Search
MCTS with Refinement for Proposals Selection Games in Scene Understanding
Stekovic, Sinisa, Rad, Mahdi, Moradi, Alireza, Fraundorfer, Friedrich, Lepetit, Vincent
Abstract--We propose a novel method applicable in many scene understanding problems that adapts the Monte Carlo Tree Search (MCTS) algorithm, originally designed to learn to play games of high-state complexity. From a generated pool of proposals, our method jointly selects and optimizes proposals that minimize the objective term. In our first application for floor plan reconstruction from point clouds, our method selects and refines the room proposals, modelled as 2D polygons, by optimizing on an objective function combining the fitness as predicted by a deep network and regularizing terms on the room shapes. We also introduce a novel differentiable method for rendering the polygonal shapes of these proposals. Our evaluations on the recent and challenging Structured3D and Floor-SP datasets show significant improvements over the state-of-the-art, without imposing hard constraints nor assumptions on the floor plan configurations. In our second application, we extend our approach to reconstruct general 3D room layouts from a color image and obtain accurate room layouts. We also show that our differentiable renderer can easily be extended for rendering 3D planar polygons and polygon embeddings. Our method shows high performance on the Matterport3D-Layout dataset, without introducing hard constraints on room layout configurations. We focus in this work on tasks that are relevant in for the field of Architecture, Engineering and Construction (AEC).
A Comprehensive Framework for Learning Declarative Action Models
Aineto, Diego | Jiménez, Sergio (Universitat Politècnica de València) | Onaindia, Eva (Universitat Politècnica de València)
A declarative action model is a compact representation of the state transitions of dynamic systems that generalizes over world objects. The specification of declarative action models is often a complex hand-crafted task. In this paper we formulate declarative action models via state constraints, and present the learning of such models as a combinatorial search. The comprehensive framework presented here allows us to connect the learning of declarative action models to well-known problem solving tasks. In addition, our framework allows us to characterize the existing work in the literature according to four dimensions: (1) the target action models, in terms of the state transitions they define; (2) the available learning examples; (3) the functions used to guide the learning process, and to evaluate the quality of the learned action models; (4) the learning algorithm. Last, the paper lists relevant successful applications of the learning of declarative actions models and discusses some open challenges with the aim of encouraging future research work.
Empirical Evaluation of Project Scheduling Algorithms for Maximization of the Net Present Value
Lacerda, Isac M., Schmitz, Eber A., Szwarcfiter, Jayme L., de Freitas, Rosiane
This paper presents an empirical performance analysis of three project scheduling algorithms dealing with maximizing projects' net present value with unrestricted resources. The selected algorithms, being the most recently cited in the literature, are: Recursive Search (RS), Steepest Ascent Approach (SAA) and Hybrid Search (HS). The main motivation for this research is the lack of knowledge about the computational complexities of the RS, SAA, and HS algorithms, since all studies to date show some gaps in the analysis. Furthermore, the empirical analysis performed to date does not consider the fact that one algorithm (HS) uses a dual search strategy, which markedly improved the algorithm's performance, while the others don't. In order to obtain a fair performance comparison, we implemented the dual search strategy into the other two algorithms (RS and SAA), and the new algorithms were called Recursive Search Forward-Backward (RSFB) and Steepest Ascent Approach Forward-Backward (SAAFB). The algorithms RSFB, SAAFB, and HS were submitted to a factorial experiment with three different project network sampling characteristics. The results were analyzed using the Generalized Linear Models (GLM) statistical modeling technique that showed: a) the general computational costs of RSFB, SAAFB, and HS; b) the costs of restarting the search in the spanning tree as part of the total cost of the algorithms; c) and statistically significant differences between the distributions of the algorithms' results.
