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Learning Obstacle-Avoiding Lattice Paths using Swarm Heuristics: Exploring the Bijection to Ordered Trees

arXiv.org Artificial Intelligence

Lattice paths are functional entities that model efficient navigation in discrete/grid maps. This paper presents a new scheme to generate collision-free lattice paths with utmost efficiency using the bijective property to rooted ordered trees, rendering a one-dimensional search problem. Our computational studies using ten state-of-the-art and relevant nature-inspired swarm heuristics in navigation scenarios with obstacles with convex and non-convex geometry show the practical feasibility and efficiency in rendering collision-free lattice paths. We believe our scheme may find use in devising fast algorithms for planning and combinatorial optimization in discrete maps.


Bilevel Optimization for Feature Selection in the Data-Driven Newsvendor Problem

arXiv.org Artificial Intelligence

We study the feature-based newsvendor problem, in which a decision-maker has access to historical data consisting of demand observations and exogenous features. In this setting, we investigate feature selection, aiming to derive sparse, explainable models with improved out-of-sample performance. Up to now, state-of-the-art methods utilize regularization, which penalizes the number of selected features or the norm of the solution vector. As an alternative, we introduce a novel bilevel programming formulation. The upper-level problem selects a subset of features that minimizes an estimate of the out-of-sample cost of ordering decisions based on a held-out validation set. The lower-level problem learns the optimal coefficients of the decision function on a training set, using only the features selected by the upper-level. We present a mixed integer linear program reformulation for the bilevel program, which can be solved to optimality with standard optimization solvers. Our computational experiments show that the method accurately recovers ground-truth features already for instances with a sample size of a few hundred observations. In contrast, regularization-based techniques often fail at feature recovery or require thousands of observations to obtain similar accuracy. Regarding out-of-sample generalization, we achieve improved or comparable cost performance.


A Differentiable Loss Function for Learning Heuristics in A*

arXiv.org Artificial Intelligence

Optimization of heuristic functions for the A* algorithm, realized by deep neural networks, is usually done by minimizing square root loss of estimate of the cost to goal values. This paper argues that this does not necessarily lead to a faster search of A* algorithm since its execution relies on relative values instead of absolute ones. As a mitigation, we propose a L* loss, which upper-bounds the number of excessively expanded states inside the A* search. The L* loss, when used in the optimization of state-of-the-art deep neural networks for automated planning in maze domains like Sokoban and maze with teleports, significantly improves the fraction of solved problems, the quality of founded plans, and reduces the number of expanded states to approximately 50%


Analysing the Predictivity of Features to Characterise the Search Space

arXiv.org Artificial Intelligence

Exploring search spaces is one of the most unpredictable challenges that has attracted the interest of researchers for decades. One way to handle unpredictability is to characterise the search spaces and take actions accordingly. A well-characterised search space can assist in mapping the problem states to a set of operators for generating new problem states. In this paper, a landscape analysis-based set of features has been analysed using the most renown machine learning approaches to determine the optimal feature set. However, in order to deal with problem complexity and induce commonality for transferring experience across domains, the selection of the most representative features remains crucial. The proposed approach analyses the predictivity of a set of features in order to determine the best categorization.


Keke AI Competition: Solving puzzle levels in a dynamically changing mechanic space

arXiv.org Artificial Intelligence

Abstract--The Keke AI Competition introduces an artificial agent competition for the game Baba is You - a Sokoban-like puzzle game where players can create rules that influence the mechanics of the game. Altering a rule can cause temporary or permanent effects for the rest of the level that could be part of the solution space. The nature of these dynamic rules and the deterministic aspect of the game creates a challenge for AI to adapt to a variety of mechanic combinations in order to solve a level. With the increasing depth and complexity of puzzle games comes the increasing need for intelligent solvers for these games. For example, in the puzzle game Sokoban, a is Hard To Build, Monument Valley, Braid, VVVVVV) player must push each crate to designated positions on the with player-controlled dynamic mechanics that can temporarily map in order to solve the puzzle.


