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ES Is More Than Just a Traditional Finite-Difference Approximator

arXiv.org Artificial Intelligence

An evolution strategy (ES) variant based on a simplification of a natural evolution strategy recently attracted attention because it performs surprisingly well in challenging deep reinforcement learning domains. It searches for neural network parameters by generating perturbations to the current set of parameters, checking their performance, and moving in the aggregate direction of higher reward. Because it resembles a traditional finite-difference approximation of the reward gradient, it can naturally be confused with one. However, this ES optimizes for a different gradient than just reward: It optimizes for the average reward of the entire population, thereby seeking parameters that are robust to perturbation. This difference can channel ES into distinct areas of the search space relative to gradient descent, and also consequently to networks with distinct properties. This unique robustness-seeking property, and its consequences for optimization, are demonstrated in several domains. They include humanoid locomotion, where networks from policy gradient-based reinforcement learning are significantly less robust to parameter perturbation than ES-based policies solving the same task. While the implications of such robustness and robustness-seeking remain open to further study, this work's main contribution is to highlight such differences and their potential importance.



Learning Generalized Reactive Policies using Deep Neural Networks

arXiv.org Artificial Intelligence

We present a new approach to learning for planning, where knowledge acquired while solving a given set of planning problems is used to plan faster in related, but new problem instances. We show that a deep neural network can be used to learn and represent a \emph{generalized reactive policy} (GRP) that maps a problem instance and a state to an action, and that the learned GRPs efficiently solve large classes of challenging problem instances. In contrast to prior efforts in this direction, our approach significantly reduces the dependence of learning on handcrafted domain knowledge or feature selection. Instead, the GRP is trained from scratch using a set of successful execution traces. We show that our approach can also be used to automatically learn a heuristic function that can be used in directed search algorithms. We evaluate our approach using an extensive suite of experiments on two challenging planning problem domains and show that our approach facilitates learning complex decision making policies and powerful heuristic functions with minimal human input. Videos of our results are available at goo.gl/Hpy4e3.


An Introduction to Hashing in the Era of Machine Learning

#artificialintelligence

"[โ€ฆ] we believe that the idea of replacing core components of a data management system through learned models has far reaching implications for future systems designs and that this work just provides a glimpse of what might be possible." Indeed the results presented by the team of Google and MIT researchers includes findings that could signal new competition for the most venerable stalwarts in the world of indexing: the B-Tree and the Hash Map. The engineering community is ever abuzz about the future of machine learning; as such the research paper has made its rounds on Hacker News, Reddit, and through the halls of engineering communities worldwide. New research is an excellent opportunity to reexamine the fundamentals of a field; and it's not often that something as fundamental (and well studied) as indexing experiences a breakthrough. This article serves as an introduction to hash tables, an abbreviated examination of what makes them fast and slow, and an intuitive view of the machine learning concepts that are being applied to indexing in the paper. In response to the findings of the Google/MIT collaboration, Peter Bailis and a team of Stanford researchers went back to the basics and warned us not to throw out our algorithms book just yet. Bailis' and his team at Stanford recreated the learned index strategy, and were able to achieve similar results without any machine learning by using a classic hash table strategy called Cuckoo Hashing. In a separate response to the Google/MIT collaboration, Thomas Neumann describes another way to achieve performance similar to the learned index strategy without abandoning the well tested and well understood B-Tree.


Advancing Tabu and Restart in Local Search for Maximum Weight Cliques

arXiv.org Artificial Intelligence

The tabu and restart are two fundamental strategies for local search. In this paper, we improve the local search algorithms for solving the Maximum Weight Clique (MWC) problem by introducing new tabu and restart strategies. Both the tabu and restart strategies proposed are based on the notion of a local search scenario, which involves not only a candidate solution but also the tabu status and unlocking relationship. Compared to the strategy of configuration checking, our tabu mechanism discourages forming a cycle of unlocking operations. Our new restart strategy is based on the re-occurrence of a local search scenario instead of that of a candidate solution. Experimental results show that the resulting MWC solver outperforms several state-of-the-art solvers on the DIMACS, BHOSLIB, and two benchmarks from practical applications.


