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Towards solving the 7-in-a-row game

arXiv.org Artificial Intelligence

Our paper explores the game theoretic value of the 7-in-a-row game. We reduce the problem to solving a finite board game, which we target using Proof Number Search. We present a number of heuristic improvements to Proof Number Search and examine their effect within the context of this particular game. Although our paper does not solve the 7-in-a-row game, our experiments indicate that we have made significant progress towards it.


Improve Agents without Retraining: Parallel Tree Search with Off-Policy Correction

arXiv.org Artificial Intelligence

Tree Search (TS) is crucial to some of the most influential successes in reinforcement learning. Here, we tackle two major challenges with TS that limit its usability: \textit{distribution shift} and \textit{scalability}. We first discover and analyze a counter-intuitive phenomenon: action selection through TS and a pre-trained value function often leads to lower performance compared to the original pre-trained agent, even when having access to the exact state and reward in future steps. We show this is due to a distribution shift to areas where value estimates are highly inaccurate and analyze this effect using Extreme Value theory. To overcome this problem, we introduce a novel off-policy correction term that accounts for the mismatch between the pre-trained value and its corresponding TS policy by penalizing under-sampled trajectories. We prove that our correction eliminates the above mismatch and bound the probability of sub-optimal action selection. Our correction significantly improves pre-trained Rainbow agents without any further training, often more than doubling their scores on Atari games. Next, we address the scalability issue given by the computational complexity of exhaustive TS that scales exponentially with the tree depth. We introduce Batch-BFS: a GPU breadth-first search that advances all nodes in each depth of the tree simultaneously. Batch-BFS reduces runtime by two orders of magnitude and, beyond inference, enables also training with TS of depths that were not feasible before. We train DQN agents from scratch using TS and show improvement in several Atari games compared to both the original DQN and the more advanced Rainbow.


Online Matching in Sparse Random Graphs: Non-Asymptotic Performances of Greedy Algorithm

arXiv.org Machine Learning

Motivated by sequential budgeted allocation problems, we investigate online matching problems where connections between vertices are not i.i.d., but they have fixed degree distributions -- the so-called configuration model. We estimate the competitive ratio of the simplest algorithm, GREEDY, by approximating some relevant stochastic discrete processes by their continuous counterparts, that are solutions of an explicit system of partial differential equations. This technique gives precise bounds on the estimation errors, with arbitrarily high probability as the problem size increases. In particular, it allows the formal comparison between different configuration models. We also prove that, quite surprisingly, GREEDY can have better performance guarantees than RANKING, another celebrated algorithm for online matching that usually outperforms the former.


CHASE: Robust Visual Tracking via Cell-Level Differentiable Neural Architecture Search

arXiv.org Artificial Intelligence

A strong visual object tracker nowadays relies on its well-crafted modules, which typically consist of manually-designed network architectures to deliver high-quality tracking results. Not surprisingly, the manual design process becomes a particularly challenging barrier, as it demands sufficient prior experience, enormous effort, intuition and perhaps some good luck. Meanwhile, neural architecture search has gaining grounds in practical applications such as image segmentation, as a promising method in tackling the issue of automated search of feasible network structures. In this work, we propose a novel cell-level differentiable architecture search mechanism to automate the network design of the tracking module, aiming to adapt backbone features to the objective of a tracking network during offline training. The proposed approach is simple, efficient, and with no need to stack a series of modules to construct a network. Our approach is easy to be incorporated into existing trackers, which is empirically validated using different differentiable architecture search-based methods and tracking objectives. Extensive experimental evaluations demonstrate the superior performance of our approach over five commonly-used benchmarks. Meanwhile, our automated searching process takes 41 (18) hours for the second (first) order DARTS method on the TrackingNet dataset.


General Board Game Concepts

arXiv.org Artificial Intelligence

Many games often share common ideas or aspects between them, such as their rules, controls, or playing area. However, in the context of General Game Playing (GGP) for board games, this area remains under-explored. We propose to formalise the notion of "game concept", inspired by terms generally used by game players and designers. Through the Ludii General Game System, we describe concepts for several levels of abstraction, such as the game itself, the moves played, or the states reached. This new GGP feature associated with the ludeme representation of games opens many new lines of research. The creation of a hyper-agent selector, the transfer of AI learning between games, or explaining AI techniques using game terms, can all be facilitated by the use of game concepts. Other applications which can benefit from game concepts are also discussed, such as the generation of plausible reconstructed rules for incomplete ancient games, or the implementation of a board game recommender system.


