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A Smoothed Analysis of the Greedy Algorithm for the Linear Contextual Bandit Problem
Kannan, Sampath, Morgenstern, Jamie H., Roth, Aaron, Waggoner, Bo, Wu, Zhiwei Steven
Bandit learning is characterized by the tension between long-term exploration and short-term exploitation. However, as has recently been noted, in settings in which the choices of the learning algorithm correspond to important decisions about individual people (such as criminal recidivism prediction, lending, and sequential drug trials), exploration corresponds to explicitly sacrificing the well-being of one individual for the potential future benefit of others. In such settings, one might like to run a ``greedy'' algorithm, which always makes the optimal decision for the individuals at hand --- but doing this can result in a catastrophic failure to learn. In this paper, we consider the linear contextual bandit problem and revisit the performance of the greedy algorithm. We give a smoothed analysis, showing that even when contexts may be chosen by an adversary, small perturbations of the adversary's choices suffice for the algorithm to achieve ``no regret'', perhaps (depending on the specifics of the setting) with a constant amount of initial training data. This suggests that in slightly perturbed environments, exploration and exploitation need not be in conflict in the linear setting.
Automatic Program Synthesis of Long Programs with a Learned Garbage Collector
We consider the problem of generating automatic code given sample input-output pairs. We train a neural network to map from the current state and the outputs to the program's next statement. The neural network optimizes multiple tasks concurrently: the next operation out of a set of high level commands, the operands of the next statement, and which variables can be dropped from memory. Using our method we are able to create programs that are more than twice as long as existing state-of-the-art solutions, while improving the success rate for comparable lengths, and cutting the run-time by two orders of magnitude. Our code, including an implementation of various literature baselines, is publicly available at https: //github.com/amitz25/PCCoder
Simple random search of static linear policies is competitive for reinforcement learning
Mania, Horia, Guy, Aurelia, Recht, Benjamin
Model-free reinforcement learning aims to offer off-the-shelf solutions for controlling dynamical systems without requiring models of the system dynamics. We introduce a model-free random search algorithm for training static, linear policies for continuous control problems. Common evaluation methodology shows that our method matches state-of-the-art sample efficiency on the benchmark MuJoCo locomotion tasks. Nonetheless, more rigorous evaluation reveals that the assessment of performance on these benchmarks is optimistic. We evaluate the performance of our method over hundreds of random seeds and many different hyperparameter configurations for each benchmark task. This extensive evaluation is possible because of the small computational footprint of our method. Our simulations highlight a high variability in performance in these benchmark tasks, indicating that commonly used estimations of sample efficiency do not adequately evaluate the performance of RL algorithms. Our results stress the need for new baselines, benchmarks and evaluation methodology for RL algorithms.
On Oracle-Efficient PAC RL with Rich Observations
Dann, Christoph, Jiang, Nan, Krishnamurthy, Akshay, Agarwal, Alekh, Langford, John, Schapire, Robert E.
We study the computational tractability of PAC reinforcement learning with rich observations. We present new provably sample-efficient algorithms for environments with deterministic hidden state dynamics and stochastic rich observations. These methods operate in an oracle model of computation -- accessing policy and value function classes exclusively through standard optimization primitives -- and therefore represent computationally efficient alternatives to prior algorithms that require enumeration. With stochastic hidden state dynamics, we prove that the only known sample-efficient algorithm, OLIVE, cannot be implemented in the oracle model. We also present several examples that illustrate fundamental challenges of tractable PAC reinforcement learning in such general settings.
Efficient nonmyopic batch active search
Jiang, Shali, Malkomes, Gustavo, Abbott, Matthew, Moseley, Benjamin, Garnett, Roman
Active search is a learning paradigm for actively identifying as many members of a given class as possible. A critical target scenario is high-throughput screening for scientific discovery, such as drug or materials discovery. In these settings, specialized instruments can often evaluate \emph{multiple} points simultaneously; however, all existing work on active search focuses on sequential acquisition. We bridge this gap, addressing batch active search from both the theoretical and practical perspective. We first derive the Bayesian optimal policy for this problem, then prove a lower bound on the performance gap between sequential and batch optimal policies: the ``cost of parallelization.'' We also propose novel, efficient batch policies inspired by state-of-the-art sequential policies, and develop an aggressive pruning technique that can dramatically speed up computation. We conduct thorough experiments on data from three application domains: a citation network, material science, and drug discovery, testing all proposed policies (14 total) with a wide range of batch sizes. Our results demonstrate that the empirical performance gap matches our theoretical bound, that nonmyopic policies usually significantly outperform myopic alternatives, and that diversity is an important consideration for batch policy design.