Autotune: A Derivative-free Optimization Framework for Hyperparameter Tuning

arXiv.org Machine Learning

Machine learning applications often require hyperparameter tuning. The hyperparameters usually drive both the efficiency of the model training process and the resulting model quality. For hyperparameter tuning, machine learning algorithms are complex black-boxes. This creates a class of challenging optimization problems, whose objective functions tend to be nonsmooth, discontinuous, unpredictably varying in computational expense, and include continuous, categorical, and/or integer variables. Further, function evaluations can fail for a variety of reasons including numerical difficulties or hardware failures. Additionally, not all hyperparameter value combinations are compatible, which creates so called hidden constraints. Robust and efficient optimization algorithms are needed for hyperparameter tuning. In this paper we present an automated parallel derivative-free optimization framework called \textbf{Autotune}, which combines a number of specialized sampling and search methods that are very effective in tuning machine learning models despite these challenges. Autotune provides significantly improved models over using default hyperparameter settings with minimal user interaction on real-world applications. Given the inherent expense of training numerous candidate models, we demonstrate the effectiveness of Autotune's search methods and the efficient distributed and parallel paradigms for training and tuning models, and also discuss the resource trade-offs associated with the ability to both distribute the training process and parallelize the tuning process.


Jesse Dodge: Open Loop Hyperparameter Optimization and Determinantal Point Processes

#artificialintelligence

Jesse Dodge Title: Open Loop Hyperparameter Optimization and Determinantal Point Processes Abstract: Driven by the need for parallelizable hyperparameter optimization methods, we study open loop search methods: sequences that are predetermined and can be generated before a single configuration is evaluated. Examples include grid search, uniform random search, low discrepancy sequences, and other sampling distributions. In particular, we propose the use of k-determinantal point processes in hyperparameter optimization via random search. Compared to conventional uniform random search where hyperparameter settings are sampled independently, a k-DPP promotes diversity. We describe an approach that transforms hyperparameter search spaces for efficient use with a k-DPP.


Algorithms and Conditional Lower Bounds for Planning Problems

arXiv.org Artificial Intelligence

We consider planning problems for graphs, Markov decision processes (MDPs), and games on graphs. While graphs represent the most basic planning model, MDPs represent interaction with nature and games on graphs represent interaction with an adversarial environment. We consider two planning problems where there are k different target sets, and the problems are as follows: (a) the coverage problem asks whether there is a plan for each individual target set; and (b) the sequential target reachability problem asks whether the targets can be reached in sequence. For the coverage problem, we present a linear-time algorithm for graphs, and quadratic conditional lower bound for MDPs and games on graphs. For the sequential target problem, we present a linear-time algorithm for graphs, a sub-quadratic algorithm for MDPs, and a quadratic conditional lower bound for games on graphs. Our results with conditional lower bounds establish (i) modelseparation results showing that for the coverage problem MDPs and games on graphs are harder than graphs, and for the sequential reachability problem games on graphs are harder than MDPs and graphs; and (ii) objective-separation results showing that for MDPs the coverage problem is harder than the sequential target problem.


Artificial Intelligence with Python โ€“ Heuristic Search

@machinelearnbot

This course is a go-to guide for the four topics, logic programming, heuristic search, genetic algorithms and building games with AI. It will help you learn to programme with AI. The course will start with the basic puzzles, parsing trees and expression matching. This will be followed by building solutions for region coloring and maze solving. The course also has fun-filled videos on building bots to play Tic-tac-toe, Connect Four and Hexapawn.


A Multi-task Selected Learning Approach for Solving New Type 3D Bin Packing Problem

arXiv.org Artificial Intelligence

This paper studies a new type of 3D bin packing problem (BPP), in which a number of cuboid-shaped items must be put into a bin one by one orthogonally. The objective is to find a way to place these items that can minimize the surface area of the bin. This problem is based on the fact that there is no fixed-sized bin in many real business scenarios and the cost of a bin is proportional to its surface area. Based on previous research on 3D BPP, the surface area is determined by the sequence, spatial locations and orientations of items. It is a new NP-hard combinatorial optimization problem on unfixed-sized bin packing, for which we propose a multi-task framework based on Selected Learning, generating the sequence and orientations of items packed into the bin simultaneously. During training steps, Selected Learning chooses one of loss functions derived from Deep Reinforcement Learning and Supervised Learning corresponding to the training procedure. Numerical results show that the method proposed significantly outperforms Lego baselines by a substantial gain of 7.52%. Moreover, we produce large scale 3D Bin Packing order data set for studying bin packing problems and will release it to the research community.