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A Hybrid Pricing and Cutting Approach for the Multi-Shift Full Truckload Vehicle Routing Problem
Xue, Ning, Bai, Ruibin, Qu, Rong, Aickelin, Uwe
Full truckload transportation (FTL) in the form of freight containers represents one of the most important transportation modes in international trade. Due to large volume and scale, in FTL, delivery time is often less critical but cost and service quality are crucial. Therefore, efficiently solving large scale multiple shift FTL problems is becoming more and more important and requires further research. In one of our earlier studies, a set covering model and a three-stage solution method were developed for a multi-shift FTL problem. This paper extends the previous work and presents a significantly more efficient approach by hybridising pricing and cutting strategies with metaheuristics (a variable neighbourhood search and a genetic algorithm). The metaheuristics were adopted to find promising columns (vehicle routes) guided by pricing and cuts are dynamically generated to eliminate infeasible flow assignments caused by incompatible commodities. Computational experiments on real-life and artificial benchmark FTL problems showed superior performance both in terms of computational time and solution quality, when compared with previous MIP based three-stage methods and two existing metaheuristics. The proposed cutting and heuristic pricing approach can efficiently solve large scale real-life FTL problems.
Representing Fitness Landscapes by Valued Constraints to Understand the Complexity of Local Search
Kaznatcheev, Artem (University of Oxford) | Cohen, David (Royal Holloway, University of London) | Jeavons, Peter
Local search is widely used to solve combinatorial optimisation problems and to model biological evolution, but the performance of local search algorithms on different kinds of fitness landscapes is poorly understood. Here we consider how fitness landscapes can be represented using valued constraints, and investigate what the structure of such representations reveals about the complexity of local search. First, we show that for fitness landscapes representable by binary Boolean valued constraints there is a minimal necessary constraint graph that can be easily computed. Second, we consider landscapes as equivalent if they allow the same (improving) local search moves; we show that a minimal constraint graph still exists, but is NP-hard to compute. We then develop several techniques to bound the length of any sequence of local search moves. We show that such a bound can be obtained from the numerical values of the constraints in the representation, and show how this bound may be tightened by considering equivalent representations. In the binary Boolean case, we prove that a degree 2 or treestructured constraint graph gives a quadratic bound on the number of improving moves made by any local search; hence, any landscape that can be represented by such a model will be tractable for any form of local search. Finally, we build two families of examples to show that the conditions in our tractability results are essential. With domain size three, even just a path of binary constraints can model a landscape with an exponentially long sequence of improving moves. With a treewidth-two constraint graph, even with a maximum degree of three, binary Boolean constraints can model a landscape with an exponentially long sequence of improving moves.
Language Generation via Combinatorial Constraint Satisfaction: A Tree Search Enhanced Monte-Carlo Approach
Zhang, Maosen, Jiang, Nan, Li, Lei, Xue, Yexiang
Generating natural language under complex constraints is a principled formulation towards controllable text generation. We present a framework to allow specification of combinatorial constraints for sentence generation. We propose TSMH, an efficient method to generate high likelihood sentences with respect to a pre-trained language model while satisfying the constraints. Our approach is highly flexible, requires no task-specific training, and leverages efficient constraint satisfaction solving techniques. To better handle the combinatorial constraints, a tree search algorithm is embedded into the proposal process of the Markov chain Monte Carlo (MCMC) to explore candidates that satisfy more constraints. Compared to existing MCMC approaches, our sampling approach has a better mixing performance. Experiments show that TSMH achieves consistent and significant improvement on multiple language generation tasks.
