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Evolutionary Algorithm and Multifactorial Evolutionary Algorithm on Clustered Shortest-Path Tree problem
Hanh, Phan Thi Hong, Thanh, Pham Dinh, Binh, Huynh Thi Thanh
In literature, Clustered Shortest-Path Tree Problem (CluSPT) is an NP-hard problem. Previous studies often search for an optimal solution in relatively large space. To enhance the performance of the search process, two approaches are proposed: the first approach seeks for solutions as a set of edges. From the original graph, we generate a new graph whose vertex set's cardinality is much smaller than that of the original one. Consequently, an effective Evolutionary Algorithm (EA) is proposed for solving CluSPT. The second approach looks for vertex-based solutions. The search space of the CluSPT is transformed into 2 nested search spaces (NSS). With every candidate in the high-level optimization, the search engine in the lower level will find a corresponding candidate to combine with it to create the best solution for CluSPT. Accordingly, Nested Local Search EA (N-LSEA) is introduced to search for the optimal solution on the NSS. When solving this model in lower level by N-LSEA, variety of similar tasks are handled. Thus, Multifactorial Evolutionary Algorithm applied in order to enhance the implicit genetic transfer across these optimizations. Proposed algorithms are conducted on a series of datasets and the obtained results demonstrate superior efficiency in comparison to previous scientific works.
Dream and Search to Control: Latent Space Planning for Continuous Control
Koul, Anurag, Kumar, Varun V., Fern, Alan, Majumdar, Somdeb
Learning and planning with latent space dynamics has been shown to be useful for sample efficiency in model-based reinforcement learning (MBRL) for discrete and continuous control tasks. In particular, recent work, for discrete action spaces, demonstrated the effectiveness of latent-space planning via Monte-Carlo Tree Search (MCTS) for bootstrapping MBRL during learning and at test time. However, the potential gains from latent-space tree search have not yet been demonstrated for environments with continuous action spaces. In this work, we propose and explore an MBRL approach for continuous action spaces based on tree-based planning over learned latent dynamics. We show that it is possible to demonstrate the types of bootstrapping benefits as previously shown for discrete spaces. In particular, the approach achieves improved sample efficiency and performance on a majority of challenging continuous-control benchmarks compared to the state-of-the-art.
CT-CPP: 3D Coverage Path Planning for Unknown Terrain Reconstruction using Coverage Trees
Shen, Zongyuan, Song, Junnan, Mittal, Khushboo, Gupta, Shalabh
This letter addresses the 3D coverage path planning (CPP) problem for terrain reconstruction of unknown obstacle rich environments. Due to sensing limitations, the proposed method, called CT-CPP, performs layered scanning of the 3D region to collect terrain data, where the traveling sequence is optimized using the concept of a coverage tree (CT). A modified TSP-based tree traversal strategy is proposed, and compared with breadth-first search (BFS) and depth-first search (DFS) methods, with TSP providing the shortest trajectory lengths. The CT-CPP method is validated on a high-fidelity underwater simulator and the results are evaluated in comparison to an existing terrain following CPP method (TF-CPP). The CT-CPP with TSP optimizer yields significant improvements in trajectory length, energy consumption, and reconstruction error.
A* Search Algorithm in Artificial Intelligence
Intelligence is the strength of the human species; we have used it to improve our lives. Then, we created the concept of artificial intelligence, to amplify human intelligence and to develop and flourish civilizations like never before. A* Search Algorithm is one such algorithm that has been developed to help us. In this blog, we will learn more about what A* algorithm in artificial intelligence means, what are the steps involved in A* search algorithm in artificial intelligence, it's implementation in Python, and more. AI helps us solve problems of various complexities.
Improved Algorithms for Convex-Concave Minimax Optimization
This paper studies minimax optimization problems $\min_x \max_y f(x,y)$, where $f(x,y)$ is $m_x$-strongly convex with respect to $x$, $m_y$-strongly concave with respect to $y$ and $(L_x,L_{xy},L_y)$-smooth. Zhang et al. provided the following lower bound of the gradient complexity for any first-order method: $\Omega\Bigl(\sqrt{\frac{L_x}{m_x}+\frac{L_{xy}^2}{m_x m_y}+\frac{L_y}{m_y}}\ln(1/\epsilon)\Bigr).$ This paper proposes a new algorithm with gradient complexity upper bound $\tilde{O}\Bigl(\sqrt{\frac{L_x}{m_x}+\frac{L\cdot L_{xy}}{m_x m_y}+\frac{L_y}{m_y}}\ln\left(1/\epsilon\right)\Bigr),$ where $L=\max\{L_x,L_{xy},L_y\}$. This improves over the best known upper bound $\tilde{O}\left(\sqrt{\frac{L^2}{m_x m_y}} \ln^3\left(1/\epsilon\right)\right)$ by Lin et al. Our bound achieves linear convergence rate and tighter dependency on condition numbers, especially when $L_{xy}\ll L$ (i.e., when the interaction between $x$ and $y$ is weak). Via reduction, our new bound also implies improved bounds for strongly convex-concave and convex-concave minimax optimization problems. When $f$ is quadratic, we can further improve the upper bound, which matches the lower bound up to a small sub-polynomial factor.
