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Feedback-Based Tree Search for Reinforcement Learning

arXiv.org Artificial Intelligence

Inspired by recent successes of Monte-Carlo tree search (MCTS) in a number of artificial intelligence (AI) application domains, we propose a model-based reinforcement learning (RL) technique that iteratively applies MCTS on batches of small, finite-horizon versions of the original infinite-horizon Markov decision process. The terminal condition of the finite-horizon problems, or the leaf-node evaluator of the decision tree generated by MCTS, is specified using a combination of an estimated value function and an estimated policy function. The recommendations generated by the MCTS procedure are then provided as feedback in order to refine, through classification and regression, the leaf-node evaluator for the next iteration. We provide the first sample complexity bounds for a tree search-based RL algorithm. In addition, we show that a deep neural network implementation of the technique can create a competitive AI agent for the popular multi-player online battle arena (MOBA) game King of Glory.


Textual Membership Queries

arXiv.org Machine Learning

Human labeling of textual data can be very time-consuming and expensive, yet it is critical for the success of an automatic text classification system. In order to minimize human labeling efforts, we propose a novel active learning (AL) solution, that does not rely on existing sources of unlabeled data. It uses a small amount of labeled data as the core set for the synthesis of useful membership queries (MQs) - unlabeled instances synthesized by an algorithm for human labeling. Our solution uses modification operators, functions from the instance space to the instance space that change the input to some extent. We apply the operators on the core set, thus creating a set of new membership queries. Using this framework, we look at the instance space as a search space and apply search algorithms in order to create desirable MQs. We implement this framework in the textual domain. The implementation includes using methods such as WordNet and Word2vec, for replacing text fragments from a given sentence with semantically related ones. We test our framework on several text classification tasks and show improved classifier performance as more MQs are labeled and incorporated into the training set. To the best of our knowledge, this is the first work on membership queries in the textual domain.


Learning Robust Search Strategies Using a Bandit-Based Approach

arXiv.org Artificial Intelligence

Effective solving of constraint problems often requires choosing good or specific search heuristics. However, choosing or designing a good search heuristic is non-trivial and is often a manual process. In this paper, rather than manually choosing/designing search heuristics, we propose the use of bandit-based learning techniques to automatically select search heuristics. Our approach is online where the solver learns and selects from a set of heuristics during search. The goal is to obtain automatic search heuristics which give robust performance. Preliminary experiments show that our adaptive technique is more robust than the original search heuristics. It can also outperform the original heuristics.


Human-Machine Collaborative Optimization via Apprenticeship Scheduling

arXiv.org Artificial Intelligence

Coordinating agents to complete a set of tasks with intercoupled temporal and resource constraints is computationally challenging, yet human domain experts can solve these difficult scheduling problems using paradigms learned through years of apprenticeship. A process for manually codifying this domain knowledge within a computational framework is necessary to scale beyond the ``single-expert, single-trainee" apprenticeship model. However, human domain experts often have difficulty describing their decision-making processes, causing the codification of this knowledge to become laborious. We propose a new approach for capturing domain-expert heuristics through a pairwise ranking formulation. Our approach is model-free and does not require enumerating or iterating through a large state space. We empirically demonstrate that this approach accurately learns multifaceted heuristics on a synthetic data set incorporating job-shop scheduling and vehicle routing problems, as well as on two real-world data sets consisting of demonstrations of experts solving a weapon-to-target assignment problem and a hospital resource allocation problem. We also demonstrate that policies learned from human scheduling demonstration via apprenticeship learning can substantially improve the efficiency of a branch-and-bound search for an optimal schedule. We employ this human-machine collaborative optimization technique on a variant of the weapon-to-target assignment problem. We demonstrate that this technique generates solutions substantially superior to those produced by human domain experts at a rate up to 9.5 times faster than an optimization approach and can be applied to optimally solve problems twice as complex as those solved by a human demonstrator.


Solving Sudoku with Ant Colony Optimisation

arXiv.org Artificial Intelligence

Sudoku is a well-known logic-based puzzle game that was first published in 1979 under the name of "Number Place". It was popularised in Japan in 1984 by the puzzle company Nikoli, and later named "Sudoku", which roughly translates to "single digits". The puzzle gained attention in the West in 2004, after The Times published its first Sudoku grid (at the instigation of Hong Kong-based judge Wayne Gould, who first encountered the puzzle in 1997, and developed a computer program to automatically generate instances). Sudoku is now a global phenomenon, and many newspapers now carry it alongside their existing crosswords (see [4] for a general history of the puzzle). The simplest variant of Sudoku uses a 9 9 grid of cells divided into nine 3 3 subgrids (Figure 1 (left)). The aim of the puzzle is to fill the grid with digits such that each row, each column, and each 3 3 subgrid contains all of the digits 1-9 (Figure 1 (right)). An instance of Sudoku provides, at the outset, a partially-completed grid, but the difficulty of any grid derives more from the range of techniques required to solve it than the number of cell values that are provided for the player. Sudoku is an NPcomplete problem [12], as first shown in [35] (via a reduction from the Latin Square Completion problem [2]).


