Goto

Collaborating Authors

 Search


Massively parallel hybrid search for the partial Latin square extension problem

arXiv.org Artificial Intelligence

The partial Latin square extension problem is to fill as many as possible empty cells of a partially filled Latin square. This problem is a useful model for a wide range of relevant applications in diverse domains. This paper presents the first massively parallel hybrid search algorithm for this computationally challenging problem based on a transformation of the problem to partial graph coloring. The algorithm features the following original elements. Based on a very large population (with more than $10^4$ individuals) and modern graphical processing units, the algorithm performs many local searches in parallel to ensure an intensified exploitation of the search space. It employs a dedicated crossover with a specific parent matching strategy to create a large number of diversified and information-preserving offspring at each generation. Extensive experiments on 1800 benchmark instances show a high competitiveness of the algorithm compared with the current best performing methods. Competitive results are also reported on the related Latin square completion problem. Analyses are performed to shed lights on the understanding of the main algorithmic components. The code of the algorithm will be made publicly available.


MILP for the Multi-objective VM Reassignment Problem

arXiv.org Artificial Intelligence

Machine Reassignment is a challenging problem for constraint programming (CP) and mixed-integer linear programming (MILP) approaches, especially given the size of data centres. The multi-objective version of the Machine Reassignment Problem is even more challenging and it seems unlikely for CP or MILP to obtain good results in this context. As a result, the first approaches to address this problem have been based on other optimisation methods, including metaheuristics. In this paper we study under which conditions a mixed-integer optimisation solver, such as IBM ILOG CPLEX, can be used for the Multi-objective Machine Reassignment Problem. We show that it is useful only for small or medium-scale data centres and with some relaxations, such as an optimality tolerance gap and a limited number of directions explored in the search space. Building on this study, we also investigate a hybrid approach, feeding a metaheuristic with the results of CPLEX, and we show that the gains are important in terms of quality of the set of Pareto solutions (+126.9% against the metaheuristic alone and +17.8% against CPLEX alone) and number of solutions (8.9 times more than CPLEX), while the processing time increases only by 6% in comparison to CPLEX for execution times larger than 100 seconds.


On Steady-State Evolutionary Algorithms and Selective Pressure: Why Inverse Rank-Based Allocation of Reproductive Trials is Best

arXiv.org Artificial Intelligence

We analyse the impact of the selective pressure for the global optimisation capabilities of steady-state EAs. For the standard bimodal benchmark function \twomax we rigorously prove that using uniform parent selection leads to exponential runtimes with high probability to locate both optima for the standard ($\mu$+1)~EA and ($\mu$+1)~RLS with any polynomial population sizes. On the other hand, we prove that selecting the worst individual as parent leads to efficient global optimisation with overwhelming probability for reasonable population sizes. Since always selecting the worst individual may have detrimental effects for escaping from local optima, we consider the performance of stochastic parent selection operators with low selective pressure for a function class called \textsc{TruncatedTwoMax} where one slope is shorter than the other. An experimental analysis shows that the EAs equipped with inverse tournament selection, where the loser is selected for reproduction and small tournament sizes, globally optimise \textsc{TwoMax} efficiently and effectively escape from local optima of \textsc{TruncatedTwoMax} with high probability. Thus they identify both optima efficiently while uniform (or stronger) selection fails in theory and in practice. We then show the power of inverse selection on function classes from the literature where populations are essential by providing rigorous proofs or experimental evidence that it outperforms uniform selection equipped with or without a restart strategy. We conclude the paper by confirming our theoretical insights with an empirical analysis of the different selective pressures on standard benchmarks of the classical MaxSat and Multidimensional Knapsack Problems.


Robust Collision-free Lightweight Aerial Autonomy for Unknown Area Exploration

arXiv.org Artificial Intelligence

Collision-free path planning is an essential requirement for autonomous exploration in unknown environments, especially when operating in confined spaces or near obstacles. This study presents an autonomous exploration technique using a small drone. A local end-point selection method is designed using LiDAR range measurement and then generates the path from the current position to the selected end-point. The generated path shows the consistent collision-free path in real-time by adopting the Euclidean signed distance field-based grid-search method. The simulation results consistently showed the safety, and reliability of the proposed path-planning method. Real-world experiments are conducted in three different mines, demonstrating successful autonomous exploration flight in environments with various structural conditions. The results showed the high capability of the proposed flight autonomy framework for lightweight aerial-robot systems. Besides, our drone performs an autonomous mission during our entry at the Tunnel Circuit competition (Phase 1) of the DARPA Subterranean Challenge.


