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Monte-Carlo Tree Search for Simulation-based Strategy Analysis

arXiv.org Artificial Intelligence

Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be time-consuming and of limited effectiveness in exhausting the space of possible behaviors. In this paper, we propose the use of automated planning agents to simulate humans of varying skill levels to generate game playthroughs. Metrics can then be gathered from these playthroughs to evaluate the current game design and identify its potential flaws. We demonstrate this technique in two games: the popular word game Scrabble and a collectible card game of our own design named Cardonomicon. Using these case studies, we show how using simulated agents to model humans of varying skill levels allows us to extract metrics to describe game balance (in the case of Scrabble) and highlight potential design flaws (in the case of Cardonomicon).


Greedy AutoAugment

arXiv.org Machine Learning

--A major problem in data augmentation is the number of possibilities in the search space of operations. The search space includes mixtures of all of the possible data augmentation techniques, the magnitude of these operations, and the probability of applying data augmentation for each image. In this paper, we propose Greedy AutoAugment as a highly efficient searching algorithm to find the best augmentation policies. We combine the searching process with a simple procedure to increase the size of training data. Our experiments show that the proposed method can be used as a reliable addition to the ANN infrastructures for increasing the accuracy of classification results.


Iterative Budgeted Exponential Search

arXiv.org Artificial Intelligence

We tackle two long-standing problems related to re-expansions in heuristic search algorithms. For graph search, A* can require $\Omega(2^{n})$ expansions, where $n$ is the number of states within the final $f$ bound. Existing algorithms that address this problem like B and B' improve this bound to $\Omega(n^2)$. For tree search, IDA* can also require $\Omega(n^2)$ expansions. We describe a new algorithmic framework that iteratively controls an expansion budget and solution cost limit, giving rise to new graph and tree search algorithms for which the number of expansions is $O(n \log C)$, where $C$ is the optimal solution cost. Our experiments show that the new algorithms are robust in scenarios where existing algorithms fail. In the case of tree search, our new algorithms have no overhead over IDA* in scenarios to which IDA* is well suited and can therefore be recommended as a general replacement for IDA*.


AI researchers test a robot's dexterity by handing it a Rubik's cube

#artificialintelligence

Humans can manipulate Rubik's cubes with relative ease, but robots have historically had a tougher go of it. That's not to suggest there aren't exceptions to the rule -- an MIT invention recently solved a cube in a record-breaking 0.38 seconds -- but they typically involve purpose-built motors and controls. Encouragingly, a group of researchers at Tencent and the Chinese University of Hong Kong say they've designed a Rubik's cube manipulator that uses multi-fingered hands. "Dexterous in-hand manipulation is a key building block for robots to achieve human-level dexterity, and accomplish everyday tasks which involve rich contact," wrote the researchers. "Despite concerted progress, reliable multi-fingered dexterous hand manipulation has remained an open challenge, due to its complex contact patterns, high dimensional action space, and fragile mechanical structure."


Towards Optimizing Reiter's HS-Tree for Sequential Diagnosis

arXiv.org Artificial Intelligence

Reiter's HS-Tree is one of the most popular diagnostic search algorithms due to its desirable properties and general applicability. In sequential diagnosis, where the addressed diagnosis problem is subject to successive change through the acquisition of additional knowledge about the diagnosed system, HS-Tree is used in a stateless fashion. That is, the existing search tree is discarded when new knowledge is obtained, albeit often large parts of the tree are still relevant and have to be rebuilt in the next iteration, involving redundant operations and costly reasoner calls. As a remedy to this, we propose DynamicHS, a variant of HS-Tree that avoids these redundancy issues by maintaining state throughout sequential diagnosis while preserving all desirable properties of HS-Tree. Preliminary results of ongoing evaluations in a problem domain where HS-Tree is the state-of-the-art diagnostic method suggest significant time savings achieved by DynamicHS by reducing expensive reasoner calls.


Blocking Bandits

arXiv.org Machine Learning

We consider a novel stochastic multi-armed bandit setting, where playing an arm makes it unavailable for a fixed number of time slots thereafter. This models situations where reusing an arm too often is undesirable (e.g. making the same product recommendation repeatedly) or infeasible (e.g. compute job scheduling on machines). We show that with prior knowledge of the rewards and delays of all the arms, the problem of optimizing cumulative reward does not admit any pseudo-polynomial time algorithm (in the number of arms) unless randomized exponential time hypothesis is false, by mapping to the PINWHEEL scheduling problem. Subsequently, we show that a simple greedy algorithm that plays the available arm with the highest reward is asymptotically $(1-1/e)$ optimal. When the rewards are unknown, we design a UCB based algorithm which is shown to have $c \log T + o(\log T)$ cumulative regret against the greedy algorithm, leveraging the free exploration of arms due to the unavailability. Finally, when all the delays are equal the problem reduces to Combinatorial Semi-bandits providing us with a lower bound of $c' \log T+ \omega(\log T)$.


