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Adaptive Greedy versus Non-adaptive Greedy for Influence Maximization
Chen, Wei (Microsoft Research) | Peng, Binghui (Columbia University) | Schoenebeck, Grant (University of Michigan) | Tao, Biaoshuai
We consider the adaptive influence maximization problem: given a network and a budget k, iteratively select k seeds in the network to maximize the expected number of adopters. In the full-adoption feedback model, after selecting each seed, the seed-picker observes all the resulting adoptions. In the myopic feedback model, the seed-picker only observes whether each neighbor of the chosen seed adopts. Motivated by the extreme success of greedy-based algorithms/heuristics for influence maximization, we propose the concept of greedy adaptivity gap, which compares the performance of the adaptive greedy algorithm to its non-adaptive counterpart. Our first result shows that, for submodular influence maximization, the adaptive greedy algorithm can perform up to a (1 − 1/e)-fraction worse than the non-adaptive greedy algorithm, and that this ratio is tight. More specifically, on one side we provide examples where the performance of the adaptive greedy algorithm is only a (1−1/e) fraction of the performance of the non-adaptive greedy algorithm in four settings: for both feedback models and both the independent cascade model and the linear threshold model. On the other side, we prove that in any submodular cascade, the adaptive greedy algorithm always outputs a (1 − 1/e)-approximation to the expected number of adoptions in the optimal non-adaptive seed choice. Our second result shows that, for the general submodular diffusion model with full-adoption feedback, the adaptive greedy algorithm can outperform the non-adaptive greedy algorithm by an unbounded factor. Finally, we propose a risk-free variant of the adaptive greedy algorithm that always performs no worse than the non-adaptive greedy algorithm.
The Fellowship of the Dyson Ring: ACT&Friends' Results and Methods for GTOC 11
Märtens, Marcus, Izzo, Dario, Blazquez, Emmanuel, von Looz, Moritz, Gómez, Pablo, Mergy, Anne, Acciarini, Giacomo, Yam, Chit Hong, Ayuso, Javier Hernando, Shimane, Yuri
Dyson spheres are hypothetical megastructures encircling stars in order to harvest most of their energy output. During the 11th edition of the GTOC challenge, participants were tasked with a complex trajectory planning related to the construction of a precursor Dyson structure, a heliocentric ring made of twelve stations. To this purpose, we developed several new approaches that synthesize techniques from machine learning, combinatorial optimization, planning and scheduling, and evolutionary optimization effectively integrated into a fully automated pipeline. These include a machine learned transfer time estimator, improving the established Edelbaum approximation and thus better informing a Lazy Race Tree Search to identify and collect asteroids with high arrival mass for the stations; a series of optimally-phased low-thrust transfers to all stations computed by indirect optimization techniques, exploiting the synodic periodicity of the system; and a modified Hungarian scheduling algorithm, which utilizes evolutionary techniques to arrange a mass-balanced arrival schedule out of all transfer possibilities. We describe the steps of our pipeline in detail with a special focus on how our approaches mutually benefit from each other. Lastly, we outline and analyze the final solution of our team, ACT&Friends, which ranked second at the GTOC 11 challenge.
A Review on Viewpoints and Path-planning for UAV-based 3D Reconstruction
Maboudi, Mehdi, Homaei, MohammadReza, Song, Soohwan, Malihi, Shirin, Saadatseresht, Mohammad, Gerke, Markus
Unmanned aerial vehicles (UAVs) are widely used platforms to carry data capturing sensors for various applications. The reason for this success can be found in many aspects: the high maneuverability of the UAVs, the capability of performing autonomous data acquisition, flying at different heights, and the possibility to reach almost any vantage point. The selection of appropriate viewpoints and planning the optimum trajectories of UAVs is an emerging topic that aims at increasing the automation, efficiency and reliability of the data capturing process to achieve a dataset with desired quality. On the other hand, 3D reconstruction using the data captured by UAVs is also attracting attention in research and industry. This review paper investigates a wide range of model-free and model-based algorithms for viewpoint and path planning for 3D reconstruction of large-scale objects. The analyzed approaches are limited to those that employ a single-UAV as a data capturing platform for outdoor 3D reconstruction purposes. In addition to discussing the evaluation strategies, this paper also highlights the innovations and limitations of the investigated approaches. It concludes with a critical analysis of the existing challenges and future research perspectives.
