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Space-Time Attention with Shifted Non-Local Search

arXiv.org Artificial Intelligence

Efficiently computing attention maps for videos is challenging due to the motion of objects between frames. While a standard non-local search is high-quality for a window surrounding each query point, the window's small size cannot accommodate motion. Methods for long-range motion use an auxiliary network to predict the most similar key coordinates as offsets from each query location. However, accurately predicting this flow field of offsets remains challenging, even for large-scale networks. Small spatial inaccuracies significantly impact the attention module's quality. This paper proposes a search strategy that combines the quality of a non-local search with the range of predicted offsets. The method, named Shifted Non-Local Search, executes a small grid search surrounding the predicted offsets to correct small spatial errors. Our method's in-place computation consumes 10 times less memory and is over 3 times faster than previous work. Experimentally, correcting the small spatial errors improves the video frame alignment quality by over 3 dB PSNR. Our search upgrades existing space-time attention modules, which improves video denoising results by 0.30 dB PSNR for a 7.5% increase in overall runtime. We integrate our space-time attention module into a UNet-like architecture to achieve state-of-the-art results on video denoising.


RL4CO: a Unified Reinforcement Learning for Combinatorial Optimization Library

arXiv.org Artificial Intelligence

Deep reinforcement learning offers notable benefits in addressing combinatorial problems over traditional solvers, reducing the reliance on domain-specific knowledge and expert solutions, and improving computational efficiency. Despite the recent surge in interest in neural combinatorial optimization, practitioners often do not have access to a standardized code base. Moreover, different algorithms are frequently based on fragmentized implementations that hinder reproducibility and fair comparison. To address these challenges, we introduce RL4CO, a unified Reinforcement Learning (RL) for Combinatorial Optimization (CO) library. We employ state-of-the-art software and best practices in implementation, such as modularity and configuration management, to be flexible, easily modifiable, and extensible by researchers. Thanks to our unified codebase, we benchmark baseline RL solvers with different evaluation schemes on zero-shot performance, generalization, and adaptability on diverse tasks. Notably, we find that some recent methods may fall behind their predecessors depending on the evaluation settings. We hope RL4CO will encourage the exploration of novel solutions to complex real-world tasks, allowing the community to compare with existing methods through a unified framework that decouples the science from software engineering. We open-source our library at https://github.com/ai4co/rl4co.


Adaptive operator selection utilising generalised experience

arXiv.org Artificial Intelligence

Optimisation problems, particularly combinatorial optimisation problems, are difficult to solve due to their complexity and hardness. Such problems have been successfully solved by evolutionary and swarm intelligence algorithms, especially in binary format. However, the approximation may suffer due to the the issues in balance between exploration and exploitation activities (EvE), which remain as the major challenge in this context. Although the complementary usage of multiple operators is becoming more popular for managing EvE with adaptive operator selection schemes, a bespoke adaptive selection system is still an important topic in research. Reinforcement Learning (RL) has recently been proposed as a way to customise and shape up a highly effective adaptive selection system. However, it is still challenging to handle the problem in terms of scalability. This paper proposes and assesses a RL-based novel approach to help develop a generalised framework for gaining, processing, and utilising the experiences for both the immediate and future use. The experimental results support the proposed approach with a certain level of success.


Achieving the Minimax Optimal Sample Complexity of Offline Reinforcement Learning: A DRO-Based Approach

arXiv.org Artificial Intelligence

Offline reinforcement learning aims to learn from pre-collected datasets without active exploration. This problem faces significant challenges, including limited data availability and distributional shifts. Existing approaches adopt a pessimistic stance towards uncertainty by penalizing rewards of under-explored state-action pairs to estimate value functions conservatively. In this paper, we show that the distributionally robust optimization (DRO) based approach can also address these challenges and is minimax optimal. Specifically, we directly model the uncertainty in the transition kernel and construct an uncertainty set of statistically plausible transition kernels. We then find the policy that optimizes the worst-case performance over this uncertainty set. We first design a metric-based Hoeffding-style uncertainty set such that with high probability the true transition kernel is in this set. We prove that to achieve a sub-optimality gap of $\epsilon$, the sample complexity is $\mathcal{O}(S^2C^{\pi^*}\epsilon^{-2}(1-\gamma)^{-4})$, where $\gamma$ is the discount factor, $S$ is the number of states, and $C^{\pi^*}$ is the single-policy clipped concentrability coefficient which quantifies the distribution shift. To achieve the optimal sample complexity, we further propose a less conservative Bernstein-style uncertainty set, which, however, does not necessarily include the true transition kernel. We show that an improved sample complexity of $\mathcal{O}(SC^{\pi^*}\epsilon^{-2}(1-\gamma)^{-3})$ can be obtained, which matches with the minimax lower bound for offline reinforcement learning, and thus is minimax optimal.


