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How to Combine Tree-Search Methods in Reinforcement Learning
Efroni, Yonathan, Dalal, Gal, Scherrer, Bruno, Mannor, Shie
Finite-horizon lookahead policies are abundantly used in Reinforcement Learning and demonstrate impressive empirical success. Usually, the lookahead policies are implemented with specific planning methods such as Monte Carlo Tree Search (e.g. in AlphaZero). Referring to the planning problem as tree search, a reasonable practice in these implementations is to back up the value only at the leaves while the information obtained at the root is not leveraged other than for updating the policy. Here, we question the potency of this approach.Namely, the latter procedure is non-contractive in general, and its convergence is not guaranteed. Our proposed enhancement is straightforward and simple: use the return from the optimal tree path to back up the values at the descendants of the root. This leads to a \gamma^h-contracting procedure, where \gamma is the discount factor and $h$ is the tree depth. To establish our results, we first introduce a notion called multiple-step greedy consistency. We then provide convergence rates for two algorithmic instantiations of the above enhancement in the presence of noise injected to both the tree search stage and value estimation stage.
Fixed set search applied to the traveling salesman problem
Jovanovic, Raka, Tuba, Milan, Voss, Stefan
In this paper we present a new population based metaheuristic called the fixed set search (FSS). The proposed approach represents a method of adding a learning mechanism to the greedy randomized adaptive search procedure (GRASP). The basic concept of FSS is to avoid focusing on specific high quality solutions but on parts or elements that such solutions have. This is done through fixing a set of elements that exist in such solutions and dedicating computational effort to finding near optimal solutions for the underlying subproblem. The simplicity of implementing the proposed method is illustrated on the traveling salesman problem. Our computational experiments show that the FSS manages to find significantly better solutions than the GRASP it is based on and also the dynamic convexized method.
Neural Architecture Search: A Survey
Elsken, Thomas, Metzen, Jan Hendrik, Hutter, Frank
Deep Learning has enabled remarkable progress over the last years on a variety of tasks, such as image recognition, speech recognition, and machine translation. One crucial aspect for this progress are novel neural architectures. Currently employed architectures have mostly been developed manually by human experts, which is a time-consuming and error-prone process. Because of this, there is growing interest in automated neural architecture search methods. We provide an overview of existing work in this field of research and categorize them according to three dimensions: search space, search strategy, and performance estimation strategy.
Vulcan: A Monte Carlo Algorithm for Large Chance Constrained MDPs with Risk Bounding Functions
Ayton, Benjamin J, Williams, Brian C
Chance Constrained Markov Decision Processes maximize reward subject to a bounded probability of failure, and have been frequently applied for planning with potentially dangerous outcomes or unknown environments. Solution algorithms have required strong heuristics or have been limited to relatively small problems with up to millions of states, because the optimal action to take from a given state depends on the probability of failure in the rest of the policy, leading to a coupled problem that is difficult to solve. In this paper we examine a generalization of a CCMDP that trades off probability of failure against reward through a functional relationship. We derive a constraint that can be applied to each state history in a policy individually, and which guarantees that the chance constraint will be satisfied. The approach decouples states in the CCMDP, so that large problems can be solved efficiently. We then introduce Vulcan, which uses our constraint in order to apply Monte Carlo Tree Search to CCMDPs. Vulcan can be applied to problems where it is unfeasible to generate the entire state space, and policies must be returned in an anytime manner. We show that Vulcan and its variants run tens to hundreds of times faster than linear programming methods, and over ten times faster than heuristic based methods, all without the need for a heuristic, and returning solutions with a mean suboptimality on the order of a few percent. Finally, we use Vulcan to solve for a chance constrained policy in a CCMDP with over $10^{13}$ states in 3 minutes.
ExpIt-OOS: Towards Learning from Planning in Imperfect Information Games
Kitchen, Andy, Benedetti, Michela
The current state of the art in playing many important perfect information games, including Chess and Go, combines planning and deep reinforcement learning with self-play. We extend this approach to imperfect information games and present ExIt-OOS, a novel approach to playing imperfect information games within the Expert Iteration framework and inspired by AlphaZero. We use Online Outcome Sampling, an online search algorithm for imperfect information games in place of MCTS. While training online, our neural strategy is used to improve the accuracy of playouts in OOS, allowing a learning and planning feedback loop for imperfect information games.
