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Algorithms for Hyper-Parameter Optimization
Several recent advances to the state of the art in image classification benchmarks have come from better configurations of existing techniques rather than novel approaches to feature learning. Traditionally, hyper-parameter optimization has been the job of humans because they can be very efficient in regimes where only a few trials are possible. Presently, computer clusters and GPU processors make it possible to run more trials and we show that algorithmic approaches can find better results.
Prismatic Algorithm for Discrete D.C. Programming Problem
In this paper, we propose the first exact algorithm for minimizing the difference of two submodular functions (D.S.), i.e., the discrete version of the D.C. programming problem. The developed algorithm is a branch-and-bound-based algorithm which responds to the structure of this problem through the relationship between submodularity and convexity. The D.S. programming problem covers a broad range of applications in machine learning.
Message-Passing for Approximate MAP Inference with Latent Variables
We consider a general inference setting for discrete probabilistic graphical models where we seek maximum a posteriori (MAP) estimates for a subset of the random variables (max nodes), marginalizing over the rest (sum nodes). We present a hybrid message-passing algorithm to accomplish this. The hybrid algorithm passes a mix of sum and max messages depending on the type of source node (sum or max). We derive our algorithm by showing that it falls out as the solution of a particular relaxation of a variational framework. We further show that the Expectation Maximization algorithm can be seen as an approximation to our algorithm. Experimental results on synthetic and real-world datasets, against several baselines, demonstrate the efficacy of our proposed algorithm.
Orthogonal Matching Pursuit with Replacement
In this paper, we consider the problem of compressed sensing where the goal is to recover all sparse vectors using a small number offixed linear measurements. For this problem, we propose a novel partial hard-thresholding operator that leads to a general family of iterative algorithms. While one extreme of the family yields well known hard thresholding algorithms like ITI and HTP[17, 10], the other end of the spectrum leads to a novel algorithm that we call Orthogonal Matching Pursnit with Replacement (OMPR). OMPR, like the classic greedy algorithm OMP, adds exactly one coordinate to the support at each iteration, based on the correlation with the current residnal. However, unlike OMP, OMPR also removes one coordinate from the support. This simple change allows us to prove that OMPR has the best known guarantees for sparse recovery in terms of the Restricted Isometry Property (a condition on the measurement matrix).
Scalable Algorithms for Individual Preference Stable Clustering
In this paper, we study the individual preference (IP) stability, which is an notion capturing individual fairness and stability in clustering. Within this setting, a clustering is $\alpha$-IP stable when each data point's average distance to its cluster is no more than $\alpha$ times its average distance to any other cluster. In this paper, we study the natural local search algorithm for IP stable clustering. Our analysis confirms a $O(\log n)$-IP stability guarantee for this algorithm, where $n$ denotes the number of points in the input. Furthermore, by refining the local search approach, we show it runs in an almost linear time, $\tilde{O}(nk)$.
iDb-RRT: Sampling-based Kinodynamic Motion Planning with Motion Primitives and Trajectory Optimization
Ortiz-Haro, Joaquim, Hรถnig, Wolfgang, Hartmann, Valentin N., Toussaint, Marc, Righetti, Ludovic
Rapidly-exploring Random Trees (RRT) and its variations have emerged as a robust and efficient tool for finding collision-free paths in robotic systems. However, adding dynamic constraints makes the motion planning problem significantly harder, as it requires solving two-value boundary problems (computationally expensive) or propagating random control inputs (uninformative). Alternatively, Iterative Discontinuity Bounded A* (iDb-A*), introduced in our previous study, combines search and optimization iteratively. The search step connects short trajectories (motion primitives) while allowing a bounded discontinuity between the motion primitives, which is later repaired in the trajectory optimization step. Building upon these foundations, in this paper, we present iDb-RRT, a sampling-based kinodynamic motion planning algorithm that combines motion primitives and trajectory optimization within the RRT framework. iDb-RRT is probabilistically complete and can be implemented in forward or bidirectional mode. We have tested our algorithm across a benchmark suite comprising 30 problems, spanning 8 different systems, and shown that iDb-RRT can find solutions up to 10x faster than previous methods, especially in complex scenarios that require long trajectories or involve navigating through narrow passages.
Development and Application of a Monte Carlo Tree Search Algorithm for Simulating Da Vinci Code Game Strategies
Zhang, Ye, Zhu, Mengran, Gui, Kailin, Yu, Jiayue, Hao, Yong, Sun, Haozhan
In this study, we explore the efficiency of the Monte Carlo Tree Search (MCTS), a prominent decision-making algorithm renowned for its effectiveness in complex decision environments, contingent upon the volume of simulations conducted. Notwithstanding its broad applicability, the algorithm's performance can be adversely impacted in certain scenarios, particularly within the domain of game strategy development. This research posits that the inherent branch divergence within the Da Vinci Code board game significantly impedes parallelism when executed on Graphics Processing Units (GPUs). To investigate this hypothesis, we implemented and meticulously evaluated two variants of the MCTS algorithm, specifically designed to assess the impact of branch divergence on computational performance. Our comparative analysis reveals a linear improvement in performance with the CPU-based implementation, in stark contrast to the GPU implementation, which exhibits a non-linear enhancement pattern and discernible performance troughs. These findings contribute to a deeper understanding of the MCTS algorithm's behavior in divergent branch scenarios, highlighting critical considerations for optimizing game strategy algorithms on parallel computing architectures.
Convergent Bounds on the Euclidean Distance
Given a set V of n vectors in d-dimensional space, we provide an efficient method for computing quality upper and lower bounds of the Euclidean distances between a pair of vectors in V. For this purpose, we define a distance measure, called the MS-distance, by using the mean and the standard deviation values of vectors in V. Once we compute the mean and the standard deviation values of vectors in V in O(dn) time, the MS-distance provides upper and lower bounds of Euclidean distance between any pair of vectors in V in constant time. Furthermore, these bounds can be refined further in such a way to converge monotonically to the exact Euclidean distance within d refinement steps. An analysis on a random sequence of refinement steps shows that the MS-distance provides very tight bounds in only a few refinement steps. The MS-distance can be used to various applications where the Euclidean distance is used to measure the proximity or similarity between objects. We provide experimental results on the nearest and the farthest neighbor searches.
Rapid Deformable Object Detection using Dual-Tree Branch-and-Bound
In this work we use Branch-and-Bound (BB) to efficiently detect objects with deformable part models. Instead of evaluating the classifier score exhaustively over image locations and scales, we use BB to focus on promising image locations. The core problem is to compute bounds that accommodate part deformations; for this we adapt the Dual Trees data structure [7] to our problem. We evaluate our approach using Mixture-of-Deformable Part Models [4]. We obtain exactly the same results but are 10-20 times faster on average. We also develop a multiple-object detection variation of the system, where hypotheses for 20 categories are inserted in a common priority queue.