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Active Sensing for Search and Tracking: A Review
Varotto, Luca, Cenedese, Angelo, Cavallaro, Andrea
Active Position Estimation (APE) is the task of localizing one or more targets using one or more sensing platforms. APE is a key task for search and rescue missions, wildlife monitoring, source term estimation, and collaborative mobile robotics. Success in APE depends on the level of cooperation of the sensing platforms, their number, their degrees of freedom and the quality of the information gathered. APE control laws enable active sensing by satisfying either pure-exploitative or pure-explorative criteria. The former minimizes the uncertainty on position estimation; whereas the latter drives the platform closer to its task completion. In this paper, we define the main elements of APE to systematically classify and critically discuss the state of the art in this domain. We also propose a reference framework as a formalism to classify APE-related solutions. Overall, this survey explores the principal challenges and envisages the main research directions in the field of autonomous perception systems for localization tasks. It is also beneficial to promote the development of robust active sensing methods for search and tracking applications.
Feature Importance-aware Graph Attention Network and Dueling Double Deep Q-Network Combined Approach for Critical Node Detection Problems
Tan, Xuwei, Zhou, Yangming, Fu, Zhang-Hua, Zhou, Mengchu
Detecting critical nodes in sparse networks is important in a variety of application domains. A Critical Node Problem (CNP) aims to find a set of critical nodes from a network whose deletion maximally degrades the pairwise connectivity of the residual network. Due to its general NP-hard nature, state-of-the-art CNP solutions are based on heuristic approaches. Domain knowledge and trial-and-error are usually required when designing such approaches, thus consuming considerable effort and time. This work proposes a feature importance-aware graph attention network for node representation and combines it with dueling double deep Q-network to create an end-to-end algorithm to solve CNP for the first time. It does not need any problem-specific knowledge or labeled datasets as required by most of existing methods. Once the model is trained, it can be generalized to cope with various types of CNPs (with different sizes and topological structures) without re-training. Extensive experiments on 28 real-world networks show that the proposed method is highly comparable to state-of-the-art methods. It does not require any problem-specific knowledge and, hence, can be applicable to many applications including those impossible ones by using the existing approaches. It can be combined with some local search methods to further improve its solution quality. Extensive comparison results are given to show its effectiveness in solving CNP.
Learning to Search in Local Branching
Liu, Defeng, Fischetti, Matteo, Lodi, Andrea
Finding high-quality solutions to mixed-integer linear programming problems (MILPs) is of great importance for many practical applications. In this respect, the refinement heuristic local branching (LB) has been proposed to produce improving solutions and has been highly influential for the development of local search methods in MILP. The algorithm iteratively explores a sequence of solution neighborhoods defined by the so-called local branching constraint, namely, a linear inequality limiting the distance from a reference solution. For a LB algorithm, the choice of the neighborhood size is critical to performance. Although it was initialized by a conservative value in the original LB scheme, our new observation is that the best size is strongly dependent on the particular MILP instance. In this work, we investigate the relation between the size of the search neighborhood and the behavior of the underlying LB algorithm, and we devise a leaning based framework for guiding the neighborhood search of the LB heuristic. The framework consists of a two-phase strategy. For the first phase, a scaled regression model is trained to predict the size of the LB neighborhood at the first iteration through a regression task. In the second phase, we leverage reinforcement learning and devise a reinforced neighborhood search strategy to dynamically adapt the size at the subsequent iterations. We computationally show that the neighborhood size can indeed be learned, leading to improved performances and that the overall algorithm generalizes well both with respect to the instance size and, remarkably, across instances.
Generalizing Off-Policy Learning under Sample Selection Bias
Hatt, Tobias, Tschernutter, Daniel, Feuerriegel, Stefan
Learning personalized decision policies that generalize to the target population is of great relevance. Since training data is often not representative of the target population, standard policy learning methods may yield policies that do not generalize target population. To address this challenge, we propose a novel framework for learning policies that generalize to the target population. For this, we characterize the difference between the training data and the target population as a sample selection bias using a selection variable. Over an uncertainty set around this selection variable, we optimize the minimax value of a policy to achieve the best worst-case policy value on the target population. In order to solve the minimax problem, we derive an efficient algorithm based on a convex-concave procedure and prove convergence for parametrized spaces of policies such as logistic policies. We prove that, if the uncertainty set is well-specified, our policies generalize to the target population as they can not do worse than on the training data. Using simulated data and a clinical trial, we demonstrate that, compared to standard policy learning methods, our framework improves the generalizability of policies substantially.
