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Weakly Supervised Mapping of Natural Language to SQL through Question Decomposition

arXiv.org Artificial Intelligence

Natural Language Interfaces to Databases (NLIDBs), where users pose queries in Natural Language (NL), are crucial for enabling non-experts to gain insights from data. Developing such interfaces, by contrast, is dependent on experts who often code heuristics for mapping NL to SQL. Alternatively, NLIDBs based on machine learning models rely on supervised examples of NL to SQL mappings (NL-SQL pairs) used as training data. Such examples are again procured using experts, which typically involves more than a one-off interaction. Namely, each data domain in which the NLIDB is deployed may have different characteristics and therefore require either dedicated heuristics or domain-specific training examples. To this end, we propose an alternative approach for training machine learning-based NLIDBs, using weak supervision. We use the recently proposed question decomposition representation called QDMR, an intermediate between NL and formal query languages. Recent work has shown that non-experts are generally successful in translating NL to QDMR. We consequently use NL-QDMR pairs, along with the question answers, as supervision for automatically synthesizing SQL queries. The NL questions and synthesized SQL are then used to train NL-to-SQL models, which we test on five benchmark datasets. Extensive experiments show that our solution, requiring zero expert annotations, performs competitively with models trained on expert annotated data.


Retrosynthetic Planning with Experience-Guided Monte Carlo Tree Search

arXiv.org Artificial Intelligence

Retrosynthetic planning problem is to analyze a complex molecule and give a synthetic route using simple building blocks. The huge number of chemical reactions leads to a combinatorial explosion of possibilities, and even the experienced chemists could not select the most promising transformations. The current approaches rely on human-defined or machine-trained score functions which have limited chemical knowledge or use expensive estimation methods such as rollout to guide the search. In this paper, we propose {\tt MCTS}, a novel MCTS-based retrosynthetic planning approach, to deal with retrosynthetic planning problem. Instead of exploiting rollout, we build an Experience Guidance Network to learn knowledge from synthetic experiences during the search. Experiments on benchmark USPTO datasets show that, our {\tt MCTS} gains significant improvement over state-of-the-art approaches both in efficiency and effectiveness.


Learning Generalizable Behavior via Visual Rewrite Rules

arXiv.org Artificial Intelligence

Though deep reinforcement learning agents have achieved unprecedented success in recent years, their learned policies can be brittle, failing to generalize to even slight modifications of their environments or unfamiliar situations. The black-box nature of the neural network learning dynamics makes it impossible to audit trained deep agents and recover from such failures. In this paper, we propose a novel representation and learning approach to capture environment dynamics without using neural networks. It originates from the observation that, in games designed for people, the effect of an action can often be perceived in the form of local changes in consecutive visual observations. Our algorithm is designed to extract such vision-based changes and condense them into a set of action-dependent descriptive rules, which we call ''visual rewrite rules'' (VRRs). We also present preliminary results from a VRR agent that can explore, expand its rule set, and solve a game via planning with its learned VRR world model. In several classical games, our non-deep agent demonstrates superior performance, extreme sample efficiency, and robust generalization ability compared with several mainstream deep agents.


A survey on multi-objective hyperparameter optimization algorithms for Machine Learning

arXiv.org Artificial Intelligence

Hyperparameter optimization (HPO) is a necessary step to ensure the best possible performance of Machine Learning (ML) algorithms. Several methods have been developed to perform HPO; most of these are focused on optimizing one performance measure (usually an error-based measure), and the literature on such single-objective HPO problems is vast. Recently, though, algorithms have appeared which focus on optimizing multiple conflicting objectives simultaneously. This article presents a systematic survey of the literature published between 2014 and 2020 on multi-objective HPO algorithms, distinguishing between metaheuristic-based algorithms, metamodel-based algorithms, and approaches using a mixture of both. We also discuss the quality metrics used to compare multi-objective HPO procedures and present future research directions.


Minimax Analysis for Inverse Risk in Nonparametric Planer Invertible Regression

arXiv.org Machine Learning

We study a minimax risk of estimating inverse functions on a plane, while keeping an estimator is also invertible. Learning invertibility from data and exploiting an invertible estimator are used in many domains, such as statistics, econometrics, and machine learning. Although the consistency and universality of invertible estimators have been well investigated, analysis on the efficiency of these methods is still under development. In this study, we study a minimax risk for estimating invertible bi-Lipschitz functions on a square in a $2$-dimensional plane. We first introduce an inverse $L^2$-risk to evaluate an estimator which preserves invertibility. Then, we derive lower and upper rates for a minimax inverse risk by exploiting a representation of invertible functions using level-sets. To obtain an upper bound, we develop an estimator asymptotically almost everywhere invertible, whose risk attains the derived minimax lower rate up to logarithmic factors. The derived minimax rate corresponds to that of the non-invertible bi-Lipschitz function, which rejects the expectation of whether invertibility improves the minimax rate, similar to other shape constraints.