S$^*$: A Heuristic Information-Based Approximation Framework for Multi-Goal Path Finding

arXiv.org Artificial Intelligence

We combine ideas from uni-directional and bi-directional heuristic search, and approximation algorithms for the Traveling Salesman Problem, to develop a novel framework for a Multi-Goal Path Finding (MGPF) problem that provides a 2-approximation guarantee. MGPF aims to find a least-cost path from an origin to a destination such that each node in a given set of goals is visited at least once along the path. We present numerical results to illustrate the advantages of our framework over conventional alternates in terms of the number of expanded nodes and run time.


Monte Carlo Scene Search for 3D Scene Understanding

arXiv.org Artificial Intelligence

We explore how a general AI algorithm can be used for 3D scene understanding in order to reduce the need for training data. More exactly, we propose a modification of the Monte Carlo Tree Search (MCTS) algorithm to retrieve objects and room layouts from noisy RGB-D scans. While MCTS was developed as a game-playing algorithm, we show it can also be used for complex perception problems. It has few easy-to-tune hyperparameters and can optimise general losses. We use it to optimise the posterior probability of objects and room layout hypotheses given the RGB-D data. This results in an analysis-by-synthesis approach that explores the solution space by rendering the current solution and comparing it to the RGB-D observations. To perform this exploration even more efficiently, we propose simple changes to the standard MCTS' tree construction and exploration policy. We demonstrate our approach on the ScanNet dataset. Our method often retrieves configurations that are better than some manual annotations especially on layouts.


Policy Search with Rare Significant Events: Choosing the Right Partner to Cooperate with

arXiv.org Artificial Intelligence

This paper focuses on a class of reinforcement learning problems where significant events are rare and limited to a single positive reward per episode. A typical example is that of an agent who has to choose a partner to cooperate with, while a large number of partners are simply not interested in cooperating, regardless of what the agent has to offer. We address this problem in a continuous state and action space with two different kinds of search methods: a gradient policy search method and a direct policy search method using an evolution strategy. We show that when significant events are rare, gradient information is also scarce, making it difficult for policy gradient search methods to find an optimal policy, with or without a deep neural architecture. On the other hand, we show that direct policy search methods are invariant to the rarity of significant events, which is yet another confirmation of the unique role evolutionary algorithms has to play as a reinforcement learning method.


Adapting User Interfaces with Model-based Reinforcement Learning

arXiv.org Artificial Intelligence

Adapting an interface requires taking into account both the positive and negative effects that changes may have on the user. A carelessly picked adaptation may impose high costs to the user -- for example, due to surprise or relearning effort -- or "trap" the process to a suboptimal design immaturely. However, effects on users are hard to predict as they depend on factors that are latent and evolve over the course of interaction. We propose a novel approach for adaptive user interfaces that yields a conservative adaptation policy: It finds beneficial changes when there are such and avoids changes when there are none. Our model-based reinforcement learning method plans sequences of adaptations and consults predictive HCI models to estimate their effects. We present empirical and simulation results from the case of adaptive menus, showing that the method outperforms both a non-adaptive and a frequency-based policy.


Monte Carlo Tree Search: A Review of Recent Modifications and Applications

arXiv.org Artificial Intelligence

Monte Carlo Tree Search (MCTS) is a decision-making algorithm that consists in searching large combinatorial spaces represented by trees. In such trees, nodes denote states, also referred to as configurations of the problem, whereas edges denote transitions (actions) from one state to another. MCTS has been originally proposed in the work by Kocsis and Szepesvári (2006) and by Coulom (2006), as an algorithm for making computer players in Go. It was quickly called a major breakthrough (Gelly et al., 2012) as it allowed for a leap from 14 kyu, which is an average amateur level, to 5 dan, which is considered an advanced level but not professional yet. Before MCTS, bots for combinatorial games had been using various modifications of the min-max alpha-beta pruning algorithm (Junghanns, 1998) such as MTD(f) (Plaat, 2014) and hand-crafted heuristics. In contrast to them, MCTS algorithm is at its core aheuristic, which means that no additional knowledge is required other than just rules of a game (or a problem, generally speaking). However, it is possible to take advantage of heuristics and include them in the MCTS approach to make it more efficient and improve its convergence. Moreover, the given problem often tends to be so complex, from the combinatorial point of view, that some form of external help, e.g.


Google's Model Search: An Open Source Platform for Finding Optimal ML Models

#artificialintelligence

The above questions are quite tricky. As data scientists, the current approach is just to experiment with the possibilities that make more sense, evaluate, make another choice & repeat. This process…