Goto

Collaborating Authors

 Search


Multi-objective Conflict-based Search for Multi-agent Path Finding

arXiv.org Artificial Intelligence

Conventional multi-agent path planners typically compute an ensemble of paths while optimizing a single objective, such as path length. However, many applications may require multiple objectives, say fuel consumption and completion time, to be simultaneously optimized during planning and these criteria may not be readily compared and sometimes lie in competition with each other. Naively applying existing multi-objective search algorithms to multi-agent path finding may prove to be inefficient as the size of the space of possible solutions, i.e., the Pareto-optimal set, can grow exponentially with the number of agents (the dimension of the search space). This article presents an approach named Multi-objective Conflict-based Search (MO-CBS) that bypasses this so-called curse of dimensionality by leveraging prior Conflict-based Search (CBS), a well-known algorithm for single-objective multi-agent path finding, and principles of dominance from multi-objective optimization literature. We prove that MO-CBS is able to compute the entire Pareto-optimal set. Our results show that MO-CBS can solve problem instances with hundreds of Pareto-optimal solutions which the standard multi-objective A* algorithms could not find within a bounded time.


Machine Learning for Electronic Design Automation: A Survey

arXiv.org Artificial Intelligence

In recent years, with the development of semiconductor technology, the scale of integrated circuit (IC) has grown exponentially, challenging the scalability and reliability of the circuit design flow. Therefore, EDA algorithms and software are required to be more effective and efficient to deal with extremely large search space with low latency. Machine learning (ML) is taking an important role in our lives these days, which has been widely used in many scenarios. ML methods, including traditional and deep learning algorithms, achieve amazing performance in solving classification, detection, and design space exploration problems. Additionally, ML methods show great potential to generate high-quality solutions for many NP-complete (NPC) problems, which are common in the EDA field, while traditional methods lead to huge time and resource consumption to solve these problems. Traditional methods usually solve every problem from the beginning, with a lack of knowledge accumulation. Instead, ML algorithms focus on extracting high-level features or patterns that can be reused in other related or similar situations, avoiding repeated complicated analysis. Therefore, applying machine learning methods is a promising direction to accelerate the solving of EDA problems. These authors are ordered alphabetically.


Stabilized Nested Rollout Policy Adaptation

arXiv.org Artificial Intelligence

Nested Rollout Policy Adaptation (NRPA) is a Monte Carlo search algorithm for single player games. In this paper we propose to modify NRPA in order to improve the stability of the algorithm. Experiments show it improves the algorithm for different application domains: SameGame, Traveling Salesman with Time Windows and Expression Discovery.


qRRT: Quality-Biased Incremental RRT for Optimal Motion Planning in Non-Holonomic Systems

arXiv.org Artificial Intelligence

This paper presents a sampling-based method for optimal motion planning in non-holonomic systems in the absence of known cost functions. It uses the principle of learning through experience to deduce the cost-to-go of regions within the workspace. This cost information is used to bias an incremental graph-based search algorithm that produces solution trajectories. Iterative improvement of cost information and search biasing produces solutions that are proven to be asymptotically optimal. The proposed framework builds on incremental Rapidly-exploring Random Trees (RRT) for random sampling-based search and Reinforcement Learning (RL) to learn workspace costs. A series of experiments were performed to evaluate and demonstrate the performance of the proposed method.


SDP Achieves Exact Minimax Optimality in Phase Synchronization

arXiv.org Machine Learning

We study the phase synchronization problem with noisy measurements $Y=z^*z^{*H}+\sigma W\in\mathbb{C}^{n\times n}$, where $z^*$ is an $n$-dimensional complex unit-modulus vector and $W$ is a complex-valued Gaussian random matrix. It is assumed that each entry $Y_{jk}$ is observed with probability $p$. We prove that an SDP relaxation of the MLE achieves the error bound $(1+o(1))\frac{\sigma^2}{2np}$ under a normalized squared $\ell_2$ loss. This result matches the minimax lower bound of the problem, and even the leading constant is sharp. The analysis of the SDP is based on an equivalent non-convex programming whose solution can be characterized as a fixed point of the generalized power iteration lifted to a higher dimensional space. This viewpoint unifies the proofs of the statistical optimality of three different methods: MLE, SDP, and generalized power method. The technique is also applied to the analysis of the SDP for $\mathbb{Z}_2$ synchronization, and we achieve the minimax optimal error $\exp\left(-(1-o(1))\frac{np}{2\sigma^2}\right)$ with a sharp constant in the exponent.


