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Parallelizing Tree Search with Twice Sequential Monte Carlo

arXiv.org Artificial Intelligence

Model-based reinforcement learning (RL) methods that leverage search are responsible for many milestone breakthroughs in RL. Sequential Monte Carlo (SMC) recently emerged as an alternative to the Monte Carlo Tree Search (MCTS) algorithm which drove these breakthroughs. SMC is easier to parallelize and more suitable to GPU acceleration. However, it also suffers from large variance and path degeneracy which prevent it from scaling well with increased search depth, i.e., increased sequential compute. To address these problems, we introduce Twice Sequential Monte Carlo Tree Search (TSMCTS). Across discrete and continuous environments TSMCTS outperforms the SMC baseline as well as a popular modern version of MCTS. Through variance reduction and mitigation of path degeneracy, TSMCTS scales favorably with sequential compute while retaining the properties that make SMC natural to parallelize.


A Meta-Heuristic Load Balancer for Cloud Computing Systems

arXiv.org Artificial Intelligence

This is the accepted author's version of the paper. The final published version is available in the 2015 IEEE 39th Annual Com puter Software and Applications Conference, vol. Abstract -- This paper presents a strategy to allocate services on a Cloud system without overloading nodes and maintaining the system stability with minimum cost. We specify an abstract model of cloud resources utilization, including multiple types of resources as well as consideration s for the service migration costs. A prototype meta - heuristic load balancer is demonstrated and experiment al results are presented and discussed. We also propose a novel genetic algorithm, wher e population is seeded with the outputs of other meta - heuristic algorithms. Modern day applications are often designed in such a way that they can simultaneously use resources from different computer environments. System components are not just properties of individual machines and in many respects they can be viewed as though the y are deployed in a single application environment. Distributed computing differs from traditional computing in many ways.


Retrosynthesis Planning via Worst-path Policy Optimisation in Tree-structured MDPs

arXiv.org Artificial Intelligence

Retrosynthesis planning aims to decompose target molecules into available building blocks, forming a synthetic tree where each internal node represents an intermediate compound and each leaf ideally corresponds to a purchasable reactant. However, this tree becomes invalid if any leaf node is not a valid building block, making the planning process vulnerable to the "weakest link" in the synthetic route. Existing methods often optimise for average performance across branches, failing to account for this worst-case sensitivity. In this paper, we reframe retrosynthesis as a worst-path optimisation problem within tree-structured Markov Decision Processes (MDPs). We prove that this formulation admits a unique optimal solution and provides monotonic improvement guarantees. Building on this insight, we introduce Interactive Retrosynthesis Planning (InterRetro), a method that interacts with the tree MDP, learns a value function for worst-path outcomes, and improves its policy through self-imitation, preferentially reinforcing past decisions with high estimated advantage. Empirically, InterRetro achieves state-of-the-art results - solving 100% of targets on the Retro*-190 benchmark, shortening synthetic routes by 4.9%, and achieving promising performance using only 10% of the training data.


Reviews: Self-supervised GAN: Analysis and Improvement with Multi-class Minimax Game

Neural Information Processing Systems

Originality: The method is relatively new although it is similar to some conditional GAN works in the literature. The main idea is the analysis showing the limitations of prior GAN+SSL work and in proposing a scheme with better chances of succeeding (at least theoretically). Then experiments show that there is an improvement. It would be good to show more the analogies to prior conditional GAN work, and this would not hurt the contribution, rather it would better clarify its context and provide more links to practitioners (who could better understand it). Basically, the minimax game should use the same cost function for the optimization of the discriminator, the generator and the classifier.


Reviews: Self-supervised GAN: Analysis and Improvement with Multi-class Minimax Game

Neural Information Processing Systems

NeurIPS 2019 Sun Dec 8th through Sat the 14th, 2019 at Vancouver Convention Center "7259" "Self-supervised GAN: Analysis and Improvement with Multi-class Minimax Game" The paper addresses a problem in self supervised GAN, where the classes strictly have disjoint support. This is mitigated by introducing a new class for generated samples.


A Parallel CPU-GPU Framework for Batching Heuristic Operations in Depth-First Heuristic Search

arXiv.org Artificial Intelligence

The rapid advancement of GPU technology has unlocked powerful parallel processing capabilities, creating new opportunities to enhance classic search algorithms. This hardware has been exploited in best-first search algorithms with neural network-based heuristics by creating batched versions of A* and Weighted A* that delay heuristic evaluation until sufficiently many states can be evaluated in parallel on the GPU. But, research has not addressed how depth-first algorithms like IDA* or Budgeted Tree Search (BTS) can have their heuristic computations batched. This is more complicated in a tree search, because progress in the search tree is blocked until heuristic evaluations are complete. In this paper we show that GPU parallelization of heuristics can be effectively performed when the tree search is parallelized on the CPU while heuristic evaluations are parallelized on the GPU. We develop a parallelized cost-bounded depth-first search (CB-DFS) framework that can be applied to both IDA* and BTS, significantly improving their performance. We demonstrate the strength of the approach on the 3x3 Rubik's Cube and the 4x4 sliding tile puzzle (STP) with both classifier-based and regression-based heuristics.


