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Deep Synoptic Monte Carlo Planning in Reconnaissance Blind Chess

arXiv.org Artificial Intelligence

This paper introduces deep synoptic Monte Carlo planning (DSMCP) for large imperfect information games. The algorithm constructs a belief state with an unweighted particle filter and plans via playouts that start at samples drawn from the belief state. The algorithm accounts for uncertainty by performing inference on "synopses," a novel stochastic abstraction of information states. DSMCP is the basis of the program Penumbra, which won the official 2020 reconnaissance blind chess competition versus 33 other programs. This paper also evaluates algorithm variants that incorporate caution, paranoia, and a novel bandit algorithm. Furthermore, it audits the synopsis features used in Penumbra with per-bit saliency statistics.


Causality and Generalizability: Identifiability and Learning Methods

arXiv.org Machine Learning

This PhD thesis contains several contributions to the field of statistical causal modeling. Statistical causal models are statistical models embedded with causal assumptions that allow for the inference and reasoning about the behavior of stochastic systems affected by external manipulation (interventions). This thesis contributes to the research areas concerning the estimation of causal effects, causal structure learning, and distributionally robust (out-of-distribution generalizing) prediction methods. We present novel and consistent linear and non-linear causal effects estimators in instrumental variable settings that employ data-dependent mean squared prediction error regularization. Our proposed estimators show, in certain settings, mean squared error improvements compared to both canonical and state-of-the-art estimators. We show that recent research on distributionally robust prediction methods has connections to well-studied estimators from econometrics. This connection leads us to prove that general K-class estimators possess distributional robustness properties. We, furthermore, propose a general framework for distributional robustness with respect to intervention-induced distributions. In this framework, we derive sufficient conditions for the identifiability of distributionally robust prediction methods and present impossibility results that show the necessity of several of these conditions. We present a new structure learning method applicable in additive noise models with directed trees as causal graphs. We prove consistency in a vanishing identifiability setup and provide a method for testing substructure hypotheses with asymptotic family-wise error control that remains valid post-selection. Finally, we present heuristic ideas for learning summary graphs of nonlinear time-series models.


Efficiency, Fairness, and Stability in Non-Commercial Peer-to-Peer Ridesharing

arXiv.org Artificial Intelligence

Unlike commercial ridesharing, non-commercial peer-to-peer (P2P) ridesharing has been subject to limited research -- although it can promote viable solutions in non-urban communities. This paper focuses on the core problem in P2P ridesharing: the matching of riders and drivers. We elevate users' preferences as a first-order concern and introduce novel notions of fairness and stability in P2P ridesharing. We propose algorithms for efficient matching while considering user-centric factors, including users' preferred departure time, fairness, and stability. Results suggest that fair and stable solutions can be obtained in reasonable computational times and can improve baseline outcomes based on system-wide efficiency exclusively.


A Novel Automated Curriculum Strategy to Solve Hard Sokoban Planning Instances

arXiv.org Artificial Intelligence

In recent years, we have witnessed tremendous progress in deep reinforcement learning (RL) for tasks such as Go, Chess, video games, and robot control. Nevertheless, other combinatorial domains, such as AI planning, still pose considerable challenges for RL approaches. The key difficulty in those domains is that a positive reward signal becomes {\em exponentially rare} as the minimal solution length increases. So, an RL approach loses its training signal. There has been promising recent progress by using a curriculum-driven learning approach that is designed to solve a single hard instance. We present a novel {\em automated} curriculum approach that dynamically selects from a pool of unlabeled training instances of varying task complexity guided by our {\em difficulty quantum momentum} strategy. We show how the smoothness of the task hardness impacts the final learning results. In particular, as the size of the instance pool increases, the ``hardness gap'' decreases, which facilitates a smoother automated curriculum based learning process. Our automated curriculum approach dramatically improves upon the previous approaches. We show our results on Sokoban, which is a traditional PSPACE-complete planning problem and presents a great challenge even for specialized solvers. Our RL agent can solve hard instances that are far out of reach for any previous state-of-the-art Sokoban solver. In particular, our approach can uncover plans that require hundreds of steps, while the best previous search methods would take many years of computing time to solve such instances. In addition, we show that we can further boost the RL performance with an intricate coupling of our automated curriculum approach with a curiosity-driven search strategy and a graph neural net representation.


Induction, Popper, and machine learning

arXiv.org Artificial Intelligence

Francis Bacon popularized the idea that science is based on a process of induction by which repeated observations are, in some unspecified way, generalized to theories based on the assumption that the future resembles the past. This idea was criticized by Hume and others as untenable leading to the famous problem of induction. It wasn't until the work of Karl Popper that this problem was solved, by demonstrating that induction is not the basis for science and that the development of scientific knowledge is instead based on the same principles as biological evolution. Today, machine learning is also taught as being rooted in induction from big data. Solomonoff induction implemented in an idealized Bayesian agent (Hutter's AIXI) is widely discussed and touted as a framework for understanding AI algorithms, even though real-world attempts to implement something like AIXI immediately encounter fatal problems. In this paper, we contrast frameworks based on induction with Donald T. Campbell's universal Darwinism. We show that most AI algorithms in use today can be understood as using an evolutionary trial and error process searching over a solution space. In this work we argue that a universal Darwinian framework provides a better foundation for understanding AI systems. Moreover, at a more meta level the process of development of all AI algorithms can be understood under the framework of universal Darwinism.


