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The Ludii Game Description Language is Universal

arXiv.org Artificial Intelligence

There are several different game description languages (GDLs), each intended to allow wide ranges of arbitrary games (i.e., general games) to be described in a single higher-level language than general-purpose programming languages. Games described in such formats can subsequently be presented as challenges for automated general game playing agents, which are expected to be capable of playing any arbitrary game described in such a language without prior knowledge about the games to be played. The language used by the Ludii general game system was previously shown to be capable of representing equivalent games for any arbitrary, finite, deterministic, fully observable extensive-form game. In this paper, we prove its universality by extending this to include finite non-deterministic and imperfect-information games.


Searching for Programmatic Policies in Semantic Spaces

arXiv.org Artificial Intelligence

Syntax-guided synthesis is commonly used to generate programs encoding policies. In this approach, the set of programs, that can be written in a domain-specific language defines the search space, and an algorithm searches within this space for programs that encode strong policies. In this paper, we propose an alternative method for synthesizing programmatic policies, where we search within an approximation of the language's semantic space. We hypothesized that searching in semantic spaces is more sample-efficient compared to syntax-based spaces. Our rationale is that the search is more efficient if the algorithm evaluates different agent behaviors as it searches through the space, a feature often missing in syntax-based spaces. This is because small changes in the syntax of a program often do not result in different agent behaviors. We define semantic spaces by learning a library of programs that present different agent behaviors. Then, we approximate the semantic space by defining a neighborhood function for local search algorithms, where we replace parts of the current candidate program with programs from the library. We evaluated our hypothesis in a real-time strategy game called MicroRTS. Empirical results support our hypothesis that searching in semantic spaces can be more sample-efficient than searching in syntax-based spaces.


Genetic Column Generation for Computing Lower Bounds for Adversarial Classification

arXiv.org Artificial Intelligence

Recent theoretical results on adversarial multi-class classification showed a similarity to the multi-marginal formulation of Wasserstein-barycenter in optimal transport. Unfortunately, both problems suffer from the curse of dimension, making it hard to exploit the nice linear program structure of the problems for numerical calculations. We investigate how ideas from Genetic Column Generation for multi-marginal optimal transport can be used to overcome the curse of dimension in computing the minimal adversarial risk in multi-class classification.


Guiding Catalogue Enrichment with User Queries

arXiv.org Artificial Intelligence

Techniques for knowledge graph (KGs) enrichment have been increasingly crucial for commercial applications that rely on evolving product catalogues. However, because of the huge search space of potential enrichment, predictions from KG completion (KGC) methods suffer from low precision, making them unreliable for real-world catalogues. Moreover, candidate facts for enrichment have varied relevance to users. While making correct predictions for incomplete triplets in KGs has been the main focus of KGC method, the relevance of when to apply such predictions has been neglected. Motivated by the product search use case, we address the angle of generating relevant completion for a catalogue using user search behaviour and the users property association with a product. In this paper, we present our intuition for identifying enrichable data points and use general-purpose KGs to show-case the performance benefits. In particular, we extract entity-predicate pairs from user queries, which are more likely to be correct and relevant, and use these pairs to guide the prediction of KGC methods. We assess our method on two popular encyclopedia KGs, DBPedia and YAGO 4. Our results from both automatic and human evaluations show that query guidance can significantly improve the correctness and relevance of prediction.


Beyond Training: Optimizing Reinforcement Learning Based Job Shop Scheduling Through Adaptive Action Sampling

arXiv.org Artificial Intelligence

Learned construction heuristics for scheduling problems have become increasingly competitive with established solvers and heuristics in recent years. In particular, significant improvements have been observed in solution approaches using deep reinforcement learning (DRL). While much attention has been paid to the design of network architectures and training algorithms to achieve state-of-the-art results, little research has investigated the optimal use of trained DRL agents during inference. Our work is based on the hypothesis that, similar to search algorithms, the utilization of trained DRL agents should be dependent on the acceptable computational budget. We propose a simple yet effective parameterization, called $\delta$-sampling that manipulates the trained action vector to bias agent behavior towards exploration or exploitation during solution construction. By following this approach, we can achieve a more comprehensive coverage of the search space while still generating an acceptable number of solutions. In addition, we propose an algorithm for obtaining the optimal parameterization for such a given number of solutions and any given trained agent. Experiments extending existing training protocols for job shop scheduling problems with our inference method validate our hypothesis and result in the expected improvements of the generated solutions.