Combinatorial Optimization with Graph Convolutional Networks and Guided Tree Search
Li, Zhuwen, Chen, Qifeng, Koltun, Vladlen
We present a learning-based approach to computing solutions for certain NP-hard problems. Our approach combines deep learning techniques with useful algorithmic elements from classic heuristics. The central component is a graph convolutional network that is trained to estimate the likelihood, for each vertex in a graph, of whether this vertex is part of the optimal solution. The network is designed and trained to synthesize a diverse set of solutions, which enables rapid exploration of the solution space via tree search. The presented approach is evaluated on four canonical NP-hard problems and five datasets, which include benchmark satisfiability problems and real social network graphs with up to a hundred thousand nodes. Experimental results demonstrate that the presented approach substantially outperforms recent deep learning work, and performs on par with highly optimized state-of-the-art heuristic solvers for some NP-hard problems. Experiments indicate that our approach generalizes across datasets, and scales to graphs that are orders of magnitude larger than those used during training.
StarAlgo: A Squad Movement Planning Library for StarCraft using Monte Carlo Tree Search and Negamax
Viazovskyi, Mykyta, Certicky, Michal
Real-Time Strategy (RTS) games have recently become a popular testbed for artificial intelligence research. They represent a complex adversarial domain providing a number of interesting AI challenges. There exists a wide variety of research-supporting software tools, libraries and frameworks for one RTS game in particular -- StarCraft: Brood War. These tools are designed to address various specific sub-problems, such as resource allocation or opponent modelling so that researchers can focus exclusively on the tasks relevant to them. We present one such tool -- a library called StarAlgo that produces plans for the coordinated movement of squads (groups of combat units) within the game world. StarAlgo library can solve the squad movement planning problem using one of two algorithms: Monte Carlo Tree Search Considering Durations (MCTSCD) and a slightly modified version of Negamax. We evaluate both the algorithms, compare them, and demonstrate their usage. The library is implemented as a static C++ library that can be easily plugged into most StarCraft AI bots.
Tic Tac Toe - Creating Unbeatable AI – Towards Data Science
In today's article, I am going to show you how to create an unbeatable AI agent that plays the classic Tic Tac Toe game. You will learn the concept of the Minimax algorithm that is widely and successfully used across the fields like Artificial Intelligence, Economics, Game Theory, Statistics or even Philosophy. Before we go into the AI part, let's make sure that we understand the game. I recommend you to play the game yourself, feel free to check out my iOS Tic Tac Toe app.
Neural Architecture Search Over a Graph Search Space
de Laroussilhe, Quentin, Jastrzębski, Stanisław, Houlsby, Neil, Gesmundo, Andrea
Neural architecture search (NAS) enabled the discovery of state-of-the-art architectures in many domains. However, the success of NAS depends on the definition of the search space, i.e. the set of the possible to generate neural architectures. State-of-the-art search spaces are defined as a static sequence of decisions and a set of available actions for each decision, where each possible sequence of actions defines an architecture. We propose a more expressive formulation of NAS, using a graph search space. Our search space is defined as a graph where each decision is a vertex and each action is an edge. Thus the sequence of decisions defining an architecture is not fixed but is determined dynamically by the actions selected. The proposed approach allows to model iterative and branching aspects of the architecture design process. In this form, stronger priors about the search can be induced. We demonstrate in simulation basic iterative and branching search structures and show that using the graph representation improves sample efficiency.
A Summary of Adaptation of Techniques from Search-based Optimal Multi-Agent Path Finding Solvers to Compilation-based Approach
In the multi-agent path finding problem (MAPF) we are given a set of agents each with respective start and goal positions. The task is to find paths for all agents while avoiding collisions aiming to minimize an objective function. Two such common objective functions is the sum-of-costs and the makespan. Many optimal solvers were introduced in the past decade - two prominent categories of solvers can be distinguished: search-based solvers and compilation-based solvers. Search-based solvers were developed and tested for the sum-of-costs objective while the most prominent compilation-based solvers that are built around Boolean satisfiability (SAT) were designed for the makespan objective. Very little was known on the performance and relevance of the compilation-based approach on the sum-of-costs objective. In this paper we show how to close the gap between these cost functions in the compilation-based approach. Moreover we study applicability of various techniques developed for search-based solvers in the compilation-based approach. A part of this paper introduces a SAT-solver that is directly aimed to solve the sum-of-costs objective function. Using both a lower bound on the sum-of-costs and an upper bound on the makespan, we are able to have a reasonable number of variables in our SAT encoding. We then further improve the encoding by borrowing ideas from ICTS, a search-based solver. Experimental evaluation on several domains show that there are many scenarios where our new SAT-based methods outperforms the best variants of previous sum-of-costs search solvers - the ICTS, CBS algorithms, and ICBS algorithms.