Feel-Good Thompson Sampling for Contextual Bandits and Reinforcement Learning

arXiv.org Machine Learning

Thompson Sampling has been widely used for contextual bandit problems due to the flexibility of its modeling power. However, a general theory for this class of methods in the frequentist setting is still lacking. In this paper, we present a theoretical analysis of Thompson Sampling, with a focus on frequentist regret bounds. In this setting, we show that the standard Thompson Sampling is not aggressive enough in exploring new actions, leading to suboptimality in some pessimistic situations. A simple modification called Feel-Good Thompson Sampling, which favors high reward models more aggressively than the standard Thompson Sampling, is proposed to remedy this problem. We show that the theoretical framework can be used to derive Bayesian regret bounds for standard Thompson Sampling, and frequentist regret bounds for Feel-Good Thompson Sampling. It is shown that in both cases, we can reduce the bandit regret problem to online least squares regression estimation. For the frequentist analysis, the online least squares regression bound can be directly obtained using online aggregation techniques which have been well studied. The resulting bandit regret bound matches the minimax lower bound in the finite action case. Moreover, the analysis can be generalized to handle a class of linearly embeddable contextual bandit problems (which generalizes the popular linear contextual bandit model). The obtained result again matches the minimax lower bound. Finally we illustrate that the analysis can be extended to handle some MDP problems.


New Evolutionary Computation Models and their Applications to Machine Learning

arXiv.org Artificial Intelligence

Automatic Programming is one of the most important areas of computer science research today. Hardware speed and capability have increased exponentially, but the software is years behind. The demand for software has also increased significantly, but it is still written in old fashion: by using humans. There are multiple problems when the work is done by humans: cost, time, quality. It is costly to pay humans, it is hard to keep them satisfied for a long time, it takes a lot of time to teach and train them and the quality of their output is in most cases low (in software, mostly due to bugs). The real advances in human civilization appeared during the industrial revolutions. Before the first revolution, most people worked in agriculture. Today, very few percent of people work in this field. A similar revolution must appear in the computer programming field. Otherwise, we will have so many people working in this field as we had in the past working in agriculture. How do people know how to write computer programs? Very simple: by learning. Can we do the same for software? Can we put the software to learn how to write software? It seems that is possible (to some degree) and the term is called Machine Learning. It was first coined in 1959 by the first person who made a computer perform a serious learning task, namely, Arthur Samuel. However, things are not so easy as in humans (well, truth to be said - for some humans it is impossible to learn how to write software). So far we do not have software that can learn perfectly to write software. We have some particular cases where some programs do better than humans, but the examples are sporadic at best. Learning from experience is difficult for computer programs. Instead of trying to simulate how humans teach humans how to write computer programs, we can simulate nature.


Simulated annealing for optimization of graphs and sequences

arXiv.org Artificial Intelligence

Optimization of discrete structures aims at generating a new structure with the better property given an existing one, which is a fundamental problem in machine learning. Different from the continuous optimization, the realistic applications of discrete optimization (e.g., text generation) are very challenging due to the complex and long-range constraints, including both syntax and semantics, in discrete structures. In this work, we present SAGS, a novel Simulated Annealing framework for Graph and Sequence optimization. The key idea is to integrate powerful neural networks into metaheuristics (e.g., simulated annealing, SA) to restrict the search space in discrete optimization. We start by defining a sophisticated objective function, involving the property of interest and pre-defined constraints (e.g., grammar validity). SAGS searches from the discrete space towards this objective by performing a sequence of local edits, where deep generative neural networks propose the editing content and thus can control the quality of editing. We evaluate SAGS on paraphrase generation and molecule generation for sequence optimization and graph optimization, respectively. Extensive results show that our approach achieves state-of-the-art performance compared with existing paraphrase generation methods in terms of both automatic and human evaluations. Further, SAGS also significantly outperforms all the previous methods in molecule generation.


Scalable Online Planning via Reinforcement Learning Fine-Tuning

arXiv.org Artificial Intelligence

Lookahead search has been a critical component of recent AI successes, such as in the games of chess, go, and poker. However, the search methods used in these games, and in many other settings, are tabular. Tabular search methods do not scale well with the size of the search space, and this problem is exacerbated by stochasticity and partial observability. In this work we replace tabular search with online model-based fine-tuning of a policy neural network via reinforcement learning, and show that this approach outperforms state-of-the-art search algorithms in benchmark settings. In particular, we use our search algorithm to achieve a new state-of-the-art result in self-play Hanabi, and show the generality of our algorithm by also showing that it outperforms tabular search in the Atari game Ms. Pacman.


Width-Based Planning and Active Learning for Atari

arXiv.org Artificial Intelligence

Width-based planning has shown promising results on Atari 2600 games using pixel input, while using substantially fewer environment interactions than reinforcement learning. Recent width-based approaches have computed feature vectors for each screen using a hand designed feature set or a variational autoencoder (VAE) trained on game screens, and prune screens that do not have novel features during the search. In this paper, we explore consideration of uncertainty in features generated by a VAE during width-based planning. Our primary contribution is the introduction of active learning to maximize the utility of screens observed during planning. Experimental results demonstrate that use of active learning strategies increases gameplay scores compared to alternative width-based approaches with equal numbers of environment interactions.