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Scalable Feature Selection via Distributed Diversity Maximization

AAAI Conferences

Feature selection is a fundamental problem in machine learning and data mining. The majority of feature selection algorithms are designed for running on a single machine (centralized setting) and they are less applicable to very large datasets. Although there are some distributed methods to tackle this problem, most of them are distributing the data horizontally which are not suitable for datasets with a large number of features and few number of instances. Thus, in this paper, we introduce a novel vertically distributable feature selection method in order to speed up this process and be able to handle very large datasets in a scalable manner. In general, feature selection methods aim at selecting relevant and non-redundant features (Minimum Redundancy and Maximum Relevance). It is much harder to consider redundancy in a vertically distributed setting than a centralized setting since there is no global access to the whole data. To the best of our knowledge, this is the first attempt toward solving the feature selection problem with a vertically distributed filter method which handles the redundancy with consistently comparable results with centralized methods. In this paper, we formalize the feature selection problem as a diversity maximization problem by introducing a mutual-information-based metric distance on the features. We show the effectiveness of our method by performing an extensive empirical study. In particular, we show that our distributed method outperforms state-of-the-art centralized feature selection algorithms on a variety of datasets. From a theoretical point of view, we have proved that the used greedy algorithm in our method achieves an approximation factor of 1/4 for the diversity maximization problem in a distributed setting with high probability. Furthermore, we improve this to 8/25 expected approximation using multiplicity in our distribution.


Exclusion Method for Finding Nash Equilibrium in Multiplayer Games

AAAI Conferences

We present a complete algorithm for finding an epsilon-Nash equilibrium, for arbitrarily small epsilon, in games with more than two players. The method improves the best-known upper bound with respect to the number of players n, and it is the first implemented algorithm, to our knowledge, that manages to solve all instances. The main components of our tree-search-based method are a node-selection strategy, an exclusion oracle, and a subdivision scheme. The node-selection strategy determines the next region (of the strategy profile probability vector space) to be explored โ€” based on the region's size and an estimate of whether the region contains an equilibrium. The exclusion oracle provides a provably correct sufficient condition for there not to exist an equilibrium in the region. The subdivision scheme determines how the region is split if it cannot be excluded. Unlike the well-known incomplete methods, our method does not need to proceed locally, which avoids it getting stuck in a local minimum---in the space of players' regrets โ€” that may be far from any actual equilibrium. The run time grows rapidly with the game size; this reflects the dimensionality of this difficult problem. That suggests a hybrid scheme where one of the relatively fast prior incomplete algorithms is run, and if it fails to find an equilibrium, then our method is used.


Learning to Avoid Dominated Action Sequences in Planning for Black-Box Domains

AAAI Conferences

Black-box domains where the successor states generated by applying an action are generated by a completely opaque simulator pose a challenge for domain-independent planning. The main computational bottleneck in search-based planning for such domains is the number of calls to the black-box simulation. We propose a method for significantly reducing the number of calls to the simulator by the search algorithm by detecting and pruning sequences of actions which are dominated by others. We apply our pruning method to Iterated Width and breadth-first search in domain-independent black-box planning for Atari 2600 games, adding our pruning method significantly improves upon the baseline algorithms.


Improving Greedy Best-First Search by Removing Unintended Search Bias (Extended Abstract)

AAAI Conferences

Recent enhancements to greedy best-first search (GBFS) improve performance by occasionally adopting a non-greedy node expansion policy, resulting in more exploratory behavior. However, previous exploratory mechanisms do not address exploration within the space sharing the same heuristic estimate (plateau) and the search bias in a breadth direction. In this abstract, we briefly describe two modes of exploration (diversification), which work inter-(across) and intra-(within) plateau, and also introduce IP-diversification, a method combining Minimum Spanning Tree and randomization, which addresses โ€œbreadthโ€-bias instead of the โ€œdepthโ€-bias addressed by the existing methods.


Beyond Monte Carlo Tree Search: Playing Go with Deep Alternative Neural Network and Long-Term Evaluation

AAAI Conferences

Monte Carlo tree search (MCTS) is extremely popular in computer Go which determines each action by enormous simulations in a broad and deep search tree. However, human experts select most actions by pattern analysis and careful evaluation rather than brute search of millions of future interactions. In this paper, we propose a computer Go system that follows expertsโ€™ way of thinking and playing. Our system consists of two parts. The first part is a novel deep alternative neural network (DANN) used to generate candidates of next move. Compared with existing deep convolutional neural network (DCNN), DANN inserts recurrent layer after each convolutional layer and stacks them in an alternative manner. We show such setting can preserve more contexts of local features and its evolutions which are beneficial for move prediction. The second part is a long-term evaluation (LTE) module used to provide a reliable evaluation of candidates rather than a single probability from move predictor. This is consistent with human expertsโ€™ nature of playing since they can foresee tens of steps to give an accurate estimation of candidates. In our system, for each candidate, LTE calculates a cumulative reward after several future interactions when local variations are settled. Combining criteria from the two parts, our system determines the optimal choice of next move. For more comprehensive experiments, we introduce a new professional Go dataset (PGD), consisting of $253,233$ professional records. Experiments on GoGoD and PGD datasets show the DANN can substantially improve performance of move prediction over pure DCNN. When combining LTE, our system outperforms most relevant approaches and open engines based on MCTS.