Enhancing Column Generation by a Machine-Learning-Based Pricing Heuristic for Graph Coloring

arXiv.org Artificial Intelligence

Column Generation (CG) is an effective method for solving large-scale optimization problems. CG starts by solving a sub-problem with a subset of columns (i.e., variables) and gradually includes new columns that can improve the solution of the current subproblem. The new columns are generated as needed by repeatedly solving a pricing problem, which is often NP-hard and is a bottleneck of the CG approach. To tackle this, we propose a Machine-Learning-based Pricing Heuristic (MLPH)that can generate many high-quality columns efficiently. In each iteration of CG, our MLPH leverages an ML model to predict the optimal solution of the pricing problem, which is then used to guide a sampling method to efficiently generate multiple high-quality columns. Using the graph coloring problem, we empirically show that MLPH significantly enhancesCG as compared to six state-of-the-art methods, and the improvement in CG can lead to substantially better performance of the branch-and-price exact method.


Hyper-parameter optimization based on soft actor critic and hierarchical mixture regularization

arXiv.org Artificial Intelligence

Hyper-parameter optimization is a crucial problem in machine learning as it aims to achieve the state-of-the-art performance in any model. Great efforts have been made in this field, such as random search, grid search, Bayesian optimization. In this paper, we model hyper-parameter optimization process as a Markov decision process, and tackle it with reinforcement learning. A novel hyper-parameter optimization method based on soft actor critic and hierarchical mixture regularization has been proposed. Experiments show that the proposed method can obtain better hyper-parameters in a shorter time.


Player of Games

arXiv.org Artificial Intelligence

Games have a long history of serving as a benchmark for progress in artificial intelligence. Recently, approaches using search and learning have shown strong performance across a set of perfect information games, and approaches using game-theoretic reasoning and learning have shown strong performance for specific imperfect information poker variants. We introduce Player of Games, a general-purpose algorithm that unifies previous approaches, combining guided search, self-play learning, and game-theoretic reasoning. Player of Games is the first algorithm to achieve strong empirical performance in large perfect and imperfect information games -- an important step towards truly general algorithms for arbitrary environments. We prove that Player of Games is sound, converging to perfect play as available computation time and approximation capacity increases. Player of Games reaches strong performance in chess and Go, beats the strongest openly available agent in heads-up no-limit Texas hold'em poker (Slumbot), and defeats the state-of-the-art agent in Scotland Yard, an imperfect information game that illustrates the value of guided search, learning, and game-theoretic reasoning.


Multidimensional Assignment Problem for multipartite entity resolution

arXiv.org Artificial Intelligence

Multipartite entity resolution aims at integrating records from multiple datasets into one entity. We derive a mathematical formulation for a general class of record linkage problems in multipartite entity resolution across many datasets as a combinatorial optimization problem known as the multidimensional assignment problem. As a motivation for our approach, we illustrate the advantage of multipartite entity resolution over sequential bipartite matching. Because the optimization problem is NP-hard, we apply two heuristic procedures, a Greedy algorithm and very large scale neighborhood search, to solve the assignment problem and find the most likely matching of records from multiple datasets into a single entity. We evaluate and compare the performance of these algorithms and their modifications on synthetically generated data. We perform computational experiments to compare performance of recent heuristic, the very large-scale neighborhood search, with a Greedy algorithm, another heuristic for the MAP, as well as with two versions of genetic algorithm, a general metaheuristic. Importantly, we perform experiments to compare two alternative methods of re-starting the search for the former heuristic, specifically a random-sampling multi-start and a deterministic design-based multi-start. We find evidence that design-based multi-start can be more efficient as the size of databases grow large. In addition, we show that very large scale search, especially its multi-start version, outperforms simple Greedy heuristic. Hybridization of Greedy search with very large scale neighborhood search improves the performance. Using multi-start with as few as three additional runs of very large scale search offers some improvement in the performance of the very large scale search procedure. Last, we propose an approach to evaluating complexity of the very large-scale neighborhood search.


A Novel Approach to Solving Goal-Achieving Problems for Board Games

arXiv.org Artificial Intelligence

Goal-achieving problems are puzzles that set up a specific situation with a clear objective. An example that is well-studied is the category of life-and-death (L&D) problems for Go, which helps players hone their skill of identifying region safety. Many previous methods like lambda search try null moves first, then derive so-called relevance zones (RZs), outside of which the opponent does not need to search. This paper first proposes a novel RZ-based approach, called the RZ-Based Search (RZS), to solving L&D problems for Go. RZS tries moves before determining whether they are null moves post-hoc. This means we do not need to rely on null move heuristics, resulting in a more elegant algorithm, so that it can also be seamlessly incorporated into AlphaZero's super-human level play in our solver. To repurpose AlphaZero for solving, we also propose a new training method called Faster to Life (FTL), which modifies AlphaZero to entice it to win more quickly. We use RZS and FTL to solve L&D problems on Go, namely solving 68 among 106 problems from a professional L&D book while a previous program solves 11 only. Finally, we discuss that the approach is generic in the sense that RZS is applicable to solving many other goal-achieving problems for board games.