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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.
Value Functions for Depth-Limited Solving in Zero-Sum Imperfect-Information Games
Kovařík, Vojtěch, Lisý, Viliam
Depth-limited look-ahead search is an essential tool for agents playing perfect-information games. In imperfect information games, the lack of a clear notion of a value of a state makes designing theoretically sound depth-limited solving algorithms substantially more difficult. Furthermore, most results in this direction only consider the domain of poker. We consider two-player zero-sum extensive form games in general. We provide a domain-independent definitions of optimal value functions and prove that they can be used for depth-limited look-ahead game solving. We prove that the minimal set of game states necessary to define the value functions is related to common knowledge of the players. We show the value function may be defined in several structurally different ways. None of them is unique, but the set of possible outputs is convex, which enables approximating the value function by machine learning models.
Multiple Policy Value Monte Carlo Tree Search
Lan, Li-Cheng, Li, Wei, Wei, Ting-Han, Wu, I-Chen
Many of the strongest game playing programs use a combination of Monte Carlo tree search (MCTS) and deep neural networks (DNN), where the DNNs are used as policy or value evaluators. Given a limited budget, such as online playing or during the self-play phase of AlphaZero (AZ) training, a balance needs to be reached between accurate state estimation and more MCTS simulations, both of which are critical for a strong game playing agent. Typically, larger DNNs are better at generalization and accurate evaluation, while smaller DNNs are less costly, and therefore can lead to more MCTS simulations and bigger search trees with the same budget. This paper introduces a new method called the multiple policy value MCTS (MPV-MCTS), which combines multiple policy value neural networks (PV-NNs) of various sizes to retain advantages of each network, where two PV-NNs f_S and f_L are used in this paper. We show through experiments on the game NoGo that a combined f_S and f_L MPV-MCTS outperforms single PV-NN with policy value MCTS, called PV-MCTS. Additionally, MPV-MCTS also outperforms PV-MCTS for AZ training.
Learning Compositional Neural Programs with Recursive Tree Search and Planning
Pierrot, Thomas, Ligner, Guillaume, Reed, Scott, Sigaud, Olivier, Perrin, Nicolas, Laterre, Alexandre, Kas, David, Beguir, Karim, de Freitas, Nando
We propose a novel reinforcement learning algorithm, AlphaNPI, that incorporates the strengths of Neural Programmer-Interpreters (NPI) and AlphaZero. NPI contributes structural biases in the form of modularity, hierarchy and recursion, which are helpful to reduce sample complexity, improve generalization and increase interpretability. AlphaZero contributes powerful neural network guided search algorithms, which we augment with recursion. AlphaNPI only assumes a hierarchical program specification with sparse rewards: 1 when the program execution satisfies the specification, and 0 otherwise. Using this specification, AlphaNPI is able to train NPI models effectively with RL for the first time, completely eliminating the need for strong supervision in the form of execution traces. The experiments show that AlphaNPI can sort as well as previous strongly supervised NPI variants. The AlphaNPI agent is also trained on a Tower of Hanoi puzzle with two disks and is shown to generalize to puzzles with an arbitrary number of disks.
Differentiable Neural Architecture Search via Proximal Iterations
Yao, Quanming, Xu, Ju, Tu, Wei-Wei, Zhu, Zhanxing
Neural architecture search (NAS) recently attracts much research attention because of its ability to identify better architectures than handcrafted ones. However, many NAS methods, which optimize the search process in a discrete search space, need many GPU days for convergence. Recently, DARTS, which constructs a differentiable search space and then optimizes it by gradient descent, can obtain high-performance architecture and reduces the search time to several days. However, DARTS is still slow as it updates an ensemble of all operations and keeps only one after convergence. Besides, DARTS can converge to inferior architectures due to the strong correlation among operations. In this paper, we propose a new differentiable Neural Architecture Search method based on Proximal gradient descent (denoted as NASP). Different from DARTS, NASP reformulates the search process as an optimization problem with a constraint that only one operation is allowed to be updated during forward and backward propagation. Since the constraint is hard to deal with, we propose a new algorithm inspired by proximal iterations to solve it. Experiments on various tasks demonstrate that NASP can obtain high-performance architectures with 10 times of speedup on the computational time than DARTS.