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Personalized Product Assortment with Real-time 3D Perception and Bayesian Payoff Estimation

arXiv.org Artificial Intelligence

Product assortment selection is a critical challenge facing physical retailers. Effectively aligning inventory with the preferences of shoppers can increase sales and decrease out-of-stocks. However, in real-world settings the problem is challenging due to the combinatorial explosion of product assortment possibilities. Consumer preferences are typically heterogeneous across space and time, making inventory-preference alignment challenging. Additionally, existing strategies rely on syndicated data, which tends to be aggregated, low resolution, and suffer from high latency. To solve these challenges, we introduce a real-time recommendation system, which we call EdgeRec3D. Our system utilizes recent advances in 3D computer vision for perception and automatic, fine grained sales estimation. These perceptual components run on the edge of the network and facilitate real-time reward signals. Additionally, we develop a Bayesian payoff model to account for noisy estimates from 3D LIDAR data. We rely on spatial clustering to allow the system to adapt to heterogeneous consumer preferences, and a graph-based candidate generation algorithm to address the combinatorial search problem. We test our system in real-world stores across two, 6-8 week A/B tests with beverage products and demonstrate a 35% and 27% increase in sales respectively. Finally, we monitor the deployed system for a period of 28 weeks with an observational study and show a 9.4% increase in sales.


Detection-Rate-Emphasized Multi-objective Evolutionary Feature Selection for Network Intrusion Detection

arXiv.org Artificial Intelligence

Network intrusion detection is one of the most important issues in the field of cyber security, and various machine learning techniques have been applied to build intrusion detection systems. However, since the number of features to describe the network connections is often large, where some features are redundant or noisy, feature selection is necessary in such scenarios, which can both improve the efficiency and accuracy. Recently, some researchers focus on using multi-objective evolutionary algorithms (MOEAs) to select features. But usually, they only consider the number of features and classification accuracy as the objectives, resulting in unsatisfactory performance on a critical metric, detection rate. This will lead to the missing of many real attacks and bring huge losses to the network system. In this paper, we propose DR-MOFS to model the feature selection problem in network intrusion detection as a three-objective optimization problem, where the number of features, accuracy and detection rate are optimized simultaneously, and use MOEAs to solve it. Experiments on two popular network intrusion detection datasets NSL-KDD and UNSW-NB15 show that in most cases the proposed method can outperform previous methods, i.e., lead to fewer features, higher accuracy and detection rate.


Towards a Characterisation of Monte-Carlo Tree Search Performance in Different Games

arXiv.org Artificial Intelligence

Many enhancements to Monte-Carlo Tree Search (MCTS) have been proposed over almost two decades of general game playing and other artificial intelligence research. However, our ability to characterise and understand which variants work well or poorly in which games is still lacking. This paper describes work on an initial dataset that we have built to make progress towards such an understanding: 268,386 plays among 61 different agents across 1494 distinct games. We describe a preliminary analysis and work on training predictive models on this dataset, as well as lessons learned and future plans for a new and improved version of the dataset.


CircuitVAE: Efficient and Scalable Latent Circuit Optimization

arXiv.org Artificial Intelligence

Automatically designing fast and space-efficient digital circuits is challenging because circuits are discrete, must exactly implement the desired logic, and are costly to simulate. We address these challenges with CircuitVAE, a search algorithm that embeds computation graphs in a continuous space and optimizes a learned surrogate of physical simulation by gradient descent. By carefully controlling overfitting of the simulation surrogate and ensuring diverse exploration, our algorithm is highly sample-efficient, yet gracefully scales to large problem instances and high sample budgets. We test CircuitVAE by designing binary adders across a large range of sizes, IO timing constraints, and sample budgets. Our method excels at designing large circuits, where other algorithms struggle: compared to reinforcement learning and genetic algorithms, CircuitVAE typically finds 64-bit adders which are smaller and faster using less than half the sample budget. We also find CircuitVAE can design state-of-the-art adders in a real-world chip, demonstrating that our method can outperform commercial tools in a realistic setting.


Chain of Preference Optimization: Improving Chain-of-Thought Reasoning in LLMs

arXiv.org Artificial Intelligence

The recent development of chain-of-thought (CoT) decoding has enabled large language models (LLMs) to generate explicit logical reasoning paths for complex problem-solving. However, research indicates that these paths are not always deliberate and optimal. The tree-of-thought (ToT) method employs tree-searching to extensively explore the reasoning space and find better reasoning paths that CoT decoding might overlook. This deliberation, however, comes at the cost of significantly increased inference complexity. In this work, we demonstrate that fine-tuning LLMs leveraging the search tree constructed by ToT allows CoT to achieve similar or better performance, thereby avoiding the substantial inference burden. This is achieved through Chain of Preference Optimization (CPO), where LLMs are fine-tuned to align each step of the CoT reasoning paths with those of ToT using the inherent preference information in the tree-search process. Extensive experimental results show that CPO significantly improves LLM performance in solving a variety of complex problems, including question answering, fact verification, and arithmetic reasoning, demonstrating its effectiveness. Our code is available at https://github.com/sail-sg/CPO.