Subexponential-Time Algorithms for Sparse PCA

arXiv.org Machine Learning

We study the computational cost of recovering a unit-norm sparse principal component $x \in \mathbb{R}^n$ planted in a random matrix, in either the Wigner or Wishart spiked model (observing either $W + \lambda xx^\top$ with $W$ drawn from the Gaussian orthogonal ensemble, or $N$ independent samples from $\mathcal{N}(0, I_n + \beta xx^\top)$, respectively). Prior work has shown that when the signal-to-noise ratio ($\lambda$ or $\beta\sqrt{N/n}$, respectively) is a small constant and the fraction of nonzero entries in the planted vector is $\|x\|_0 / n = \rho$, it is possible to recover $x$ in polynomial time if $\rho \lesssim 1/\sqrt{n}$. While it is possible to recover $x$ in exponential time under the weaker condition $\rho \ll 1$, it is believed that polynomial-time recovery is impossible unless $\rho \lesssim 1/\sqrt{n}$. We investigate the precise amount of time required for recovery in the "possible but hard" regime $1/\sqrt{n} \ll \rho \ll 1$ by exploring the power of subexponential-time algorithms, i.e., algorithms running in time $\exp(n^\delta)$ for some constant $\delta \in (0,1)$. For any $1/\sqrt{n} \ll \rho \ll 1$, we give a recovery algorithm with runtime roughly $\exp(\rho^2 n)$, demonstrating a smooth tradeoff between sparsity and runtime. Our family of algorithms interpolates smoothly between two existing algorithms: the polynomial-time diagonal thresholding algorithm and the $\exp(\rho n)$-time exhaustive search algorithm. Furthermore, by analyzing the low-degree likelihood ratio, we give rigorous evidence suggesting that the tradeoff achieved by our algorithms is optimal.


Heavy Hitters via Cluster-Preserving Clustering

Communications of the ACM

We develop a new algorithm for the turnstile heavy hitters problem in general turnstile streams, the EXPANDERSKETCH, which finds the approximate top-k items in a universe of size n using the same asymptotic O(k log n) words of memory and O(log n) update time as the COUNTMIN and COUNTSKETCH, but requiring only O(k poly(log n)) time to answer queries instead of the O(n log n) time of the other two. The notion of "approximation" is the same l2 sense as the COUNTSKETCH, which given known lower bounds is the strongest guarantee one can achieve in sublinear memory. Our main innovation is an efficient reduction from the heavy hitters problem to a clustering problem in which each heavy hitter is encoded as some form of noisy spectral cluster in a graph, and the goal is to identify every cluster. Since every heavy hitter must be found, correctness requires that every cluster be found. We thus need a "cluster-preserving clustering" algorithm that partitions the graph into pieces while finding every cluster. To do this we first apply standard spectral graph partitioning, and then we use some novel local search techniques to modify the cuts obtained so as to make sure that the original clusters are sufficiently preserved. Our clustering algorithm may be of broader interest beyond heavy hitters and streaming algorithms. Finding "frequent" or "top-k" items in a dataset is a common task in data mining. In the data streaming literature, this problem is typically referred to as the heavy hitters problem, which is as follows: a frequency vector x Rn is initialized to the zero vector, and we process a stream of updates update(i, ฮ”) for ฮ” R, with each such update causing the change xi xi ฮ” . The goal is to identify coordinates in x with large weight (in absolute value) while using limited memory.


Experimentation on the motion of an obstacle avoiding robot

arXiv.org Artificial Intelligence

An intelligent robot can be used for applications where a human is at significant risk (like nuclear, space, military), the economics or menial nature of the application result in inefficient use of human workers (service industry, agriculture), for humanitarian uses where there is great risk (demining an area of land mines, urban search and rescue). This paper implements an experiment on one of important fields of AI Searching Algorithms, to find shortest possible solution by searching the produced tree. We will concentrate on Hill climbing algorithm, which is one of simplest searching algorithms in AI. This algorithm is one of most suitable searching methods to help expert system to make decision at every state, at every node. The experimental robot will traverse the maze by using sensors plugged on it. The robot used is E.V.3 Lego Mind storms, with native software for programming LabView. The reason we chose this robot is that it interacts quickly with sensors and can be reconstructed in many ways. This programmed robot will calculate the best possibilities to find way out of maze. The maze is made of wood, and it is adjustable, as robot should be able to leave the maze in any design.


How quickly can AI solve a Rubik's Cube? In less time than it took you to read this headline.

#artificialintelligence

Few things reveal the limits of someone's problem-solving skills faster than a Rubik's Cube, the multicolored, three-dimensional puzzle that has befuddled so many since the 1970s. Though the cube has furrowed countless human brows over the years, it's not much of a challenge for an emerging group of hyper-intelligent machines, as it turns out. This week, the University of California at Irvine announced that an artificial intelligence system solved the puzzle in just over a second, besting the current human world record by more than two seconds. The system, known as DeepCubeA -- a reinforcement-learning algorithm programmed by UCI computer scientists and mathematicians -- solved the puzzle without prior knowledge of the game or coaching from its human handlers, according to the university. The feat is even more impressive considering that there are billions of potential moves available to a Rubik's Cube player, with the puzzle's six sides and nine sections, but only one goal: each of the cube's six sides displaying a solid color.