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Combinatorial Pure Exploration with Full-bandit Feedback and Beyond: Solving Combinatorial Optimization under Uncertainty with Limited Observation

arXiv.org Machine Learning

Combinatorial optimization is one of the fundamental research fields that has been extensively studied in theoretical computer science and operations research. When developing an algorithm for combinatorial optimization, it is commonly assumed that parameters such as edge weights are exactly known as inputs. However, this assumption may not be fulfilled since input parameters are often uncertain or initially unknown in many applications such as recommender systems, crowdsourcing, communication networks, and online advertisement. To resolve such uncertainty, the problem of combinatorial pure exploration of multi-armed bandits (CPE) and its variants have recieved increasing attention. Earlier work on CPE has studied the semi-bandit feedback or assumed that the outcome from each individual edge is always accessible at all rounds. However, due to practical constraints such as a budget ceiling or privacy concern, such strong feedback is not always available in recent applications. In this article, we review recently proposed techniques for combinatorial pure exploration problems with limited feedback.


Directed Beam Search: Plug-and-Play Lexically Constrained Language Generation

arXiv.org Artificial Intelligence

Large pre-trained language models are capable of generating realistic text. However, controlling these models so that the generated text satisfies lexical constraints, i.e., contains specific words, is a challenging problem. Given that state-of-the-art language models are too large to be trained from scratch in a manageable time, it is desirable to control these models without re-training them. Methods capable of doing this are called plug-and-play. Recent plug-and-play methods have been successful in constraining small bidirectional language models as well as forward models in tasks with a restricted search space, e.g., machine translation. However, controlling large transformer-based models to meet lexical constraints without re-training them remains a challenge. In this work, we propose Directed Beam Search (DBS), a plug-and-play method for lexically constrained language generation. Our method can be applied to any language model, is easy to implement and can be used for general language generation. In our experiments we use DBS to control GPT-2. We demonstrate its performance on keyword-to-phrase generation and we obtain comparable results as a state-of-the-art non-plug-and-play model for lexically constrained story generation.


Generalization in portfolio-based algorithm selection

arXiv.org Artificial Intelligence

Portfolio-based algorithm selection has seen tremendous practical success over the past two decades. This algorithm configuration procedure works by first selecting a portfolio of diverse algorithm parameter settings, and then, on a given problem instance, using an algorithm selector to choose a parameter setting from the portfolio with strong predicted performance. Oftentimes, both the portfolio and the algorithm selector are chosen using a training set of typical problem instances from the application domain at hand. In this paper, we provide the first provable guarantees for portfolio-based algorithm selection. We analyze how large the training set should be to ensure that the resulting algorithm selector's average performance over the training set is close to its future (expected) performance. This involves analyzing three key reasons why these two quantities may diverge: 1) the learning-theoretic complexity of the algorithm selector, 2) the size of the portfolio, and 3) the learning-theoretic complexity of the algorithm's performance as a function of its parameters. We introduce an end-to-end learning-theoretic analysis of the portfolio construction and algorithm selection together. We prove that if the portfolio is large, overfitting is inevitable, even with an extremely simple algorithm selector. With experiments, we illustrate a tradeoff exposed by our theoretical analysis: as we increase the portfolio size, we can hope to include a well-suited parameter setting for every possible problem instance, but it becomes impossible to avoid overfitting.


AutonoML: Towards an Integrated Framework for Autonomous Machine Learning

arXiv.org Artificial Intelligence

Over the last decade, the long-running endeavour to automate high-level processes in machine learning (ML) has risen to mainstream prominence, stimulated by advances in optimisation techniques and their impact on selecting ML models/algorithms. Central to this drive is the appeal of engineering a computational system that both discovers and deploys high-performance solutions to arbitrary ML problems with minimal human interaction. Beyond this, an even loftier goal is the pursuit of autonomy, which describes the capability of the system to independently adjust an ML solution over a lifetime of changing contexts. However, these ambitions are unlikely to be achieved in a robust manner without the broader synthesis of various mechanisms and theoretical frameworks, which, at the present time, remain scattered across numerous research threads. Accordingly, this review seeks to motivate a more expansive perspective on what constitutes an automated/autonomous ML system, alongside consideration of how best to consolidate those elements. In doing so, we survey developments in the following research areas: hyperparameter optimisation, multi-component models, neural architecture search, automated feature engineering, meta-learning, multi-level ensembling, dynamic adaptation, multi-objective evaluation, resource constraints, flexible user involvement, and the principles of generalisation. We also develop a conceptual framework throughout the review, augmented by each topic, to illustrate one possible way of fusing high-level mechanisms into an autonomous ML system. Ultimately, we conclude that the notion of architectural integration deserves more discussion, without which the field of automated ML risks stifling both its technical advantages and general uptake.


A Generalized A* Algorithm for Finding Globally Optimal Paths in Weighted Colored Graphs

arXiv.org Artificial Intelligence

Both geometric and semantic information of the search space is imperative for a good plan. We encode those properties in a weighted colored graph (geometric information in terms of edge weight and semantic information in terms of edge and vertex color), and propose a generalized A* to find the shortest path among the set of paths with minimal inclusion of low-ranked color edges. We prove the completeness and optimality of this Class-Ordered A* (COA*) algorithm with respect to the hereto defined notion of optimality. The utility of COA* is numerically validated in a ternary graph with feasible, infeasible, and unknown vertices and edges for the cases of a 2D mobile robot, a 3D robotic arm, and a 5D robotic arm with limited sensing capabilities. We compare the results of COA* to that of the regular A* algorithm, the latter of which finds the shortest path regardless of uncertainty, and we show that the COA* dominates the A* solution in terms of finding less uncertain paths.


