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Symmetric Replay Training: Enhancing Sample Efficiency in Deep Reinforcement Learning for Combinatorial Optimization

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has significantly advanced the field of combinatorial optimization (CO). However, its practicality is hindered by the necessity for a large number of reward evaluations, especially in scenarios involving computationally intensive function assessments. To enhance the sample efficiency, we propose a simple but effective method, called symmetric replay training (SRT), which can be easily integrated into various DRL methods. Our method leverages high-reward samples to encourage exploration of the under-explored symmetric regions without additional online interactions - free. Through replay training, the policy is trained to maximize the likelihood of the symmetric trajectories of discovered high-rewarded samples. Experimental results demonstrate the consistent improvement of our method in sample efficiency across diverse DRL methods applied to real-world tasks, such as molecular optimization and hardware design.


Continuous Tensor Relaxation for Finding Diverse Solutions in Combinatorial Optimization Problems

arXiv.org Artificial Intelligence

Finding the best solution is the most common objective in combinatorial optimization (CO) problems. However, a single solution may not be suitable in practical scenarios, as the objective functions and constraints are only approximations of original real-world situations. To tackle this, finding (i) "heterogeneous solutions", diverse solutions with distinct characteristics, and (ii) "penalty-diversified solutions", variations in constraint severity, are natural directions. This strategy provides the flexibility to select a suitable solution during post-processing. However, discovering these diverse solutions is more challenging than identifying a single solution. To overcome this challenge, this study introduces Continual Tensor Relaxation Annealing (CTRA) for unsupervised-learning-based CO solvers. CTRA addresses various problems simultaneously by extending the continual relaxation approach, which transforms discrete decision variables into continual tensors. This method finds heterogeneous and penalty-diversified solutions through mutual interactions, where the choice of one solution affects the other choices. Numerical experiments show that CTRA enables UL-based solvers to find heterogeneous and penalty-diversified solutions much faster than existing UL-based solvers. Moreover, these experiments reveal that CTRA enhances the exploration ability.


Locally-Adaptive Quantization for Streaming Vector Search

arXiv.org Artificial Intelligence

Retrieving the most similar vector embeddings to a given query among a massive collection of vectors has long been a key component of countless real-world applications. The recently introduced Retrieval-Augmented Generation is one of the most prominent examples. For many of these applications, the database evolves over time by inserting new data and removing outdated data. In these cases, the retrieval problem is known as streaming similarity search. While Locally-Adaptive Vector Quantization (LVQ), a highly efficient vector compression method, yields state-of-the-art search performance for non-evolving databases, its usefulness in the streaming setting has not been yet established. In this work, we study LVQ in streaming similarity search. In support of our evaluation, we introduce two improvements of LVQ: Turbo LVQ and multi-means LVQ that boost its search performance by up to 28% and 27%, respectively. Our studies show that LVQ and its new variants enable blazing fast vector search, outperforming its closest competitor by up to 9.4x for identically distributed data and by up to 8.8x under the challenging scenario of data distribution shifts (i.e., where the statistical distribution of the data changes over time). We release our contributions as part of Scalable Vector Search, an open-source library for high-performance similarity search.


Long-range Meta-path Search on Large-scale Heterogeneous Graphs

arXiv.org Artificial Intelligence

Utilizing long-range dependency, though extensively studied in homogeneous graphs, has not been well investigated on heterogeneous graphs. Addressing this research gap presents two major challenges. The first is to alleviate computational costs while endeavoring to leverage as much effective information as possible in the presence of heterogeneity. The second involves overcoming the well-known over-smoothing issue occurring in various graph neural networks. To this end, we investigate the importance of different meta-paths and introduce an automatic framework for utilizing long-range dependency on heterogeneous graphs, denoted as Long-range Meta-path Search through Progressive Sampling (LMSPS). Specifically, we develop a search space with all meta-paths related to the target node type. By employing a progressive sampling algorithm, LMSPS dynamically shrinks the search space with hop-independent time complexity. Utilizing a sampling evaluation strategy as the guidance, LMSPS conducts a specialized and effective meta-path selection. Subsequently, only effective meta-paths are employed for retraining to reduce costs and overcome the over-smoothing issue. Extensive experiments on various heterogeneous datasets demonstrate that LMSPS discovers effective long-range meta-paths and outperforms the state-of-the-art. Besides, it ranks top-1 on the leaderboards of \texttt{ogbn-mag} in Open Graph Benchmark. Our code is available at https://github.com/JHL-HUST/LDMLP.


Minimizing Regret in Billboard Advertisement under Zonal Influence Constraint

arXiv.org Artificial Intelligence

In a typical billboard advertisement technique, a number of digital billboards are owned by an influence provider, and many advertisers approach the influence provider for a specific number of views of their advertisement content on a payment basis. If the influence provider provides the demanded or more influence, then he will receive the full payment or else a partial payment. In the context of an influence provider, if he provides more or less than an advertiser's demanded influence, it is a loss for him. This is formalized as 'Regret', and naturally, in the context of the influence provider, the goal will be to allocate the billboard slots among the advertisers such that the total regret is minimized. In this paper, we study this problem as a discrete optimization problem and propose four solution approaches. The first one selects the billboard slots from the available ones in an incremental greedy manner, and we call this method the Budget Effective Greedy approach. In the second one, we introduce randomness with the first one, where we perform the marginal gain computation for a sample of randomly chosen billboard slots. The remaining two approaches are further improvements over the second one. We analyze all the algorithms to understand their time and space complexity. We implement them with real-life trajectory and billboard datasets and conduct a number of experiments. It has been observed that the randomized budget effective greedy approach takes reasonable computational time while minimizing the regret.


