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A Heuristic Algorithm for the Fabric Spreading and Cutting Problem in Apparel Factories

arXiv.org Artificial Intelligence

We study the fabric spreading and cutting problem in apparel factories. For the sake of saving the material costs, the cutting requirement should be met exactly without producing additional garment components. For reducing the production costs, the number of lays that corresponds to the frequency of using the cutting beds should be minimized. We propose an iterated greedy algorithm for solving the fabric spreading and cutting problem. This algorithm contains a constructive procedure and an improving loop. Firstly the constructive procedure creates a set of lays in sequence, and then the improving loop tries to pick each lay from the lay set and rearrange the remaining lays into a smaller lay set. The improving loop will run until it cannot obtain any small lay set or the time limit is due. The experiment results on 500 cases shows that the proposed algorithm is effective and efficient.


Iterated two-phase local search for the Set-Union Knapsack Problem

arXiv.org Artificial Intelligence

The Set-union Knapsack Problem (SUKP) is a generalization of the popular 0-1 knapsack problem. Given a set of weighted elements and a set of items with profits where each item is composed of a subset of elements, the SUKP involves packing a subset of items in a capacity-constrained knapsack such that the total profit of the selected items is maximized while their weights do not exceed the knapsack capacity. In this work, we present an effective iterated two-phase local search algorithm for this NP-hard combinatorial optimization problem. The proposed algorithm iterates through two search phases: a local optima exploration phase that alternates between a variable neighborhood descent search and a tabu search to explore local optimal solutions, and a local optima escaping phase to drive the search to unexplored regions. We show the competitiveness of the algorithm compared to the state-of-the-art methods in the literature. Specifically, the algorithm discovers 18 improved best results (new lower bounds) for the 30 benchmark instances and matches the best-known results for the 12 remaining instances. We also report the first computational results with the general CPLEX solver, including 6 proven optimal solutions. Finally, we investigate the effectiveness of the key ingredients of the algorithm on its performance.


Exploiting Reuse in Pipeline-Aware Hyperparameter Tuning

arXiv.org Machine Learning

Hyperparameter tuning of multistage pipelines introduces a significant computational burden. Motivated by the observation that work can be reused across pipelines if the intermediate computations are the same, we propose a pipeline-aware approach to hyperparameter tuning. Our approach optimizes both the design and execution of pipelines to maximize reuse. We design pipelines amenable for reuse by (i) introducing a novel hybrid hyperparameter tuning method called gridded random search, and (ii) reducing the average training time in pipelines by adapting early-stopping hyperparameter tuning approaches. We then realize the potential for reuse during execution by introducing a novel caching problem for ML workloads which we pose as a mixed integer linear program (ILP), and subsequently evaluating various caching heuristics relative to the optimal solution of the ILP. We conduct experiments on simulated and real-world machine learning pipelines to show that a pipeline-aware approach to hyperparameter tuning can offer over an order-of-magnitude speedup over independently evaluating pipeline configurations. Modern machine learning workflows combine multiple stages of data-preprocessing, feature extraction, and supervised and unsupervised learning (Sรกnchez et al., 2013; The methods in each of these stages typically have configuration parameters, or hyperparameters, that influence their output and ultimately predictive accuracy.


The languages of AI

#artificialintelligence

The evolution of artificial intelligence (AI) grew with the complexity of the languages available for development. In 1959, Arthur Samuel developed a self-learning checkers program at IBM on an IBM 701 computer using the native instructions of the machine (quite a feat given search trees and alpha-beta pruning). But today, AI is developed using various languages, from Lisp to Python to R. This article explores the languages that evolved for AI and machine learning. The programming languages that are used to build AI and machine learning applications vary. Each application has its own constraints and requirements, and some languages are better than others in particular problem domains.


conLSH: Context based Locality Sensitive Hashing for Mapping of noisy SMRT Reads

arXiv.org Machine Learning

Single Molecule Real-Time (SMRT) sequencing is a recent advancement of Next Gen technology developed by Pacific Bio (PacBio). It comes with an explosion of long and noisy reads demanding cutting edge research to get most out of it. To deal with the high error probability of SMRT data, a novel contextual Locality Sensitive Hashing (conLSH) based algorithm is proposed in this article, which can effectively align the noisy SMRT reads to the reference genome. Here, sequences are hashed together based not only on their closeness, but also on similarity of context. The algorithm has $\mathcal{O}(n^{\rho+1})$ space requirement, where $n$ is the number of sequences in the corpus and $\rho$ is a constant. The indexing time and querying time are bounded by $\mathcal{O}( \frac{n^{\rho+1} \cdot \ln n}{\ln \frac{1}{P_2}})$ and $\mathcal{O}(n^\rho)$ respectively, where $P_2 > 0$, is a probability value. This algorithm is particularly useful for retrieving similar sequences, a widely used task in biology. The proposed conLSH based aligner is compared with rHAT, popularly used for aligning SMRT reads, and is found to comprehensively beat it in speed as well as in memory requirements. In particular, it takes approximately $24.2\%$ less processing time, while saving about $70.3\%$ in peak memory requirement for H.sapiens PacBio dataset.


