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Efficient Forward Architecture Search

arXiv.org Machine Learning

We propose a neural architecture search (NAS) algorithm, Petridish, to iteratively add shortcut connections to existing network layers. The added shortcut connections effectively perform gradient boosting on the augmented layers. The proposed algorithm is motivated by the feature selection algorithm forward stage-wise linear regression, since we consider NAS as a generalization of feature selection for regression, where NAS selects shortcuts among layers instead of selecting features. In order to reduce the number of trials of possible connection combinations, we train jointly all possible connections at each stage of growth while leveraging feature selection techniques to choose a subset of them. We experimentally show this process to be an efficient forward architecture search algorithm that can find competitive models using few GPU days in both the search space of repeatable network modules (cell-search) and the space of general networks (macro-search). Petridish is particularly well-suited for warm-starting from existing models crucial for lifelong-learning scenarios.


Meta-Surrogate Benchmarking for Hyperparameter Optimization

arXiv.org Machine Learning

Despite the recent progress in hyperparameter optimization (HPO), available benchmarks that resemble real-world scenarios consist of a few and very large problem instances that are expensive to solve. This blocks researchers and practitioners not only from systematically running large-scale comparisons that are needed to draw statistically significant results but also from reproducing experiments that were conducted before. This work proposes a method to alleviate these issues by means of a meta-surrogate model for HPO tasks trained on off-line generated data. The model combines a probabilistic encoder with a multi-task model such that it can generate inexpensive and realistic tasks of the class of problems of interest. We demonstrate that benchmarking HPO methods on samples of the generative model allows us to draw more coherent and statistically significant conclusions that can be reached orders of magnitude faster than using the original tasks. We provide evidence of our findings for various HPO methods on a wide class of problems.


Solving NP-Hard Problems on Graphs by Reinforcement Learning without Domain Knowledge

arXiv.org Machine Learning

We propose an algorithm based on reinforcement learning for solving NP-hard problems on graphs. We combine Graph Isomorphism Networks and the Monte-Carlo Tree Search, which was originally used for game searches, for solving combinatorial optimization on graphs. Similarly to AlphaGo Zero, our method does not require any problem-specific knowledge or labeled datasets (exact solutions), which are difficult to calculate in principle. We show that our method, which is trained by generated random graphs, successfully finds near-optimal solutions for the Maximum Independent Set problem on citation networks. Experiments illustrate that the performance of our method is comparable to SOTA solvers, but we do not require any problem-specific reduction rules, which is highly desirable in practice since collecting hand-crafted reduction rules is costly and not adaptive for a wide range of problems.


LeTS-Drive: Driving in a Crowd by Learning from Tree Search

arXiv.org Artificial Intelligence

Autonomous driving in a crowded environment, e.g., a busy traffic intersection, is an unsolved challenge for robotics. The robot vehicle must contend with a dynamic and partially observable environment, noisy sensors, and many agents. A principled approach is to formalize it as a Partially Observable Markov Decision Process (POMDP) and solve it through online belief-tree search. To handle a large crowd and achieve real-time performance in this very challenging setting, we propose LeTS-Drive, which integrates online POMDP planning and deep learning. It consists of two phases. In the offline phase, we learn a policy and the corresponding value function by imitating the belief tree search. In the online phase, the learned policy and value function guide the belief tree search. LeTS-Drive leverages the robustness of planning and the runtime efficiency of learning to enhance the performance of both. Experimental results in simulation show that LeTS-Drive outperforms either planning or imitation learning alone and develops sophisticated driving skills.


Machine Learning for Fluid Mechanics

arXiv.org Machine Learning

The field of fluid mechanics is rapidly advancing, driven by unprecedented volumes of data from experiments, field measurements, and large-scale simulations at multiple spatiotemporal scales. Machine learning presents us with a wealth of techniques to extract information from data that can be translated into knowledge about the underlying fluid mechanics. Moreover, machine learning algorithms can augment domain knowledge and automate tasks related to flow control and optimization. This article presents an overview of past history, current developments, and emerging opportunities of machine learning for fluid mechanics. We outline fundamental machine learning methodologies and discuss their uses for understanding, modeling, optimizing, and controlling fluid flows. The strengths and limitations of these methods are addressed from the perspective of scientific inquiry that links data with modeling, experiments, and simulations. Machine learning provides a powerful information processing framework that can augment, and possibly even transform, current lines of fluid mechanics research and industrial applications.


Error Analysis and Correction for Weighted A*'s Suboptimality (Extended Version)

arXiv.org Artificial Intelligence

Weighted A* (wA*) is a widely used algorithm for rapidly, but suboptimally, solving planning and search problems. The cost of the solution it produces is guaranteed to be at most W times the optimal solution cost, where W is the weight wA* uses in prioritizing open nodes. W is therefore a suboptimality bound for the solution produced by wA*. There is broad consensus that this bound is not very accurate, that the actual suboptimality of wA*'s solution is often much less than W times optimal. However, there is very little published evidence supporting that view, and no existing explanation of why W is a poor bound. This paper fills in these gaps in the literature. We begin with a large-scale experiment demonstrating that, across a wide variety of domains and heuristics for those domains, W is indeed very often far from the true suboptimality of wA*'s solution. We then analytically identify the potential sources of error. Finally, we present a practical method for correcting for two of these sources of error and experimentally show that the correction frequently eliminates much of the error.


