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Searching for the M Best Solutions in Graphical Models

Journal of Artificial Intelligence Research

The paper focuses on finding the m best solutions to combinatorial optimization problems using best-first or depth-first branch and bound search. Specifically, we present a new algorithm m-A*, extending the well-known A* to the m-best task, and for the first time prove that all its desirable properties, including soundness, completeness and optimal efficiency, are maintained. Since best-first algorithms require extensive memory, we also extend the memory-efficient depth-first branch and bound to the m-best task. We adapt both algorithms to optimization tasks over graphical models (e.g., Weighted CSP and MPE in Bayesian networks), provide complexity analysis and an empirical evaluation. Our experiments confirm theory that the best-first approach is largely superior when memory is available, but depth-first branch and bound is more robust. We also show that our algorithms are competitive with related schemes recently developed for the m-best task.


Proactive Dynamic DCOPs

AAAI Conferences

The current approaches to model dynamism in DCOPs solve a sequence of static problems, reacting to the changes in the environment as the agents observe them. Such approaches, thus, ignore possible predictions on the environment evolution. To overcome such limitations, we introduce the Proactive Dynamic DCOP (PD-DCOP) model, a novel formalism to model dynamic DCOPs in the presence of exogenous uncertainty. In contrast to reactive approaches, PD-DCOPs are able to explicitly model the possible changes to the problem, and take such information into account proactively, when solving the dynamically changing problem.


Explorations of Quantum-Classical Approaches to Scheduling a Mars Lander Activity Problem

AAAI Conferences

An effective approach to solving problems involving mixed (continuous and discrete) variables and constraints, such as hybrid systems, is to decompose them into subproblems and integrate dedicated solvers geared toward those subproblems. Here, we introduce a new framework based on a tree search algorithm to solve hybrid discrete-continuous problems that incorporates: (1) a quantum annealer that samples from the configuration space for the discrete portion and provides information about the quality of the samples, and (2) a classical computer that makes use of information from the quantum annealer to prune and focus the search as well as check a continuous constraint. We consider four variants of our algorithm, each with progressively more guidance from the results provided by the quantum annealer. We empirically test our algorithm and compare the variants on a simplified Mars Lander task scheduling problem. Variants with more guidance from the quantum annealer have better performance.


The Scalability of the HyperPlay Technique for Imperfect-Information Games

AAAI Conferences

In the field of General Game Playing the imperfectinformationgames present a special challenge for researchers.In general the search space is larger, and thelack of information requires a different decision makingtechnique. A simple Monte Carlo sampling using a particlefilter may serve for the simple games, but this soonfails when more complex games are played. The HyperPlaytechnique was one such โ€simpleโ€ player, soonenhanced to HyperPlay-II capable of handling the mostcomplex of games. However, this technique is very resourcehungry and may not scale well for larger games.We explore the scalability of HyperPlay-II for a varietyof imperfect-information games and test some perfectinformationpruning techniques to see if they will improveefficiency.


Exploiting the Hidden Structure of Junction Trees for MPE

AAAI Conferences

The role of decomposition-trees (also known as junction and clique trees) in probabilistic inference is widely known and has been the basis for many well known inference algorithms.Recent approaches have demonstrated that such trees have a "hidden structure," which enables the characterization of tractable problem instances as well as lead to insights that enable boosting the performance of inference algorithms. We consider the MPE problem on a Boolean formula in CNF where each literal in the formula is associated with a weight.We describe techniques for exploiting the junction-tree structure of these formulas in the context of a branch-and-bound algorithm for MPE.


District Data Labs - Parameter Tuning with Hyperopt

#artificialintelligence

This post will cover a few things needed to quickly implement a fast, principled method for machine learning model parameter tuning. There are two common methods of parameter tuning: grid search and random search. Each have their pros and cons. Grid search is slow but effective at searching the whole search space, while random search is fast, but could miss important points in the search space. Luckily, a third option exists: Bayesian optimization.


Feature-Based Diversity Optimization for Problem Instance Classification

arXiv.org Artificial Intelligence

Understanding the behaviour of heuristic search methods is a challenge. This even holds for simple local search methods such as 2-OPT for the Traveling Salesperson problem. In this paper, we present a general framework that is able to construct a diverse set of instances that are hard or easy for a given search heuristic. Such a diverse set is obtained by using an evolutionary algorithm for constructing hard or easy instances that are diverse with respect to different features of the underlying problem. Examining the constructed instance sets, we show that many combinations of two or three features give a good classification of the TSP instances in terms of whether they are hard to be solved by 2-OPT.


ASlib: A Benchmark Library for Algorithm Selection

arXiv.org Artificial Intelligence

The task of algorithm selection involves choosing an algorithm from a set of algorithms on a per-instance basis in order to exploit the varying performance of algorithms over a set of instances. The algorithm selection problem is attracting increasing attention from researchers and practitioners in AI. Years of fruitful applications in a number of domains have resulted in a large amount of data, but the community lacks a standard format or repository for this data. This situation makes it difficult to share and compare different approaches effectively, as is done in other, more established fields. It also unnecessarily hinders new researchers who want to work in this area. To address this problem, we introduce a standardized format for representing algorithm selection scenarios and a repository that contains a growing number of data sets from the literature. Our format has been designed to be able to express a wide variety of different scenarios. Demonstrating the breadth and power of our platform, we describe a set of example experiments that build and evaluate algorithm selection models through a common interface. The results display the potential of algorithm selection to achieve significant performance improvements across a broad range of problems and algorithms.


Google machine-learning system is first to defeat professional Go player

#artificialintelligence

The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses'value networks' to evaluate board positions and'policy networks' to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of state-of-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away.


An Exact Algorithm Based on MaxSAT Reasoning for the Maximum Weight Clique Problem

Journal of Artificial Intelligence Research

Recently, MaxSAT reasoning is shown very effective in computing a tight upper bound for a Maximum Clique (MC) of a (unweighted) graph. In this paper, we apply MaxSAT reasoning to compute a tight upper bound for a Maximum Weight Clique (MWC) of a wighted graph. We first study three usual encodings of MWC into weighted partial MaxSAT dealing with hard clauses, which must be satisfied in all solutions, and soft clauses, which are weighted and can be falsified. The drawbacks of these encodings motivate us to propose an encoding of MWC into a special weighted partial MaxSAT formalism, called LW (Literal-Weighted) encoding and dedicated for upper bounding an MWC, in which both soft clauses and literals in soft clauses are weighted. An optimal solution of the LW MaxSAT instance gives an upper bound for an MWC, instead of an optimal solution for MWC. We then introduce two notions called the Top-k literal failed clause and the Top-k empty clause to extend classical MaxSAT reasoning techniques, as well as two sound transformation rules to transform an LW MaxSAT instance. Successive transformations of an LW MaxSAT instance driven by MaxSAT reasoning give a tight upper bound for the encoded MWC. The approach is implemented in a branch-and-bound algorithm called MWCLQ. Experimental evaluations on the broadly used DIMACS benchmark, BHOSLIB benchmark, random graphs and the benchmark from the winner determination problem show that our approach allows MWCLQ to reduce the search space significantly and to solve MWC instances effectively. Consequently, MWCLQ outperforms state-of-the-art exact algorithms on the vast majority of instances. Moreover, it is surprisingly effective in solving hard and dense instances.