FeatNavigator: Automatic Feature Augmentation on Tabular Data

arXiv.org Artificial Intelligence

Data-centric AI focuses on understanding and utilizing high-quality, relevant data in training machine learning (ML) models, thereby increasing the likelihood of producing accurate and useful results. Automatic feature augmentation, aiming to augment the initial base table with useful features from other tables, is critical in data preparation as it improves model performance, robustness, and generalizability. While recent works have investigated automatic feature augmentation, most of them have limited capabilities in utilizing all useful features as many of them are in candidate tables not directly joinable with the base table. Worse yet, with numerous join paths leading to these distant features, existing solutions fail to fully exploit them within a reasonable compute budget. We present FeatNavigator, an effective and efficient framework that explores and integrates high-quality features in relational tables for ML models. FeatNavigator evaluates a feature from two aspects: (1) the intrinsic value of a feature towards an ML task (i.e., feature importance) and (2) the efficacy of a join path connecting the feature to the base table (i.e., integration quality). FeatNavigator strategically selects a small set of available features and their corresponding join paths to train a feature importance estimation model and an integration quality prediction model. Furthermore, FeatNavigator's search algorithm exploits both estimated feature importance and integration quality to identify the optimized feature augmentation plan. Our experimental results show that FeatNavigator outperforms state-of-the-art solutions on five public datasets by up to 40.1% in ML model performance.


Only people with eagle eyes can solve a new Rubik's cube brainteaser in under 30 seconds

Daily Mail - Science & tech

The Rubik's cube is a classic mind game for all ages, challenging players to align a single color on each side. The popular 3D puzzle has been recreated into a brainteaser that shows dozens of cubes that appear identical - but there is an odd one in the bunch. The objective is to spot the cube that does not match in under 30 seconds - but only those with eagle eyes can spot it. The popular 3D puzzle has been recreated into a brainteaser that shows dozens of cubes that appear identical - but there is an odd one in the bunch. The new brainteaser was created by online gaming experts at MrQ who said the puzzle will'leave even the most eagle-eyed viewers scratching their heads in anguish.' 'It takes the average person 30 seconds to find the odd Rubik's cube out and a whopping one in three admitting to giving up finding the colorful cube completely,' the company shared.


Injecting Combinatorial Optimization into MCTS: Application to the Board Game boop

arXiv.org Artificial Intelligence

Games, including abstract board games, constitute a convenient ground to create, design, and improve new AI methods. In this field, Monte Carlo Tree Search is a popular algorithm family, aiming to build game trees and explore them efficiently. Combinatorial Optimization, on the other hand, aims to model and solve problems with an objective to optimize and constraints to satisfy, and is less common in Game AI. We believe however that both methods can be combined efficiently, by injecting Combinatorial Optimization into Monte Carlo Tree Search to help the tree search, leading to a novel combination of these two techniques. Tested on the board game boop., our method beats 96% of the time the Monte Carlo Tree Search algorithm baseline. We conducted an ablation study to isolate and analyze which injections and combinations of injections lead to such performances. Finally, we opposed our AI method against human players on the Board Game Arena platform, and reached a 373 ELO rating after 51 boop. games, with a 69% win rate and finishing ranked 56th worldwide on the platform over 5,316 boop. players.


AlphaZeroES: Direct score maximization outperforms planning loss minimization

arXiv.org Artificial Intelligence

Planning at execution time has been shown to dramatically improve performance for agents in both single-agent and multi-agent settings. A well-known family of approaches to planning at execution time are AlphaZero and its variants, which use Monte Carlo Tree Search together with a neural network that guides the search by predicting state values and action probabilities. AlphaZero trains these networks by minimizing a planning loss that makes the value prediction match the episode return, and the policy prediction at the root of the search tree match the output of the full tree expansion. AlphaZero has been applied to both single-agent environments (such as Sokoban) and multi-agent environments (such as chess and Go) with great success. In this paper, we explore an intriguing question: In single-agent environments, can we outperform AlphaZero by directly maximizing the episode score instead of minimizing this planning loss, while leaving the MCTS algorithm and neural architecture unchanged? To directly maximize the episode score, we use evolution strategies, a family of algorithms for zeroth-order blackbox optimization. Our experiments indicate that, across multiple environments, directly maximizing the episode score outperforms minimizing the planning loss.


Reinforcement Learning to Disentangle Multiqubit Quantum States from Partial Observations

arXiv.org Artificial Intelligence

Using partial knowledge of a quantum state to control multiqubit entanglement is a largely unexplored paradigm in the emerging field of quantum interactive dynamics with the potential to address outstanding challenges in quantum state preparation and compression, quantum control, and quantum complexity. We present a deep reinforcement learning (RL) approach to constructing short disentangling circuits for arbitrary 4-, 5-, and 6-qubit states using an actor-critic algorithm. With access to only two-qubit reduced density matrices, our agent decides which pairs of qubits to apply two-qubit gates on; requiring only local information makes it directly applicable on modern NISQ devices. Utilizing a permutation-equivariant transformer architecture, the agent can autonomously identify qubit permutations within the state, and adjusts the disentangling protocol accordingly. Once trained, it provides circuits from different initial states without further optimization. We demonstrate the agent's ability to identify and exploit the entanglement structure of multiqubit states. For 4-, 5-, and 6-qubit Haar-random states, the agent learns to construct disentangling circuits that exhibit strong correlations both between consecutive gates and among the qubits involved. Through extensive benchmarking, we show the efficacy of the RL approach to find disentangling protocols with minimal gate resources. We explore the resilience of our trained agents to noise, highlighting their potential for real-world quantum computing applications. Analyzing optimal disentangling protocols, we report a general circuit to prepare an arbitrary 4-qubit state using at most 5 two-qubit (10 CNOT) gates.