Conflict-based Search for Multi-Robot Motion Planning with Kinodynamic Constraints
Kottinger, Justin, Almagor, Shaull, Lahijanian, Morteza
Multi-robot motion planning (MRMP) is the fundamental problem of finding non-colliding trajectories for multiple robots acting in an environment, under kinodynamic constraints. Due to its complexity, existing algorithms either utilize simplifying assumptions or are incomplete. This work introduces kinodynamic conflict-based search (K-CBS), a decentralized (decoupled) MRMP algorithm that is general, scalable, and probabilistically complete. The algorithm takes inspiration from successful solutions to the discrete analogue of MRMP over finite graphs, known as multi-agent path finding (MAPF). Specifically, we adapt ideas from conflict-based search (CBS) - a popular decentralized MAPF algorithm - to the MRMP setting. The novelty in this adaptation is that we work directly in the continuous domain, without the need for discretization. In particular, the kinodynamic constraints are treated natively. K-CBS plans for each robot individually using a low-level planner and and grows a conflict tree to resolve collisions between robots by defining constraints for individual robots. The low-level planner can be any sampling-based, tree-search algorithm for kinodynamic robots, thus lifting existing planners for single robots to the multi-robot settings. We show that K-CBS inherits the (probabilistic) completeness of the low-level planner. We illustrate the generality and performance of K-CBS in several case studies and benchmarks.
Automated Quantum Circuit Design with Nested Monte Carlo Tree Search
Wang, Pei-Yong, Usman, Muhammad, Parampalli, Udaya, Hollenberg, Lloyd C. L., Myers, Casey R.
Quantum algorithms based on variational approaches are one of the most promising methods to construct quantum solutions and have found a myriad of applications in the last few years. Despite the adaptability and simplicity, their scalability and the selection of suitable ans\"atzs remain key challenges. In this work, we report an algorithmic framework based on nested Monte-Carlo Tree Search (MCTS) coupled with the combinatorial multi-armed bandit (CMAB) model for the automated design of quantum circuits. Through numerical experiments, we demonstrated our algorithm applied to various kinds of problems, including the ground energy problem in quantum chemistry, quantum optimisation on a graph, solving systems of linear equations, and finding encoding circuit for quantum error detection codes. Compared to the existing approaches, the results indicate that our circuit design algorithm can explore larger search spaces and optimise quantum circuits for larger systems, showing both versatility and scalability.
Rethinking Optimization with Differentiable Simulation from a Global Perspective
Antonova, Rika, Yang, Jingyun, Jatavallabhula, Krishna Murthy, Bohg, Jeannette
Differentiable simulation is a promising toolkit for fast gradient-based policy optimization and system identification. However, existing approaches to differentiable simulation have largely tackled scenarios where obtaining smooth gradients has been relatively easy, such as systems with mostly smooth dynamics. In this work, we study the challenges that differentiable simulation presents when it is not feasible to expect that a single descent reaches a global optimum, which is often a problem in contact-rich scenarios. We analyze the optimization landscapes of diverse scenarios that contain both rigid bodies and deformable objects. In dynamic environments with highly deformable objects and fluids, differentiable simulators produce rugged landscapes with nonetheless useful gradients in some parts of the space. We propose a method that combines Bayesian optimization with semi-local 'leaps' to obtain a global search method that can use gradients effectively, while also maintaining robust performance in regions with noisy gradients. We show that our approach outperforms several gradient-based and gradient-free baselines on an extensive set of experiments in simulation, and also validate the method using experiments with a real robot and deformables. Videos and supplementary materials are available at https://tinyurl.com/globdiff
Fast ABC-Boost: A Unified Framework for Selecting the Base Class in Multi-Class Classification
The work in ICML'09 showed that the derivatives of the classical multi-class logistic regression loss function could be re-written in terms of a pre-chosen "base class" and applied the new derivatives in the popular boosting framework. In order to make use of the new derivatives, one must have a strategy to identify/choose the base class at each boosting iteration. The idea of "adaptive base class boost" (ABC-Boost) in ICML'09, adopted a computationally expensive "exhaustive search" strategy for the base class at each iteration. It has been well demonstrated that ABC-Boost, when integrated with trees, can achieve substantial improvements in many multi-class classification tasks. Furthermore, the work in UAI'10 derived the explicit second-order tree split gain formula which typically improved the classification accuracy considerably, compared with using only the fist-order information for tree-splitting, for both multi-class and binary-class classification tasks. In this paper, we develop a unified framework for effectively selecting the base class by introducing a series of ideas to improve the computational efficiency of ABC-Boost. Our framework has parameters $(s,g,w)$. At each boosting iteration, we only search for the "$s$-worst classes" (instead of all classes) to determine the base class. We also allow a "gap" $g$ when conducting the search. That is, we only search for the base class at every $g+1$ iterations. We furthermore allow a "warm up" stage by only starting the search after $w$ boosting iterations. The parameters $s$, $g$, $w$, can be viewed as tunable parameters and certain combinations of $(s,g,w)$ may even lead to better test accuracy than the "exhaustive search" strategy. Overall, our proposed framework provides a robust and reliable scheme for implementing ABC-Boost in practice.