ReEvo: Large Language Models as Hyper-Heuristics with Reflective Evolution

arXiv.org Artificial Intelligence

The omnipresence of NP-hard combinatorial optimization problems (COPs) compels domain experts to engage in trial-and-error heuristic design process. The long-standing endeavor of design automation has gained new momentum with the rise of large language models (LLMs). This paper introduces Language Hyper-Heuristics (LHHs), an emerging variant of Hyper-Heuristics that leverages LLMs for heuristic generation, featuring minimal manual intervention and open-ended heuristic spaces. To empower LHHs, we present Reflective Evolution (ReEvo), a generic searching framework that emulates the reflective design approach of human experts while far surpassing human capabilities with its scalable LLM inference, Internet-scale domain knowledge, and powerful evolutionary search. Evaluations across 12 COP settings show that 1) verbal reflections for evolution lead to smoother fitness landscapes, explicit inference of black-box COP settings, and better search results; 2) heuristics generated by ReEvo in minutes can outperform state-of-the-art human designs and neural solvers; 3) LHHs enable efficient algorithm design automation even when challenged with black-box COPs, demonstrating its potential for complex and novel real-world applications. Our code is available: https://github.com/ai4co/LLM-as-HH.


A Memetic Algorithm To Find a Hamiltonian Cycle in a Hamiltonian Graph

arXiv.org Artificial Intelligence

We present a memetic algorithm (\maa) approach for finding a Hamiltonian cycle in a Hamiltonian graph. The \ma is based on a proven approach to the Asymmetric Travelling Salesman Problem (\atspp) that, in this contribution, is boosted by the introduction of more powerful local searches. Our approach also introduces a novel technique that sparsifies the input graph under consideration for Hamiltonicity and dynamically augments it during the search. Such a combined heuristic approach helps to prove Hamiltonicity by finding a Hamiltonian cycle in less time. In addition, we also employ a recently introduced polynomial-time reduction from the \hamcyc to the Symmetric \tsp, which is based on computing the transitive closure of the graph. Although our approach is a metaheuristic, i.e., it does not give a theoretical guarantee for finding a Hamiltonian cycle, we have observed that the method is successful in practice in verifying the Hamiltonicity of a larger number of instances from the \textit{Flinder University Hamiltonian Cycle Problem Challenge Set} (\fhcpsc), even for the graphs that have large treewidth. The experiments on the \fhcpscc instances and a computational comparison with five recent state-of-the-art baseline approaches show that the proposed method outperforms those for the majority of the instances in the \fhcpsc.


Approximate Nearest Neighbor Search with Window Filters

arXiv.org Artificial Intelligence

The nearest neighbor search problem has been widely studied for more than 30 years (Arya & Mount, 1993). Given Although this problem has many motivating examples, there a dataset D, the problem requires the construction of an is a dearth of papers examining it in the literature. Some vector index that can efficiently answer queries of the form "what databases analyze window search-like problem instances is the closest vector to x in D?" Solving this problem exactly as an additional feature of their system, but this analysis degrades to a brute force linear search in high dimensions is typically secondary to their main approach and too slow (Rubinstein, 2018), so instead both theoreticians and for large-scale real-world systems; as far as we are aware, practitioners focus on the relaxed c-approximate nearest we are the first to propose, analyze, and experiment with a neighbor search problem (ANNS), which asks "what is a non-trivial solution to the window search problem.


FM3Q: Factorized Multi-Agent MiniMax Q-Learning for Two-Team Zero-Sum Markov Game

arXiv.org Artificial Intelligence

Many real-world applications involve some agents that fall into two teams, with payoffs that are equal within the same team but of opposite sign across the opponent team. The so-called two-team zero-sum Markov games (2t0sMGs) can be resolved with reinforcement learning in recent years. However, existing methods are thus inefficient in light of insufficient consideration of intra-team credit assignment, data utilization and computational intractability. In this paper, we propose the individual-global-minimax (IGMM) principle to ensure the coherence between two-team minimax behaviors and the individual greedy behaviors through Q functions in 2t0sMGs. Based on it, we present a novel multi-agent reinforcement learning framework, Factorized Multi-Agent MiniMax Q-Learning (FM3Q), which can factorize the joint minimax Q function into individual ones and iteratively solve for the IGMM-satisfied minimax Q functions for 2t0sMGs. Moreover, an online learning algorithm with neural networks is proposed to implement FM3Q and obtain the deterministic and decentralized minimax policies for two-team players. A theoretical analysis is provided to prove the convergence of FM3Q. Empirically, we use three environments to evaluate the learning efficiency and final performance of FM3Q and show its superiority on 2t0sMGs.


Genetic-based Constraint Programming for Resource Constrained Job Scheduling

arXiv.org Artificial Intelligence

Resource constrained job scheduling is a hard combinatorial optimisation problem that originates in the mining industry. Off-the-shelf solvers cannot solve this problem satisfactorily in reasonable timeframes, while other solution methods such as many evolutionary computation methods and matheuristics cannot guarantee optimality and require low-level customisation and specialised heuristics to be effective. This paper addresses this gap by proposing a genetic programming algorithm to discover efficient search strategies of constraint programming for resource-constrained job scheduling. In the proposed algorithm, evolved programs represent variable selectors to be used in the search process of constraint programming, and their fitness is determined by the quality of solutions obtained for training instances. The novelties of this algorithm are (1) a new representation of variable selectors, (2) a new fitness evaluation scheme, and (3) a pre-selection mechanism. Tests with a large set of random and benchmark instances, the evolved variable selectors can significantly improve the efficiency of constraining programming. Compared to highly customised metaheuristics and hybrid algorithms, evolved variable selectors can help constraint programming identify quality solutions faster and proving optimality is possible if sufficiently large run-times are allowed. The evolved variable selectors are especially helpful when solving instances with large numbers of machines.