Machine Learning Meets Quantitative Planning: Enabling Self-Adaptation in Autonomous Robots

arXiv.org Artificial Intelligence

Modern cyber-physical systems (e.g., robotics systems) are typically composed of physical and software components, the characteristics of which are likely to change over time. Assumptions about parts of the system made at design time may not hold at run time, especially when a system is deployed for long periods (e.g., over decades). Self-adaptation is designed to find reconfigurations of systems to handle such run-time inconsistencies. Planners can be used to find and enact optimal reconfigurations in such an evolving context. However, for systems that are highly configurable, such planning becomes intractable due to the size of the adaptation space. To overcome this challenge, in this paper we explore an approach that (a) uses machine learning to find Pareto-optimal configurations without needing to explore every configuration and (b) restricts the search space to such configurations to make planning tractable. We explore this in the context of robot missions that need to consider task timeliness and energy consumption. An independent evaluation shows that our approach results in high-quality adaptation plans in uncertain and adversarial environments.


Learning Self-Game-Play Agents for Combinatorial Optimization Problems

arXiv.org Artificial Intelligence

Recent progress in reinforcement learning (RL) using self-game-play has shown remarkable performance on several board games (e.g., Chess and Go) as well as video games (e.g., Atari games and Dota2). It is plausible to consider that RL, starting from zero knowledge, might be able to gradually approximate a winning strategy after a certain amount of training. In this paper, we explore neural Monte-Carlo-Tree-Search (neural MCTS), an RL algorithm which has been applied successfully by DeepMind to play Go and Chess at a super-human level. We try to leverage the computational power of neural MCTS to solve a class of combinatorial optimization problems. Following the idea of Hintikka's Game-Theoretical Semantics, we propose the Zermelo Gamification (ZG) to transform specific combinatorial optimization problems into Zermelo games whose winning strategies correspond to the solutions of the original optimization problem. The ZG also provides a specially designed neural MCTS. We use a combinatorial planning problem for which the ground-truth policy is efficiently computable to demonstrate that ZG is promising.


Towards Understanding Chinese Checkers with Heuristics, Monte Carlo Tree Search, and Deep Reinforcement Learning

arXiv.org Machine Learning

The game of Chinese Checkers is a challenging traditional board game of perfect information that differs from other traditional games in two main aspects: first, unlike Chess, all checkers remain indefinitely in the game and hence the branching factor of the search tree does not decrease as the game progresses; second, unlike Go, there are also no upper bounds on the depth of the search tree since repetitions and backward movements are allowed. Therefore, even in a restricted game instance, the state-space of the game can still be unbounded, making it challenging for a computer program to excel. In this work, we present an approach that effectively combines the use of heuristics, Monte Carlo tree search, and deep reinforcement learning for building a Chinese Checkers agent without the use of any human game-play data. Experiment results show that our agent is competent under different scenarios and reaches the level of experienced human players.


AI, probably โ€“ The Sound of AI โ€“ Medium

#artificialintelligence

I hope you found the last few posts on search easy to learn yet challenging enough to keep you going. I'd love to hear your feedback so I can improve these tutorials. So far we've been discussing the topic of search, but the breadth-first search algorithm we implemented is hardly'intelligent'; the algorithm follows a simple set of rules to reach its goal state. To have the machine make more reasoned'choices', we need to go beyond blindly following these rules. This week we'll put more of the I into AI with a new topic: stochastic models.


When random search is not enough: Sample-Efficient and Noise-Robust Blackbox Optimization of RL Policies

arXiv.org Machine Learning

Interest in derivative-free optimization (DFO) and "evolutionary strategies" (ES) has recently surged in the Reinforcement Learning (RL) community, with growing evidence that they match state of the art methods for policy optimization tasks. However, blackbox DFO methods suffer from high sampling complexity since they require a substantial number of policy rollouts for reliable updates. They can also be very sensitive to noise in the rewards, actuators or the dynamics of the environment. In this paper we propose to replace the standard ES derivative-free paradigm for RL based on simple reward-weighted averaged random perturbations for policy updates, that has recently become a subject of voluminous research, by an algorithm where gradients of blackbox RL functions are estimated via regularized regression methods. In particular, we propose to use L1/L2 regularized regression-based gradient estimation to exploit sparsity and smoothness, as well as LP decoding techniques for handling adversarial stochastic and deterministic noise. Our methods can be naturally aligned with sliding trust region techniques for efficient samples reuse to further reduce sampling complexity. This is not the case for standard ES methods requiring independent sampling in each epoch. We show that our algorithms can be applied in locomotion tasks, where training is conducted in the presence of substantial noise, e.g. for learning in sim transferable stable walking behaviors for quadruped robots or training quadrupeds how to follow a path. We further demonstrate our methods on several $\mathrm{OpenAI}$ $\mathrm{Gym}$ $\mathrm{Mujoco}$ RL tasks. We manage to train effective policies even if up to $25\%$ of all measurements are arbitrarily corrupted, where standard ES methods produce sub-optimal policies or do not manage to learn at all. Our empirical results are backed by theoretical guarantees.