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AutoCTS: Automated Correlated Time Series Forecasting -- Extended Version
Wu, Xinle, Zhang, Dalin, Guo, Chenjuan, He, Chaoyang, Yang, Bin, Jensen, Christian S.
Correlated time series (CTS) forecasting plays an essential role in many cyber-physical systems, where multiple sensors emit time series that capture interconnected processes. Solutions based on deep learning that deliver state-of-the-art CTS forecasting performance employ a variety of spatio-temporal (ST) blocks that are able to model temporal dependencies and spatial correlations among time series. However, two challenges remain. First, ST-blocks are designed manually, which is time consuming and costly. Second, existing forecasting models simply stack the same ST-blocks multiple times, which limits the model potential. To address these challenges, we propose AutoCTS that is able to automatically identify highly competitive ST-blocks as well as forecasting models with heterogeneous ST-blocks connected using diverse topologies, as opposed to the same ST-blocks connected using simple stacking. Specifically, we design both a micro and a macro search space to model possible architectures of ST-blocks and the connections among heterogeneous ST-blocks, and we provide a search strategy that is able to jointly explore the search spaces to identify optimal forecasting models. Extensive experiments on eight commonly used CTS forecasting benchmark datasets justify our design choices and demonstrate that AutoCTS is capable of automatically discovering forecasting models that outperform state-of-the-art human-designed models. This is an extended version of ``AutoCTS: Automated Correlated Time Series Forecasting'', to appear in PVLDB 2022.
Artificial Intelligence -- Breadth-First Search
Artificial Intelligence has a foundational paradigm of agents: these agents exhibit "intelligence". An agent perceives the environment through its sensors; processes the input and performs an intelligent action through its actuators. One example that would illustrate this could be of humans. We perceive the environment through our sensors, i.e. our organs (eyes, ears, nose etc.) and we think about the inputs we've just received, decide on a course of action and act on it using our actuators, i.e. our hands, legs and/or others. In some cases, instantaneous/reflex actions are needed: in case one's hand is in fire, the best possible action would be the reflex action of pulling your arm out of the fire without thinking about it.
A molecular generative model with genetic algorithm and tree search for cancer samples
Personalized medicine is expected to maximize the intended drug effects and minimize side effects by treating patients based on their genetic profiles. Thus, it is important to generate drugs based on the genetic profiles of diseases, especially in anticancer drug discovery. However, this is challenging because the vast chemical space and variations in cancer properties require a huge time resource to search for proper molecules. Therefore, an efficient and fast search method considering genetic profiles is required for de novo molecular design of anticancer drugs. Here, we propose a faster molecular generative model with genetic algorithm and tree search for cancer samples (FasterGTS). FasterGTS is constructed with a genetic algorithm and a Monte Carlo tree search with three deep neural networks: supervised learning, self-trained, and value networks, and it generates anticancer molecules based on the genetic profiles of a cancer sample. When compared to other methods, FasterGTS generated cancer sample-specific molecules with general chemical properties required for cancer drugs within the limited numbers of samplings. We expect that FasterGTS contributes to the anticancer drug generation.
MMO: Meta Multi-Objectivization for Software Configuration Tuning
Software configuration tuning is essential for optimizing a given performance objective (e.g., minimizing latency). Yet, due to the software's intrinsically complex configuration landscape and expensive measurement, there has been a rather mild success, particularly in preventing the search from being trapped in local optima. To address this issue, in this paper we take a different perspective. Instead of focusing on improving the optimizer, we work on the level of optimization model and propose a meta multi-objectivization (MMO) model that considers an auxiliary performance objective (e.g., throughput in addition to latency). What makes this model unique is that we do not optimize the auxiliary performance objective, but rather use it to make similarly-performing while different configurations less comparable (i.e. Pareto nondominated to each other), thus preventing the search from being trapped in local optima. Importantly through a new normalization method we show how to effectively use the MMO model without worrying about its weight -- the only yet highly sensitive parameter that can affect its effectiveness. Experiments on 22 cases from 11 real-world software systems/environments confirm that our MMO model with the new normalization performs better than its state-of-the-art single-objective counterparts on 82% cases while achieving up to 2.09x speedup. For 67% of the cases, the new normalization also enables the MMO model to outperform the instance when using it with the normalization used in our prior FSE work under pre-tuned best weights, saving a great amount of resources which would be otherwise necessary to find a good weight. We also demonstrate that the MMO model with the new normalization can consolidate Flash, a recent model-based tuning tool, on 68% of the cases with 1.22x speedup in general.
Pretrained Cost Model for Distributed Constraint Optimization Problems
Deng, Yanchen, Kong, Shufeng, An, Bo
Distributed Constraint Optimization Problems (DCOPs) are an important subclass of combinatorial optimization problems, where information and controls are distributed among multiple autonomous agents. Previously, Machine Learning (ML) has been largely applied to solve combinatorial optimization problems by learning effective heuristics. However, existing ML-based heuristic methods are often not generalizable to different search algorithms. Most importantly, these methods usually require full knowledge about the problems to be solved, which are not suitable for distributed settings where centralization is not realistic due to geographical limitations or privacy concerns. To address the generality issue, we propose a novel directed acyclic graph representation schema for DCOPs and leverage the Graph Attention Networks (GATs) to embed graph representations. Our model, GAT-PCM, is then pretrained with optimally labelled data in an offline manner, so as to construct effective heuristics to boost a broad range of DCOP algorithms where evaluating the quality of a partial assignment is critical, such as local search or backtracking search. Furthermore, to enable decentralized model inference, we propose a distributed embedding schema of GAT-PCM where each agent exchanges only embedded vectors, and show its soundness and complexity. Finally, we demonstrate the effectiveness of our model by combining it with a local search or a backtracking search algorithm. Extensive empirical evaluations indicate that the GAT-PCM-boosted algorithms significantly outperform the state-of-the-art methods in various benchmarks. The pretrained model is available at https://github.com/dyc941126/GAT-PCM.
