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Carbon-Efficient Neural Architecture Search

arXiv.org Artificial Intelligence

This work presents a novel approach to neural architecture search (NAS) that aims to reduce energy costs and increase carbon efficiency during the model design process. The proposed framework, called carbon-efficient NAS (CE-NAS), consists of NAS evaluation algorithms with different energy requirements, a multi-objective optimizer, and a heuristic GPU allocation strategy. CE-NAS dynamically balances energy-efficient sampling and energy-consuming evaluation tasks based on current carbon emissions. Using a recent NAS benchmark dataset and two carbon traces, our trace-driven simulations demonstrate that CE-NAS achieves better carbon and search efficiency than the three baselines.


OmniForce: On Human-Centered, Large Model Empowered and Cloud-Edge Collaborative AutoML System

arXiv.org Artificial Intelligence

Automated machine learning (AutoML) seeks to build ML models with minimal human effort. While considerable research has been conducted in the area of AutoML in general, aiming to take humans out of the loop when building artificial intelligence (AI) applications, scant literature has focused on how AutoML works well in open-environment scenarios such as the process of training and updating large models, industrial supply chains or the industrial metaverse, where people often face open-loop problems during the search process: they must continuously collect data, update data and models, satisfy the requirements of the development and deployment environment, support massive devices, modify evaluation metrics, etc. Addressing the open-environment issue with pure data-driven approaches requires considerable data, computing resources, and effort from dedicated data engineers, making current AutoML systems and platforms inefficient and computationally intractable. Human-computer interaction is a practical and feasible way to tackle the problem of open-environment AI. In this paper, we introduce OmniForce, a human-centered AutoML (HAML) system that yields both human-assisted ML and ML-assisted human techniques, to put an AutoML system into practice and build adaptive AI in open-environment scenarios. Specifically, we present OmniForce in terms of ML version management; pipeline-driven development and deployment collaborations; a flexible search strategy framework; and widely provisioned and crowdsourced application algorithms, including large models. Furthermore, the (large) models constructed by OmniForce can be automatically turned into remote services in a few minutes; this process is dubbed model as a service (MaaS). Experimental results obtained in multiple search spaces and real-world use cases demonstrate the efficacy and efficiency of OmniForce.


Advancements in Scientific Controllable Text Generation Methods

arXiv.org Artificial Intelligence

The previous work on controllable text generation is organized using a new schema we provide in this study. Seven components make up the schema, and each one is crucial to the creation process. To accomplish controlled generation for scientific literature, we describe the various modulation strategies utilised to modulate each of the seven components. We also offer a theoretical study and qualitative examination of these methods. This insight makes possible new architectures based on combinations of these components. Future research will compare these methods empirically to learn more about their strengths and utility.


Enhanced Multi-Objective A* with Partial Expansion

arXiv.org Artificial Intelligence

The Multi-Objective Shortest Path Problem (MO-SPP), typically posed on a graph, determines a set of paths from a start vertex to a destination vertex while optimizing multiple objectives. In general, there does not exist a single solution path that can simultaneously optimize all the objectives and the problem thus seeks to find a set of so-called Pareto-optimal solutions. To address this problem, several Multi-Objective A* (MOA*) algorithms were recently developed to quickly compute solutions with quality guarantees. However, these MOA* algorithms often suffer from high memory usage, especially when the branching factor (i.e. the number of neighbors of any vertex) of the graph is large. This work thus aims at reducing the high memory consumption of MOA* with little increase in the runtime. By generalizing and unifying several single- and multi-objective search algorithms, we develop the Runtime and Memory Efficient MOA* (RME-MOA*) approach, which can balance between runtime and memory efficiency by tuning two user-defined hyper-parameters.


Noisy Tensor Ring approximation for computing gradients of Variational Quantum Eigensolver for Combinatorial Optimization

arXiv.org Artificial Intelligence

Variational Quantum algorithms, especially Quantum Approximate Optimization and Variational Quantum Eigensolver (VQE) have established their potential to provide computational advantage in the realm of combinatorial optimization. However, these algorithms suffer from classically intractable gradients limiting the scalability. This work addresses the scalability challenge for VQE by proposing a classical gradient computation method which utilizes the parameter shift rule but computes the expected values from the circuits using a tensor ring approximation. The parametrized gates from the circuit transform the tensor ring by contracting the matrix along the free edges of the tensor ring. While the single qubit gates do not alter the ring structure, the state transformations from the two qubit rotations are evaluated by truncating the singular values thereby preserving the structure of the tensor ring and reducing the computational complexity. This variation of the Matrix product state approximation grows linearly in number of qubits and the number of two qubit gates as opposed to the exponential growth in the classical simulations, allowing for a faster evaluation of the gradients on classical simulators.