Tensor Recovery Based on A Novel Non-convex Function Minimax Logarithmic Concave Penalty Function
Zhang, Hongbing, Liu, Xinyi, Liu, Chang, Fan, Hongtao, Li, Yajing, Zhu, Xinyun
Non-convex relaxation methods have been widely used in tensor recovery problems, and compared with convex relaxation methods, can achieve better recovery results. In this paper, a new non-convex function, Minimax Logarithmic Concave Penalty (MLCP) function, is proposed, and some of its intrinsic properties are analyzed, among which it is interesting to find that the Logarithmic function is an upper bound of the MLCP function. The proposed function is generalized to tensor cases, yielding tensor MLCP and weighted tensor $L\gamma$-norm. Consider that its explicit solution cannot be obtained when applying it directly to the tensor recovery problem. Therefore, the corresponding equivalence theorems to solve such problem are given, namely, tensor equivalent MLCP theorem and equivalent weighted tensor $L\gamma$-norm theorem. In addition, we propose two EMLCP-based models for classic tensor recovery problems, namely low-rank tensor completion (LRTC) and tensor robust principal component analysis (TRPCA), and design proximal alternate linearization minimization (PALM) algorithms to solve them individually. Furthermore, based on the Kurdyka-{\L}ojasiwicz property, it is proved that the solution sequence of the proposed algorithm has finite length and converges to the critical point globally. Finally, Extensive experiments show that proposed algorithm achieve good results, and it is confirmed that the MLCP function is indeed better than the Logarithmic function in the minimization problem, which is consistent with the analysis of theoretical properties.
Technical Perspective: Visualization Search: From Sketching to Natural Language
Visualization enables effective data exploration by harnessing the higher bandwidth interactivity of the human visual cortex. But the space of possible visualizations is immense, such that general abstractions for creating (that is, finding) the right visualization are elusive, despite recent progress in systems like vega2 and Draco.1 The following paper provides a general abstraction, along with advanced interfaces, focusing on visualization search. If you have ever created a long sequence of visualizations looking for interesting patterns, you have manually performed a visualization search task. The visualization search problem is to find subsets of the data that, when suitably rendered, generate a visualization like a provided pattern specification. This task is intuitively difficult, requiring at least a model of visualization similarity, a representation of a massive search space, a strategy for navigating the search space, and appropriate interfaces through which users can express specifications.
Google Interactive Search Historical past Infographic - Channel969
Final week, Google tweeted about its interactive infographic on how Google Search has modified because it launched in 1998. For me, this infographic triggered a variety of search engine optimisation reminiscences. I tweeted about a few of them however the infographic might set off one thing else for you. Right here is the infographic within the how search works portal. Right here is Google's tweet – though Google deleted the unique one which I responded to: Rather a lot has modified since Google Search first launched in 1998.