Learning Primal Heuristics for Mixed Integer Programs

arXiv.org Artificial Intelligence

This paper proposes a novel primal heuristic for Mixed Integer Programs, by employing machine learning techniques. Mixed Integer Programming is a general technique for formulating combinatorial optimization problems. Inside a solver, primal heuristics play a critical role in finding good feasible solutions that enable one to tighten the duality gap from the outset of the Branch-and-Bound algorithm (B&B), greatly improving its performance by pruning the B&B tree aggressively. In this paper, we investigate whether effective primal heuristics can be automatically learned via machine learning. We propose a new method to represent an optimization problem as a graph, and train a Graph Convolutional Network on solved problem instances with known optimal solutions. This in turn can predict the values of decision variables in the optimal solution for an unseen problem instance of a similar type. The prediction of variable solutions is then leveraged by a novel configuration of the B&B method, Probabilistic Branching with guided Depth-first Search (PB-DFS) approach, aiming to find (near-)optimal solutions quickly. The experimental results show that this new heuristic can find better primal solutions at a much earlier stage of the solving process, compared to other state-of-the-art primal heuristics.


Evidence for Long-Tails in SLS Algorithms

arXiv.org Artificial Intelligence

Stochastic local search (SLS) is a successful paradigm for solving the satisfiability problem of propositional logic. A recent development in this area involves solving not the original instance, but a modified, yet logically equivalent one. Empirically, this technique was found to be promising as it improves the performance of state-of-the-art SLS solvers. Currently, there is only a shallow understanding of how this modification technique affects the runtimes of SLS solvers. Thus, we model this modification process and conduct an empirical analysis of the hardness of logically equivalent formulas. Our results are twofold. First, if the modification process is treated as a random process, a lognormal distribution perfectly characterizes the hardness; implying that the hardness is long-tailed. This means that the modification technique can be further improved by implementing an additional restart mechanism. Thus, as a second contribution, we theoretically prove that all algorithms exhibiting this long-tail property can be further improved by restarts. Consequently, all SAT solvers employing this modification technique can be enhanced.


Two-phase Optimization of Binary Sequences with Low Peak Sidelobe Level Value

arXiv.org Artificial Intelligence

The search for binary sequences with low paper, we present a computational approach that uses peak sidelobe level value represents a formidable computational a stochastic algorithm. To locate better sequences for this our approach cannot provide optimal solutions but in a problem, we designed a stochastic algorithm that uses reasonable time we can locate optimal or near-optimal two fitness functions. Therefore, our approach is also suitable for of the autocorrelation function has a different impact on solving larger instances of the problem. It is defined with the value of the of length L in our problem is defined as follows: exponent over the autocorrelation function values. The main goal of a binary sequences problem with low peak sidelobe level is to find an optimal sequence that has the minimal PSL value, as shown in Eq. (4). 1 Introduction The binary sequences with low peak sidelobe level value S In this sequences with length L. From Eq. (1) it is evident that the number of sequences with length L is 2 The exhaustive search was also applied under the restriction The remainder of the paper is organized as follows. of m-sequence [7].


On the Convergence of Stochastic Extragradient for Bilinear Games with Restarted Iteration Averaging

arXiv.org Machine Learning

We study the stochastic bilinear minimax optimization problem, presenting an analysis of the Stochastic ExtraGradient (SEG) method with constant step size, and presenting variations of the method that yield favorable convergence. We first note that the last iterate of the basic SEG method only contracts to a fixed neighborhood of the Nash equilibrium, independent of the step size. This contrasts sharply with the standard setting of minimization where standard stochastic algorithms converge to a neighborhood that vanishes in proportion to the square-root (constant) step size. Under the same setting, however, we prove that when augmented with iteration averaging, SEG provably converges to the Nash equilibrium, and such a rate is provably accelerated by incorporating a scheduled restarting procedure. In the interpolation setting, we achieve an optimal convergence rate up to tight constants. We present numerical experiments that validate our theoretical findings and demonstrate the effectiveness of the SEG method when equipped with iteration averaging and restarting.


AutoSF+: Towards Automatic Scoring Function Design for Knowledge Graph Embedding

arXiv.org Artificial Intelligence

Scoring functions, which measure the plausibility of triples, have become the crux of knowledge graph embedding (KGE). Plenty of scoring functions, targeting at capturing different kinds of relations in KGs, have been designed by experts in recent years. However, as relations can exhibit intricate patterns that are hard to infer before training, none of them can consistently perform the best on existing benchmark tasks. AutoSF has shown the significance of using automated machine learning (AutoML) to design KG- dependent scoring functions. In this paper, we propose AutoSF+ as an extension of AutoSF. First, we improve the search algorithm with the evolutionary search, which can better explore the search space. Second, we evaluate AutoSF+ on the recently developed benchmark OGB. Besides, we apply AutoSF+ to the new task, i.e., entity classification, to show that it can improve the task beyond KG completion.