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Online Planning for Decentralized Stochastic Control with Partial History Sharing
Zhang, Kaiqing, Miehling, Erik, Başar, Tamer
Computational challenges are further compounded if agents do not possess complete model knowledge. In this paper, we take advantage of the fact that in many problems agents share some common information, or history, termed partial history sharing . Under this information structure the policy search space is greatly reduced. We propose a provably convergent, online tree-search based algorithm that does not require a closed-form model or explicit communication among agents. Interestingly, our algorithm can be viewed as a generalization of several existing heuristic solvers for decentralized partially observable Markov decision processes. T o demonstrate the applicability of the model, we propose a novel collaborative intrusion response model, where multiple agents (defenders) possessing asymmetric information aim to collaboratively defend a computer network. Numerical results demonstrate the performance of our algorithm.
ASNets: Deep Learning for Generalised Planning
Toyer, Sam, Trevizan, Felipe, Thiébaux, Sylvie, Xie, Lexing
In this paper, we discuss the learning of generalised policies for probabilistic and classical planning problems using Action Schema Networks (ASNets). The ASNet is a neural network architecture that exploits the relational structure of (P)PDDL planning problems to learn a common set of weights that can be applied to any problem in a domain. By mimicking the actions chosen by a traditional, non-learning planner on a handful of small problems in a domain, ASNets are able to learn a generalised reactive policy that can quickly solve much larger instances from the domain. This work extends the ASNet architecture to make it more expressive, while still remaining invariant to a range of symmetries that exist in PPDDL problems. We also present a thorough experimental evaluation of ASNets, including a comparison with heuristic search planners on seven probabilistic and deterministic domains, an extended evaluation on over 18,000 Blocksworld instances, and an ablation study. Finally, we show that sparsity-inducing regularisation can produce ASNets that are compact enough for humans to understand, yielding insights into how the structure of ASNets allows them to generalise across a domain.
Monte-Carlo Tree Search for Simulation-based Strategy Analysis
Zook, Alexander, Harrison, Brent, Riedl, Mark O.
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
Naghizadeh, Alireza, Abavisani, Mohammadsajad, Metaxas, Dimitris N.
--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
Helmert, Malte, Lattimore, Tor, Lelis, Levi H. S., Orseau, Laurent, Sturtevant, Nathan R.
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
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
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
Basu, Soumya, Sen, Rajat, Sanghavi, Sujay, Shakkottai, Sanjay
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
Ding, Yunzi, Kunisky, Dmitriy, Wein, Alexander S., Bandeira, Afonso S.
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
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, Δ) for Δ R, with each such update causing the change xi xi Δ . The goal is to identify coordinates in x with large weight (in absolute value) while using limited memory.