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sunny-as2: Enhancing SUNNY for Algorithm Selection
Liu, Tong | Amadini, Roberto (University of Bologna) | Gabbrielli, Maurizio (University of Bologna) | Mauro, Jacopo (University of Southern Denmark)
SUNNY is an Algorithm Selection (AS) technique originally tailored for Constraint Programming (CP). SUNNY is based on the k-nearest neighbors algorithm and enables one to schedule, from a portfolio of solvers, a subset of solvers to be run on a given CP problem. This approach has proved to be effective for CP problems. In 2015, the ASlib benchmarks were released for comparing AS systems coming from disparate fields (e.g., ASP, QBF, and SAT) and SUNNY was extended to deal with generic AS problems. This led to the development of sunny-as, a prototypical algorithm selector based on SUNNY for ASlib scenarios. A major improvement of sunny-as, called sunny-as2, was then submitted to the Open Algorithm Selection Challenge (OASC) in 2017, where it turned out to be the best approach for the runtime minimization of decision problems. In this work we present the technical advancements of sunny-as2, by detailing through several empirical evaluations and by providing new insights. Its current version, built on the top of the preliminary version submitted to OASC, is able to outperform sunny-as and other state-of-the-art AS methods, including those who did not attend the challenge.
Planning from Pixels in Environments with Combinatorially Hard Search Spaces
Bagatella, Marco, Olšák, Mirek, Rolínek, Michal, Martius, Georg
The ability to form complex plans based on raw visual input is a litmus test for current capabilities of artificial intelligence, as it requires a seamless combination of visual processing and abstract algorithmic execution, two traditionally separate areas of computer science. A recent surge of interest in this field brought advances that yield good performance in tasks ranging from arcade games to continuous control; these methods however do not come without significant issues, such as limited generalization capabilities and difficulties when dealing with combinatorially hard planning instances. Our contribution is two-fold: (i) we present a method that learns to represent its environment as a latent graph and leverages state reidentification to reduce the complexity of finding a good policy from exponential to linear (ii) we introduce a set of lightweight environments with an underlying discrete combinatorial structure in which planning is challenging even for humans. Moreover, we show that our methods achieves strong empirical generalization to variations in the environment, even across highly disadvantaged regimes, such as "one-shot" planning, or in an offline RL paradigm which only provides low-quality trajectories.
Graph Neural Network Guided Local Search for the Traveling Salesperson Problem
Hudson, Benjamin, Li, Qingbiao, Malencia, Matthew, Prorok, Amanda
Solutions to the Traveling Salesperson Problem (TSP) have practical applications to processes in transportation, logistics, and automation, yet must be computed with minimal delay to satisfy the real-time nature of the underlying tasks. However, solving large TSP instances quickly without sacrificing solution quality remains challenging for current approximate algorithms. To close this gap, we present a hybrid data-driven approach for solving the TSP based on Graph Neural Networks (GNNs) and Guided Local Search (GLS). Our model predicts the regret of including each edge of the problem graph in the solution; GLS uses these predictions in conjunction with the original problem graph to find solutions. Our experiments demonstrate that this approach converges to optimal solutions at a faster rate than state-of-the-art learning-based approaches and non-learning GLS algorithms for the TSP, notably finding optimal solutions to 96% of the 50-node problem set, 7% more than the next best benchmark, and to 20% of the 100-node problem set, 4.5x more than the next best benchmark. When generalizing from 20-node problems to the 100-node problem set, our approach finds solutions with an average optimality gap of 2.5%, a 10x improvement over the next best learning-based benchmark.
An Introduction to Problem-Solving using Search Algorithms for Beginners
In computer science, problem-solving refers to artificial intelligence techniques, including various techniques such as forming efficient algorithms, heuristics, and performing root cause analysis to find desirable solutions. The basic crux of artificial intelligence is to solve problems just like humans. In today's fast-paced digitized world, artificial intelligence techniques are used widely to automate systems that can use the resource and time efficiently. Some of the well-known problems experienced in everyday life are games and puzzles. Using AI techniques, we can solve these problems efficiently. In artificial intelligence, problems can be solved by using searching algorithms, evolutionary computations, knowledge representations, etc.
AMRA*: Anytime Multi-Resolution Multi-Heuristic A*
Saxena, Dhruv Mauria, Kusnur, Tushar, Likhachev, Maxim
Heuristic search-based motion planning algorithms typically discretise the search space in order to solve the shortest path problem. Their performance is closely related to this discretisation. A fine discretisation allows for better approximations of the continuous search space, but makes the search for a solution more computationally costly. A coarser resolution might allow the algorithms to find solutions quickly at the expense of quality. For large state spaces, it can be beneficial to search for solutions across multiple resolutions even though defining the discretisations is challenging. The recently proposed algorithm Multi-Resolution A* (MRA*) searches over multiple resolutions. It traverses large areas of obstacle-free space and escapes local minima at a coarse resolution. It can also navigate so-called narrow passageways at a finer resolution. In this work, we develop AMRA*, an anytime version of MRA*. AMRA* tries to find a solution quickly using the coarse resolution as much as possible. It then refines the solution by relying on the fine resolution to discover better paths that may not have been available at the coarse resolution. In addition to being anytime, AMRA* can also leverage information sharing between multiple heuristics. We prove that AMRA* is complete and optimal (in-the-limit of time) with respect to the finest resolution. We show its performance on 2D grid navigation and 4D kinodynamic planning problems.