Neural Networks for Local Search and Crossover in Vehicle Routing: A Possible Overkill?

arXiv.org Artificial Intelligence

Extensive research has been conducted, over recent years, on various ways of enhancing heuristic search for combinatorial optimization problems with machine learning algorithms. In this study, we investigate the use of predictions from graph neural networks (GNNs) in the form of heatmaps to improve the Hybrid Genetic Search (HGS), a state-of-the-art algorithm for the Capacitated Vehicle Routing Problem (CVRP). The crossover and local-search components of HGS are instrumental in finding improved solutions, yet these components essentially rely on simple greedy or random choices. It seems intuitive to attempt to incorporate additional knowledge at these levels. Throughout a vast experimental campaign on more than 10,000 problem instances, we show that exploiting more sophisticated strategies using measures of node relatedness (heatmaps, or simply distance) within these algorithmic components can significantly enhance performance. However, contrary to initial expectations, we also observed that heatmaps did not present significant advantages over simpler distance measures for these purposes. Therefore, we faced a common -- though rarely documented -- situation of overkill: GNNs can indeed improve performance on an important optimization task, but an ablation analysis demonstrated that simpler alternatives perform equally well.


Physics-Guided Adversarial Machine Learning for Aircraft Systems Simulation

arXiv.org Artificial Intelligence

In the context of aircraft system performance assessment, deep learning technologies allow to quickly infer models from experimental measurements, with less detailed system knowledge than usually required by physics-based modeling. However, this inexpensive model development also comes with new challenges regarding model trustworthiness. This work presents a novel approach, physics-guided adversarial machine learning (ML), that improves the confidence over the physics consistency of the model. The approach performs, first, a physics-guided adversarial testing phase to search for test inputs revealing behavioral system inconsistencies, while still falling within the range of foreseeable operational conditions. Then, it proceeds with physics-informed adversarial training to teach the model the system-related physics domain foreknowledge through iteratively reducing the unwanted output deviations on the previously-uncovered counterexamples. Empirical evaluation on two aircraft system performance models shows the effectiveness of our adversarial ML approach in exposing physical inconsistencies of both models and in improving their propensity to be consistent with physics domain knowledge.


Auto-TransRL: Autonomous Composition of Vision Pipelines for Robotic Perception

arXiv.org Artificial Intelligence

One of the most important parts of solving a vision task Our main contribution is to leverage the Transformer is to correctly identify the correct sequence of preprocessing Architecture [1] along with Deep Reinforcement Learning steps and the algorithms that would be most suitable for techniques to search the algorithmic space such that it restoring the image to a format that can be used for achieving can generalize well to the set of algorithms that were not the goal task. Preprocessing of images and videos plays used during training. In a nutshell, after the sequence of a very vital role in the performance of a computer vision preprocessing steps are decided, our framework performs a pipeline. Inappropriate choices of the preprocessing sequence knowledge based graph search over the algorithmic space at and algorithms can drastically hamper the performance of every stage of the pipeline and identifies the algorithms that the goal task. The preprocessing pipeline can have different would be well suited to complete the vision pipeline for a arrangements and the number of algorithms to choose from given input image. As our framework can retrieve algorithms are fairly large in number. As a result, there can exist multiple dynamically, it reduces the level of human intervention for such algorithmic configurations to choose from.


How to use Binary Search Trees part1(Data Structures and Algorithms)

#artificialintelligence

Abstract: This paper presents a parallel solution based on the coarse-grained multicomputer (CGM) model using the four-splitting technique to solve the optimal binary search tree problem. The well-known sequential algorithm of Knuth solves this problem in O(n2) time and space, where n is the number of keys used to build the optimal binary search tree. To parallelize this algorithm on the CGM model, the irregular partitioning technique, consisting in subdividing the dependency graph into subgraphs (or blocks) of variable size, has been proposed to tackle the trade-off of minimizing the number of communication rounds and balancing the load of processors. This technique however induces a high latency time of processors (which accounts for most of the global communication time) because varying the blocks' sizes does not enable them to start evaluating some blocks as soon as the data they need are available. The four-splitting technique proposed in this paper solves this shortcoming by evaluating a block as a sequence of computation and communication steps of four subblocks.


How Hill Climbing Algorithm Works(Artificial Intelligence)

#artificialintelligence

Abstract: Neural networks have now long been used for solving complex problems of image domain, yet designing the same needs manual expertise. Furthermore, techniques for automatically generating a suitable deep learning architecture for a given dataset have frequently made use of reinforcement learning and evolutionary methods which take extensive computational resources and time. We propose a new framework for neural architecture search based on a hill-climbing procedure using morphism operators that makes use of a novel gradient update scheme. The update is based on the aging of neural network layers and results in the reduction in the overall training time. This technique can search in a broader search space which subsequently yields competitive results.