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Matheuristics to optimize maintenance scheduling and refueling of nuclear power plants

arXiv.org Artificial Intelligence

Scheduling the maintenances of nuclear power plants is a complex optimization problem, formulated in 2-stage stochastic programming for the EURO/ROADEF 2010 challenge. The first level optimizes the maintenance dates and refueling decisions. The second level optimizes the production to fulfill the power demands and to ensure feasibility and costs of the first stage decisions. This paper solves a deterministic version of the problem, studying Mixed Integer Programming (MIP) formulations and matheuristics. Relaxing only two sets of constraints of the ROADEF challenge, a MIP formulation can be written using only binary variables for the maintenance dates. The MIP formulations are used to design constructive matheuristics and a Variable Neighborhood Descent (VND) local search. These matheuristics produce very high quality solutions. Some intermediate results explains results of the Challenge: the relaxation of constraints CT6 are justified and neighborhood analyses with MIP-VND justifies the choice of neighborhoods to implement for the problem. Lastly, an extension with stability costs for monthly reoptimization is considered, with efficient bi-objective matheuristics.


A context-based geoprocessing framework for optimizing meetup location of multiple moving objects along road networks

arXiv.org Artificial Intelligence

Given different types of constraints on human life, people must make decisions that satisfy social activity needs. Minimizing costs (i.e., distance, time, or money) associated with travel plays an important role in perceived and realized social quality of life. Identifying optimal interaction locations on road networks when there are multiple moving objects (MMO) with space-time constraints remains a challenge. In this research, we formalize the problem of finding dynamic ideal interaction locations for MMO as a spatial optimization model and introduce a context-based geoprocessing heuristic framework to address this problem. As a proof of concept, a case study involving identification of a meetup location for multiple people under traffic conditions is used to validate the proposed geoprocessing framework. Five heuristic methods with regard to efficient shortest-path search space have been tested. We find that the R* tree-based algorithm performs the best with high quality solutions and low computation time. This framework is implemented in a GIS environment to facilitate integration with external geographic contextual information, e.g., temporary road barriers, points of interest (POI), and real-time traffic information, when dynamically searching for ideal meetup sites. The proposed method can be applied in trip planning, carpooling services, collaborative interaction, and logistics management.


A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play

Science

Computers can beat humans at increasingly complex games, including chess and Go. However, these programs are typically constructed for a particular game, exploiting its properties, such as the symmetries of the board on which it is played. Silver et al. developed a program called AlphaZero, which taught itself to play Go, chess, and shogi (a Japanese version of chess) (see the Editorial, and the Perspective by Campbell). AlphaZero managed to beat state-of-the-art programs specializing in these three games. The ability of AlphaZero to adapt to various game rules is a notable step toward achieving a general game-playing system.


FoldingZero: Protein Folding from Scratch in Hydrophobic-Polar Model

arXiv.org Artificial Intelligence

De novo protein structure prediction from amino acid sequence is one of the most challenging problems in computational biology. As one of the extensively explored mathematical models for protein folding, Hydrophobic-Polar (HP) model enables thorough investigation of protein structure formation and evolution. Although HP model discretizes the conformational space and simplifies the folding energy function, it has been proven to be an NP-complete problem. In this paper, we propose a novel protein folding framework FoldingZero, self-folding a de novo protein 2D HP structure from scratch based on deep reinforcement learning. FoldingZero features the coupled approach of a two-head (policy and value heads) deep convolutional neural network (HPNet) and a regularized Upper Confidence Bounds for Trees (R-UCT). It is trained solely by a reinforcement learning algorithm, which improves HPNet and R-UCT iteratively through iterative policy optimization. Without any supervision and domain knowledge, FoldingZero not only achieves comparable results, but also learns the latent folding knowledge to stabilize the structure. Without exponential computation, FoldingZero shows promising potential to be adopted for real-world protein properties prediction.


Automatic hyperparameter selection in Autodock

arXiv.org Machine Learning

Autodock is a widely used molecular modeling tool which predicts how small molecules bind to a receptor of known 3D structure. The current version of AutoDock uses meta-heuristic algorithms in combination with local search methods for doing the conformation search. Appropriate settings of hyperparameters in these algorithms are important, particularly for novice users who often find it hard to identify the best configuration. In this work, we design a surrogate based multi-objective algorithm to help such users by automatically tuning hyperparameter settings. The proposed method iteratively uses a radial basis function model and non-dominated sorting to evaluate the sampled configurations during the search phase. Our experimental results using Autodock show that the introduced component is practical and effective.


