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Ranking Cost: Building An Efficient and Scalable Circuit Routing Planner with Evolution-Based Optimization

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.


Arachnophobia Exposure Therapy using Experience-driven Procedural Content Generation via Reinforcement Learning (EDPCGRL)

arXiv.org Artificial Intelligence

Personalized therapy, in which a therapeutic practice is adapted to an individual patient, leads to better health outcomes. Typically, this is accomplished by relying on a therapist's training and intuition along with feedback from a patient. While there exist approaches to automatically adapt therapeutic content to a patient, they rely on hand-authored, pre-defined rules, which may not generalize to all individuals. In this paper, we propose an approach to automatically adapt therapeutic content to patients based on physiological measures. We implement our approach in the context of arachnophobia exposure therapy, and rely on experience-driven procedural content generation via reinforcement learning (EDPCGRL) to generate virtual spiders to match an individual patient. In this initial implementation, and due to the ongoing pandemic, we make use of virtual or artificial humans implemented based on prior arachnophobia psychology research. Our EDPCGRL method is able to more quickly adapt to these virtual humans with high accuracy in comparison to existing, search-based EDPCG approaches.


Transform2Act: Learning a Transform-and-Control Policy for Efficient Agent Design

arXiv.org Artificial Intelligence

An agent's functionality is largely determined by its design, i.e., skeletal structure and joint attributes (e.g., length, size, strength). However, finding the optimal agent design for a given function is extremely challenging since the problem is inherently combinatorial and the design space is prohibitively large. Additionally, it can be costly to evaluate each candidate design which requires solving for its optimal controller. To tackle these problems, our key idea is to incorporate the design procedure of an agent into its decision-making process. Specifically, we learn a conditional policy that, in an episode, first applies a sequence of transform actions to modify an agent's skeletal structure and joint attributes, and then applies control actions under the new design. To handle a variable number of joints across designs, we use a graph-based policy where each graph node represents a joint and uses message passing with its neighbors to output joint-specific actions. Using policy gradient methods, our approach enables first-order optimization of agent design and control as well as experience sharing across different designs, which improves sample efficiency tremendously. Experiments show that our approach, Transform2Act, outperforms prior methods significantly in terms of convergence speed and final performance. Notably, Transform2Act can automatically discover plausible designs similar to giraffes, squids, and spiders. Our project website is at https://sites.google.com/view/transform2act.


Generalization in Deep RL for TSP Problems via Equivariance and Local Search

arXiv.org Artificial Intelligence

Deep reinforcement learning (RL) has proved to be a competitive heuristic for solving small-sized instances of traveling salesman problems (TSP), but its performance on larger-sized instances is insufficient. Since training on large instances is impractical, we design a novel deep RL approach with a focus on generalizability. Our proposition consisting of a simple deep learning architecture that learns with novel RL training techniques, exploits two main ideas. First, we exploit equivariance to facilitate training. Second, we interleave efficient local search heuristics with the usual RL training to smooth the value landscape. In order to validate the whole approach, we empirically evaluate our proposition on random and realistic TSP problems against relevant state-of-the-art deep RL methods. Moreover, we present an ablation study to understand the contribution of each of its component


Beam Search with Bidirectional Strategies for Neural Response Generation

arXiv.org Artificial Intelligence

Sequence-to-sequence neural networks have been widely used in language-based applications as they have flexible capabilities to learn various language models. However, when seeking for the optimal language response through trained neural networks, current existing approaches such as beam-search decoder strategies are still not able reaching to promising performances. Instead of developing various decoder strategies based on a "regular sentence order" neural network (a trained model by outputting sentences from left-to-right order), we leveraged "reverse" order as additional language model (a trained model by outputting sentences from right-to-left order) which can provide different perspectives for the path finding problems. In this paper, we propose bidirectional strategies in searching paths by combining two networks (left-to-right and right-to-left language models) making a bidirectional beam search possible. Besides, our solution allows us using any similarity measure in our sentence selection criterion. Our approaches demonstrate better performance compared to the unidirectional beam search strategy.


