Goto

Collaborating Authors

 Search


A Bandit Approach with Evolutionary Operators for Model Selection

arXiv.org Artificial Intelligence

This paper formulates model selection as an infinite-armed bandit problem. The models are arms, and picking an arm corresponds to a partial training of the model (resource allocation). The reward is the accuracy of the selected model after its partial training. In this best arm identification problem, regret is the gap between the expected accuracy of the optimal model and that of the model finally chosen. We first consider a straightforward generalization of UCB-E to the stochastic infinite-armed bandit problem and show that, under basic assumptions, the expected regret order is $T^{-\alpha}$ for some $\alpha \in (0,1/5)$ and $T$ the number of resources to allocate. From this vanilla algorithm, we introduce the algorithm Mutant-UCB that incorporates operators from evolutionary algorithms. Tests carried out on three open source image classification data sets attest to the relevance of this novel combining approach, which outperforms the state-of-the-art for a fixed budget.


How VADER is your AI? Towards a definition of artificial intelligence systems appropriate for regulation

arXiv.org Artificial Intelligence

Artificial intelligence (AI) has driven many information and communication technology (ICT) breakthroughs. Nonetheless, the scope of ICT systems has expanded far beyond AI since the Turing test proposal. Critically, recent AI regulation proposals adopt AI definitions affecting ICT techniques, approaches, and systems that are not AI. In some cases, even works from mathematics, statistics, and engineering would be affected. Worryingly, AI misdefinitions are observed from Western societies to the Global South. In this paper, we propose a framework to score how \textit{validated as appropriately-defined for regulation} (VADER) an AI definition is. Our online, publicly-available VADER framework scores the coverage of premises that should underlie AI definitions for regulation, which aim to (i) reproduce principles observed in other successful technology regulations, and (ii) include all AI techniques and approaches while excluding non-AI works. Regarding the latter, our score is based on a dataset of representative AI, non-AI ICT, and non-ICT examples. We demonstrate our contribution by reviewing the AI regulation proposals of key players, namely the United States, United Kingdom, European Union, and Brazil. Importantly, none of the proposals assessed achieve the appropriateness score, ranging from a revision need to a concrete risk to ICT systems and works from other fields.


Voronoi Candidates for Bayesian Optimization

arXiv.org Artificial Intelligence

Bayesian optimization (BO) offers an elegant approach for efficiently optimizing black-box functions. However, acquisition criteria demand their own challenging inner-optimization, which can induce significant overhead. Many practical BO methods, particularly in high dimension, eschew a formal, continuous optimization of the acquisition function and instead search discretely over a finite set of space-filling candidates. Here, we propose to use candidates which lie on the boundary of the Voronoi tessellation of the current design points, so they are equidistant to two or more of them. We discuss strategies for efficient implementation by directly sampling the Voronoi boundary without explicitly generating the tessellation, thus accommodating large designs in high dimension. On a battery of test problems optimized via Gaussian processes with expected improvement, our proposed approach significantly improves the execution time of a multi-start continuous search without a loss in accuracy.


CodeIt: Self-Improving Language Models with Prioritized Hindsight Replay

arXiv.org Artificial Intelligence

Large language models are increasingly solving tasks that are commonly believed to require human-level reasoning ability. However, these models still perform very poorly on benchmarks of general intelligence such as the Abstraction and Reasoning Corpus (ARC). In this paper, we approach ARC as a programming-by-examples problem, and introduce a novel and scalable method for language model self-improvement called Code Iteration (CodeIt). Our method iterates between 1) program sampling and hindsight relabeling, and 2) learning from prioritized experience replay. By relabeling the goal of an episode (i.e., the target program output given input) to the realized output produced by the sampled program, our method effectively deals with the extreme sparsity of rewards in program synthesis. Applying CodeIt to the ARC dataset, we demonstrate that prioritized hindsight replay, along with pre-training and data-augmentation, leads to successful inter-task generalization. CodeIt is the first neuro-symbolic approach that scales to the full ARC evaluation dataset. Our method solves 15% of ARC evaluation tasks, achieving state-of-the-art performance and outperforming existing neural and symbolic baselines.


Explaining Learned Reward Functions with Counterfactual Trajectories

arXiv.org Artificial Intelligence

Learning rewards from human behaviour or feedback is a promising approach to aligning AI systems with human values but fails to consistently extract correct reward functions. Interpretability tools could enable users to understand and evaluate possible flaws in learned reward functions. We propose Counterfactual Trajectory Explanations (CTEs) to interpret reward functions in reinforcement learning by contrasting an original with a counterfactual partial trajectory and the rewards they each receive. We derive six quality criteria for CTEs and propose a novel Monte-Carlo-based algorithm for generating CTEs that optimises these quality criteria. Finally, we measure how informative the generated explanations are to a proxy-human model by training it on CTEs. CTEs are demonstrably informative for the proxy-human model, increasing the similarity between its predictions and the reward function on unseen trajectories. Further, it learns to accurately judge differences in rewards between trajectories and generalises to out-of-distribution examples. Although CTEs do not lead to a perfect understanding of the reward, our method, and more generally the adaptation of XAI methods, are presented as a fruitful approach for interpreting learned reward functions.


