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What's Wrong with Deep Learning in Tree Search for Combinatorial Optimization

arXiv.org Artificial Intelligence

Combinatorial optimization lies at the core of many real-world problems. Especially since the rise of graph neural networks (GNNs), the deep learning community has been developing solvers that derive solutions to NP-hard problems by learning the problem-specific solution structure. However, reproducing the results of these publications proves to be difficult. We make three contributions. First, we present an open-source benchmark suite for the NP-hard Maximum Independent Set problem, in both its weighted and unweighted variants. The suite offers a unified interface to various state-of-the-art traditional and machine learning-based solvers. Second, using our benchmark suite, we conduct an in-depth analysis of the popular guided tree search algorithm by Li et al. [NeurIPS 2018], testing various configurations on small and large synthetic and real-world graphs. By re-implementing their algorithm with a focus on code quality and extensibility, we show that the graph convolution network used in the tree search does not learn a meaningful representation of the solution structure, and can in fact be replaced by random values. Instead, the tree search relies on algorithmic techniques like graph kernelization to find good solutions. Thus, the results from the original publication are not reproducible. Third, we extend the analysis to compare the tree search implementations to other solvers, showing that the classical algorithmic solvers often are faster, while providing solutions of similar quality. Additionally, we analyze a recent solver based on reinforcement learning and observe that for this solver, the GNN is responsible for the competitive solution quality.


Towards Objective Metrics for Procedurally Generated Video Game Levels

arXiv.org Artificial Intelligence

With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult, due to the lack of standardised, game-independent metrics. In this paper, we introduce two simulation-based evaluation metrics that involve analysing the behaviour of an A* agent to measure the diversity and difficulty of generated levels in a general, game-independent manner. Diversity is calculated by comparing action trajectories from different levels using the edit distance, and difficulty is measured as how much exploration and expansion of the A* search tree is necessary before the agent can solve the level. We demonstrate that our diversity metric is more robust to changes in level size and representation than current methods and additionally measures factors that directly affect playability, instead of focusing on visual information. The difficulty metric shows promise, as it correlates with existing estimates of difficulty in one of the tested domains, but it does face some challenges in the other domain. Finally, to promote reproducibility, we publicly release our evaluation framework.


Artificial Intelligence Intermediate Level Interview Questions

#artificialintelligence

The environment is the setting that the agent is acting on and the agent represents the RL algorithm. To understand this better, let's suppose that our agent is learning to play counterstrike. The mathematical approach for mapping a solution in Reinforcement Learning is called Markov's Decision Process (MDP). To briefly sum it up, the agent must take an action (A) to transition from the start state to the end state (S). While doing so, the agent receives rewards (R) for each action he takes.


Lazy FSCA for Unsupervised Variable Selection

arXiv.org Artificial Intelligence

Various unsupervised greedy selection methods have been proposed as computationally tractable approximations to the NP-hard subset selection problem. These methods rely on sequentially selecting the variables that best improve performance with respect to a selection criterion. Theoretical results exist that provide performance bounds and enable "lazy greedy" efficient implementations for selection criteria that satisfy a diminishing returns property known as submodularity. This has motivated the development of variable selection algorithms based on mutual information and frame potential. Recently, the authors introduced Forward Selection Component Analysis (FSCA) which uses variance explained as its selection criterion. While this criterion is not submodular, FSCA has been shown to be highly effective for applications such as measurement plan optimisation. In this paper a "lazy" implementation of the FSCA algorithm (L-FSCA) is proposed, which, although not equivalent to FSCA due to the absence of submodularity, has the potential to yield comparable performance while being up to an order of magnitude faster to compute. The efficacy of L-FSCA is demonstrated by performing a systematic comparison with FSCA and five other unsupervised variable selection methods from the literature using simulated and real-world case studies. Experimental results confirm that L-FSCA yields almost identical performance to FSCA while reducing computation time by between 22% and 94% for the case studies considered.


Reinforcement Learning Based Query Vertex Ordering Model for Subgraph Matching

arXiv.org Artificial Intelligence

Subgraph matching is a fundamental problem in various fields that use graph structured data. Subgraph matching algorithms enumerate all isomorphic embeddings of a query graph q in a data graph G. An important branch of matching algorithms exploit the backtracking search approach which recursively extends intermediate results following a matching order of query vertices. It has been shown that the matching order plays a critical role in time efficiency of these backtracking based subgraph matching algorithms. In recent years, many advanced techniques for query vertex ordering (i.e., matching order generation) have been proposed to reduce the unpromising intermediate results according to the preset heuristic rules. In this paper, for the first time we apply the Reinforcement Learning (RL) and Graph Neural Networks (GNNs) techniques to generate the high-quality matching order for subgraph matching algorithms. Instead of using the fixed heuristics to generate the matching order, our model could capture and make full use of the graph information, and thus determine the query vertex order with the adaptive learning-based rule that could significantly reduces the number of redundant enumerations. With the help of the reinforcement learning framework, our model is able to consider the long-term benefits rather than only consider the local information at current ordering step.Extensive experiments on six real-life data graphs demonstrate that our proposed matching order generation technique could reduce up to two orders of magnitude of query processing time compared to the state-of-the-art algorithms.