Data-Driven Causal Effect Estimation Based on Graphical Causal Modelling: A Survey

arXiv.org Artificial Intelligence

In many fields of scientific research and real-world applications, unbiased estimation of causal effects from non-experimental data is crucial for understanding the mechanism underlying the data and for decision-making on effective responses or interventions. A great deal of research has been conducted to address this challenging problem from different angles. For estimating causal effect in observational data, assumptions such as Markov condition, faithfulness and causal sufficiency are always made. Under the assumptions, full knowledge such as, a set of covariates or an underlying causal graph, is typically required. A practical challenge is that in many applications, no such full knowledge or only some partial knowledge is available. In recent years, research has emerged to use search strategies based on graphical causal modelling to discover useful knowledge from data for causal effect estimation, with some mild assumptions, and has shown promise in tackling the practical challenge. In this survey, we review these data-driven methods on causal effect estimation for a single treatment with a single outcome of interest and focus on the challenges faced by data-driven causal effect estimation. We concisely summarise the basic concepts and theories that are essential for data-driven causal effect estimation using graphical causal modelling but are scattered around the literature. We identify and discuss the challenges faced by data-driven causal effect estimation and characterise the existing methods by their assumptions and the approaches to tackling the challenges. We analyse the strengths and limitations of the different types of methods and present an empirical evaluation to support the discussions. We hope this review will motivate more researchers to design better data-driven methods based on graphical causal modelling for the challenging problem of causal effect estimation.


AI planning in the imagination: High-level planning on learned abstract search spaces

arXiv.org Artificial Intelligence

Search and planning algorithms have been a cornerstone of artificial intelligence since the field's inception. Giving reinforcement learning agents the ability to plan during execution time has resulted in significant performance improvements in various domains. However, in real-world environments, the model with respect to which the agent plans has been constrained to be grounded in the real environment itself, as opposed to a more abstract model which allows for planning over compound actions and behaviors. We propose a new method, called PiZero, that gives an agent the ability to plan in an abstract search space that the agent learns during training, which is completely decoupled from the real environment. Unlike prior approaches, this enables the agent to perform high-level planning at arbitrary timescales and reason in terms of compound or temporally-extended actions, which can be useful in environments where large numbers of base-level micro-actions are needed to perform relevant macro-actions. In addition, our method is more general than comparable prior methods because it seamlessly handles settings with continuous action spaces, combinatorial action spaces, and partial observability. We evaluate our method on multiple domains, including the traveling salesman problem, Sokoban, 2048, the facility location problem, and Pacman. Experimentally, it outperforms comparable prior methods without assuming access to an environment simulator at execution time.


Task tree retrieval from FOON using search algorithms

arXiv.org Artificial Intelligence

Robots can be very useful to automate tasks and reduce the human effort required. But for the robot to know, how to perform tasks, we need to give it a clear set of steps to follow. It is nearly impossible to provide a robot with instructions for every possible task. Therefore we have a Universal Functional object-oriented network (FOON) which was created and expanded and has a lot of existing recipe information [1]. But certain tasks are complicated for robots to perform and similarly, some tasks are complicated for humans to perform. Therefore weights have been added to functional units to represent the chance of successful execution of the motion by the robot [2]. Given a set of kitchen items and a goal node, using Universal FOON, a robot must be able to determine if the required items are present in the kitchen, and if yes, get the steps to convert the required kitchen items to the goal node. Now through this paper, we use two algorithms (IDS and GBFS) to retrieve a task tree (if possible) for a goal node and a given set of kitchen items. The following would be the different parts of the paper: Section II FOON creation, where we will discuss the different terminologies related to FOON and visualization of FOON. In Section III Methodology we discuss the IDS and GBFS search algorithms and the two different heuristics implemented and used in GBFS. In Section IV Experiment/Discussion, we compare the performance of different algorithms. In the final section V, we specify the references of the papers that have been cited.


