new dominance-dissimilarity mechanism for effective population management and selection, which incorporates both code dissimilarity in the search space and dominance in the objective space. MEoH is demonstrated in two well-known combinatorial optimization problems: the online Bin Packing Problem (BPP) and the Traveling Salesman Problem (TSP). Results indicate that a variety of elite heuristics are automatically generated in a single run, offering more trade-off options than existing methods. It successfully achieves competitive or superior performance while improving efficiency up to 10 times. Moreover, we also observe that the multi-objective search introduces novel insights into heuristic design and leads to the discovery of diverse heuristics.


Optimized Monte Carlo Tree Search for Enhanced Decision Making in the FrozenLake Environment

arXiv.org Artificial Intelligence

Monte Carlo Tree Search (MCTS) is a powerful algorithm for solving complex decision-making problems. This paper presents an optimized MCTS implementation applied to the FrozenLake environment, a classic reinforcement learning task characterized by stochastic transitions. The optimization leverages cumulative reward and visit count tables along with the Upper Confidence Bound for Trees (UCT) formula, resulting in efficient learning in a slippery grid world. We benchmark our implementation against other decision-making algorithms, including MCTS with Policy and Q-Learning, and perform a detailed comparison of their performance. The results demonstrate that our optimized approach effectively maximizes rewards and success rates while minimizing convergence time, outperforming baseline methods, especially in environments with inherent randomness.


Work Smarter Not Harder: Simple Imitation Learning with CS-PIBT Outperforms Large Scale Imitation Learning for MAPF

arXiv.org Artificial Intelligence

Multi-Agent Path Finding (MAPF) is the problem of effectively finding efficient collision-free paths for a group of agents in a shared workspace. The MAPF community has largely focused on developing high-performance heuristic search methods. Recently, several works have applied various machine learning (ML) techniques to solve MAPF, usually involving sophisticated architectures, reinforcement learning techniques, and set-ups, but none using large amounts of high-quality supervised data. Our initial objective in this work was to show how simple large scale imitation learning of high-quality heuristic search methods can lead to state-of-the-art ML MAPF performance. However, we find that, at least with our model architecture, simple large scale (700k examples with hundreds of agents per example) imitation learning does \textit{not} produce impressive results. Instead, we find that by using prior work that post-processes MAPF model predictions to resolve 1-step collisions (CS-PIBT), we can train a simple ML MAPF model in minutes that dramatically outperforms existing ML MAPF policies. This has serious implications for all future ML MAPF policies (with local communication) which currently struggle to scale. In particular, this finding implies that future learnt policies should (1) always use smart 1-step collision shields (e.g. CS-PIBT), (2) always include the collision shield with greedy actions as a baseline (e.g. PIBT) and (3) motivates future models to focus on longer horizon / more complex planning as 1-step collisions can be efficiently resolved.


OStr-DARTS: Differentiable Neural Architecture Search based on Operation Strength

arXiv.org Artificial Intelligence

Differentiable architecture search (DARTS) has emerged as a promising technique for effective neural architecture search, and it mainly contains two steps to find the high-performance architecture: First, the DARTS supernet that consists of mixed operations will be optimized via gradient descent. Second, the final architecture will be built by the selected operations that contribute the most to the supernet. Although DARTS improves the efficiency of NAS, it suffers from the well-known degeneration issue which can lead to deteriorating architectures. Existing works mainly attribute the degeneration issue to the failure of its supernet optimization, while little attention has been paid to the selection method. In this paper, we cease to apply the widely-used magnitude-based selection method and propose a novel criterion based on operation strength that estimates the importance of an operation by its effect on the final loss. We show that the degeneration issue can be effectively addressed by using the proposed criterion without any modification of supernet optimization, indicating that the magnitude-based selection method can be a critical reason for the instability of DARTS. The experiments on NAS-Bench-201 and DARTS search spaces show the effectiveness of our method.