Learning Branching Policies for MILPs with Proximal Policy Optimization

arXiv.org Artificial Intelligence

Branch-and-Bound (B\&B) is the dominant exact solution method for Mixed Integer Linear Programs (MILP), yet its exponential time complexity poses significant challenges for large-scale instances. The growing capabilities of machine learning have spurred efforts to improve B\&B by learning data-driven branching policies. However, most existing approaches rely on Imitation Learning (IL), which tends to overfit to expert demonstrations and struggles to generalize to structurally diverse or unseen instances. In this work, we propose Tree-Gate Proximal Policy Optimization (TGPPO), a novel framework that employs Proximal Policy Optimization (PPO), a Reinforcement Learning (RL) algorithm, to train a branching policy aimed at improving generalization across heterogeneous MILP instances. Our approach builds on a parameterized state space representation that dynamically captures the evolving context of the search tree. Empirical evaluations show that TGPPO often outperforms existing learning-based policies in terms of reducing the number of nodes explored and improving p-Primal-Dual Integrals (PDI), particularly in out-of-distribution instances. These results highlight the potential of RL to develop robust and adaptable branching strategies for MILP solvers.


Bilevel MCTS for Amortized O(1) Node Selection in Classical Planning

arXiv.org Artificial Intelligence

We study an efficient implementation of Multi-Armed Bandit (MAB)-based Monte-Carlo Tree Search (MCTS) for classical planning. One weakness of MCTS is that it spends a significant time deciding which node to expand next. While selecting a node from an OPEN list with $N$ nodes has $O(1)$ runtime complexity with traditional array-based priority-queues for dense integer keys, the tree-based OPEN list used by MCTS requires $O(\log N)$, which roughly corresponds to the search depth $d$. In classical planning, $d$ is arbitrarily large (e.g., $2^k-1$ in $k$-disk Tower-of-Hanoi) and the runtime for node selection is significant, unlike in game tree search, where the cost is negligible compared to the node evaluation (rollouts) because $d$ is inherently limited by the game (e.g., $d\leq 361$ in Go). To improve this bottleneck, we propose a bilevel modification to MCTS that runs a best-first search from each selected leaf node with an expansion budget proportional to $d$, which achieves amortized $O(1)$ runtime for node selection, equivalent to the traditional queue-based OPEN list. In addition, we introduce Tree Collapsing, an enhancement that reduces action selection steps and further improves the performance.


Exploring Multi-Table Retrieval Through Iterative Search

arXiv.org Artificial Intelligence

Open-domain question answering over datalakes requires retrieving and composing information from multiple tables, a challenging subtask that demands semantic relevance and structural coherence (e.g., joinability). While exact optimization methods like Mixed-Integer Programming (MIP) can ensure coherence, their computational complexity is often prohibitive. Conversely, simpler greedy heuristics that optimize for query coverage alone often fail to find these coherent, joinable sets. This paper frames multi-table retrieval as an iterative search process, arguing this approach offers advantages in scalability, interpretability, and flexibility. We propose a general framework and a concrete instantiation: a fast, effective Greedy Join-Aware Retrieval algorithm that holistically balances relevance, coverage, and joinability. Experiments across 5 NL2SQL benchmarks demonstrate that our iterative method achieves competitive retrieval performance compared to the MIP-based approach while being 4-400x faster depending on the benchmark and search space settings. This work highlights the potential of iterative heuristics for practical, scalable, and composition-aware retrieval.


APP: A* Post-Processing Algorithm for Robots with Bidirectional Shortcut and Path Perturbation

arXiv.org Artificial Intelligence

Paths generated by A* and other graph-search-based planners are widely used in the robotic field. Due to the restricted node-expansion directions, the resulting paths are usually not the shortest. Besides, unnecessary heading changes, or zig-zag patterns, exist even when no obstacle is nearby, which is inconsistent with the human intuition that the path segments should be straight in wide-open space due to the absence of obstacles. This article puts forward a general and systematic post-processing algorithm for A* and other graph-search-based planners. The A* post-processing algorithm, called APP, is developed based on the costmap, which is widely used in commercial service robots. First, a bidirectional vertices reduction algorithm is proposed to tackle the asymm- etry of the path and the environments. During the forward and backward vertices reduction, a thorough shortcut strategy is put forward to improve the path-shortening performance and avoid unnecessary heading changes. Second, an iterative path perturbation algorithm is adopted to locally reduce the number of unnecessary heading changes and improve the path smooth- ness. Comparative experiments are then carried out to validate the superiority of the proposed method. Quantitative performance indexes show that APP outperforms the existing methods in planning time, path length as well as the number of unnecessary heading changes. Finally, field navigation experiments are carried out to verify the practicability of APP.