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An Algorithm to Effect Prompt Termination of Myopic Local Search on Kauffman-s NK Landscape

arXiv.org Artificial Intelligence

In Kauffman-s NK model, myopic local search involves flipping one randomly-chosen bit of an N-bit decision string in every time step and accepting the new configuration if that has higher fitness. One issue is that, this algorithm consumes the full extent of computational resources allocated - given by the number of alternative configurations inspected - even though search is expected to terminate the moment there are no neighbors having higher fitness. Otherwise, the algorithm must compute the fitness of all N neighbors in every time step, consuming a high amount of resources. In order to get around this problem, I describe an algorithm that allows search to logically terminate relatively early, without having to evaluate fitness of all N neighbors at every time step. I further suggest that when the efficacy of two algorithms need to be compared head to head, imposing a common limit on the number of alternatives evaluated - metering - provides the necessary level field.


Customized Monte Carlo Tree Search for LLVM/Polly's Composable Loop Optimization Transformations

arXiv.org Artificial Intelligence

Polly is the LLVM project's polyhedral loop nest optimizer. Recently, user-directed loop transformation pragmas were proposed based on LLVM/Clang and Polly. The search space exposed by the transformation pragmas is a tree, wherein each node represents a specific combination of loop transformations that can be applied to the code resulting from the parent node's loop transformations. We have developed a search algorithm based on Monte Carlo tree search (MCTS) to find the best combination of loop transformations. Our algorithm consists of two phases: exploring loop transformations at different depths of the tree to identify promising regions in the tree search space and exploiting those regions by performing a local search. Moreover, a restart mechanism is used to avoid the MCTS getting trapped in a local solution. The best and worst solutions are transferred from the previous phases of the restarts to leverage the search history. We compare our approach with random, greedy, and breadth-first search methods on PolyBench kernels and ECP proxy applications. Experimental results show that our MCTS algorithm finds pragma combinations with a speedup of 2.3x over Polly's heuristic optimizations on average.


A Deep Dive into Conflict Generating Decisions

arXiv.org Artificial Intelligence

Boolean Satisfiability (SAT) is a well-known NP-complete problem. Despite this theoretical hardness, SAT solvers based on Conflict Driven Clause Learning (CDCL) can solve large SAT instances from many important domains. CDCL learns clauses from conflicts, a technique that allows a solver to prune its search space. The selection heuristics in CDCL prioritize variables that are involved in recent conflicts. While only a fraction of decisions generate any conflicts, many generate multiple conflicts. In this paper, we study conflict-generating decisions in CDCL in detail. We investigate the impact of single conflict (sc) decisions, which generate only one conflict, and multi-conflict (mc) decisions which generate two or more. We empirically characterize these two types of decisions based on the quality of the learned clauses produced by each type of decision. We also show an important connection between consecutive clauses learned within the same mc decision, where one learned clause triggers the learning of the next one forming a chain of clauses. This leads to the consideration of similarity between conflicts, for which we formulate the notion of conflictsproximity as a similarity measure. We show that conflicts in mc decisions are more closely related than consecutive conflicts generated from sc decisions. Finally, we develop Common Reason Variable Reduction (CRVR) as a new decision strategy that reduces the selection priority of some variables from the learned clauses of mc decisions. Our empirical evaluation of CRVR implemented in three leading solvers demonstrates performance gains in benchmarks from the main track of SAT Competition-2020.


Expressing and Exploiting the Common Subgoal Structure of Classical Planning Domains Using Sketches: Extended Version

arXiv.org Artificial Intelligence

Width-based planning methods exploit the use of conjunctive goals for decomposing problems into subproblems of low width. However, algorithms like SIW fail when the goal is not serializable. In this work, we address this limitation of SIW by using a simple but powerful language for expressing problem decompositions introduced recently by Bonet and Geffner, called policy sketches. A policy sketch R consists of a set of Boolean and numerical features and a set of sketch rules that express how the values of these features are supposed to change. Like general policies, policy sketches are domain general, but unlike policies, the changes captured by sketch rules do not need to be achieved in a single step. We show that many planning domains that cannot be solved by SIW are provably solvable in low polynomial time with the SIW_R algorithm, the version of SIW that employs user-provided policy sketches. Policy sketches are thus shown to be a powerful language for expressing domain-specific knowledge in a simple and compact way and a convenient alternative to languages such as HTNs or temporal logics. Furthermore, policy sketches make it easy to express general problem decompositions and prove key properties like their complexity and width.


PSEUDo: Interactive Pattern Search in Multivariate Time Series with Locality-Sensitive Hashing and Relevance Feedback

arXiv.org Artificial Intelligence

We present PSEUDo, an adaptive feature learning technique for exploring visual patterns in multi-track sequential data. Our approach is designed with the primary focus to overcome the uneconomic retraining requirements and inflexible representation learning in current deep learning-based systems. Multi-track time series data are generated on an unprecedented scale due to increased sensors and data storage. These datasets hold valuable patterns, like in neuromarketing, where researchers try to link patterns in multivariate sequential data from physiological sensors to the purchase behavior of products and services. But a lack of ground truth and high variance make automatic pattern detection unreliable. Our advancements are based on a novel query-aware locality-sensitive hashing technique to create a feature-based representation of multivariate time series windows. Most importantly, our algorithm features sub-linear training and inference time. We can even accomplish both the modeling and comparison of 10,000 different 64-track time series, each with 100 time steps (a typical EEG dataset) under 0.8 seconds. This performance gain allows for a rapid relevance feedback-driven adaption of the underlying pattern similarity model and enables the user to modify the speed-vs-accuracy trade-off gradually. We demonstrate superiority of PSEUDo in terms of efficiency, accuracy, and steerability through a quantitative performance comparison and a qualitative visual quality comparison to the state-of-the-art algorithms in the field. Moreover, we showcase the usability of PSEUDo through a case study demonstrating our visual pattern retrieval concepts in a large meteorological dataset. We find that our adaptive models can accurately capture the user's notion of similarity and allow for an understandable exploratory visual pattern retrieval in large multivariate time series datasets.