Diagnosability Planning for Controllable Discrete Event Systems

AAAI Conferences

In this paper, we propose an approach to ensure the diagnosability of a partially controllable system. Given a model of correct and faulty behaviors of a partially observable discrete event system, equipped with a set of elementary actions that do not intertwine with autonomous events, we search a diagnosability plan, i.e., a sequence of applicable actions that leads the system from an initial belief state (a set of potentially current states) to a diagnosable belief state, in which the system is then left to run freely. This helps in reducing the diagnosis interaction with running systems and can be applied, e.g., on the output of a repair plan, like in power networks. The two successive stages of this approach keep diagnosability planning, including diagnosability tests, in PSpace in comparison to the Exptime test for the more complex active diagnosability used usually in such cases. For this, we propose to construct incrementally the twin plant structure of the given system and to exploit its parts already constructed while testing the candidate plans and constructing its next parts. This helps in pruning the twin plant constructions and many non-diagnosability plan tests. We have created a special benchmark and tested three proposed methods, according to the recycling level of twin plants construction, with one cost function used for plan optimality and an optional heuristics.


Fast SSP Solvers Using Short-Sighted Labeling

AAAI Conferences

State-of-the-art methods for solving SSPs often work by limiting planning to restricted regions of the state space. The resulting problems can then be solved quickly, and the process is repeated during execution when states outside the restricted region are encountered. Typically, these approaches focus on states that are within some distance measure of the start state (e.g., number of actions or probability of being reached). However, these short-sighted approaches make it difficult to propagate information from states that are closer to a goal than to the start state, thus missing opportunities to improve planning. We present an alternative approach in which short-sightedness is used only to determine whether a state should be labeled as solved or not, but otherwise the set of states that can be accounted for during planning is unrestricted. Based on this idea, we propose the FLARES algorithm and show that it performs consistently well on a wide range of benchmark problems.


Value Compression of Pattern Databases

AAAI Conferences

One common pattern database compression technique is to merge adjacent database entries and store the minimum of merged entries to maintain heuristic admissibility. In this paper we propose a compression technique that preserves every entry, but reduces the number of bits used to store each entry, therefore limiting the values that can be represented. Even when this technique throws away low values in the heuristic, it can still have better performance than the traditional approach. We develop a theoretical basis for selecting which values to keep and show improved performance in both unidirectional and bidirectional search.


Active Search for Sparse Signals with Region Sensing

AAAI Conferences

Autonomous systems can be used to search for sparse signals in a large space; e.g., aerial robots can be deployed to localize threats, detect gas leaks, or respond to distress calls. Intuitively, search algorithms may increase efficiency by collecting aggregate measurements summarizing large contiguous regions. However, most existing search methods either ignore the possibility of such region observations (e.g., Bayesian optimization and multi-armed bandits) or make strong assumptions about the sensing mechanism that allow each measurement to arbitrarily encode all signals in the entire environment (e.g., compressive sensing). We propose an algorithm that actively collects data to search for sparse signals using only noisy measurements of the average values on rectangular regions (including single points), based on the greedy maximization of information gain. We analyze our algorithm in 1d and show that it requires $\tilde{O}(\frac{n}{\mu^2}+k^2)$ measurements to recover all of $k$ signal locations with small Bayes error, where $\mu$ and $n$ are the signal strength and the size of the search space, respectively. We also show that active designs can be fundamentally more efficient than passive designs with region sensing, contrasting with the results of Arias-Castro, Candes, and Davenport (2013). We demonstrate the empirical performance of our algorithm on a search problem using satellite image data and in high dimensions.


Dynamic Optimization of Landscape Connectivity Embedding Spatial-Capture-Recapture Information

AAAI Conferences

Maintaining landscape connectivity is increasingly important in wildlife conservation, especially for species experiencing the effects of habitat loss and fragmentation. We propose a novel approach to dynamically optimize landscape connectivity. Our approach is based on a mixed integer program formulation, embedding a spatial capture-recapture model that estimates the density, space usage, and landscape connectivity for a given species. Our method takes into account the fact that local animal density and connectivity change dynamically and non-linearly with different habitat protection plans. In order to scale up our encoding, we propose a sampling scheme via random partitioning of the search space using parity functions. We show that our method scales to real-world size problems and dramatically outperforms the solution quality of an expectation maximization approach and a sample average approximation approach.