A fast score-based search algorithm for maximal ancestral graphs using entropy

arXiv.org Artificial Intelligence

Causal discovery is an essential part of causal inference (Spirtes et al., 2000; Peters et al., 2017), but estimating causal effects is extremely challenging if the underlying causal graph is unknown. Algorithms for learning causal graphs are many and varied, using different parametric structure, classes of graphical models, and assumptions about whether all relevant variables are measured (Spirtes et al., 2000; Kaltenpoth and Vreeken, 2023; Claassen and Bucur, 2022; Nowzohour et al., 2017; Zhang and Hyvarinen, 2009; Peters et al., 2017). In this paper, we consider only nonparametric assumptions, i.e. conditional independences in distributions that are represented by graphs. The primary graphical model used in causal inference is the directed acyclic graph, also known as a DAG. These offer a clear interpretation and are straightforward to conduct inference with, and are associated with probabilistic distributions by encoding conditional independence constraints.


Adversarial Robustness Through Artifact Design

arXiv.org Artificial Intelligence

Adversarial examples arose as a challenge for machine learning. To hinder them, most defenses alter how models are trained (e.g., adversarial training) or inference is made (e.g., randomized smoothing). Still, while these approaches markedly improve models' adversarial robustness, models remain highly susceptible to adversarial examples. Identifying that, in certain domains such as traffic-sign recognition, objects are implemented per standards specifying how artifacts (e.g., signs) should be designed, we propose a novel approach for improving adversarial robustness. Specifically, we offer a method to redefine standards, making minor changes to existing ones, to defend against adversarial examples. We formulate the problem of artifact design as a robust optimization problem, and propose gradient-based and greedy search methods to solve it. We evaluated our approach in the domain of traffic-sign recognition, allowing it to alter traffic-sign pictograms (i.e., symbols within the signs) and their colors. We found that, combined with adversarial training, our approach led to up to 25.18\% higher robust accuracy compared to state-of-the-art methods against two adversary types, while further increasing accuracy on benign inputs.


CMSA algorithm for solving the prioritized pairwise test data generation problem in software product lines

arXiv.org Artificial Intelligence

In Software Product Lines (SPLs) it may be difficult or even impossible to test all the products of the family because of the large number of valid feature combinations that may exist. Thus, we want to find a minimal subset of the product family that allows us to test all these possible combinations (pairwise). Furthermore, when testing a single product is a great effort, it is desirable to first test products composed of a set of priority features. This problem is called Prioritized Pairwise Test Data Generation Problem. State-of-the-art algorithms based on Integer Linear Programming for this problema are faster enough for small and medium instances. However, there exists some real instances that are too large to be computed with these algorithms in a reasonable time because of the exponential growth of the number of candidate solutions. Also, these heuristics not always lead us to the best solutions. In this work we propose a new approach based on a hybrid metaheuristic algorithm called Construct, Merge, Solve & Adapt. We compare this matheuristic with four algorithms: a Hybrid algorithm based on Integer Linear Programming ((HILP), a Hybrid algorithm based on Integer Nonlinear Programming (HINLP), the Parallel Prioritized Genetic Solver (PPGS), and a greedy algorithm called prioritized-ICPL. The analysis reveals that CMSA results in statistically significantly better quality solutions in most instances and for most levels of weighted coverage, although it requires more execution time.


Effective anytime algorithm for multiobjective combinatorial optimization problems

arXiv.org Artificial Intelligence

In multiobjective optimization, the result of an optimization algorithm is a set of efficient solutions from which the decision maker selects one. It is common that not all the efficient solutions can be computed in a short time and the search algorithm has to be stopped prematurely to analyze the solutions found so far. A set of efficient solutions that are well-spread in the objective space is preferred to provide the decision maker with a great variety of solutions. However, just a few exact algorithms in the literature exist with the ability to provide such a well-spread set of solutions at any moment: we call them anytime algorithms. We propose a new exact anytime algorithm for multiobjective combinatorial optimization combining three novel ideas to enhance the anytime behavior. We compare the proposed algorithm with those in the state-of-the-art for anytime multiobjective combinatorial optimization using a set of 480 instances from different well-known benchmarks and four different performance measures: the overall non-dominated vector generation ratio, the hypervolume, the general spread and the additive epsilon indicator. A comprehensive experimental study reveals that our proposal outperforms the previous algorithms in most of the instances.


Grandmaster-Level Chess Without Search

arXiv.org Artificial Intelligence

The recent breakthrough successes in machine learning are mainly attributed to scale: namely large-scale attention-based architectures and datasets of unprecedented scale. This paper investigates the impact of training at scale for chess. Unlike traditional chess engines that rely on complex heuristics, explicit search, or a combination of both, we train a 270M parameter transformer model with supervised learning on a dataset of 10 million chess games. We annotate each board in the dataset with action-values provided by the powerful Stockfish 16 engine, leading to roughly 15 billion data points. Our largest model reaches a Lichess blitz Elo of 2895 against humans, and successfully solves a series of challenging chess puzzles, without any domain-specific tweaks or explicit search algorithms. We also show that our model outperforms AlphaZero's policy and value networks (without MCTS) and GPT-3.5-turbo-instruct. A systematic investigation of model and dataset size shows that strong chess performance only arises at sufficient scale. To validate our results, we perform an extensive series of ablations of design choices and hyperparameters.