AutoDropout: Learning Dropout Patterns to Regularize Deep Networks

arXiv.org Artificial Intelligence

Neural networks are often over-parameterized and hence benefit from aggressive regularization. Conventional regularization methods, such as Dropout or weight decay, do not leverage the structures of the network's inputs and hidden states. As a result, these conventional methods are less effective than methods that leverage the structures, such as SpatialDropout and DropBlock, which randomly drop the values at certain contiguous areas in the hidden states and setting them to zero. Although the locations of dropout areas random, the patterns of SpatialDropout and DropBlock are manually designed and fixed. Here we propose to learn the dropout patterns. In our method, a controller learns to generate a dropout pattern at every channel and layer of a target network, such as a ConvNet or a Transformer. The target network is then trained with the dropout pattern, and its resulting validation performance is used as a signal for the controller to learn from. We show that this method works well for both image recognition on CIFAR-10 and ImageNet, as well as language modeling on Penn Treebank and WikiText-2. The learned dropout patterns also transfers to different tasks and datasets, such as from language model on Penn Treebank to Engligh-French translation on WMT 2014. Our code will be available.


A Survey on Advancing the DBMS Query Optimizer: Cardinality Estimation, Cost Model, and Plan Enumeration

arXiv.org Artificial Intelligence

Query optimizer is at the heart of the database systems. Cost-based optimizer studied in this paper is adopted in almost all current database systems. A cost-based optimizer introduces a plan enumeration algorithm to find a (sub)plan, and then uses a cost model to obtain the cost of that plan, and selects the plan with the lowest cost. In the cost model, cardinality, the number of tuples through an operator, plays a crucial role. Due to the inaccuracy in cardinality estimation, errors in cost model, and the huge plan space, the optimizer cannot find the optimal execution plan for a complex query in a reasonable time. In this paper, we first deeply study the causes behind the limitations above. Next, we review the techniques used to improve the quality of the three key components in the cost-based optimizer, cardinality estimation, cost model, and plan enumeration. We also provide our insights on the future directions for each of the above aspects.


Equality Saturation for Tensor Graph Superoptimization

arXiv.org Artificial Intelligence

One of the major optimizations employed in deep learning frameworks is graph rewriting. Production frameworks rely on heuristics to decide if rewrite rules should be applied and in which order. Prior research has shown that one can discover more optimal tensor computation graphs if we search for a better sequence of substitutions instead of relying on heuristics. However, we observe that existing approaches for tensor graph superoptimization both in production and research frameworks apply substitutions in a sequential manner. Such sequential search methods are sensitive to the order in which the substitutions are applied and often only explore a small fragment of the exponential space of equivalent graphs. This paper presents a novel technique for tensor graph superoptimization that employs equality saturation to apply all possible substitutions at once. We show that our approach can find optimized graphs with up to 16% speedup over state-of-the-art, while spending on average 48x less time optimizing.


Learning to solve the single machine scheduling problem with release times and sum of completion times

arXiv.org Artificial Intelligence

In this paper, we focus on the solution of a hard single machine scheduling problem by new heuristic algorithms embedding techniques from machine learning field and scheduling theory. These heuristics transform an instance of the hard problem into an instance of a simpler one solved to optimality. The obtained schedule is then transposed to the original problem. Computational experiments show that they are competitive with state-of-the-art heuristics, notably on large instances.


Adversarial Combinatorial Bandits with General Non-linear Reward Functions

arXiv.org Machine Learning

In this paper we study the adversarial combinatorial bandit with a known non-linear reward function, extending existing work on adversarial linear combinatorial bandit. {The adversarial combinatorial bandit with general non-linear reward is an important open problem in bandit literature, and it is still unclear whether there is a significant gap from the case of linear reward, stochastic bandit, or semi-bandit feedback.} We show that, with $N$ arms and subsets of $K$ arms being chosen at each of $T$ time periods, the minimax optimal regret is $\widetilde\Theta_{d}(\sqrt{N^d T})$ if the reward function is a $d$-degree polynomial with $d< K$, and $\Theta_K(\sqrt{N^K T})$ if the reward function is not a low-degree polynomial. {Both bounds are significantly different from the bound $O(\sqrt{\mathrm{poly}(N,K)T})$ for the linear case, which suggests that there is a fundamental gap between the linear and non-linear reward structures.} Our result also finds applications to adversarial assortment optimization problem in online recommendation. We show that in the worst-case of adversarial assortment problem, the optimal algorithm must treat each individual $\binom{N}{K}$ assortment as independent.