Representing Partial Programs with Blended Abstract Semantics

arXiv.org Artificial Intelligence

Synthesizing programs from examples requires searching over a vast, combinatorial space of possible programs. In this search process, a key challenge is representing the behavior of a partially written program before it can be executed, to judge if it is on the right track and predict where to search next. We introduce a general technique for representing partially written programs in a program synthesis engine. We take inspiration from the technique of abstract interpretation, in which an approximate execution model is used to determine if an unfinished program will eventually satisfy a goal specification. Here we learn an approximate execution model implemented as a modular neural network. By constructing compositional program representations that implicitly encode the interpretation semantics of the underlying programming language, we can represent partial programs using a flexible combination of concrete execution state and learned neural representations, using the learned approximate semantics when concrete semantics are not known (in unfinished parts of the program). We show that these hybrid neuro-symbolic representations enable execution-guided synthesizers to use more powerful language constructs, such as loops and higher-order functions, and can be used to synthesize programs more accurately for a given search budget than pure neural approaches in several domains.


Evolving Neural Architecture Using One Shot Model

arXiv.org Artificial Intelligence

Neural Architecture Search (NAS) is emerging as a new research direction which has the potential to replace the hand-crafted neural architectures designed for specific tasks. Previous evolution based architecture search requires high computational resources resulting in high search time. In this work, we propose a novel way of applying a simple genetic algorithm to the NAS problem called EvNAS (Evolving Neural Architecture using One Shot Model) which reduces the search time significantly while still achieving better result than previous evolution based methods. The architectures are represented by using the architecture parameter of the one shot model which results in the weight sharing among the architectures for a given population of architectures and also weight inheritance from one generation to the next generation of architectures. We propose a decoding technique for the architecture parameter which is used to divert majority of the gradient information towards the given architecture and is also used for improving the performance prediction of the given architecture from the one shot model during the search process. Furthermore, we use the accuracy of the partially trained architecture on the validation data as a prediction of its fitness in order to reduce the search time. EvNAS searches for the architecture on the proxy dataset i.e. CIFAR-10 for 4.4 GPU day on a single GPU and achieves top-1 test error of 2.47% with 3.63M parameters which is then transferred to CIFAR-100 and ImageNet achieving top-1 error of 16.37% and top-5 error of 7.4% respectively. All of these results show the potential of evolutionary methods in solving the architecture search problem.


Learning to Play Imperfect-Information Games by Imitating an Oracle Planner

arXiv.org Artificial Intelligence

We consider learning to play multiplayer imperfect-information games with simultaneous moves and large state-action spaces. Previous attempts to tackle such challenging games have largely focused on model-free learning methods, often requiring hundreds of years of experience to produce competitive agents. Our approach is based on model-based planning. We tackle the problem of partial observability by first building an (oracle) planner that has access to the full state of the environment and then distilling the knowledge of the oracle to a (follower) agent which is trained to play the imperfect-information game by imitating the oracle's choices. We experimentally show that planning with naive Monte Carlo tree search does not perform very well in large combinatorial action spaces. We therefore propose planning with a fixed-depth tree search and decoupled Thompson sampling for action selection. We show that the planner is able to discover efficient playing strategies in the games of Clash Royale and Pommerman and the follower policy successfully learns to implement them by training on a few hundred battles.


Rapidly adapting robot swarms with Swarm Map-based Bayesian Optimisation

arXiv.org Artificial Intelligence

Rapid performance recovery from unforeseen environmental perturbations remains a grand challenge in swarm robotics. To solve this challenge, we investigate a behaviour adaptation approach, where one searches an archive of controllers for potential recovery solutions. To apply behaviour adaptation in swarm robotic systems, we propose two algorithms: (i) Swarm Map-based Optimisation (SMBO), which selects and evaluates one controller at a time, for a homogeneous swarm, in a centralised fashion; and (ii) Swarm Map-based Optimisation Decentralised (SMBO-Dec), which performs an asynchronous batch-based Bayesian optimisation to simultaneously explore different controllers for groups of robots in the swarm. We set up foraging experiments with a variety of disturbances: injected faults to proximity sensors, ground sensors, and the actuators of individual robots, with 100 unique combinations for each type. We also investigate disturbances in the operating environment of the swarm, where the swarm has to adapt to drastic changes in the number of resources available in the environment, and to one of the robots behaving disruptively towards the rest of the swarm, with 30 unique conditions for each such perturbation. The viability of SMBO and SMBO-Dec is demonstrated, comparing favourably to variants of random search and gradient descent, and various ablations, and improving performance up to 80% compared to the performance at the time of fault injection within at most 30 evaluations.


Universal Policies for Software-Defined MDPs

arXiv.org Artificial Intelligence

We introduce a new programming paradigm called oracle-guided decision programming in which a program specifies a Markov Decision Process (MDP) and the language provides a universal policy. We prototype a new programming language, Dodona, that manifests this paradigm using a primitive 'choose' representing nondeterministic choice. The Dodona interpreter returns either a value or a choicepoint that includes a lossless encoding of all information necessary in principle to make an optimal decision. Meta-interpreters query Dodona's (neural) oracle on these choicepoints to get policy and value estimates, which they can use to perform heuristic search on the underlying MDP. We demonstrate Dodona's potential for zero-shot heuristic guidance by meta-learning over hundreds of synthetic tasks that simulate basic operations over lists, trees, Church datastructures, polynomials, first-order terms and higher-order terms.