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A machine has figured out Rubik's Cube all by itself

#artificialintelligence

The Rubik's Cube is a three-dimensional puzzle developed in 1974 by the Hungarian inventor Erno Rubik, the object being to align all squares of the same color on the same face of the cube. It became an international best-selling toy and sold over 350 million units. The puzzle has also attracted considerable interest from computer scientists and mathematicians. One question that has intrigued them is the smallest number of moves needed to solve it from any position. The answer, proved in 2014, turns out to be 26.


PeerReview4All: Fair and Accurate Reviewer Assignment in Peer Review

arXiv.org Machine Learning

We consider the problem of automated assignment of papers to reviewers in conference peer review, with a focus on fairness and statistical accuracy. Our fairness objective is to maximize the review quality of the most disadvantaged paper, in contrast to the commonly used objective of maximizing the total quality over all papers. We design an assignment algorithm based on an incremental max-flow procedure that we prove is near-optimally fair. Our statistical accuracy objective is to ensure correct recovery of the papers that should be accepted. We provide a sharp minimax analysis of the accuracy of the peer-review process for a popular objective-score model as well as for a novel subjective-score model that we propose in the paper. Our analysis proves that our proposed assignment algorithm also leads to a near-optimal statistical accuracy. Finally, we design a novel experiment that allows for an objective comparison of various assignment algorithms, and overcomes the inherent difficulty posed by the absence of a ground truth in experiments on peer-review. The results of this experiment corroborate the theoretical guarantees of our algorithm.


Machine Learning Finally Tackles the Rubik's Cube

#artificialintelligence

Deep-learning machines have figured out how to master games like chess or Mortal Kombat. Now, computer scientists at the University of California, Irvine taken things to the third dimension by creating an algorithm that can figure out how to solve a Rubik's Cube, a surprisingly difficult change. "Our algorithm is able to solve 100 percent of randomly scrambled cubes while achieving a median solve length of 30 moves -- less than or equal to solvers that employ human domain knowledge," say the scientists in the abstract to their paper, up on Arvix. The algorithm, called DeepCube, uses what's known as "autodidactic iteration," a form of machine learning developed by the authors of the paper. The big challenge of autodidactic iteration was to allow machines to find their own rewards in solving a puzzle, a goal they can reach.


Sample-Efficient Deep RL with Generative Adversarial Tree Search

arXiv.org Artificial Intelligence

We propose Generative Adversarial Tree Search (GATS), a sample-efficient Deep Reinforcement Learning (DRL) algorithm. While Monte Carlo Tree Search (MCTS) is known to be effective for search and planning in RL, it is often sample-inefficient and therefore expensive to apply in practice. In this work, we develop a Generative Adversarial Network (GAN) architecture to model an environment's dynamics and a predictor model for the reward function. We exploit collected data from interaction with the environment to learn these models, which we then use for model-based planning. During planning, we deploy a finite depth MCTS, using the learned model for tree search and a learned Q-value for the leaves, to find the best action. We theoretically show that GATS improves the bias-variance trade-off in value-based DRL. Moreover, we show that the generative model learns the model dynamics using orders of magnitude fewer samples than the Q-learner. In non-stationary settings where the environment model changes, we find the generative model adapts significantly faster than the Q-learner to the new environment.


Solving the Steiner Tree Problem in graphs with Variable Neighborhood Descent

arXiv.org Artificial Intelligence

The Steiner Tree Problem (STP) is an important problem in combinatorial optimization which has numerous applications, ranging from the design of (very large) integrated circuits to computer networking, evolution theory in biology and more [8]. There are plenty variants of the STP which can be found in [7]. The common part between different variants is the requirement to connect a set of objects with the shortest interconnect possible. In this paper, we investigate the general STP in graphs. As the STP is N P-hard [10], most of the work in the literature focuses on non-exact approaches.


Talakat: Bullet Hell Generation through Constrained Map-Elites

arXiv.org Artificial Intelligence

We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles. Levels are represented using a domain-specific description language, and search in the space defined by this language is performed by a novel variant of the Map-Elites algorithm which incorporates a feasible- infeasible approach to constraint satisfaction. Simulation-based evaluation is used to gauge the fitness of levels, using an agent based on best-first search. The performance of the agent can be tuned according to the two dimensions of strategy and dexterity, making it possible to search for level configurations that require a specific combination of both. As far as we know, this paper describes the first generator for this game genre, and includes several algorithmic innovations.


A fast algorithm with minimax optimal guarantees for topic models with an unknown number of topics

arXiv.org Machine Learning

We propose a new method of estimation in topic models, that is not a variation on the existing simplex finding algorithms, and that estimates the number of topics K from the observed data. We derive new finite sample minimax lower bounds for the estimation of A, as well as new upper bounds for our proposed estimator. We describe the scenarios where our estimator is minimax adaptive. Our finite sample analysis is valid for any number of documents (n), individual document length (N_i), dictionary size (p) and number of topics (K), and both p and K are allowed to increase with n, a situation not handled well by previous analyses. We complement our theoretical results with a detailed simulation study. We illustrate that the new algorithm is faster and more accurate than the current ones, although we start out with a computational and theoretical disadvantage of not knowing the correct number of topics K, while we provide the competing methods with the correct value in our simulations.


ML + FV = $\heartsuit$? A Survey on the Application of Machine Learning to Formal Verification

arXiv.org Artificial Intelligence

Formal Verification (Fv) and Machine Learning (Ml) can seem incompatible due to their opposite mathematical foundations and their use in real-life problems: Fv mostly relies on discrete mathematics and aims at ensuring correctness; Ml often relies on probabilistic models and consists of learning patterns from training data. In this paper, we postulate that they are complementary in practice, and explore how Ml helps Fv in its classical approaches: static analysis, model-checking, theorem-proving, and Sat solving. We draw a landscape of the current practice and catalog some of the most prominent uses of Ml inside Fv tools, thus offering a new perspective on Fv techniques that can help researchers and practitioners to better locate the possible synergies. We discuss lessons learned from our work, point to possible improvements and offer visions for the future of the domain in the light of the science of software and systems modeling.


Learning to Speed Up Structured Output Prediction

arXiv.org Machine Learning

Predicting structured outputs can be computationally onerous due to the combinatorially large output spaces. In this paper, we focus on reducing the prediction time of a trained black-box structured classifier without losing accuracy. To do so, we train a speedup classifier that learns to mimic a black-box classifier under the learning-to-search approach. As the structured classifier predicts more examples, the speedup classifier will operate as a learned heuristic to guide search to favorable regions of the output space. We present a mistake bound for the speedup classifier and identify inference situations where it can independently make correct judgments without input features. We evaluate our method on the task of entity and relation extraction and show that the speedup classifier outperforms even greedy search in terms of speed without loss of accuracy.


A Preliminary Exploration of Floating Point Grammatical Evolution

arXiv.org Artificial Intelligence

Current GP frameworks are highly effective on a range of real and simulated benchmarks. However, due to the high dimensionality of the genotypes for GP, the task of visualising the fitness landscape for GP search can be difficult. This paper describes a new framework: Floating Point Grammatical Evolution (FP-GE) which uses a single floating point genotype to encode an individual program. This encoding permits easier visualisation of the fitness landscape arbitrary problems by providing a way to map fitness against a single dimension. The new framework also makes it trivially easy to apply continuous search algorithms, such as Differential Evolution, to the search problem. In this work, the FP-GE framework is tested against several regression problems, visualising the search landscape for these and comparing different search meta-heuristics.