A Simulated Annealing Algorithm for Joint Stratification and Sample Allocation Designs
O'Luing, Mervyn, Prestwich, Steven, Tarim, S. Armagan
This study combined simulated annealing with delta evaluation to solve the joint stratification and sample allocation problem. In this problem, atomic strata are partitioned into mutually exclusive and collectively exhaustive strata. Each stratification is a solution, the quality of which is measured by its cost. The Bell number of possible solutions is enormous for even a moderate number of atomic strata and an additional layer of complexity is added with the evaluation time of each solution. Many larger scale combinatorial optimisation problems cannot be solved to optimality because the search for an optimum solution requires a prohibitive amount of computation time; a number of local search heuristic algorithms have been designed for this problem but these can become trapped in local minima preventing any further improvements. We add to the existing suite of local search algorithms with a simulated annealing algorithm that allows for an escape from local minima and uses delta evaluation to exploit the similarity between consecutive solutions and thereby reduce the evaluation time.
Sensorimotor representation learning for an "active self" in robots: A model survey
Nguyen, Phuong D. H., Georgie, Yasmin Kim, Kayhan, Ezgi, Eppe, Manfred, Hafner, Verena Vanessa, Wermter, Stefan
For example, sensorimotor birth, infants spend their first months of life undergoing experiences are used to learn a forward model, and a many developmental milestones to incrementally develop forward model can be the basis for learning high-level the representation of their body. This body schema is cognitive conceptual representations. In agreement with related mainly to touch, proprioception, and vision (see Schillaci et al. (2016), we aim to go deeper into the role of Table 1) as these sensory modalities continue to develop multisensory information collected through exploration from the fetal stage (see Hoffmann, 2017; Adolph in the formation of an agent's body and peripersonal and Joh, 2007 for reviews). Later on, the representation space representation, and how these sensorimotor representations of the surrounding space of the body--the PPS--is affect the agent's sense of the active self, aggregated from the proprioceptive and exteroceptive including the sense of agency and the sense of body modalities (see Table 1). In addition, infants develop ownership. Thus, motor explorations will be mentioned the capability to generate motor actions corresponding but not exhaustively discussed in this surveyed work.
On limitations of learning algorithms in competitive environments
Klimenko, Alexander Y, Klimenko, Dimitri A
Playing human games such as chess and Go has long been considered to be a major benchmark of human capabilities. Computer programs have become robust chess players and, since the late 1990s, have been able to beat even the best human chess champions; though, for a long time, computers were unable to beat expert Go players -- the game of Go has proven to be especially difficult for computers. However, in 2016, a new program called AlphaGo finally won a victory over a human Go champion, only to be beaten by its subsequent versions (AlphaGo Zero and AlphaZero). AlphaZero proceeded to beat the best computers and humans in chess, shogi and Go, including all its predecessors from the Alpha family [1]. Core to AlphaZero's success is its use of a deep neural network, trained through reinforcement learning, as a powerful heuristic to guide a tree search algorithm (specifically Monte Carlo Tree Search). The recent successes of machine learning are good reason to consider the limitations of learning algorithms and, in a broader sense, the limitations of AI. In the context of a particular competition (or'game'), a natural question to ask is whether an absolute winner AI might exist -- one that, given sufficient resources, will always achieve the best possible outcome.
World Model as a Graph: Learning Latent Landmarks for Planning
Zhang, Lunjun, Yang, Ge, Stadie, Bradly C.
Planning - the ability to analyze the structure of a problem in the large and decompose it into interrelated subproblems - is a hallmark of human intelligence. While deep reinforcement learning (RL) has shown great promise for solving relatively straightforward control tasks, it remains an open problem how to best incorporate planning into existing deep RL paradigms to handle increasingly complex environments. One prominent framework, Model-Based RL, learns a world model and plans using step-by-step virtual rollouts. This type of world model quickly diverges from reality when the planning horizon increases, thus struggling at long-horizon planning. How can we learn world models that endow agents with the ability to do temporally extended reasoning? In this work, we propose to learn graph-structured world models composed of sparse, multi-step transitions. We devise a novel algorithm to learn latent landmarks that are scattered (in terms of reachability) across the goal space as the nodes on the graph. In this same graph, the edges are the reachability estimates distilled from Q-functions. On a variety of high-dimensional continuous control tasks ranging from robotic manipulation to navigation, we demonstrate that our method, named L3P, significantly outperforms prior work, and is oftentimes the only method capable of leveraging both the robustness of model-free RL and generalization of graph-search algorithms. We believe our work is an important step towards scalable planning in reinforcement learning.
