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Improving Generalization of Reinforcement Learning with Minimax Distributional Soft Actor-Critic

arXiv.org Machine Learning

Reinforcement learning (RL) has achieved remarkable performance in a variety of sequential decision making and control tasks. However, a common problem is that learned nearly optimal policy always overfits to the training environment and may not be extended to situations never encountered during training. For practical applications, the randomness of the environment usually leads to rare but devastating events, which should be the focus of safety-critical systems, such as autonomous driving. In this paper, we introduce the minimax formulation and distributional framework to improve the generalization ability of RL algorithms and develop the Minimax Distributional Soft Actor-Critic (Minimax DSAC) algorithm. Minimax formulation aims to seek optimal policy considering the most serious disturbances from environment, in which the protagonist policy maximizes action-value function while the adversary policy tries to minimize it. Distributional framework aims to learn a state-action return distribution, from which we can model the risk of different returns explicitly, thus, formulating a risk-averse protagonist policy and a risk-seeking adversarial policy. We implement our method on the decision-making tasks of autonomous vehicles at intersections and test the trained policy in distinct environments from training environment. Results demonstrate that our method can greatly improve the generalization ability of the protagonist agent to different environmental variations.


Deep Learning for Source Code Modeling and Generation: Models, Applications and Challenges

arXiv.org Artificial Intelligence

Deep Learning (DL) techniques for Natural Language Processing have been evolving remarkably fast. Recently, the DL advances in language modeling, machine translation and paragraph understanding are so prominent that the potential of DL in Software Engineering cannot be overlooked, especially in the field of program learning. To facilitate further research and applications of DL in this field, we provide a comprehensive review to categorize and investigate existing DL methods for source code modeling and generation. To address the limitations of the traditional source code models, we formulate common program learning tasks under an encoder-decoder framework. After that, we introduce recent DL mechanisms suitable to solve such problems. Then, we present the state-of-the-art practices and discuss their challenges with some recommendations for practitioners and researchers as well.


Stabilizing Differentiable Architecture Search via Perturbation-based Regularization

arXiv.org Machine Learning

Differentiable architecture search (DARTS) is a prevailing NAS solution to identify architectures. Based on the continuous relaxation of the architecture space, DARTS learns a differentiable architecture weight and largely reduces the search cost. However, its stability and generalizability have been challenged for yielding deteriorating architectures as the search proceeds. We find that the precipitous validation loss landscape, which leads to a dramatic performance drop when distilling the final architecture, is an essential factor that causes instability. Based on this observation, we propose a perturbation-based regularization, named SmoothDARTS (SDARTS), to smooth the loss landscape and improve the generalizability of DARTS. In particular, our new formulations stabilize DARTS by either random smoothing or adversarial attack. The search trajectory on NAS-Bench-1Shot1 demonstrates the effectiveness of our approach and due to the improved stability, we achieve performance gain across various search spaces on 4 datasets. Furthermore, we mathematically show that SDARTS implicitly regularizes the Hessian norm of the validation loss, which accounts for a smoother loss landscape and improved performance. The code is available at https://github.com/xiangning-chen/SmoothDARTS.


Regret Bounds for Noise-Free Bayesian Optimization

arXiv.org Machine Learning

Bayesian optimisation is a powerful method for non-convex black-box optimization in low data regimes. However, the question of establishing tight upper bounds for common algorithms in the noiseless setting remains a largely open question. In this paper, we establish new and tightest bounds for two algorithms, namely GP-UCB and Thompson sampling, under the assumption that the objective function is smooth in terms of having a bounded norm in a Mat\'ern RKHS. Importantly, unlike several related works, we do not consider perfect knowledge of the kernel of the Gaussian process emulator used within the Bayesian optimization loop. This allows us to provide results for practical algorithms that sequentially estimate the Gaussian process kernel parameters from the available data.