Goal-Directed Design Agents: Integrating Visual Imitation with One-Step Lookahead Optimization for Generative Design

arXiv.org Artificial Intelligence

Engineering design problems often involve large state and action spaces along with highly sparse rewards. Since an exhaustive search of those spaces is not feasible, humans utilize relevant domain knowledge to condense the search space. Previously, deep learning agents (DLAgents) were introduced to use visual imitation learning to model design domain knowledge. This note builds on DLAgents and integrates them with one-step lookahead search to develop goal-directed agents capable of enhancing learned strategies for sequentially generating designs. Goal-directed DLAgents can employ human strategies learned from data along with optimizing an objective function. The visual imitation network from DLAgents is composed of a convolutional encoder-decoder network, acting as a rough planning step that is agnostic to feedback. Meanwhile, the lookahead search identifies the fine-tuned design action guided by an objective. These design agents are trained on an unconstrained truss design problem that is modeled as a sequential, action-based configuration design problem. The agents are then evaluated on two versions of the problem: the original version used for training and an unseen constrained version with an obstructed construction space. The goal-directed agents outperform the human designers used to train the network as well as the previous objective-agnostic versions of the agent in both scenarios. This illustrates a design agent framework that can efficiently use feedback to not only enhance learned design strategies but also adapt to unseen design problems.


Improving Generalization of Deep Reinforcement Learning-based TSP Solvers

arXiv.org Artificial Intelligence

Recent work applying deep reinforcement learning (DRL) to solve traveling salesman problems (TSP) has shown that DRL-based solvers can be fast and competitive with TSP heuristics for small instances, but do not generalize well to larger instances. In this work, we propose a novel approach named MAGIC that includes a deep learning architecture and a DRL training method. Our architecture, which integrates a multilayer perceptron, a graph neural network, and an attention model, defines a stochastic policy that sequentially generates a TSP solution. Our training method includes several innovations: (1) we interleave DRL policy gradient updates with local search (using a new local search technique), (2) we use a novel simple baseline, and (3) we apply curriculum learning. Finally, we empirically demonstrate that MAGIC is superior to other DRL-based methods on random TSP instances, both in terms of performance and generalizability. Moreover, our method compares favorably against TSP heuristics and other state-of-the-art approach in terms of performance and computational time.


Efficient and High-quality Prehensile Rearrangement in Cluttered and Confined Spaces

arXiv.org Artificial Intelligence

Prehensile object rearrangement in cluttered and confined spaces has broad applications but is also challenging. For instance, rearranging products in a grocery or home shelf means that the robot cannot directly access all objects and has limited free space. This is harder than tabletop rearrangement where objects are easily accessible with top-down grasps, which simplifies robot-object interactions. This work focuses on problems where such interactions are critical for completing tasks and extends state-of-the-art results in rearrangement planning. It proposes a new efficient and complete solver under general constraints for monotone instances, which can be solved by moving each object at most once. The monotone solver reasons about robot-object constraints and uses them to effectively prune the search space. The new monotone solver is integrated with a global planner to solve non-monotone instances with high-quality solutions fast. Furthermore, this work contributes an effective pre-processing tool to speed up arm motion planning for rearrangement in confined spaces. The pre-processing tool provide significant speed-ups (49.1% faster on average) in online query resolution. Comparisons in simulations further demonstrate that the proposed monotone solver, equipped with the pre-processing tool, results in 57.3% faster computation and 3 times higher success rate than alternatives. Similarly, the resulting global planner is computationally more efficient and has a higher success rate given the more powerful monotone solver and the pre-processing tool, while producing high-quality solutions for non-monotone instances (i.e., only 1.3 buffers are needed on average). Videos of demonstrating solutions on a real robotic system and codes can be found at https://github.com/Rui1223/uniform_object_rearrangement.


Learning to Iteratively Solve Routing Problems with Dual-Aspect Collaborative Transformer

arXiv.org Artificial Intelligence

Recently, Transformer has become a prevailing deep architecture for solving vehicle routing problems (VRPs). However, it is less effective in learning improvement models for VRP because its positional encoding (PE) method is not suitable in representing VRP solutions. This paper presents a novel Dual-Aspect Collaborative Transformer (DACT) to learn embeddings for the node and positional features separately, instead of fusing them together as done in existing ones, so as to avoid potential noises and incompatible correlations. Moreover, the positional features are embedded through a novel cyclic positional encoding (CPE) method to allow Transformer to effectively capture the circularity and symmetry of VRP solutions (i.e., cyclic sequences). We train DACT using Proximal Policy Optimization and design a curriculum learning strategy for better sample efficiency. We apply DACT to solve the traveling salesman problem (TSP) and capacitated vehicle routing problem (CVRP). Results show that our DACT outperforms existing Transformer based improvement models, and exhibits much better generalization performance across different problem sizes on synthetic and benchmark instances, respectively.