Efficient Sampling for Predictor-Based Neural Architecture Search
Mauch, Lukas, Tiedemann, Stephen, Garcia, Javier Alonso, Cong, Bac Nguyen, Yoshiyama, Kazuki, Cardinaux, Fabien, Kemp, Thomas
Recently, predictor-based algorithms emerged as a promising approach for neural architecture search (NAS). For NAS, we typically have to calculate the validation accuracy of a large number of Deep Neural Networks (DNNs), what is computationally complex. Predictor-based NAS algorithms address this problem. They train a proxy model that can infer the validation accuracy of DNNs directly from their network structure. During optimization, the proxy can be used to narrow down the number of architectures for which the true validation accuracy must be computed, what makes predictor-based algorithms sample efficient. Usually, we compute the proxy for all DNNs in the network search space and pick those that maximize the proxy as candidates for optimization. However, that is intractable in practice, because the search spaces are often very large and contain billions of network architectures. The contributions of this paper are threefold: 1) We define a sample efficiency gain to compare different predictor-based NAS algorithms. 2) We conduct experiments on the NASBench-101 dataset and show that the sample efficiency of predictor-based algorithms decreases dramatically if the proxy is only computed for a subset of the search space. 3) We show that if we choose the subset of the search space on which the proxy is evaluated in a smart way, the sample efficiency of the original predictor-based algorithm that has access to the full search space can be regained. This is an important step to make predictor-based NAS algorithms useful, in practice.
Minimax Estimation of Distances on a Surface and Minimax Manifold Learning in the Isometric-to-Convex Setting
Arias-Castro, Ery, Chau, Phong Alain
The estimation of shortest paths and intrinsic distances on surfaces is a fundamental problem in computational geometry with wide-ranging applications. In motion planning, shortest paths represent resource-efficient sequences of actions to be undertaken by the agent in some given configuration space [57, 56]. In addition to the clear applications to robot locomotion and manipulation, this framework has bore fruit in the field of biology wherein proteins and folding networks are of great interest [2, 76]. In cluster analysis, geodesic distances have found use as a similarity metric to create partitions that respect the underlying geometry [51, 65, 58]. In manifold learning, the Isometric Feature Mapping (Isomap) algorithm crucially depends on the approximation of geodesic distances on the underlying surface [75], and so does another important algorithm, Maximum Variance Unfolding (MVU) [79] although in disguise [64, 12]. This is closely related to the estimation of distances for the purpose of embedding a (weighted) graph (aka multidimensional scaling with missing distances), with one of the first methods suggested for that purpose being that of using the graph distances [55, 71, 70, 62].
Multi-Plane Program Induction with 3D Box Priors
Li, Yikai, Mao, Jiayuan, Zhang, Xiuming, Freeman, William T., Tenenbaum, Joshua B., Snavely, Noah, Wu, Jiajun
We consider two important aspects in understanding and editing images: modeling regular, program-like texture or patterns in 2D planes, and 3D posing of these planes in the scene. Unlike prior work on image-based program synthesis, which assumes the image contains a single visible 2D plane, we present Box Program Induction (BPI), which infers a program-like scene representation that simultaneously models repeated structure on multiple 2D planes, the 3D position and orientation of the planes, and camera parameters, all from a single image. Our model assumes a box prior, i.e., that the image captures either an inner view or an outer view of a box in 3D. It uses neural networks to infer visual cues such as vanishing points or wireframe lines to guide a search-based algorithm to find the program that best explains the image. Such a holistic, structured scene representation enables 3D-aware interactive image editing operations such as inpainting missing pixels, changing camera parameters, and extrapolate the image contents.