Parameterizing Branch-and-Bound Search Trees to Learn Branching Policies

arXiv.org Artificial Intelligence

Branch and Bound (B&B) is the exact tree search method typically used to solve Mixed-Integer Linear Programming problems (MILPs). Learning branching policies for MILP has become an active research area, with most works proposing to imitate the strong branching rule and specialize it to distinct classes of problems. We aim instead at learning a policy that generalizes across heterogeneous MILPs: our main hypothesis is that parameterizing the state of the B&B search tree can significantly aid this type of generalization. We propose a novel imitation learning framework, and introduce new input features and architectures to represent branching. Experiments on MILP benchmark instances clearly show the advantages of incorporating to a baseline model an explicit parameterization of the state of the search tree to modulate the branching decisions. The resulting policy reaches higher accuracy than the baseline, and on average explores smaller B&B trees, while effectively allowing generalization to generic unseen instances.


Service Selection using Predictive Models and Monte-Carlo Tree Search

arXiv.org Artificial Intelligence

This article proposes a method for automated service selection to improve treatment efficacy and reduce re-hospitalization costs. A predictive model is developed using the National Home and Hospice Care Survey (NHHCS) dataset to quantify the effect of care services on the risk of re-hospitalization. By taking the patient's characteristics and other selected services into account, the model is able to indicate the overall effectiveness of a combination of services for a specific NHHCS patient. The developed model is incorporated in Monte-Carlo Tree Search (MCTS) to determine optimal combinations of services that minimize the risk of emergency re-hospitalization. MCTS serves as a risk minimization algorithm in this case, using the predictive model for guidance during the search. Using this method on the NHHCS dataset, a significant reduction in risk of re-hospitalization is observed compared to the original selections made by clinicians. An 11.89 percentage points risk reduction is achieved on average. Higher reductions of roughly 40 percentage points on average are observed for NHHCS patients in the highest risk categories. These results seem to indicate that there is enormous potential for improving service selection in the near future.


The {0,1}-knapsack problem with qualitative levels

arXiv.org Artificial Intelligence

A variant of the classical knapsack problem is considered in which each item is associated with an integer weight and a qualitative level. We define a dominance relation over the feasible subsets of the given item set and show that this relation defines a preorder. We propose a dynamic programming algorithm to compute the entire set of non-dominated rank cardinality vectors and we state two greedy algorithms, which efficiently compute a single efficient solution.


To Share or Not To Share: A Comprehensive Appraisal of Weight-Sharing

arXiv.org Machine Learning

Weight-sharing (WS) has recently emerged as a paradigm to accelerate the automated search for efficient neural architectures, a process dubbed Neural Architecture Search (NAS). Although very appealing, this framework is not without drawbacks and several works have started to question its capabilities on small hand-crafted benchmarks. In this paper, we take advantage of the NASBench-101 dataset to challenge the efficiency of WS on a representative search space. By comparing a SOTA WS approach to a plain random search we show that, despite decent correlations between evaluations using weight-sharing and standalone ones, WS is only rarely helpful to NAS. We highlight in particular the reliance of the benefits on the search space itself.


Minimax optimal goodness-of-fit testing for densities under a local differential privacy constraint

arXiv.org Machine Learning

Finding anonymization mechanisms to protect personal data is at the heart of machine learning research. Here we consider the consequences of local differential privacy constraints on goodness-of-fit testing, i.e. the statistical problem assessing whether sample points are generated from a fixed density $f_0$, or not. The observations are hidden and replaced by a stochastic transformation satisfying the local differential privacy constraint. In this setting, we propose a new testing procedure which is based on an estimation of the quadratic distance between the density $f$ of the unobserved sample and $f_0$. We establish minimax separation rates for our test over Besov balls. We also provide a lower bound, proving the optimality of our result. To the best of our knowledge, we provide the first minimax optimal test and associated private transformation under a local differential privacy constraint, quantifying the price to pay for data privacy.


Mech-Elites: Illuminating the Mechanic Space of GVGAI

arXiv.org Artificial Intelligence

This paper introduces a fully automatic method of mechanic illumination for general video game level generation. Using the Constrained MAP-Elites algorithm and the GVG-AI framework, this system generates the simplest tile based levels that contain specific sets of game mechanics and also satisfy playability constraints. We apply this method to illuminate mechanic space for $4$ different games in GVG-AI: Zelda, Solarfox, Plants, and RealPortals.