Generalization in anti-causal learning

arXiv.org Machine Learning

The ability to learn and act in novel situations is still a prerogative of animate intelligence, as current machine learning methods mostly fail when moving beyond the standard i.i.d. setting. What is the reason for this discrepancy? Most machine learning tasks are anti-causal, i.e., we infer causes (labels) from effects (observations). Typically, in supervised learning we build systems that try to directly invert causal mechanisms. Instead, in this paper we argue that strong generalization capabilities crucially hinge on searching and validating meaningful hypotheses, requiring access to a causal model. In such a framework, we want to find a cause that leads to the observed effect. Anti-causal models are used to drive this search, but a causal model is required for validation. We investigate the fundamental differences between causal and anti-causal tasks, discuss implications for topics ranging from adversarial attacks to disentangling factors of variation, and provide extensive evidence from the literature to substantiate our view. We advocate for incorporating causal models in supervised learning to shift the paradigm from inference only, to search and validation.


Using Monte Carlo Tree Search as a Demonstrator within Asynchronous Deep RL

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has achieved great successes in recent years with the help of novel methods and higher compute power. However, there are still several challenges to be addressed such as convergence to locally optimal policies and long training times. In this paper, firstly, we augment Asynchronous Advantage Actor-Critic (A3C) method with a novel self-supervised auxiliary task, i.e. \emph{Terminal Prediction}, measuring temporal closeness to terminal states, namely A3C-TP. Secondly, we propose a new framework where planning algorithms such as Monte Carlo tree search or other sources of (simulated) demonstrators can be integrated to asynchronous distributed DRL methods. Compared to vanilla A3C, our proposed methods both learn faster and converge to better policies on a two-player mini version of the Pommerman game.


Evolutionary framework for two-stage stochastic resource allocation problems

arXiv.org Artificial Intelligence

Resource allocation problems are a family of problems in which resources must be selected to satisfy given demands. This paper focuses on the two-stage stochastic generalization of resource allocation problems where future demands are expressed in a finite number of possible scenarios. The goal is to select cost effective resources to be acquired in the present time (first stage), and to implement a complete solution for each scenario (second stage), while minimizing the total expected cost of the choices in both stages. We propose an evolutionary framework for solving general two-stage stochastic resource allocation problems. In each iteration of our framework, a local search algorithm selects resources to be acquired in the first stage. A genetic metaheuristic then completes the solutions for each scenario and relevant information is passed onto the next iteration, thereby supporting the acquisition of promising resources in the following first stage. Experimentation on numerous instances of the two-stage stochastic Steiner tree problem suggests that our evolutionary framework is powerful enough to address large instances of a wide variety of two-stage stochastic resource allocation problems.


Game Tree Search in a Robust Multistage Optimization Framework: Exploiting Pruning Mechanisms

arXiv.org Artificial Intelligence

We investigate pruning in search trees of so-called quantified integer linear programs (QIPs). QIPs consist of a set of linear inequalities and a minimax objective function, where some variables are existentially and others are universally quantified. They can be interpreted as two-person zero-sum games between an existential and a universal player on the one hand, or multistage optimization problems under uncertainty on the other hand. Solutions are so-called winning strategies for the existential player that specify how to react on moves of the universal player - i.e. certain assignments of universally quantified variables - to certainly win the game. QIPs can be solved with the help of game tree search that is enhanced with non-chronological back-jumping. We develop and theoretically substantiate pruning techniques based upon (algebraic) properties similar to pruning mechanisms known from linear programming and quantified boolean formulas. The presented Strategic Copy-Pruning mechanism allows to \textit{implicitly} deduce the existence of a strategy in linear time (by static examination of the QIP-matrix) without explicitly traversing the strategy itself. We show that the implementation of our findings can massively speed up the search process.


Automated Algorithm Selection: Survey and Perspectives

arXiv.org Artificial Intelligence

It has long been observed that for practically any computational problem that has been intensely studied, different instances are best solved using different algorithms. This is particularly pronounced for computationally hard problems, where in most cases, no single algorithm defines the state of the art; instead, there is a set of algorithms with complementary strengths. This performance complementarity can be exploited in various ways, one of which is based on the idea of selecting, from a set of given algorithms, for each problem instance to be solved the one expected to perform best. The task of automatically selecting an algorithm from a given set is known as the per-instance algorithm selection problem and has been intensely studied over the past 15 years, leading to major improvements in the state of the art in solving a growing number of discrete combinatorial problems, including propositional satisfiability and AI planning. Per-instance algorithm selection also shows much promise for boosting performance in solving continuous and mixed discrete/continuous optimisation problems. This survey provides an overview of research in automated algorithm selection, ranging from early and seminal works to recent and promising application areas. Different from earlier work, it covers applications to discrete and continuous problems, and discusses algorithm selection in context with conceptually related approaches, such as algorithm configuration, scheduling or portfolio selection. Since informative and cheaply computable problem instance features provide the basis for effective per-instance algorithm selection systems, we also provide an overview of such features for discrete and continuous problems. Finally, we provide perspectives on future work in the area and discuss a number of open research challenges.