Summarizing Strategy Card Game AI Competition

arXiv.org Artificial Intelligence

This paper concludes five years of AI competitions based on Legends of Code and Magic (LOCM), a small Collectible Card Game (CCG), designed with the goal of supporting research and algorithm development. The game was used in a number of events, including Community Contests on the CodinGame platform, and Strategy Card Game AI Competition at the IEEE Congress on Evolutionary Computation and IEEE Conference on Games. LOCM has been used in a number of publications related to areas such as game tree search algorithms, neural networks, evaluation functions, and CCG deckbuilding. We present the rules of the game, the history of organized competitions, and a listing of the participant and their approaches, as well as some general advice on organizing AI competitions for the research community. Although the COG 2022 edition was announced to be the last one, the game remains available and can be played using an online leaderboard arena.


Computing Motion Plans for Assembling Particles with Global Control

arXiv.org Artificial Intelligence

We investigate motion planning algorithms for the assembly of shapes in the \emph{tilt model} in which unit-square tiles move in a grid world under the influence of uniform external forces and self-assemble according to certain rules. We provide several heuristics and experimental evaluation of their success rate, solution length, runtime, and memory consumption.


Detection of Groups with Biased Representation in Ranking

arXiv.org Artificial Intelligence

Real-life tools for decision-making in many critical domains are based on ranking results. With the increasing awareness of algorithmic fairness, recent works have presented measures for fairness in ranking. Many of those definitions consider the representation of different ``protected groups'', in the top-$k$ ranked items, for any reasonable $k$. Given the protected groups, confirming algorithmic fairness is a simple task. However, the groups' definitions may be unknown in advance. In this paper, we study the problem of detecting groups with biased representation in the top-$k$ ranked items, eliminating the need to pre-define protected groups. The number of such groups possible can be exponential, making the problem hard. We propose efficient search algorithms for two different fairness measures: global representation bounds, and proportional representation. Then we propose a method to explain the bias in the representations of groups utilizing the notion of Shapley values. We conclude with an experimental study, showing the scalability of our approach and demonstrating the usefulness of the proposed algorithms.


Euclidean Equivariant Models for Generative Graphical Inverse Kinematics

arXiv.org Artificial Intelligence

Quickly and reliably finding accurate inverse kinematics (IK) solutions remains a challenging problem for robotic manipulation. Existing numerical solvers typically produce a single solution only and rely on local search techniques to minimize a highly nonconvex objective function. Recently, learning-based approaches that approximate the entire feasible set of solutions have shown promise as a means to generate multiple fast and accurate IK results in parallel. However, existing learning-based techniques have a significant drawback: each robot of interest requires a specialized model that must be trained from scratch. To address this shortcoming, we investigate a novel distance-geometric robot representation coupled with a graph structure that allows us to leverage the flexibility of graph neural networks (GNNs). We use this approach to train a generative graphical inverse kinematics solver (GGIK) that is able to produce a large number of diverse solutions in parallel while also generalizing well -- a single learned model can be used to produce IK solutions for a variety of different robots. The graphical formulation elegantly exposes the symmetry and Euclidean equivariance of the IK problem that stems from the spatial nature of robot manipulators. We exploit this symmetry by encoding it into the architecture of our learned model, yielding a flexible solver that is able to produce sets of IK solutions for multiple robots.


California man with severe autism beats Rubik's Cube world record: 'Exuberance in our hearts'

FOX News

Schwan Park, father of speed cuber Max Park, 21, tells Fox News Digital the story of his son's record-breaking achievement with Rubik's Cube: "We always knew he was good," he said. A young man from Cerritos, California, has beaten the world record for the fastest time to solve a Rubik's Cube. Park has been competing in Rubik's competitions since he was 10 years old -- and has defied the odds as a fierce competitor who also has severe autism. Park's father, Schwan Park, commended his son's record-breaking accomplishment and shared the young man's story with Fox News Digital. "We didn't realize how good he was," Park's father said, referencing the earlier years.