Learning to Route in Similarity Graphs

arXiv.org Machine Learning

The current approaches for efficient NNS mostly belong to three separate lines of research. The first family of methods, Recently similarity graphs became the leading based on partition trees (Bentley, 1975; Sproull, 1991; paradigm for efficient nearest neighbor search, McCartin-Lim et al., 2012; Dasgupta & Freund, 2008; Dasgupta outperforming traditional tree-based and LSHbased & Sinha, 2013), hierarchically split the search space methods. Similarity graphs perform the into a large number of regions, corresponding to tree leaves, search via greedy routing: a query traverses the and query visits only a limited number of promising regions graph and in each vertex moves to the adjacent when searching. The second, locality-sensitive hashing vertex that is the closest to this query. In practice, methods (Indyk & Motwani, 1998; Datar et al., 2004; Andoni similarity graphs are often susceptible to local & Indyk, 2008; Andoni et al., 2015) map the database minima, when queries do not reach its nearest points into a number of buckets using several hash functions neighbors, getting stuck in suboptimal vertices. In such that the probability of collision is much higher this paper we propose to learn the routing function for nearby points than for points that are further apart. At that overcomes local minima via incorporating information the search stage, a query is also hashed, and distances to about the graph global structure. In particular, all the points from the corresponding buckets are evaluated.


Policy Based Inference in Trick-Taking Card Games

arXiv.org Artificial Intelligence

Trick-taking card games feature a large amount of private information that slowly gets revealed through a long sequence of actions. This makes the number of histories exponentially large in the action sequence length, as well as creating extremely large information sets. As a result, these games become too large to solve. To deal with these issues many algorithms employ inference, the estimation of the probability of states within an information set. In this paper, we demonstrate a Policy Based Inference (PI) algorithm that uses player modelling to infer the probability we are in a given state. We perform experiments in the German trick-taking card game Skat, in which we show that this method vastly improves the inference as compared to previous work, and increases the performance of the state-of-the-art Skat AI system Kermit when it is employed into its determinized search algorithm.


Learning Policies from Human Data for Skat

arXiv.org Artificial Intelligence

Decision-making in large imperfect information games is difficult. Thanks to recent success in Poker, Counterfactual Regret Minimization (CFR) methods have been at the forefront of research in these games. However, most of the success in large games comes with the use of a forward model and powerful state abstractions. In trick-taking card games like Bridge or Skat, large information sets and an inability to advance the simulation without fully determinizing the state make forward search problematic. Furthermore, state abstractions can be especially difficult to construct because the precise holdings of each player directly impact move values. In this paper we explore learning model-free policies for Skat from human game data using deep neural networks (DNN). We produce a new state-of-the-art system for bidding and game declaration by introducing methods to a) directly vary the aggressiveness of the bidder and b) declare games based on expected value while mitigating issues with rarely observed state-action pairs. Although cardplay policies learned through imitation are slightly weaker than the current best search-based method, they run orders of magnitude faster. We also explore how these policies could be learned directly from experience in a reinforcement learning setting and discuss the value of incorporating human data for this task.


Nonregular and Minimax Estimation of Individualized Thresholds in High Dimension with Binary Responses

arXiv.org Machine Learning

Given a large number of covariates $Z$, we consider the estimation of a high-dimensional parameter $\theta$ in an individualized linear threshold $\theta^T Z$ for a continuous variable $X$, which minimizes the disagreement between $\text{sign}(X-\theta^TZ)$ and a binary response $Y$. While the problem can be formulated into the M-estimation framework, minimizing the corresponding empirical risk function is computationally intractable due to discontinuity of the sign function. Moreover, estimating $\theta$ even in the fixed-dimensional setting is known as a nonregular problem leading to nonstandard asymptotic theory. To tackle the computational and theoretical challenges in the estimation of the high-dimensional parameter $\theta$, we propose an empirical risk minimization approach based on a regularized smoothed loss function. The statistical and computational trade-off of the algorithm is investigated. Statistically, we show that the finite sample error bound for estimating $\theta$ in $\ell_2$ norm is $(s\log d/n)^{\beta/(2\beta+1)}$, where $d$ is the dimension of $\theta$, $s$ is the sparsity level, $n$ is the sample size and $\beta$ is the smoothness of the conditional density of $X$ given the response $Y$ and the covariates $Z$. The convergence rate is nonstandard and slower than that in the classical Lasso problems. Furthermore, we prove that the resulting estimator is minimax rate optimal up to a logarithmic factor. The Lepski's method is developed to achieve the adaption to the unknown sparsity $s$ and smoothness $\beta$. Computationally, an efficient path-following algorithm is proposed to compute the solution path. We show that this algorithm achieves geometric rate of convergence for computing the whole path. Finally, we evaluate the finite sample performance of the proposed estimator in simulation studies and a real data analysis.