DIFUSCO: Graph-based Diffusion Solvers for Combinatorial Optimization

arXiv.org Artificial Intelligence

Neural network-based Combinatorial Optimization (CO) methods have shown promising results in solving various NP-complete (NPC) problems without relying on hand-crafted domain knowledge. This paper broadens the current scope of neural solvers for NPC problems by introducing a new graph-based diffusion framework, namely DIFUSCO. Our framework casts NPC problems as discrete {0, 1}-vector optimization problems and leverages graph-based denoising diffusion models to generate high-quality solutions. We investigate two types of diffusion models with Gaussian and Bernoulli noise, respectively, and devise an effective inference schedule to enhance the solution quality. We evaluate our methods on two well-studied NPC combinatorial optimization problems: Traveling Salesman Problem (TSP) and Maximal Independent Set (MIS). Experimental results show that DIFUSCO strongly outperforms the previous state-of-the-art neural solvers, improving the performance gap between ground-truth and neural solvers from 1.76% to 0.46% on TSP-500, from 2.46% to 1.17% on TSP-1000, and from 3.19% to 2.58% on TSP-10000. For the MIS problem, DIFUSCO outperforms the previous state-of-the-art neural solver on the challenging SATLIB benchmark.


Symmetric Mean-field Langevin Dynamics for Distributional Minimax Problems

arXiv.org Machine Learning

In this paper, we extend mean-field Langevin dynamics to minimax optimization over probability distributions for the first time with symmetric and provably convergent updates. We propose mean-field Langevin averaged gradient (MFL-AG), a single-loop algorithm that implements gradient descent ascent in the distribution spaces with a novel weighted averaging, and establish average-iterate convergence to the mixed Nash equilibrium. We also study both time and particle discretization regimes and prove a new uniform-in-time propagation of chaos result which accounts for the dependency of the particle interactions on all previous distributions. Furthermore, we propose mean-field Langevin anchored best response (MFL-ABR), a symmetric double-loop algorithm based on best response dynamics with linear last-iterate convergence. Finally, we study applications to zero-sum Markov games and conduct simulations demonstrating long-term optimality.


Minuet: Accelerating 3D Sparse Convolutions on GPUs

arXiv.org Artificial Intelligence

Sparse Convolution (SC) is widely used for processing 3D point clouds that are inherently sparse. Different from dense convolution, SC preserves the sparsity of the input point cloud by only allowing outputs to specific locations. To efficiently compute SC, prior SC engines first use hash tables to build a kernel map that stores the necessary General Matrix Multiplication (GEMM) operations to be executed (Map step), and then use a Gather-GEMM-Scatter process to execute these GEMM operations (GMaS step). In this work, we analyze the shortcomings of prior state-of-the-art SC engines, and propose Minuet, a novel memory-efficient SC engine tailored for modern GPUs. Minuet proposes to (i) replace the hash tables used in the Map step with a novel segmented sorting double-traversed binary search algorithm that highly utilizes the on-chip memory hierarchy of GPUs, (ii) use a lightweight scheme to autotune the tile size in the Gather and Scatter operations of the GMaS step, such that to adapt the execution to the particular characteristics of each SC layer, dataset, and GPU architecture, and (iii) employ a padding-efficient GEMM grouping approach that reduces both memory padding and kernel launching overheads. Our evaluations show that Minuet significantly outperforms prior SC engines by on average $1.74\times$ (up to $2.22\times$) for end-to-end point cloud network executions. Our novel segmented sorting double-traversed binary search algorithm achieves superior speedups by $15.8\times$ on average (up to $26.8\times$) over prior SC engines in the Map step. The source code of Minuet is publicly available at https://github.com/UofT-EcoSystem/Minuet.