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Combining Reinforcement Learning and Configuration Checking for Maximum k-plex Problem
Chen, Peilin, Wan, Hai, Cai, Shaowei, Luo, Weilin, Li, Jia
The Maximum k-plex Problem is an important combinatorial optimization problem with increasingly wide applications. Due to its exponential time complexity, many heuristic methods have been proposed which can return a good-quality solution in a reasonable time. However, most of the heuristic algorithms are memoryless and unable to utilize the experience during the search. Inspired by the multi-armed bandit (MAB) problem in reinforcement learning (RL), we propose a novel perturbation mechanism named BLP, which can learn online to select a good vertex for perturbation when getting stuck in local optima. To our best of knowledge, this is the first attempt to combine local search with RL for the maximum $ k $-plex problem. Besides, we also propose a novel strategy, named Dynamic-threshold Configuration Checking (DTCC), which extends the original Configuration Checking (CC) strategy from two aspects. Based on the BLP and DTCC, we develop a local search algorithm named BDCC and improve it by a hyperheuristic strategy. The experimental result shows that our algorithms dominate on the standard DIMACS and BHOSLIB benchmarks and achieve state-of-the-art performance on massive graphs.
A novel approach to model exploration for value function learning
Ajanovic, Zlatan, Beglerovic, Halil, Lacevic, Bakir
Planning and Learning are complementary approaches. Planning relies on deliberative reasoning about the current state and sequence of future reachable states to solve the problem. Learning, on the other hand, is focused on improving system performance based on experience or available data. Learning to improve the performance of planning based on experience in similar, previously solved problems, is ongoing research. One approach is to learn Value function (cost-to-go) which can be used as heuristics for speeding up search-based planning. Existing approaches in this direction use the results of the previous search for learning the heuristics. In this work, we present a search-inspired approach of systematic model exploration for the learning of the value function which does not stop when a plan is available but rather prolongs search such that not only resulting optimal path is used but also extended region around the optimal path. This, in turn, improves both the efficiency and robustness of successive planning. Additionally, the effect of losing admissibility by using ML heuristic is managed by bounding ML with other admissible heuristics.
An Efficient Graph Convolutional Network Technique for the Travelling Salesman Problem
Joshi, Chaitanya K., Laurent, Thomas, Bresson, Xavier
This paper introduces a new learning-based approach for approximately solving the Travelling Salesman Problem on 2D Euclidean graphs. We use deep Graph Convolutional Networks to build efficient TSP graph representations and output tours in a non-autoregressive manner via highly parallelized beam search. Our approach outperforms all recently proposed autoregressive deep learning techniques in terms of solution quality, inference speed and sample efficiency for problem instances of fixed graph sizes. In particular, we reduce the average optimality gap from 0.52% to 0.01% for 50 nodes, and from 2.26% to 1.39% for 100 nodes. Finally, despite improving upon other learning-based approaches for TSP, our approach falls short of standard Operations Research solvers.
Minimax bounds for structured prediction
Bello, Kevin, Ghoshal, Asish, Honorio, Jean
Structured prediction can be considered as a generalization of many standard supervised learning tasks, and is usually thought as a simultaneous prediction of multiple labels. One standard approach is to maximize a score function on the space of labels, which decomposes as a sum of unary and pairwise potentials, each depending on one or two specific labels, respectively. For this approach, several learning and inference algorithms have been proposed over the years, ranging from exact to approximate methods while balancing the computational complexity. However, in contrast to binary and multiclass classification, results on the necessary number of samples for achieving learning is still limited, even for a specific family of predictors such as factor graphs. In this work, we provide minimax bounds for a class of factor-graph inference models for structured prediction. That is, we characterize the necessary sample complexity for any conceivable algorithm to achieve learning of factor-graph predictors.
Statistically Significant Discriminative Patterns Searching
Pham, Hoang Son, Virlet, Gwendal, Lavenier, Dominique, Termier, Alexandre
Discriminative pattern mining is an essential task of data mining. This task aims to discover patterns which occur more frequently in a class than other classes in a class-labeled dataset. This type of patterns is valuable in various domains such as bioinformatics, data classification. In this paper, we propose a novel algorithm, named SSDPS, to discover patterns in two-class datasets. The SSDPS algorithm owes its efficiency to an original enumeration strategy of the patterns, which allows to exploit some degrees of anti-monotonicity on the measures of discriminance and statistical significance. Experimental results demonstrate that the performance of the SSDPS algorithm is better than others. In addition, the number of generated patterns is much less than the number of the other algorithms. Experiment on real data also shows that SSDPS efficiently detects multiple SNPs combinations in genetic data.