An Efficient Matheuristic for the Minimum-Weight Dominating Set Problem
Albuquerque, Mayra, Vidal, Thibaut
A minimum dominating set in a graph is a minimum set of vertices such that every vertex of the graph either belongs to it, or is adjacent to one vertex of this set. This mathematical object is of high relevance in a number of applications related to social networks analysis, design of wireless networks, coding theory, and data mining, among many others. When vertex weights are given, minimizing the total weight of the dominating set gives rise to a problem variant known as the minimum weight dominating set problem. To solve this problem, we introduce a hybrid matheuristic combining a tabu search with an integer programming solver. The latter is used to solve subproblems in which only a fraction of the decision variables, selected relatively to the search history, are left free while the others are fixed. Moreover, we introduce an adaptive penalty to promote the exploration of intermediate infeasible solutions during the search, enhance the algorithm with perturbations and node elimination procedures, and exploit richer neighborhood classes. Extensive experimental analyses on a variety of instance classes demonstrate the good performance of the algorithm, and the contribution of each component in the success of the search is analyzed.
AlphaGo Zero demystified
DeepMind has shaken the world of Reinforcement Learning and Go with its creation AlphaGo, and later AlphaGo Zero. It is the first computer program to beat a human professional Go player without handicap on a 19 x 19 board. It has also beaten the world champion Lee Sedol 4 games to 1, Ke Jie (number one world ranked player at the time) and many other top ranked players with the Zero version. The game of Go is a difficult environment because of its very large branching factor at every move which makes classical techniques such as alpha-beta pruning and heuristic search unrealistic. I will present my work on reproducing the paper as closely as I could. This article will again require background knowledge in Machine Learning and Python, as I will make references to my own implementation.
Improving Hearthstone AI by Combining MCTS and Supervised Learning Algorithms
Świechowski, Maciej, Tajmajer, Tomasz, Janusz, Andrzej
We investigate the impact of supervised prediction models on the strength and efficiency of artificial agents that use the Monte-Carlo Tree Search (MCTS) algorithm to play a popular video game Hearthstone: Heroes of Warcraft. We overview our custom implementation of the MCTS that is well-suited for games with partially hidden information and random effects. We also describe experiments which we designed to quantify the performance of our Hearthstone agent's decision making. We show that even simple neural networks can be trained and successfully used for the evaluation of game states. Moreover, we demonstrate that by providing a guidance to the game state search heuristic, it is possible to substantially improve the win rate, and at the same time reduce the required computations.
The Total Beginner's Guide to Game AI
This article will introduce you to a range of introductory concepts used in artificial intelligence for games (or'Game AI' for short) so that you can understand what tools are available for approaching your AI problems, how they work together, and how you might start to implement them in the language or engine of your choice. We're going to assume you have a basic knowledge of video games, and some grasp on mathematical concepts like geometry, trigonometry, etc. Most code examples will be in pseudo-code, so no specific programming language knowledge should be required. Game AI is mostly focused on which actions an entity should take, based on the current conditions. This is what the traditional AI literature refers to as controlling'intelligent agents' where the agent is usually a character in the game – but could also be a vehicle, a robot, or occasionally something more abstract such as a whole group of entities, or even a country or civilization. In each case it is a thing that ...
Parallelization does not Accelerate Convex Optimization: Adaptivity Lower Bounds for Non-smooth Convex Minimization
Balkanski, Eric, Singer, Yaron
In this paper we study the limitations of parallelization in convex optimization. A convenient approach to study parallelization is through the prism of \emph{adaptivity} which is an information theoretic measure of the parallel runtime of an algorithm. Informally, adaptivity is the number of sequential rounds an algorithm needs to make when it can execute polynomially-many queries in parallel at every round. For combinatorial optimization with black-box oracle access, the study of adaptivity has recently led to exponential accelerations in parallel runtime and the natural question is whether dramatic accelerations are achievable for convex optimization. Our main result is a spoiler. We show that, in general, parallelization does not accelerate convex optimization. In particular, for the problem of minimizing a non-smooth Lipschitz and strongly convex function with black-box oracle access we give information theoretic lower bounds that indicate that the number of adaptive rounds of any randomized algorithm exactly match the upper bounds of single-query-per-round (i.e. non-parallel) algorithms.