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Stream of Search (SoS): Learning to Search in Language

arXiv.org Artificial Intelligence

Language models are rarely shown fruitful mistakes while training. They then struggle to look beyond the next token, suffering from a snowballing of errors and struggling to predict the consequence of their actions several steps ahead. In this paper, we show how language models can be taught to search by representing the process of search in language, as a flattened string -- a stream of search (SoS). We propose a unified language for search that captures an array of different symbolic search strategies. We demonstrate our approach using the simple yet difficult game of Countdown, where the goal is to combine input numbers with arithmetic operations to reach a target number. We pretrain a transformer-based language model from scratch on a dataset of streams of search generated by heuristic solvers. We find that SoS pretraining increases search accuracy by 25% over models trained to predict only the optimal search trajectory. We further finetune this model with two policy improvement methods: Advantage-Induced Policy Alignment (APA) and Self-Taught Reasoner (STaR). The finetuned SoS models solve 36% of previously unsolved problems, including problems that cannot be solved by any of the heuristic solvers. Our results indicate that language models can learn to solve problems via search, self-improve to flexibly use different search strategies, and potentially discover new ones.


FAIRM: Learning invariant representations for algorithmic fairness and domain generalization with minimax optimality

arXiv.org Machine Learning

Machine learning methods often assume that the test data have the same distribution as the training data. However, this assumption may not hold due to multiple levels of heterogeneity in applications, raising issues in algorithmic fairness and domain generalization. In this work, we address the problem of fair and generalizable machine learning by invariant principles. We propose a training environment-based oracle, FAIRM, which has desirable fairness and domain generalization properties under a diversity-type condition. We then provide an empirical FAIRM with finite-sample theoretical guarantees under weak distributional assumptions. We then develop efficient algorithms to realize FAIRM in linear models and demonstrate the nonasymptotic performance with minimax optimality. We evaluate our method in numerical experiments with synthetic data and MNIST data and show that it outperforms its counterparts.


Against The Achilles' Heel: A Survey on Red Teaming for Generative Models

arXiv.org Artificial Intelligence

Generative models are rapidly gaining popularity and being integrated into everyday applications, raising concerns over their safety issues as various vulnerabilities are exposed. Faced with the problem, the field of red teaming is experiencing fast-paced growth, which highlights the need for a comprehensive organization covering the entire pipeline and addressing emerging topics for the community. Our extensive survey, which examines over 120 papers, introduces a taxonomy of fine-grained attack strategies grounded in the inherent capabilities of language models. Additionally, we have developed the searcher framework that unifies various automatic red teaming approaches. Moreover, our survey covers novel areas including multimodal attacks and defenses, risks around multilingual models, overkill of harmless queries, and safety of downstream applications. We hope this survey can provide a systematic perspective on the field and unlock new areas of research. Warning: This paper contains examples that may be offensive, harmful, or biased.


Solving the QAP by Two-Stage Graph Pointer Networks and Reinforcement Learning

arXiv.org Artificial Intelligence

Quadratic Assignment Problem (QAP) is a practical combinatorial optimization problems that has been studied for several years. Since it is NP-hard, solving large problem instances of QAP is challenging. Although heuristics can find semi-optimal solutions, the execution time significantly increases as the problem size increases. Recently, solving combinatorial optimization problems by deep learning has been attracting attention as a faster solver than heuristics. Even with deep learning, however, solving large QAP is still challenging. In this paper, we propose the deep reinforcement learning model called the two-stage graph pointer network (GPN) for solving QAP. Two-stage GPN relies on GPN, which has been proposed for Euclidean Traveling Salesman Problem (TSP). First, we extend GPN for general TSP, and then we add new algorithms to that model for solving QAP. Our experimental results show that our two-stage GPN provides semi-optimal solutions for benchmark problem instances from TSPlib and QAPLIB.


TG-NAS: Leveraging Zero-Cost Proxies with Transformer and Graph Convolution Networks for Efficient Neural Architecture Search

arXiv.org Artificial Intelligence

Neural architecture search (NAS) is an effective method for discovering new convolutional neural network (CNN) architectures. However, existing approaches often require time-consuming training or intensive sampling and evaluations. Zero-shot NAS aims to create training-free proxies for architecture performance prediction. However, existing proxies have suboptimal performance, and are often outperformed by simple metrics such as model parameter counts or the number of floating-point operations. Besides, existing model-based proxies cannot be generalized to new search spaces with unseen new types of operators without golden accuracy truth. A universally optimal proxy remains elusive. We introduce TG-NAS, a novel model-based universal proxy that leverages a transformer-based operator embedding generator and a graph convolution network (GCN) to predict architecture performance. This approach guides neural architecture search across any given search space without the need of retraining. Distinct from other model-based predictor subroutines, TG-NAS itself acts as a zero-cost (ZC) proxy, guiding architecture search with advantages in terms of data independence, cost-effectiveness, and consistency across diverse search spaces. Our experiments showcase its advantages over existing proxies across various NAS benchmarks, suggesting its potential as a foundational element for efficient architecture search. TG-NAS achieves up to 300X improvements in search efficiency compared to previous SOTA ZC proxy methods. Notably, it discovers competitive models with 93.75% CIFAR-10 accuracy on the NAS-Bench-201 space and 74.5% ImageNet top-1 accuracy on the DARTS space.