CAPITAL: Optimal Subgroup Identification via Constrained Policy Tree Search
Cai, Hengrui, Lu, Wenbin, West, Rachel Marceau, Mehrotra, Devan V., Huang, Lingkang
Personalized medicine, a paradigm of medicine tailored to a patient's characteristics, is an increasingly attractive field in health care. An important goal of personalized medicine is to identify a subgroup of patients, based on baseline covariates, that benefits more from the targeted treatment than other comparative treatments. Most of the current subgroup identification methods only focus on obtaining a subgroup with an enhanced treatment effect without paying attention to subgroup size. Yet, a clinically meaningful subgroup learning approach should identify the maximum number of patients who can benefit from the better treatment. In this paper, we present an optimal subgroup selection rule (SSR) that maximizes the number of selected patients, and in the meantime, achieves the pre-specified clinically meaningful mean outcome, such as the average treatment effect. We derive two equivalent theoretical forms of the optimal SSR based on the contrast function that describes the treatment-covariates interaction in the outcome. We further propose a ConstrAined PolIcy Tree seArch aLgorithm (CAPITAL) to find the optimal SSR within the interpretable decision tree class. The proposed method is flexible to handle multiple constraints that penalize the inclusion of patients with negative treatment effects, and to address time to event data using the restricted mean survival time as the clinically interesting mean outcome. Extensive simulations, comparison studies, and real data applications are conducted to demonstrate the validity and utility of our method.
Structure learning in polynomial time: Greedy algorithms, Bregman information, and exponential families
Rajendran, Goutham, Kivva, Bohdan, Gao, Ming, Aragam, Bryon
Greedy algorithms have long been a workhorse for learning graphical models, and more broadly for learning statistical models with sparse structure. In the context of learning directed acyclic graphs, greedy algorithms are popular despite their worst-case exponential runtime. In practice, however, they are very efficient. We provide new insight into this phenomenon by studying a general greedy score-based algorithm for learning DAGs. Unlike edge-greedy algorithms such as the popular GES and hill-climbing algorithms, our approach is vertex-greedy and requires at most a polynomial number of score evaluations. We then show how recent polynomial-time algorithms for learning DAG models are a special case of this algorithm, thereby illustrating how these order-based algorithms can be rigourously interpreted as score-based algorithms. This observation suggests new score functions and optimality conditions based on the duality between Bregman divergences and exponential families, which we explore in detail. Explicit sample and computational complexity bounds are derived. Finally, we provide extensive experiments suggesting that this algorithm indeed optimizes the score in a variety of settings.
A guided journey through non-interactive automatic story generation
We present a literature survey on non-interactive computational story generation. The article starts with the presentation of requirements for creative systems, three types of models of creativity (computational, socio-cultural, and individual), and models of human creative writing. Then it reviews each class of story generation approach depending on the used technology: story-schemas, analogy, rules, planning, evolutionary algorithms, implicit knowledge learning, and explicit knowledge learning. Before the concluding section, the article analyses the contributions of the reviewed work to improve the quality of the generated stories. This analysis addresses the description of the story characters, the use of narrative knowledge including about character believability, and the possible lack of more comprehensive or more detailed knowledge or creativity models. Finally, the article presents concluding remarks in the form of suggestions of research topics that might have a significant impact on the advancement of the state of the art on autonomous non-interactive story generation systems. The article concludes that the autonomous generation and adoption of the main idea to be conveyed and the autonomous design of the creativity ensuring criteria are possibly two of most important topics for future research.
Ranking Cost: Building An Efficient and Scalable Circuit Routing Planner with Evolution-Based Optimization
Huang, Shiyu, Wang, Bin, Li, Dong, Hao, Jianye, Chen, Ting, Zhu, Jun
Circuit routing has been a historically challenging problem in designing electronic systems such as very large-scale integration (VLSI) and printed circuit boards (PCBs). The main challenge is that connecting a large number of electronic components under specific design rules involves a very large search space. Early solutions are typically designed with hard-coded heuristics, which suffer from problems of non-optimal solutions and lack of flexibility for new design needs. Although a few learning-based methods have been proposed recently, they are typically cumbersome and hard to extend to large-scale applications. In this work, we propose a new algorithm for circuit routing, named Ranking Cost, which innovatively combines search-based methods (i.e., A* algorithm) and learning-based methods (i.e., Evolution Strategies) to form an efficient and trainable router. In our method, we introduce a new set of variables called cost maps, which can help the A* router to find out proper paths to achieve the global objective. We also train a ranking parameter, which can produce the ranking order and further improve the performance of our method. Our algorithm is trained in an end-to-end manner and does not use any artificial data or human demonstration. In the experiments, we compare with the sequential A* algorithm and a canonical reinforcement learning approach, and results show that our method outperforms these baselines with higher connectivity rates and better scalability.
The Impact of Visualizing Design Gradients for Human Designers
Guzdial, Matthew, Sturtevant, Nathan, Yang, Carolyn
Mixed-initiative Procedural Content Generation (PCG) refers to tools or systems in which a human designer works with an algorithm to produce game content. This area of research remains relatively under-explored, with the majority of mixed-initiative PCG level design systems using a common set of search-based PCG algorithms. In this paper, we introduce a mixed-initiative tool employing Exhaustive PCG (EPCG) for puzzle level design to further explore mixed-initiative PCG. We run an online human subject study in which individuals use the tool with an EPCG component turned on or off. Our analysis of the results demonstrates that, although a majority of users did not prefer the tool, it made the level design process significantly easier, and that the tool impacted the subjects' design process. This paper describes the study results and draws lessons for mixed-initiative PCG tool design.