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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.


Contrastive Explanations of Plans Through Model Restrictions

arXiv.org Artificial Intelligence

In automated planning, the need for explanations arises when there is a mismatch between a proposed plan and the user's expectation. We frame Explainable AI Planning in the context of the plan negotiation problem, in which a succession of hypothetical planning problems are generated and solved. The object of the negotiation is for the user to understand and ultimately arrive at a satisfactory plan. We present the results of a user study that demonstrates that when users ask questions about plans, those questions are contrastive, i.e. "why A rather than B?". We use the data from this study to construct a taxonomy of user questions that often arise during plan negotiation. We formally define our approach to plan negotiation through model restriction as an iterative process. This approach generates hypothetical problems and contrastive plans by restricting the model through constraints implied by user questions. We formally define model-based compilations in PDDL2.1 of each constraint derived from a user question in the taxonomy, and empirically evaluate the compilations in terms of computational complexity. The compilations were implemented as part of an explanation framework that employs iterative model restriction. We demonstrate its benefits in a second user study.


RoboGrammar: Graph Grammar for Terrain-Optimized Robot Design

#artificialintelligence

We present RoboGrammar, a fully automated approach for generating optimized robot structures to traverse given terrains. In this framework, we represent each robot design as a graph, and use a graph grammar to express possible arrangements of physical robot assemblies. Each robot design can then be expressed as a sequence of grammar rules. Using only a small set of rules our grammar can describe hundreds of thousands of possible robot designs. The construction of the grammar limits the design space to designs that can be fabricated. For a given input terrain, the design space is searched to find the top performing robots and their corresponding controllers. We introduce Graph Heuristic Search – a novel method for efficient search of combinatorial design spaces. In Graph Heuristic Search, we explore the design space while simultaneously learning a function that maps incomplete designs (e.g., nodes in the combinatorial search tree) to the best performance values that can be achieved by expanding these incomplete designs.


Search-based Planning of Dynamic MAV Trajectories Using Local Multiresolution State Lattices

arXiv.org Artificial Intelligence

Search-based methods that use motion primitives can incorporate the system's dynamics into the planning and thus generate dynamically feasible MAV trajectories that are globally optimal. However, searching high-dimensional state lattices is computationally expensive. Local multiresolution is a commonly used method to accelerate spatial path planning. While paths within the vicinity of the robot are represented at high resolution, the representation gets coarser for more distant parts. In this work, we apply the concept of local multiresolution to high-dimensional state lattices that include velocities and accelerations. Experiments show that our proposed approach significantly reduces planning times. Thus, it increases the applicability to large dynamic environments, where frequent replanning is necessary.


Generalized Planning as Heuristic Search

arXiv.org Artificial Intelligence

Although heuristic search is one of the most successful approaches to classical planning, this planning paradigm does not apply straightforwardly to Generalized Planning (GP). Planning as heuristic search traditionally addresses the computation of sequential plans by searching in a grounded state-space. On the other hand GP aims at computing algorithm-like plans, that can branch and loop, and that generalize to a (possibly infinite) set of classical planning instances. This paper adapts the planning as heuristic search paradigm to the particularities of GP, and presents the first native heuristic search approach to GP. First, the paper defines a novel GP solution space that is independent of the number of planning instances in a GP problem, and the size of these instances. Second, the paper defines different evaluation and heuristic functions for guiding a combinatorial search in our GP solution space. Lastly the paper defines a GP algorithm, called Best-First Generalized Planning (BFGP), that implements a best-first search in the solution space guided by our evaluation/heuristic functions.


Multi-Attribute Proportional Representation

arXiv.org Artificial Intelligence

We consider the following problem in which a given number of items has to be chosen from a predefined set. Each item is described by a vector of attributes and for each attribute there is a desired distribution that the selected set should have. We look for a set that fits as much as possible the desired distributions on all attributes. Examples of applications include choosing members of a representative committee, where candidates are described by attributes such as sex, age and profession, and where we look for a committee that for each attribute offers a certain representation, i.e., a single committee that contains a certain number of young and old people, certain number of men and women, certain number of people with different professions, etc. With a single attribute the problem collapses to the apportionment problem for party-list proportional representation systems (in such case the value of the single attribute would be a political affiliation of a candidate). We study the properties of the associated subset selection rules, as well as their computation complexity.


Active Tree Search in Large POMDPs

arXiv.org Artificial Intelligence

Model-based planning and prospection are widely studied in both cognitive neuroscience and artificial intelligence (AI), but from different perspectives - and with different desiderata in mind (biological realism versus scalability) that are difficult to reconcile. Here, we introduce a novel method to plan in large POMDPs - Active Tree Search - that combines the normative character and biological realism of a leading planning theory in neuroscience (Active Inference) and the scalability of Monte-Carlo methods in AI. This unification is beneficial for both approaches. On the one hand, using Monte-Carlo planning permits scaling up the biologically grounded approach of Active Inference to large-scale problems. On the other hand, the theory of Active Inference provides a principled solution to the balance of exploration and exploitation, which is often addressed heuristically in Monte-Carlo methods. Our simulations show that Active Tree Search successfully navigates binary trees that are challenging for sampling-based methods, problems that require adaptive exploration, and the large POMDP problem Rocksample. Furthermore, we illustrate how Active Tree Search can be used to simulate neurophysiological responses (e.g., in the hippocampus and prefrontal cortex) of humans and other animals that contain large planning problems. These simulations show that Active Tree Search is a principled realisation of neuroscientific and AI theories of planning, which offers both biological realism and scalability.