Extended Deep Submodular Functions

arXiv.org Artificial Intelligence

We introduce a novel category of set functions called Extended Deep Submodular functions (EDSFs), which are neural network-representable. EDSFs serve as an extension of Deep Submodular Functions (DSFs), inheriting crucial properties from DSFs while addressing innate limitations. It is known that DSFs can represent a limiting subset of submodular functions. In contrast, through an analysis of polymatroid properties, we establish that EDSFs possess the capability to represent all monotone submodular functions, a notable enhancement compared to DSFs. Furthermore, our findings demonstrate that EDSFs can represent any monotone set function, indicating the family of EDSFs is equivalent to the family of all monotone set functions. Additionally, we prove that EDSFs maintain the concavity inherent in DSFs when the components of the input vector are non-negative real numbers--an essential feature in certain combinatorial optimization problems. Through extensive experiments, we illustrate that EDSFs exhibit significantly lower empirical generalization error than DSFs in the learning of coverage functions. This suggests that EDSFs present a promising advancement in the representation and learning of set functions with improved generalization capabilities.


Efficient Data Subset Selection to Generalize Training Across Models: Transductive and Inductive Networks

arXiv.org Artificial Intelligence

Existing subset selection methods for efficient learning predominantly employ discrete combinatorial and model-specific approaches which lack generalizability. For an unseen architecture, one cannot use the subset chosen for a different model. To tackle this problem, we propose $\texttt{SubSelNet}$, a trainable subset selection framework, that generalizes across architectures. Here, we first introduce an attention-based neural gadget that leverages the graph structure of architectures and acts as a surrogate to trained deep neural networks for quick model prediction. Then, we use these predictions to build subset samplers. This naturally provides us two variants of $\texttt{SubSelNet}$. The first variant is transductive (called as Transductive-$\texttt{SubSelNet}$) which computes the subset separately for each model by solving a small optimization problem. Such an optimization is still super fast, thanks to the replacement of explicit model training by the model approximator. The second variant is inductive (called as Inductive-$\texttt{SubSelNet}$) which computes the subset using a trained subset selector, without any optimization. Our experiments show that our model outperforms several methods across several real datasets


Mastering Chess with a Transformer Model

arXiv.org Artificial Intelligence

Chess has long been regarded as a proving ground for advancing artificial intelligence (AI). The importance of strategic planning and rational decisionmaking in strong chess play make the game an ideal domain in which to test systems aiming to master these human-like cognitive capabilities. Traditional chess engines employ a specialized tree-search algorithm paired with a handcrafted evaluation function. Most modern chess engines follow this recipe but use an efficiently updated neural network (NNUE) rather than a handcrafted evaluation function. The AlphaZero engine [13] introduced a different recipe based on Monte Carlo Tree Search (MCTS) and deep neural networks.


A Reinforcement Learning Environment for Automatic Code Optimization in the MLIR Compiler

arXiv.org Artificial Intelligence

Code optimization is a crucial task aimed at enhancing code performance. However, this process is often tedious and complex, highlighting the necessity for automatic code optimization techniques. Reinforcement Learning (RL), a machine learning technique, has emerged as a promising approach for tackling such complex optimization problems. In this project, we introduce the first RL environment for the MLIR compiler, dedicated to facilitating MLIR compiler research, and enabling automatic code optimization using Multi-Action Reinforcement Learning. We also propose a novel formulation of the action space as a Cartesian product of simpler action subspaces, enabling more efficient and effective optimizations. Experimental results demonstrate that our proposed environment allows for an effective optimization of MLIR operations, and yields comparable performance to TensorFlow, surpassing it in multiple cases, highlighting the potential of RL-based optimization in compiler frameworks.


Air-FAR: Fast and Adaptable Routing for Aerial Navigation in Large-scale Complex Unknown Environments

arXiv.org Artificial Intelligence

This paper presents a novel method for real-time 3D navigation in large-scale, complex environments using a hierarchical 3D visibility graph (V-graph). The proposed algorithm addresses the computational challenges of V-graph construction and shortest path search on the graph simultaneously. By introducing hierarchical 3D V-graph construction with heuristic visibility update, the 3D V-graph is constructed in O(K*n^2logn) time, which guarantees real-time performance. The proposed iterative divide-and-conquer path search method can achieve near-optimal path solutions within the constraints of real-time operations. The algorithm ensures efficient 3D V-graph construction and path search. Extensive simulated and real-world environments validated that our algorithm reduces the travel time by 42%, achieves up to 24.8% higher trajectory efficiency, and runs faster than most benchmarks by orders of magnitude in complex environments. The code and developed simulator have been open-sourced to facilitate future research.