Learning Domain Randomization Distributions for Transfer of Locomotion Policies
Mozifian, Melissa, Higuera, Juan Camilo Gamboa, Meger, David, Dudek, Gregory
Domain randomization (DR) is a successful technique for learning robust policies for robot systems, when the dynamics of the target robot system are unknown. The success of policies trained with domain randomization however, is highly dependent on the correct selection of the randomization distribution. The majority of success stories typically use real world data in order to carefully select the DR distribution, or incorporate real world trajectories to better estimate appropriate randomization distributions. In this paper, we consider the problem of finding good domain randomization parameters for simulation, without prior access to data from the target system. We explore the use of gradient-based search methods to learn a domain randomization with the following properties: 1) The trained policy should be successful in environments sampled from the domain randomization distribution 2) The domain randomization distribution should be wide enough so that the experience similar to the target robot system is observed during training, while addressing the practicality of training finite capacity models. These two properties aim to ensure the trajectories encountered in the target system are close to those observed during training, as existing methods in machine learning are better suited for interpolation than extrapolation. We show how adapting the domain randomization distribution while training context-conditioned policies results in improvements on jump-start and asymptotic performance when transferring a learned policy to the target environment.
Automated Machine Learning with Monte-Carlo Tree Search (Extended Version)
Rakotoarison, Herilalaina, Schoenauer, Marc, Sebag, Michèle
The AutoML task consists of selecting the proper algorithm in a machine learning portfolio, and its hyperparameter values, in order to deliver the best performance on the dataset at hand. Mosaic, a Monte-Carlo tree search (MCTS) based approach, is presented to handle the AutoML hybrid structural and parametric expensive black-box optimization problem. Extensive empirical studies are conducted to independently assess and compare: i) the optimization processes based on Bayesian optimization or MCTS; ii) its warm-start initialization; iii) the ensembling of the solutions gathered along the search. Mosaic is assessed on the OpenML 100 benchmark and the Scikit-learn portfolio, with statistically significant gains over Auto-Sklearn, winner of former international AutoML challenges.
Cascaded Algorithm-Selection and Hyper-Parameter Optimization with Extreme-Region Upper Confidence Bound Bandit
Hu, Yi-Qi, Yu, Yang, Liao, Jun-Da
An automatic machine learning (AutoML) task is to select the best algorithm and its hyper-parameters simultaneously. Previously, the hyper-parameters of all algorithms are joint as a single search space, which is not only huge but also redundant, because many dimensions of hyper-parameters are irrelevant with the selected algorithms. In this paper, we propose a cascaded approach for algorithm selection and hyper-parameter optimization. While a search procedure is employed at the level of hyper-parameter optimization, a bandit strategy runs at the level of algorithm selection to allocate the budget based on the search feedbacks. Since the bandit is required to select the algorithm with the maximum performance, instead of the average performance, we thus propose the extreme-region upper confidence bound (ER-UCB) strategy, which focuses on the extreme region of the underlying feedback distribution. We show theoretically that the ER-UCB has a regret upper bound $O\left(K \ln n\right)$ with independent feedbacks, which is as efficient as the classical UCB bandit. We also conduct experiments on a synthetic problem as well as a set of AutoML tasks. The results verify the effectiveness of the proposed method.
Ordinal Bucketing for Game Trees using Dynamic Quantile Approximation
Joppen, Tobias, Strübig, Tilman, Fürnkranz, Johannes
In this paper, we present a simple and cheap ordinal bucketing algorithm that approximately generates $q$-quantiles from an incremental data stream. The bucketing is done dynamically in the sense that the amount of buckets $q$ increases with the number of seen samples. We show how this can be used in Ordinal Monte Carlo Tree Search (OMCTS) to yield better bounds on time and space complexity, especially in the presence of noisy rewards. Besides complexity analysis and quality tests of quantiles, we evaluate our method using OMCTS in the General Video Game Framework (GVGAI). Our results demonstrate its dominance over vanilla Monte Carlo Tree Search in the presence of noise, where OMCTS without bucketing has a very bad time and space complexity.
Misleading Authorship Attribution of Source Code using Adversarial Learning
Quiring, Erwin, Maier, Alwin, Rieck, Konrad
In this paper, we present a novel attack against authorship attribution of source code. We exploit that recent attribution methods rest on machine learning and thus can be deceived by adversarial examples of source code. Our attack performs a series of semantics-preserving code transformations that mislead learning-based attribution but appear plausible to a developer. The attack is guided by Monte-Carlo tree search that enables us to operate in the discrete domain of source code. In an empirical evaluation with source code from 204 programmers, we demonstrate that our attack has a substantial effect on two recent attribution methods, whose accuracy drops from over 88% to 1% under attack. Furthermore, we show that our attack can imitate the coding style of developers with high accuracy and thereby induce false attributions. We conclude that current approaches for authorship attribution are inappropriate for practical application and there is a need for resilient analysis techniques.