Self-Improvement for Neural Combinatorial Optimization: Sample without Replacement, but Improvement

arXiv.org Artificial Intelligence

While behavior cloning is straightforward, it requires expensive expert solutions, and policy gradient methods are often computationally demanding and complex to fine-tune. In this work, we bridge the two and simplify the training process by sampling multiple solutions for random instances using the current model in each epoch and then selecting the best solution as an expert trajectory for supervised imitation learning. To achieve progressively improving solutions with minimal sampling, we introduce a method that combines round-wise Stochastic Beam Search with an update strategy derived from a provable policy improvement. This strategy refines the policy between rounds by utilizing the advantage of the sampled sequences with almost no computational overhead. We evaluate our approach on the Traveling Salesman Problem and the Capacitated Vehicle Routing Problem. The models trained with our method achieve comparable performance and generalization to those trained with expert data. Additionally, we apply our method to the Job Shop Scheduling Problem using a transformer-based architecture and outperform existing state-of-the-art methods by a wide margin.


Comment on paper: Position: Rethinking Post-Hoc Search-Based Neural Approaches for Solving Large-Scale Traveling Salesman Problems

arXiv.org Artificial Intelligence

In recent years, machine learning (ML) has emerged as a promising avenue for addressing optimization problems like the Travelling Salesman Problem (TSP). ML techniques, particularly those involving neural networks and reinforcement learning, have shown potential in learning heuristics and patterns that can guide the search for optimal routes more efficiently. By leveraging data, ML models can improve the quality of solutions and reduce computation time. One notable approach is the use of heat map-based search, where ML models generate heat maps that highlight promising regions of the solution space. These heat maps are then used to focus the search process, potentially enhancing the efficiency and effectiveness of finding optimal or near-optimal solutions [1]. Recently, the authors of paper [2] (referred to as SoftDist) discussed the neural approach and claimed: Our theoretical and experimental analysis raises doubts about the effectiveness of MLbased heat map generation. In support of this, we demonstrate that a simple baseline method can outperform complex ML approaches in heat map generation. Here, however, we show that the authors in SoftDist misconducted the experiments, leading to an unfair comparison and a flawed conclusion.


Quantum Architecture Search: A Survey

arXiv.org Artificial Intelligence

Quantum computing has made significant progress in recent years, attracting immense interest not only in research laboratories but also in various industries. However, the application of quantum computing to solve real-world problems is still hampered by a number of challenges, including hardware limitations and a relatively under-explored landscape of quantum algorithms, especially when compared to the extensive development of classical computing. The design of quantum circuits, in particular parameterized quantum circuits (PQCs), which contain learnable parameters optimized by classical methods, is a non-trivial and time-consuming task requiring expert knowledge. As a result, research on the automated generation of PQCs, known as quantum architecture search (QAS), has gained considerable interest. QAS focuses on the use of machine learning and optimization-driven techniques to generate PQCs tailored to specific problems and characteristics of quantum hardware. In this paper, we provide an overview of QAS methods by examining relevant research studies in the field. We discuss main challenges in designing and performing an automated search for an optimal PQC, and survey ways to address them to ease future research.


HALC: Object Hallucination Reduction via Adaptive Focal-Contrast Decoding

arXiv.org Artificial Intelligence

While large vision-language models (LVLMs) have demonstrated impressive capabilities in interpreting multi-modal contexts, they invariably suffer from object hallucinations (OH). We introduce HALC, a novel decoding algorithm designed to mitigate OH in LVLMs. HALC leverages distinct fine-grained optimal visual information in vision-language tasks and operates on both local and global contexts simultaneously. Specifically, HALC integrates a robust auto-focal grounding mechanism (locally) to correct hallucinated tokens on the fly, and a specialized beam search algorithm (globally) to significantly reduce OH while preserving text generation quality. Additionally, HALC can be integrated into any LVLMs as a plug-and-play module without extra training. Extensive experimental studies demonstrate the effectiveness of HALC in reducing OH, outperforming state-of-the-arts across four benchmarks.


GFPack++: Improving 2D Irregular Packing by Learning Gradient Field with Attention

arXiv.org Artificial Intelligence

2D irregular packing is a classic combinatorial optimization problem with various applications, such as material utilization and texture atlas generation. This NP-hard problem requires efficient algorithms to optimize space utilization. Conventional numerical methods suffer from slow convergence and high computational cost. Existing learning-based methods, such as the score-based diffusion model, also have limitations, such as no rotation support, frequent collisions, and poor adaptability to arbitrary boundaries, and slow inferring. The difficulty of learning from teacher packing is to capture the complex geometric relationships among packing examples, which include the spatial (position, orientation) relationships of objects, their geometric features, and container boundary conditions. Representing these relationships in latent space is challenging. We propose GFPack++, an attention-based gradient field learning approach that addresses this challenge. It consists of two pivotal strategies: \emph{attention-based geometry encoding} for effective feature encoding and \emph{attention-based relation encoding} for learning complex relationships. We investigate the utilization distribution between the teacher and inference data and design a weighting function to prioritize tighter teacher data during training, enhancing learning effectiveness. Our diffusion model supports continuous rotation and outperforms existing methods on various datasets. We achieve higher space utilization over several widely used baselines, one-order faster than the previous diffusion-based method, and promising generalization for arbitrary boundaries. We plan to release our source code and datasets to support further research in this direction.