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BR-NS: an Archive-less Approach to Novelty Search

arXiv.org Artificial Intelligence

As open-ended learning based on divergent search algorithms such as Novelty Search (NS) draws more and more attention from the research community, it is natural to expect that its application to increasingly complex real-world problems will require the exploration to operate in higher dimensional Behavior Spaces which will not necessarily be Euclidean. Novelty Search traditionally relies on k-nearest neighbours search and an archive of previously visited behavior descriptors which are assumed to live in a Euclidean space. This is problematic because of a number of issues. On one hand, Euclidean distance and Nearest-neighbour search are known to behave differently and become less meaningful in high dimensional spaces. On the other hand, the archive has to be bounded since, memory considerations aside, the computational complexity of finding nearest neighbours in that archive grows linearithmically with its size. A sub-optimal bound can result in "cycling" in the behavior space, which inhibits the progress of the exploration. Furthermore, the performance of NS depends on a number of algorithmic choices and hyperparameters, such as the strategies to add or remove elements to the archive and the number of neighbours to use in k-nn search. In this paper, we discuss an alternative approach to novelty estimation, dubbed Behavior Recognition based Novelty Search (BR-NS), which does not require an archive, makes no assumption on the metrics that can be defined in the behavior space and does not rely on nearest neighbours search. We conduct experiments to gain insight into its feasibility and dynamics as well as potential advantages over archive-based NS in terms of time complexity.


Knowledge-Based Paranoia Search in Trick-Taking

arXiv.org Artificial Intelligence

This paper proposes \emph{knowledge-based paraonoia search} (KBPS) to find forced wins during trick-taking in the card game Skat; for some one of the most interesting card games for three players. It combines efficient partial information game-tree search with knowledge representation and reasoning. This worst-case analysis, initiated after a small number of tricks, leads to a prioritized choice of cards. We provide variants of KBPS for the declarer and the opponents, and an approximation to find a forced win against most worlds in the belief space. Replaying thousands of expert games, our evaluation indicates that the AIs with the new algorithms perform better than humans in their play, achieving an average score of over 1,000 points in the agreed standard for evaluating Skat tournaments, the extended Seeger system.


Minimax Estimation of Linear Functions of Eigenvectors in the Face of Small Eigen-Gaps

arXiv.org Machine Learning

Eigenvector perturbation analysis plays a vital role in various statistical data science applications. A large body of prior works, however, focused on establishing $\ell_{2}$ eigenvector perturbation bounds, which are often highly inadequate in addressing tasks that rely on fine-grained behavior of an eigenvector. This paper makes progress on this by studying the perturbation of linear functions of an unknown eigenvector. Focusing on two fundamental problems -- matrix denoising and principal component analysis -- in the presence of Gaussian noise, we develop a suite of statistical theory that characterizes the perturbation of arbitrary linear functions of an unknown eigenvector. In order to mitigate a non-negligible bias issue inherent to the natural "plug-in" estimator, we develop de-biased estimators that (1) achieve minimax lower bounds for a family of scenarios (modulo some logarithmic factor), and (2) can be computed in a data-driven manner without sample splitting. Noteworthily, the proposed estimators are nearly minimax optimal even when the associated eigen-gap is substantially smaller than what is required in prior theory.


Generalized Conflict-directed Search for Optimal Ordering Problems

arXiv.org Artificial Intelligence

Solving planning and scheduling problems for multiple tasks with highly coupled state and temporal constraints is notoriously challenging. An appealing approach to effectively decouple the problem is to judiciously order the events such that decisions can be made over sequences of tasks. As many problems encountered in practice are over-constrained, we must instead find relaxed solutions in which certain requirements are dropped. This motivates a formulation of optimality with respect to the costs of relaxing constraints and the problem of finding an optimal ordering under which this relaxing cost is minimum. In this paper, we present Generalized Conflict-directed Ordering (GCDO), a branch-and-bound ordering method that generates an optimal total order of events by leveraging the generalized conflicts of both inconsistency and suboptimality from sub-solvers for cost estimation and solution space pruning. Due to its ability to reason over generalized conflicts, GCDO is much more efficient in finding high-quality total orders than the previous conflict-directed approach CDITO. We demonstrate this by benchmarking on temporal network configuration problems, which involves managing networks over time and makes necessary tradeoffs between network flows against CDITO and Mixed Integer-Linear Programing (MILP). Our algorithm is able to solve two orders of magnitude more benchmark problems to optimality and twice the problems compared to CDITO and MILP within a runtime limit, respectively.