Online Search With Best-Price and Query-Based Predictions
Angelopoulos, Spyros, Kamali, Shahin, Zhang, Dehou
In the online (time-series) search problem, a player is presented with a sequence of prices which are revealed in an online manner. In the standard definition of the problem, for each revealed price, the player must decide irrevocably whether to accept or reject it, without knowledge of future prices (other than an upper and a lower bound on their extreme values), and the objective is to minimize the competitive ratio, namely the worst-case ratio between the maximum price in the sequence and the one selected by the player. The problem formulates several applications of decision-making in the face of uncertainty on the revealed samples. Previous work on this problem has largely assumed extreme scenarios in which either the player has almost no information about the input, or the player is provided with some powerful, and error-free advice. In this work, we study learning-augmented algorithms, in which there is a potentially erroneous prediction concerning the input. Specifically, we consider two different settings: the setting in which the prediction is related to the maximum price in the sequence, as well as the setting in which the prediction is obtained as a response to a number of binary queries. For both settings, we provide tight, or near-tight upper and lower bounds on the worst-case performance of search algorithms as a function of the prediction error. We also provide experimental results on data obtained from stock exchange markets that confirm the theoretical analysis, and explain how our techniques can be applicable to other learning-augmented applications.
A Unified Framework for Adversarial Attack and Defense in Constrained Feature Space
Simonetto, Thibault, Dyrmishi, Salijona, Ghamizi, Salah, Cordy, Maxime, Traon, Yves Le
The generation of feasible adversarial examples is necessary for properly assessing models that work on constrained feature space. However, it remains a challenging task to enforce constraints into attacks that were designed for computer vision. We propose a unified framework to generate feasible adversarial examples that satisfy given domain constraints. Our framework supports the use cases reported in the literature and can handle both linear and non-linear constraints. We instantiate our framework into two algorithms: a gradient-based attack that introduces constraints in the loss function to maximize, and a multi-objective search algorithm that aims for misclassification, perturbation minimization, and constraint satisfaction. We show that our approach is effective on two datasets from different domains, with a success rate of up to 100%, where state-of-the-art attacks fail to generate a single feasible example. In addition to adversarial retraining, we propose to introduce engineered non-convex constraints to improve model adversarial robustness. We demonstrate that this new defense is as effective as adversarial retraining. Our framework forms the starting point for research on constrained adversarial attacks and provides relevant baselines and datasets that future research can exploit.
Constrained Machine Learning: The Bagel Framework
Perez, Guillaume, Ament, Sebastian, Gomes, Carla, Lallouet, Arnaud
Machine learning models are widely used for real-world applications, such as document analysis and vision. Constrained machine learning problems are problems where learned models have to both be accurate and respect constraints. For continuous convex constraints, many works have been proposed, but learning under combinatorial constraints is still a hard problem. The goal of this paper is to broaden the modeling capacity of constrained machine learning problems by incorporating existing work from combinatorial optimization. We propose first a general framework called BaGeL (Branch, Generate and Learn) which applies Branch and Bound to constrained learning problems where a learning problem is generated and trained at each node until only valid models are obtained. Because machine learning has specific requirements, we also propose an extended table constraint to split the space of hypotheses.
Improving Minimax performance
The Minimax algorithm, also known as MinMax, is a popular algorithm for calculating the best possible move a player can player in a zero-sume game, like Tic-Tac-Toe or Chess. It makes use of an evaluation-function provided by the developer to analyze a given game board. During the execution Minimax builds a game tree that might become quite large. This causes a very long runtime for the algorithm. In this article I'd like to introduce 10 methods to improve the performance of the Minimax algorithm and to optimize its runtime.
Effective and efficient structure learning with pruning and model averaging strategies
Constantinou, Anthony C., Liu, Yang, Kitson, Neville K., Chobtham, Kiattikun, Guo, Zhigao
Learning the structure of a Bayesian Network (BN) with score-based solutions involves exploring the search space of possible graphs and moving towards the graph that maximises a given objective function. Some algorithms offer exact solutions that guarantee to return the graph with the highest objective score, while others offer approximate solutions in exchange for reduced computational complexity. This paper describes an approximate BN structure learning algorithm, which we call Model Averaging Hill-Climbing (MAHC), that combines two novel strategies with hill-climbing search. The algorithm starts by pruning the search space of graphs, where the pruning strategy can be viewed as an aggressive version of the pruning strategies that are typically applied to combinatorial optimisation structure learning problems. It then performs model averaging in the hill-climbing search process and moves to the neighbouring graph that maximises the objective function, on average, for that neighbouring graph and over all its valid neighbouring graphs. Comparisons with other algorithms spanning different classes of learning suggest that the combination of aggressive pruning with model averaging is both effective and efficient, particularly in the presence of data noise.
TacticToe: Learning to Prove with Tactics
Gauthier, Thibault, Kaliszyk, Cezary, Urban, Josef, Kumar, Ramana, Norrish, Michael
Tactics analyze the current proof state (goal and assumptions) and apply non-trivial proof transformations. Formalized proofs take advantage of different levels of automation which are in increasing order of generality: specialized rules, theory-based strategies and general purpose strategies. Thanks to progress in proof automation, developers can delegate more and more complicated proof obligations to general purpose strategies. Those are implemented by automated theorem provers (ATPs) such as E prover [32]. Communication between an ITP and ATPs is made possible by a "hammer" system [4,14]. It acts as an interface by performing premise selection, translation and proof reconstruction. Yet, ATPs are not flawless and more precise user-guidance, achieved by applying a particular sequence of specialized rules, is almost always necessary to develop a mathematical theory.