Goto

Collaborating Authors

 Search


Single-Agent Policy Tree Search With Guarantees

arXiv.org Artificial Intelligence

We introduce two novel tree search algorithms that use a policy to guide search. The first algorithm is a best-first enumeration that uses a cost function that allows us to prove an upper bound on the number of nodes to be expanded before reaching a goal state. We show that this best-first algorithm is particularly well suited for "needle-in-a-haystack" problems. The second algorithm is based on sampling and we prove an upper bound on the expected number of nodes it expands before reaching a set of goal states. We show that this algorithm is better suited for problems where many paths lead to a goal. We validate these tree search algorithms on 1,000 computer-generated levels of Sokoban, where the policy used to guide the search comes from a neural network trained using A3C. Our results show that the policy tree search algorithms we introduce are competitive with a state-of-the-art domain-independent planner that uses heuristic search.


Multi-label classification search space in the MEKA software

arXiv.org Artificial Intelligence

This technical report describes the multi-label classification (MLC) search space in the MEKA software, including the traditional/meta MLC algorithms, and the traditional/meta/pre-processing single-label classification (SLC) algorithms. The SLC search space is also studied because is part of MLC search space as several methods use problem transformation methods to create a solution (i.e., a classifier) for a MLC problem. This was done in order to understand better the MLC algorithms. Finally, we propose a grammar that formally expresses this understatement.


Combining Deep Learning and Qualitative Spatial Reasoning to Learn Complex Structures from Sparse Examples with Noise

arXiv.org Artificial Intelligence

Many modern machine learning approaches require vast amounts of training data to learn new concepts; conversely, human learning often requires few examples--sometimes only one--from which the learner can abstract structural concepts. We present a novel approach to introducing new spatial structures to an AI agent, combining deep learning over qualitative spatial relations with various heuristic search algorithms. The agent extracts spatial relations from a sparse set of noisy examples of block-based structures, and trains convolutional and sequential models of those relation sets. To create novel examples of similar structures, the agent begins placing blocks on a virtual table, uses a CNN to predict the most similar complete example structure after each placement, an LSTM to predict the most likely set of remaining moves needed to complete it, and recommends one using heuristic search. We verify that the agent learned the concept by observing its virtual block-building activities, wherein it ranks each potential subsequent action toward building its learned concept. We empirically assess this approach with human participants' ratings of the block structures. Initial results and qualitative evaluations of structures generated by the trained agent show where it has generalized concepts from the training data, which heuristics perform best within the search space, and how we might improve learning and execution.


Stepping Stones to Inductive Synthesis of Low-Level Looping Programs

arXiv.org Artificial Intelligence

Inductive program synthesis, from input/output examples, can provide an opportunity to automatically create programs from scratch without presupposing the algorithmic form of the solution. For induction of general programs with loops (as opposed to loop-free programs, or synthesis for domain-specific languages), the state of the art is at the level of introductory programming assignments. Most problems that require algorithmic subtlety, such as fast sorting, have remained out of reach without the benefit of significant problem-specific background knowledge. A key challenge is to identify cues that are available to guide search towards correct looping programs. We present MAKESPEARE, a simple delayed-acceptance hillclimbing method that synthesizes low-level looping programs from input/output examples. During search, delayed acceptance bypasses small gains to identify significantly-improved stepping stone programs that tend to generalize and enable further progress. The method performs well on a set of established benchmarks, and succeeds on the previously unsolved "Collatz Numbers" program synthesis problem. Additional benchmarks include the problem of rapidly sorting integer arrays, in which we observe the emergence of comb sort (a Shell sort variant that is empirically fast). MAKESPEARE has also synthesized a record-setting program on one of the puzzles from the TIS-100 assembly language programming game.


Search-based Program Synthesis

Communications of the ACM

Writing programs that are both correct and efficient is challenging. A potential solution lies in program synthesis aimed at automatic derivation of an executable implementation (the "how") from a high-level logical specification of the desired input-to-output behavior (the "what"). A mature synthesis technology can have a transformative impact on programmer productivity by liberating the programmer from low-level coding details. For instance, for the classical computational problem of sorting a list of numbers, the programmer has to simply specify that given an input array A of n numbers, compute an output array B consisting of exactly the same numbers as A such that B[i] B[i 1] for 1 i n, leaving it to the synthesizer to figure out the sequence of steps needed for the desired computation. Traditionally, program synthesis is formalized as a problem in deductive theorem proving:17 A program is derived from the constructive proof of the theorem that states that for all inputs, there exists an output, such that the desired correctness specification holds.