Quantum Optimization for Training Quantum Neural Networks

arXiv.org Artificial Intelligence

Training quantum neural networks (QNNs) using gradient-based or gradient-free classical optimisation approaches is severely impacted by the presence of barren plateaus in the cost landscapes. In this paper, we devise a framework for leveraging quantum optimisation algorithms to find optimal parameters of QNNs for certain tasks. To achieve this, we coherently encode the cost function of QNNs onto relative phases of a superposition state in the Hilbert space of the network parameters. The parameters are tuned with an iterative quantum optimisation structure using adaptively selected Hamiltonians. The quantum mechanism of this framework exploits hidden structure in the QNN optimisation problem and hence is expected to provide beyond-Grover speed up, mitigating the barren plateau issue.


Optimal Stochastic Nonconvex Optimization with Bandit Feedback

arXiv.org Machine Learning

In this paper, we analyze the continuous armed bandit problems for nonconvex cost functions under certain smoothness and sublevel set assumptions. We first derive an upper bound on the expected cumulative regret of a simple bin splitting method. We then propose an adaptive bin splitting method, which can significantly improve the performance. Furthermore, a minimax lower bound is derived, which shows that our new adaptive method achieves locally minimax optimal expected cumulative regret.


On AO*, Proof Number Search and Minimax Search

arXiv.org Artificial Intelligence

Alpha-Beta [Knuth and Moore, 1975] style depthfirst We discuss the interconnections between AO*, adversarial search can also be used for this goal, but its unsatisfying game-searching algorithms, e.g., proof practical performance pushed researchers to devise search number search and minimax search. The former algorithms specialized for solving. Proof number search was developed in the context of a general AND/OR (PNS) [Allis, 1994] was developed of such. Together with graph model, while the latter were mostly presented other game-specific advancements, PNS and its variant [Nagai, in game-trees which are sometimes modeled using 2002] have been used for successfully solving a number AND/OR trees. It is thus worth investigating to of games, e.g., Gomoku [Allis, 1994], checkers [Schaeffer et what extent these algorithms are related and how al., 2007].


Dynamic Attention guided Multi-Trajectory Analysis for Single Object Tracking

arXiv.org Artificial Intelligence

Most of the existing single object trackers track the target in a unitary local search window, making them particularly vulnerable to challenging factors such as heavy occlusions and out-of-view movements. Despite the attempts to further incorporate global search, prevailing mechanisms that cooperate local and global search are relatively static, thus are still sub-optimal for improving tracking performance. By further studying the local and global search results, we raise a question: can we allow more dynamics for cooperating both results? In this paper, we propose to introduce more dynamics by devising a dynamic attention-guided multi-trajectory tracking strategy. In particular, we construct dynamic appearance model that contains multiple target templates, each of which provides its own attention for locating the target in the new frame. Guided by different attention, we maintain diversified tracking results for the target to build multi-trajectory tracking history, allowing more candidates to represent the true target trajectory. After spanning the whole sequence, we introduce a multi-trajectory selection network to find the best trajectory that delivers improved tracking performance. Extensive experimental results show that our proposed tracking strategy achieves compelling performance on various large-scale tracking benchmarks. The project page of this paper can be found at https://sites.google.com/view/mt-track/.


Machine learning helps in the search for new antibiotics

AIHub

With the search for new antibiotics becoming increasingly urgent, artificial intelligence offers valuable help. Smart software developed by Leiden PhD candidate Alexander Kloosterman searched genomes of bacteria and found clusters of DNA that code for proteins that have an antibiotic effect. "This new search method is enormously promising." The discovery was published in PLoS Biology. Professor of Molecular Biotechnology Gilles van Wezel from the Leiden Institute of Biology (IBL) initiated the research together with visiting professor Marnix Medema.


The Complexity of Nonconvex-Strongly-Concave Minimax Optimization

arXiv.org Machine Learning

This paper studies the complexity for finding approximate stationary points of nonconvex-strongly-concave (NC-SC) smooth minimax problems, in both general and averaged smooth finite-sum settings. We establish nontrivial lower complexity bounds of $\Omega(\sqrt{\kappa}\Delta L\epsilon^{-2})$ and $\Omega(n+\sqrt{n\kappa}\Delta L\epsilon^{-2})$ for the two settings, respectively, where $\kappa$ is the condition number, $L$ is the smoothness constant, and $\Delta$ is the initial gap. Our result reveals substantial gaps between these limits and best-known upper bounds in the literature. To close these gaps, we introduce a generic acceleration scheme that deploys existing gradient-based methods to solve a sequence of crafted strongly-convex-strongly-concave subproblems. In the general setting, the complexity of our proposed algorithm nearly matches the lower bound; in particular, it removes an additional poly-logarithmic dependence on accuracy present in previous works. In the averaged smooth finite-sum setting, our proposed algorithm improves over previous algorithms by providing a nearly-tight dependence on the condition number.