Deep Reinforcement Learning for Solving Rubik's Cube
The Rubik's Cube is a famous 3-D puzzle toy. A regular Rubik's Cube has six faces, each of which has nine coloured stickers, and the puzzle is solved when each face has a united colour. If we count one quarter (90) turn as one move and two quarter turns (a "face" turn) as two moves, the best algorithms human-invented can solve any instance of the cube in 26 moves. My target is to let the computer learn how to solve the Rubik's Cube without feeding it any human knowledge like the symmetry of the cube. The most challenging part is the Rubik's Cube has 43,252,003,274,489,856,000 possible permutations.
Deep graph matching meets mixed-integer linear programming: Relax at your own risk ?
Xu, Zhoubo, Chen, Puqing, Raveaux, Romain, Yang, Xin, Liu, Huadong
Graph matching is an important problem that has received widespread attention, especially in the field of computer vision. Recently, state-of-the-art methods seek to incorporate graph matching with deep learning. However, there is no research to explain what role the graph matching algorithm plays in the model. Therefore, we propose an approach integrating a MILP formulation of the graph matching problem. This formulation is solved to optimal and it provides inherent baseline. Meanwhile, similar approaches are derived by releasing the optimal guarantee of the graph matching solver and by introducing a quality level. This quality level controls the quality of the solutions provided by the graph matching solver. In addition, several relaxations of the graph matching problem are put to the test. Our experimental evaluation gives several theoretical insights and guides the direction of deep graph matching methods.
Travel time optimization on multi-AGV routing by reverse annealing
Haba, Renichiro, Ohzeki, Masayuki, Tanaka, Kazuyuki
Quantum annealing has been actively researched since D-Wave Systems produced the first commercial machine in 2011. Controlling a large fleet of automated guided vehicles is one of the real-world applications utilizing quantum annealing. In this study, we propose a formulation to control the traveling routes to minimize the travel time. We validate our formulation through simulation in a virtual plant and authenticate the effectiveness for faster distribution compared to a greedy algorithm that does not consider the overall detour distance. Furthermore, we utilize reverse annealing to maximize the advantage of the D-Wave's quantum annealer. Starting from relatively good solutions obtained by a fast greedy algorithm, reverse annealing searches for better solutions around them. Our reverse annealing method improves the performance compared to standard quantum annealing alone and performs up to 10 times faster than the strong classical solver, Gurobi. This study extends a use of optimization with general problem solvers in the application of multi-AGV systems and reveals the potential of reverse annealing as an optimizer.
An Efficient Dynamic Sampling Policy For Monte Carlo Tree Search
Zhang, Gongbo, Peng, Yijie, Xu, Yilong
Monte Carlo Tree Search (MCTS) is a popular tree-based search strategy within the framework of reinforcement learning (RL), which estimates the optimal value of a state and action by building a tree with Monte Carlo simulation. It has been widely used in sequential decision makings, including scheduling problems, inventory, production management, and real-world games, such as Go, Chess, Tic-tac-toe and Chinese Checkers. See Browne et al. (2012), Fu (2018) and Świechowski et al. (2021) for thorough overviews. MCTS uses little or no domain knowledge and self learns by running more simulations. Many variations have been proposed for MCTS to improve its performance. In particular, deep neural networks are combined into MCTS to achieve a remarkable success in the game of Go (Silver et al. 2016, 2017). A basic MCTS is to build a game tree from the root node in an incremental and asymmetric manner, where nodes correspond to states and edges correspond to possible state-action pairs.
Gaming the Known and Unknown via Puzzle Solving With an Artificial Intelligence Agent
Researchers design multiple strategies for an artificial intelligent (AI) agent to solve a stochastic puzzle like Minesweeper. For decades, efforts in solving games had been exclusive to solving two-player games (i.e., board games like checkers, chess-like games, etc.), where the game outcome can be correctly and efficiently predicted by applying some artificial intelligence (AI) search technique and collecting a massive amount of gameplay statistics. However, such a method and technique cannot be applied directly to the puzzle-solving domain since puzzles are generally played alone (single-player) and have unique characteristics (such as stochastic or hidden information). So then, a question arose as to how the AI technique can retain its performance for solving two-player games but instead applied to a single-agent puzzle? For years, puzzles and games had been regarded as interchangeable or one part of the other.
Neural Architecture Search (NAS): basic principles and different approaches
Neural Architecture Search (NAS) is the process of automating the design of neural networks' topology in order to achieve the best performance on a specific task. The goal is to design the architecture using limited resources and with minimal human intervention. At its core, NAS is a search algorithm. It operates on the search space of possible network topologies, which consists of a list of predefined operations (e.g.convolutional layers, recurrent, pooling, fully connected etc.) and their connections. A controller then chooses a list of possible candidate architectures from the search space. The candidate architectures are trained and ranked based on their performance on the validation test. The ranking is used to readjust the search and obtain new candidates.