Learning Multiple Defaults for Machine Learning Algorithms

arXiv.org Machine Learning

The performance of modern machine learning methods highly depends on their hyperparameter configurations. One simple way of selecting a configuration is to use default settings, often proposed along with the publication and implementation of a new algorithm. Those default values are usually chosen in an ad-hoc manner to work good enough on a wide variety of datasets. To address this problem, different automatic hyperparameter configuration algorithms have been proposed, which select an optimal configuration per dataset. This principled approach usually improves performance, but adds additional algorithmic complexity and computational costs to the training procedure. As an alternative to this, we propose learning a set of complementary default values from a large database of prior empirical results. Selecting an appropriate configuration on a new dataset then requires only a simple, efficient and embarrassingly parallel search over this set. We demonstrate the effectiveness and efficiency of the approach we propose in comparison to random search and Bayesian Optimization.


Efficient nonmyopic active search with applications in drug and materials discovery

arXiv.org Machine Learning

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 this paper, we approach this problem in Bayesian decision framework. We first derive the Bayesian optimal policy under a natural utility, and establish a theoretical hardness of active search, proving that the optimal policy can not be approximated for any constant ratio. We also study the batch setting for the first time, where a batch of $b>1$ points can be queried at each iteration. We give an asymptotic lower bound, linear in batch size, on the adaptivity gap: how much we could lose if we query $b$ points at a time for $t$ iterations, instead of one point at a time for $bt$ iterations. We then introduce a novel approach to nonmyopic approximations of the optimal policy that admits efficient computation. Our proposed policy can automatically trade off exploration and exploitation, without relying on any tuning parameters. We also generalize our policy to batch setting, and propose two approaches to tackle the combinatorial search challenge. We evaluate our proposed policies on a large database of drug discovery and materials science. Results demonstrate the superior performance of our proposed policy in both sequential and batch setting; the nonmyopic behavior is also illustrated in various aspects.


Approximation and Parameterized Complexity of Minimax Approval Voting

Journal of Artificial Intelligence Research

We present three results on the complexity of Minimax Approval Voting. First, we study Minimax Approval Voting parameterized by the Hamming distance d from the solution to the votes. We show Minimax Approval Voting admits no algorithm running in time O*(2o(d log d)), unless the Exponential Time Hypothesis (ETH) fails. This means that the O*(d2d) algorithm of Misra, Nabeel and Singh is essentially optimal. Motivated by this, we then show a parameterized approximation scheme, running in time O*((3/ε)2d), which is essentially tight assuming ETH. Finally, we get a new polynomial-time randomized approximation scheme for Minimax Approval Voting, which runs in time nO(1/ε2⋅log(1/ε))⋅poly(m), where n is a number of voters and m is a number of alternatives. It almost matches the running time of the fastest known PTAS for Closest String due to Ma and Sun.


Analysing Results from AI Benchmarks: Key Indicators and How to Obtain Them

arXiv.org Artificial Intelligence

Item response theory (IRT) can be applied to the analysis of the evaluation of results from AI benchmarks. The two-parameter IRT model provides two indicators (difficulty and discrimination) on the side of the item (or AI problem) while only one indicator (ability) on the side of the respondent (or AI agent). In this paper we analyse how to make this set of indicators dual, by adding a fourth indicator, generality, on the side of the respondent. Generality is meant to be dual to discrimination, and it is based on difficulty. Namely, generality is defined as a new metric that evaluates whether an agent is consistently good at easy problems and bad at difficult ones. With the addition of generality, we see that this set of four key indicators can give us more insight on the results of AI benchmarks. In particular, we explore two popular benchmarks in AI, the Arcade Learning Environment (Atari 2600 games) and the General Video Game AI competition. We provide some guidelines to estimate and interpret these indicators for other AI benchmarks and competitions. I. INTRODUCTION The evaluation of AI systems has traditionally been done with one system evaluated on one single problem.


Stackelberg GAN: Towards Provable Minimax Equilibrium via Multi-Generator Architectures

arXiv.org Machine Learning

Generative Adversarial Nets (GANs) are emerging objects of study in machine learning, computer vision, natural language processing, and many other domains. In machine learning, study of such a framework has led to significant advances in adversarial defenses [28, 24] and machine security [4, 24]. In computer vision and natural language processing, GANs have resulted in improved performance over standard generative models for images and texts [13], such as variational autoencoder [16] and deep Boltzmann machine [22]. A main technique to achieve this goal is to play a minimax two-player game between generator and discriminator under the design that the generator tries to confuse the discriminator with its generated contents and the discriminator tries to distinguish real images/texts from what the generator creates. Despite a large amount of variants of GANs, many fundamental questions remain unresolved. One of the longstanding challenges is designing universal, easy-to-implement architectures that alleviate the instability issue of GANs training. Ideally, GANs are supposed to solve the minimax optimization problem [13], but in practice alternating gradient descent methods do not clearly privilege minimax over maximin or vice versa (page 35, [12]), which may lead to instability in training if there exists a large discrepancy between the minimax and maximin objective values. The focus of this work is on improving the stability of such minimax game in the training process of GANs. 1 Under review as a conference paper at ICLR 2019