Online AutoML: An adaptive AutoML framework for online learning

arXiv.org Artificial Intelligence

Automated Machine Learning (AutoML) has been used successfully in settings where the learning task is assumed to be static. In many real-world scenarios, however, the data distribution will evolve over time, and it is yet to be shown whether AutoML techniques can effectively design online pipelines in dynamic environments. This study aims to automate pipeline design for online learning while continuously adapting to data drift. For this purpose, we design an adaptive Online Automated Machine Learning (OAML) system, searching the complete pipeline configuration space of online learners, including preprocessing algorithms and ensembling techniques. This system combines the inherent adaptation capabilities of online learners with the fast automated pipeline (re)optimization capabilities of AutoML. Focusing on optimization techniques that can adapt to evolving objectives, we evaluate asynchronous genetic programming and asynchronous successive halving to optimize these pipelines continually. We experiment on real and artificial data streams with varying types of concept drift to test the performance and adaptation capabilities of the proposed system. The results confirm the utility of OAML over popular online learning algorithms and underscore the benefits of continuous pipeline redesign in the presence of data drift.


AutoMC: Automated Model Compression based on Domain Knowledge and Progressive search strategy

arXiv.org Artificial Intelligence

Model compression methods can reduce model complexity on the premise of maintaining acceptable performance, and thus promote the application of deep neural networks under resource constrained environments. Despite their great success, the selection of suitable compression methods and design of details of the compression scheme are difficult, requiring lots of domain knowledge as support, which is not friendly to non-expert users. To make more users easily access to the model compression scheme that best meet their needs, in this paper, we propose AutoMC, an effective automatic tool for model compression. AutoMC builds the domain knowledge on model compression to deeply understand the characteristics and advantages of each compression method under different settings. In addition, it presents a progressive search strategy to efficiently explore pareto optimal compression scheme according to the learned prior knowledge combined with the historical evaluation information. Extensive experimental results show that AutoMC can provide satisfying compression schemes within short time, demonstrating the effectiveness of AutoMC.


An Effective Iterated Two-stage Heuristic Algorithm for the Multiple Traveling Salesmen Problem

arXiv.org Artificial Intelligence

The multiple Traveling Salesmen Problem mTSP is a general extension of the famous NP-hard Traveling Salesmen Problem (TSP), that there are m (m>1) salesmen to visit the cities. In this paper, we address the mTSP with both of the minsum objective and the minmax objective, which aims at minimizing the total length of the m tours and the length of the longest tour among all the m tours, respectively. We propose an iterated two-stage heuristic algorithm, denoted as ITSHA. Each iteration of ITSHA consists of an initialization stage and an improvement stage. The purpose of the initialization stage is to generate high-quality and diverse initial solutions. The improvement stage mainly applies the variable neighborhood search (VNS) approach based on our proposed local search neighborhoods to optimize the initial solution generated by the initialization stage. Moreover, some local optima escaping approaches are employed to enhance the search ability of the algorithm. Extensive experimental results on a wide range of public benchmark instances show that ITSHA significantly outperforms state-of-the-art heuristic algorithms in solving the mTSP on both the objectives.


On Well-posedness and Minimax Optimal Rates of Nonparametric Q-function Estimation in Off-policy Evaluation

arXiv.org Machine Learning

We study the off-policy evaluation (OPE) problem in an infinite-horizon Markov decision process with continuous states and actions. We recast the $Q$-function estimation into a special form of the nonparametric instrumental variables (NPIV) estimation problem. We first show that under one mild condition the NPIV formulation of $Q$-function estimation is well-posed in the sense of $L^2$-measure of ill-posedness with respect to the data generating distribution, bypassing a strong assumption on the discount factor $\gamma$ imposed in the recent literature for obtaining the $L^2$ convergence rates of various $Q$-function estimators. Thanks to this new well-posed property, we derive the first minimax lower bounds for the convergence rates of nonparametric estimation of $Q$-function and its derivatives in both sup-norm and $L^2$-norm, which are shown to be the same as those for the classical nonparametric regression (Stone, 1982). We then propose a sieve two-stage least squares estimator and establish its rate-optimality in both norms under some mild conditions. Our general results on the well-posedness and the minimax lower bounds are of independent interest to study not only other nonparametric estimators for $Q$-function but also efficient estimation on the value of any target policy in off-policy settings.


Towards Building Economic Models of Conversational Search

arXiv.org Artificial Intelligence

Various conceptual and descriptive models of conversational search have been proposed in the literature -- while useful, they do not provide insights into how interaction between the agent and user would change in response to the costs and benefits of the different interactions. In this paper, we develop two economic models of conversational search based on patterns previously observed during conversational search sessions, which we refer to as: Feedback First where the agent asks clarifying questions then presents results, and Feedback After where the agent presents results, and then asks follow up questions. Our models show that the amount of feedback given/requested depends on its efficiency at improving the initial or subsequent query and the relative cost of providing said feedback. This theoretical framework for conversational search provides a number of insights that can be used to guide and inform the development of conversational search agents. However, empirical work is needed to estimate the parameters in order to make predictions specific to a given conversational search setting.