The Three Pillars of Machine Programming

arXiv.org Artificial Intelligence

In this position paper, we describe our vision of the future of machine programming through a categorical examination of three pillars of research. Those pillars are: (i) intention, (ii) invention, and(iii) adaptation. Intention emphasizes advancements in the human-to-computer and computer-to-machine-learning interfaces. Invention emphasizes the creation or refinement of algorithms or core hardware and software building blocks through machine learning (ML). Adaptation emphasizes advances in the use of ML-based constructs to autonomously evolve software.


Speedcuber, 22, breaks world record by solving Rubik's cube in just 4.22 seconds

Daily Mail - Science & tech

An Australian man has set a new world record for fastest time to solve a Rubik's cube at just 4.22 seconds. Feliks Zemdegs is a 22-year-old'speedcuber' from Australia who participated in the Cube for Cambodia 2018 event on Saturday in Melbourne. He broke the previous world record of 4.59 seconds by solving a 3x3x3 cube in just 4.22 seconds. Feliks Zemdegs set a world record for fastest time to solve a Rubik's cube at just 4.22 seconds The 22-year-old from Australia broke the previous record at the Cube for Cambodia 2018 event on Saturday in Melbourne. A video captured his record-breaking performance as he sat alongside other speedcubers of all ages.


Fast Online Exact Solutions for Deterministic MDPs with Sparse Rewards

arXiv.org Machine Learning

Markov Decision Processes (MDPs) are a mathematical framework for modeling sequential decision making under uncertainty. The classical approaches for solving MDPs are well known and have been widely studied, some of which rely on approximation techniques to solve MDPs with large state space and/or action space. However, most of these classical solution approaches and their approximation techniques still take much computation time to converge and usually must be re-computed if the reward function is changed. This paper introduces a novel alternative approach for exactly and efficiently solving deterministic, continuous MDPs with sparse reward sources. When the environment is such that the "distance" between states can be determined in constant time, e.g. grid world, our algorithm offers $O( |R|^2 \times |A|^2 \times |S|)$, where $|R|$ is the number of reward sources, $|A|$ is the number of actions, and $|S|$ is the number of states. Memory complexity for the algorithm is $O( |S| + |R| \times |A|)$. This new approach opens new avenues for boosting computational performance for certain classes of MDPs and is of tremendous value for MDP applications such as robotics and unmanned systems. This paper describes the algorithm and presents numerical experiment results to demonstrate its powerful computational performance. We also provide rigorous mathematical description of the approach.


Protein Folding Optimization using Differential Evolution Extended with Local Search and Component Reinitialization

arXiv.org Artificial Intelligence

This paper presents a novel Differential Evolution algorithm for protein folding optimization that is applied to a three-dimensional AB off-lattice model. The proposed algorithm includes two new mechanisms. A local search is used to improve convergence speed and to reduce the runtime complexity of the energy calculation. For this purpose, a local movement is introduced within the local search. The designed evolutionary algorithm has fast convergence speed and, therefore, when it is trapped into the local optimum or a relatively good solution is located, it is hard to locate a better similar solution. The similar solution is different from the good solution in only a few components. A component reinitialization method is designed to mitigate this problem. Both the new mechanisms and the proposed algorithm were analyzed on well-known amino acid sequences that are used frequently in the literature. Experimental results show that the employed new mechanisms improve the efficiency of our algorithm and that the proposed algorithm is superior to other state-of-the-art algorithms. It obtained a hit ratio of 100% for sequences up to 18 monomers, within a budget of $10^{11}$ solution evaluations. New best-known solutions were obtained for most of the sequences. The existence of the symmetric best-known solutions is also demonstrated in the paper.


SURREAL: SUbgraph Robust REpresentAtion Learning

arXiv.org Machine Learning

The success of graph embeddings or node representation learning in a variety of downstream tasks, such as node classification, link prediction, and recommendation systems, has led to their popularity in recent years. Representation learning algorithms aim to preserve local and global network structure by identifying node neighborhood notions. However, many existing algorithms generate embeddings that fail to properly preserve the network structure, or lead to unstable representations due to random processes (e.g., random walks to generate context) and, thus, cannot generate to multi-graph problems. In this paper, we propose a robust graph embedding using connection subgraphs algorithm, entitled: SURREAL, a novel, stable graph embedding algorithmic framework. SURREAL learns graph representations using connection subgraphs by employing the analogy of graphs with electrical circuits. It preserves both local and global connectivity patterns, and addresses the issue of high-degree nodes. Further, it exploits the strength of weak ties and meta-data that have been neglected by baselines. The experiments show that SURREAL outperforms state-of-the-art algorithms by up to 36.85% on multi-label classification problem. Further, in contrast to baselines, SURREAL, being deterministic, is completely stable.