Nearly Minimax-Optimal Rates for Noisy Sparse Phase Retrieval via Early-Stopped Mirror Descent

arXiv.org Machine Learning

This paper studies early-stopped mirror descent applied to noisy sparse phase retrieval, which is the problem of recovering a $k$-sparse signal $\mathbf{x}^\star\in\mathbb{R}^n$ from a set of quadratic Gaussian measurements corrupted by sub-exponential noise. We consider the (non-convex) unregularized empirical risk minimization problem and show that early-stopped mirror descent, when equipped with the hyperbolic entropy mirror map and proper initialization, achieves a nearly minimax-optimal rate of convergence, provided the sample size is at least of order $k^2$ (modulo logarithmic term) and the minimum (in modulus) non-zero entry of the signal is on the order of $\|\mathbf{x}^\star\|_2/\sqrt{k}$. Our theory leads to a simple algorithm that does not rely on explicit regularization or thresholding steps to promote sparsity. More generally, our results establish a connection between mirror descent and sparsity in the non-convex problem of noisy sparse phase retrieval, adding to the literature on early stopping that has mostly focused on non-sparse, Euclidean, and convex settings via gradient descent. Our proof combines a potential-based analysis of mirror descent with a quantitative control on a variational coherence property that we establish along the path of mirror descent, up to a prescribed stopping time.


An Extended Jump Function Benchmark for the Analysis of Randomized Search Heuristics

arXiv.org Artificial Intelligence

Jump functions are the most studied non-unimodal benchmark in the theory of randomized search heuristics, in particular, evolutionary algorithms (EAs). They have significantly improved our understanding of how EAs escape from local optima. However, their particular structure -- to leave the local optimum one can only jump directly to the global optimum -- raises the question of how representative such results are. For this reason, we propose an extended class $\textsc{Jump}_{k,\delta}$ of jump functions that contain a valley of low fitness of width $\delta$ starting at distance $k$ from the global optimum. We prove that several previous results extend to this more general class: for all $k = o(n^{1/3})$ and $\delta < k$, the optimal mutation rate for the $(1+1)$~EA is $\frac{\delta}{n}$, and the fast $(1+1)$~EA runs faster than the classical $(1+1)$~EA by a factor super-exponential in $\delta$. However, we also observe that some known results do not generalize: the randomized local search algorithm with stagnation detection, which is faster than the fast $(1+1)$~EA by a factor polynomial in $k$ on $\textsc{Jump}_k$, is slower by a factor polynomial in $n$ on some $\textsc{Jump}_{k,\delta}$ instances. Computationally, the new class allows experiments with wider fitness valleys, especially when they lie further away from the global optimum.


Solving Sokoban with backward reinforcement learning

arXiv.org Artificial Intelligence

In some puzzles, the strategy we need to use near the goal can be quite different from the strategy that is effective earlier on, e.g. due to a smaller branching factor near the exit state in a maze. A common approach in these cases is to apply both a forward and a backward search, and to try and align the two. In this work we propose an approach that takes this idea a step forward, within a reinforcement learning (RL) framework. Training a traditional forward-looking agent using RL can be difficult because rewards are often sparse, e.g. given only at the goal. Instead, we first train a backward-looking agent with a simple relaxed goal. We then augment the state representation of the puzzle with straightforward hint features that are extracted from the behavior of that agent. Finally, we train a forward looking agent with this informed augmented state. We demonstrate that this simple "access" to partial backward plans leads to a substantial performance boost. On the challenging domain of the Sokoban puzzle, our RL approach substantially surpasses the best learned solvers that generalize over levels, and is competitive with SOTA performance of the best highly-crafted solution. Impressively, we achieve these results while learning from only a small number of practice levels and using simple RL techniques.


Evolving Evaluation Functions for Collectible Card Game AI

arXiv.org Artificial Intelligence

In this work, we presented a study regarding two important aspects of evolving feature-based game evaluation functions: the choice of genome representation and the choice of opponent used to test the model. We compared three representations. One simpler and more limited, based on a vector of weights that are used in a linear combination of predefined game features. And two more complex, based on binary and n-ary trees. On top of this test, we also investigated the influence of fitness defined as a simulation-based function that: plays against a fixed weak opponent, plays against a fixed strong opponent, and plays against the best individual from the previous population. For a testbed, we have chosen a recently popular domain of digital collectible card games. We encoded our experiments in a programming game, Legends of Code and Magic, used in Strategy Card Game AI Competition. However, as the problems stated are of general nature we are convinced that our observations are applicable in the other domains as well.


A Comprehensive Guide to Graph Search in Python

#artificialintelligence

Unlike DFS, which goes deep in a certain direction first before considering another direction, BFS will analyze the next node in each possible direction first and then repeat the process for the next node in each direction. So instead of working on one path/direction all the way, it is analyzing all the possible paths at the same time, node to node. It will analyze the first node in each direction, and then analyze the second node each direction, and repeat the process until the target node is found. Once the target node or solution is found, it stops looking. This algorithm is guaranteed to find the optimum solution as it will be going over all the paths at the same time and which ever reaches the goal first will be the optimum path/solution.