Triangulation candidates for Bayesian optimization
Gramacy, Robert B., Sauer, Annie, Wycoff, Nathan
Bayesian optimization is a form of sequential design: idealize input-output relationships with a suitably flexible nonlinear regression model; fit to data from an initial experimental campaign; devise and optimize a criterion for selecting the next experimental condition(s) under the fitted model (e.g., via predictive equations) to target outcomes of interest (say minima); repeat after acquiring output under those conditions and updating the fit. In many situations this "inner optimization" over the new-data acquisition criterion is cumbersome because it is non-convex/highly multi-modal, may be non-differentiable, or may otherwise thwart numerical optimizers, especially when inference requires Monte Carlo. In such cases it is not uncommon to replace continuous search with a discrete one over random candidates. Here we propose using candidates based on a Delaunay triangulation of the existing input design. In addition to detailing construction of these "tricands", based on a simple wrapper around a conventional convex hull library, we promote several advantages based on properties of the geometric criterion involved. We then demonstrate empirically how tricands can lead to better Bayesian optimization performance compared to both numerically optimized acquisitions and random candidate-based alternatives on benchmark problems.
Split Moves for Monte-Carlo Tree Search
Kowalski, Jakub, Mika, Maksymilian, Pawlik, Wojciech, Sutowicz, Jakub, Szykuła, Marek, Winands, Mark H. M.
In many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a sequence of simpler / lower level moves is called \emph{splitting}. So far, split moves have been applied only in forementioned straightforward cases, and furthermore, there was almost no study revealing its impact on agents' playing strength. Taking the knowledge-free perspective, we aim to answer how to effectively use split moves within Monte-Carlo Tree Search (MCTS) and what is the practical impact of split design on agents' strength. This paper proposes a generalization of MCTS that works with arbitrarily split moves. We design several variations of the algorithm and try to measure the impact of split moves separately on efficiency, quality of MCTS, simulations, and action-based heuristics. The tests are carried out on a set of board games and performed using the Regular Boardgames General Game Playing formalism, where split strategies of different granularity can be automatically derived based on an abstract description of the game. The results give an overview of the behavior of agents using split design in different ways. We conclude that split design can be greatly beneficial for single- as well as multi-action games.
Modeling Strong and Human-Like Gameplay with KL-Regularized Search
Jacob, Athul Paul, Wu, David J., Farina, Gabriele, Lerer, Adam, Bakhtin, Anton, Andreas, Jacob, Brown, Noam
We consider the task of building strong but human-like policies in multi-agent decision-making problems, given examples of human behavior. Imitation learning is effective at predicting human actions but may not match the strength of expert humans, while self-play learning and search techniques (e.g. AlphaZero) lead to strong performance but may produce policies that are difficult for humans to understand and coordinate with. We show in chess and Go that regularizing search policies based on the KL divergence from an imitation-learned policy by applying Monte Carlo tree search produces policies that have higher human prediction accuracy and are stronger than the imitation policy. We then introduce a novel regret minimization algorithm that is regularized based on the KL divergence from an imitation-learned policy, and show that applying this algorithm to no-press Diplomacy yields a policy that maintains the same human prediction accuracy as imitation learning while being substantially stronger.
Few-shot Multi-hop Question Answering over Knowledge Base
Previous work on Chinese Knowledge Base Question Answering has been restricted due to the lack of complex Chinese semantic parsing dataset and the exponentially growth of searching space with the length of relation paths. This paper proposes an efficient pipeline method equipped with a pre-trained language model and a strategy to construct artificial training samples, which only needs small amount of data but performs well on open-domain complex Chinese Question Answering task. Besides, By adopting a Beam Search algorithm based on a language model marking scores for candidate query tuples, we decelerate the growing relation paths when generating multi-hop query paths. Finally, we evaluate our model on CCKS2019 Complex Question Answering via Knowledge Base task and achieves F1-score of 62.55\% on the test dataset. Moreover when training with only 10\% data, our model can still achieves F1-score of 58.54\%. The result shows the capability of our model to process KBQA task and the advantage in few-shot learning.
AlphaDDA: Game artificial intelligence with dynamic difficulty adjustment using AlphaZero
Artificial intelligence (AI) has achieved superhuman performance in board games such as Go, chess, and Othello (Reversi). In other words, AI has become too strong an opponent for human players in such games. In this context, it is difficult for a human player to enjoy playing the games with the AI. To keep human players entertained and immersed in a game, the AI is required to dynamically balance its skill with that of the human player. To address this issue, we propose AlphaDDA, an AlphaZero-based AI with dynamic difficulty adjustment (DDA). AlphaDDA consists of a deep neural network (DNN) and a Monte Carlo tree search, as in AlphaZero. AlphaDDA estimates the value of the game state from only the board state using the DNN and changes its skill according to the value. AlphaDDA can adjust its skill using only the state of a game without any prior knowledge regarding an opponent. In this study, AlphaDDA plays Connect4, Othello, and 6x6 Othello, which is Othello using a 6x6 size board, with other AI agents. The other AI agents are AlphaZero, Monte Carlo tree search, the minimax algorithm, and a random player. This study shows that AlphaDDA can balance its skill with that of the other AI agents, except for a random player. The DDA ability of AlphaDDA is derived from an accurate estimation of the value from the state of a game. We believe that the AlphaDDA approach can be used for any game in which the DNN can estimate the value from the state.