Improving Learnt Local MAPF Policies with Heuristic Search

arXiv.org Artificial Intelligence

Multi-agent path finding (MAPF) is the problem of finding collision-free paths for a team of agents to reach their goal locations. State-of-the-art classical MAPF solvers typically employ heuristic search to find solutions for hundreds of agents but are typically centralized and can struggle to scale when run with short timeouts. Machine learning (ML) approaches that learn policies for each agent are appealing as these could enable decentralized systems and scale well while maintaining good solution quality. Current ML approaches to MAPF have proposed methods that have started to scratch the surface of this potential. However, state-of-the-art ML approaches produce "local" policies that only plan for a single timestep and have poor success rates and scalability. Our main idea is that we can improve a ML local policy by using heuristic search methods on the output probability distribution to resolve deadlocks and enable full horizon planning. We show several model-agnostic ways to use heuristic search with learnt policies that significantly improve the policies' success rates and scalability. To our best knowledge, we demonstrate the first time ML-based MAPF approaches have scaled to high congestion scenarios (e.g. 20% agent density).


On Size and Hardness Generalization in Unsupervised Learning for the Travelling Salesman Problem

arXiv.org Artificial Intelligence

We study the generalization capability of Unsupervised Learning in solving the Travelling Salesman Problem (TSP). We use a Graph Neural Network (GNN) trained with a surrogate loss function to generate an embedding for each node. We use these embeddings to construct a heat map that indicates the likelihood of each edge being part of the optimal route. We then apply local search to generate our final predictions. Our investigation explores how different training instance sizes, embedding dimensions, and distributions influence the outcomes of Unsupervised Learning methods. Our results show that training with larger instance sizes and increasing embedding dimensions can build a more effective representation, enhancing the model's ability to solve TSP. Furthermore, in evaluating generalization across different distributions, we first determine the hardness of various distributions and explore how different hardnesses affect the final results. Our findings suggest that models trained on harder instances exhibit better generalization capabilities, highlighting the importance of selecting appropriate training instances in solving TSP using Unsupervised Learning.


HyRRT-Connect: A Bidirectional Rapidly-Exploring Random Trees Motion Planning Algorithm for Hybrid Systems

arXiv.org Artificial Intelligence

This paper proposes a bidirectional rapidly-exploring random trees (RRT) algorithm to solve the motion planning problem for hybrid systems. The proposed algorithm, called HyRRT-Connect, propagates in both forward and backward directions in hybrid time until an overlap between the forward and backward propagation results is detected. Then, HyRRT-Connect constructs a motion plan through the reversal and concatenation of functions defined on hybrid time domains, ensuring the motion plan thoroughly satisfies the given hybrid dynamics. To address the potential discontinuity along the flow caused by tolerating some distance between the forward and backward partial motion plans, we reconstruct the backward partial motion plan by a forward-in-hybrid-time simulation from the final state of the forward partial motion plan. By applying the reversed input of the backward partial motion plan, the reconstruction process effectively eliminates the discontinuity and ensures that as the tolerance distance decreases to zero, the distance between the endpoint of the reconstructed motion plan and the final state set approaches zero. The proposed algorithm is applied to an actuated bouncing ball example and a walking robot example so as to highlight its generality and computational improvement.


Accelerating Search-Based Planning for Multi-Robot Manipulation by Leveraging Online-Generated Experiences

arXiv.org Artificial Intelligence

An exciting frontier in robotic manipulation is the use of multiple arms at once. However, planning concurrent motions is a challenging task using current methods. The high-dimensional composite state space renders many well-known motion planning algorithms intractable. Recently, Multi-Agent Path-Finding (MAPF) algorithms have shown promise in discrete 2D domains, providing rigorous guarantees. However, widely used conflict-based methods in MAPF assume an efficient single-agent motion planner. This poses challenges in adapting them to manipulation cases where this assumption does not hold, due to the high dimensionality of configuration spaces and the computational bottlenecks associated with collision checking. To this end, we propose an approach for accelerating conflict-based search algorithms by leveraging their repetitive and incremental nature -- making them tractable for use in complex scenarios involving multi-arm coordination in obstacle-laden environments. We show that our method preserves completeness and bounded sub-optimality guarantees, and demonstrate its practical efficacy through a set of experiments with up to 10 robotic arms.


Collaborative Interactive Evolution of Art in the Latent Space of Deep Generative Models

arXiv.org Artificial Intelligence

Generative Adversarial Networks (GANs) have shown great success in generating high quality images and are thus used as one of the main approaches to generate art images. However, usually the image generation process involves sampling from the latent space of the learned art representations, allowing little control over the output. In this work, we first employ GANs that are trained to produce creative images using an architecture known as Creative Adversarial Networks (CANs), then, we employ an evolutionary approach to navigate within the latent space of the models to discover images. We use automatic aesthetic and collaborative interactive human evaluation metrics to assess the generated images. In the human interactive evaluation case, we propose a collaborative evaluation based on the assessments of several participants. Furthermore, we also experiment with an intelligent mutation operator that aims to improve the quality of the images through local search based on an aesthetic measure. We evaluate the effectiveness of this approach by comparing the results produced by the automatic and collaborative interactive evolution. The results show that the proposed approach can generate highly attractive art images when the evolution is guided by collaborative human feedback.