Poincare: Recommending Publication Venues via Treatment Effect Estimation
Sato, Ryoma, Yamada, Makoto, Kashima, Hisashi
Choosing a publication venue for an academic paper is a crucial step in the research process. However, in many cases, decisions are based on the experience of researchers, which often leads to suboptimal results. Although some existing methods recommend publication venues, they just recommend venues where a paper is likely to be published. In this study, we aim to recommend publication venues from a different perspective. We estimate the number of citations a paper will receive if the paper is published in each venue and recommend the venue where the paper has the most potential impact. However, there are two challenges to this task. First, a paper is published in only one venue, and thus, we cannot observe the number of citations the paper would receive if the paper were published in another venue. Secondly, the contents of a paper and the publication venue are not statistically independent; that is, there exist selection biases in choosing publication venues. In this paper, we propose to use a causal inference method to estimate the treatment effects of choosing a publication venue effectively and to recommend venues based on the potential influence of papers.
The bi-objective multimodal car-sharing problem
Enzi, Miriam, Parragh, Sophie N., Puchinger, Jakob
The aim of the bi-objective multimodal car-sharing problem (BiO-MMCP) is to determine the optimal mode of transport assignment for trips and to schedule the routes of available cars and users whilst minimizing cost and maximizing user satisfaction. We investigate the BiO-MMCP from a user-centred point of view. As user satisfaction is a crucial aspect in shared mobility systems, we consider user preferences in a second objective. Users may choose and rank their preferred modes of transport for different times of the day. In this way we account for, e.g., different traffic conditions throughout the planning horizon. We study different variants of the problem. In the base problem, the sequence of tasks a user has to fulfill is fixed in advance and travel times as well as preferences are constant over the planning horizon. In variant 2, time-dependent travel times and preferences are introduced. In variant 3, we examine the challenges when allowing additional routing decisions. Variant 4 integrates variants 2 and 3. For this last variant, we develop a branch-and-cut algorithm which is embedded in two bi-objective frameworks, namely the $\epsilon$-constraint method and a weighting binary search method. Computational experiments show that the branch-and cut algorithm outperforms the MIP formulation and we discuss changing solutions along the Pareto frontier.
Feature Importance Ranking for Deep Learning
Feature importance ranking has become a powerful tool for explainable AI. However, its nature of combinatorial optimization poses a great challenge for deep learning. In this paper, we propose a novel dual-net architecture consisting of operator and selector for discovery of an optimal feature subset of a fixed size and ranking the importance of those features in the optimal subset simultaneously. During learning, the operator is trained for a supervised learning task via optimal feature subset candidates generated by the selector that learns predicting the learning performance of the operator working on different optimal subset candidates. We develop an alternate learning algorithm that trains two nets jointly and incorporates a stochastic local search procedure into learning to address the combinatorial optimization challenge. In deployment, the selector generates an optimal feature subset and ranks feature importance, while the operator makes predictions based on the optimal subset for test data. A thorough evaluation on synthetic, benchmark and real data sets suggests that our approach outperforms several state-of-the-art feature importance ranking and supervised feature selection methods.
A Game AI Competition to foster Collaborative AI research and development
Salta, Ana, Prada, Rui, Melo, Francisco S.
Game AI competitions are important to foster research and development on Game AI and AI in general. These competitions supply different challenging problems that can be translated into other contexts, virtual or real. They provide frameworks and tools to facilitate the research on their core topics and provide means for comparing and sharing results. A competition is also a way to motivate new researchers to study these challenges. In this document, we present the Geometry Friends Game AI Competition. Geometry Friends is a two-player cooperative physics-based puzzle platformer computer game. The concept of the game is simple, though its solving has proven to be difficult. While the main and apparent focus of the game is cooperation, it also relies on other AI-related problems such as planning, plan execution, and motion control, all connected to situational awareness. All of these must be solved in real-time. In this paper, we discuss the competition and the challenges it brings, and present an overview of the current solutions.
DrNAS: Dirichlet Neural Architecture Search
Chen, Xiangning, Wang, Ruochen, Cheng, Minhao, Tang, Xiaocheng, Hsieh, Cho-Jui
This paper proposes a novel differentiable architecture search method by formulating it into a distribution learning problem. We treat the continuously relaxed architecture mixing weight as random variables, modeled by Dirichlet distribution. With recently developed pathwise derivatives, the Dirichlet parameters can be easily optimized with gradient-based optimizer in an end-to-end manner. This formulation improves the generalization ability and induces stochasticity that naturally encourages exploration in the search space. Furthermore, to alleviate the large memory consumption of differentiable NAS, we propose a simple yet effective progressive learning scheme that enables searching directly on large-scale tasks, eliminating the gap between search and evaluation phases. Extensive experiments demonstrate the effectiveness of our method. Specifically, we obtain a test error of 2.46% for CIFAR-10, 23.7% for ImageNet under the mobile setting. On NAS-Bench-201, we also achieve state-of-the-art results on all three datasets and provide insights for the effective design of neural architecture search algorithms.