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Possible and Necessary Winners of Partial Tournaments

Journal of Artificial Intelligence Research

We study the problem of computing possible and necessary winners for partially specified weighted and unweighted tournaments. This problem arises naturally in elections with incompletely specified votes, partially completed sports competitions, and more generally in any scenario where the outcome of some pairwise comparisons is not yet fully known. We specifically consider a number of well-known solution concepts---including the uncovered set, Borda, ranked pairs, and maximin---and show that for most of them, possible and necessary winners can be identified in polynomial time. These positive algorithmic results stand in sharp contrast to earlier results concerning possible and necessary winners given partially specified preference profiles.


Convex Analysis of Mixtures for Separating Non-negative Well-grounded Sources

arXiv.org Machine Learning

Blind Source Separation (BSS) has proven to be a powerful tool for the analysis of composite patterns in engineering and science. We introduce Convex Analysis of Mixtures (CAM) for separating non-negative well-grounded sources, which learns the mixing matrix by identifying the lateral edges of the convex data scatter plot. We prove a sufficient and necessary condition for identifying the mixing matrix through edge detection, which also serves as the foundation for CAM to be applied not only to the exact-determined and over-determined cases, but also to the under-determined case. We show the optimality of the edge detection strategy, even for cases where source well-groundedness is not strictly satisfied. The CAM algorithm integrates plug-in noise filtering using sector-based clustering, an efficient geometric convex analysis scheme, and stability-based model order selection. We demonstrate the principle of CAM on simulated data and numerically mixed natural images. The superior performance of CAM against a panel of benchmark BSS techniques is demonstrated on numerically mixed gene expression data. We then apply CAM to dissect dynamic contrast-enhanced magnetic resonance imaging data taken from breast tumors and time-course microarray gene expression data derived from in-vivo muscle regeneration in mice, both producing biologically plausible decomposition results.


Searching for Objects using Structure in Indoor Scenes

arXiv.org Artificial Intelligence

To identify the location of objects of a particular class, a passive computer vision system generally processes all the regions in an image to finally output few regions. However, we can use structure in the scene to search for objects without processing the entire image. We propose a search technique that sequentially processes image regions such that the regions that are more likely to correspond to the query class object are explored earlier. We frame the problem as a Markov decision process and use an imitation learning algorithm to learn a search strategy. Since structure in the scene is essential for search, we work with indoor scene images as they contain both unary scene context information and object-object context in the scene. We perform experiments on the NYU-depth v2 dataset and show that the unary scene context features alone can achieve a significantly high average precision while processing only 20-25\% of the regions for classes like bed and sofa. By considering object-object context along with the scene context features, the performance is further improved for classes like counter, lamp, pillow and sofa.


Continuing Plan Quality Optimisation

Journal of Artificial Intelligence Research

Finding high quality plans for large planning problems is hard. Although some current anytime planners are often able to improve plans quickly, they tend to reach a limit at which the plans produced are still very far from the best possible, but these planners fail to find any further improvement, even when given several hours of runtime. We present an approach to continuing plan quality optimisation at larger time scales, and its implementation in a system called BDPO2. Key to this approach is a decomposition into subproblems of improving parts of the current best plan. The decomposition is based on block deordering, a form of plan deordering which identifies hierarchical plan structure. BDPO2 can be seen as an application of the large neighbourhood search (LNS) local search strategy to planning, where the neighbourhood of a plan is defined by replacing one or more subplans with improved subplans. On-line learning is also used to adapt the strategy for selecting subplans and subplanners over the course of plan optimisation. Even starting from the best plans found by other means, BDPO2 is able to continue improving plan quality, often producing better plans than other anytime planners when all are given enough runtime. The best results, however, are achieved by a combination of different techniques working together.


Gaussian Process Planning with Lipschitz Continuous Reward Functions: Towards Unifying Bayesian Optimization, Active Learning, and Beyond

arXiv.org Machine Learning

This paper presents a novel nonmyopic adaptive Gaussian process planning (GPP) framework endowed with a general class of Lipschitz continuous reward functions that can unify some active learning/sensing and Bayesian optimization criteria and offer practitioners some flexibility to specify their desired choices for defining new tasks/problems. In particular, it utilizes a principled Bayesian sequential decision problem framework for jointly and naturally optimizing the exploration-exploitation trade-off. In general, the resulting induced GPP policy cannot be derived exactly due to an uncountable set of candidate observations. A key contribution of our work here thus lies in exploiting the Lipschitz continuity of the reward functions to solve for a nonmyopic adaptive epsilon-optimal GPP (epsilon-GPP) policy. To plan in real time, we further propose an asymptotically optimal, branch-and-bound anytime variant of epsilon-GPP with performance guarantee. We empirically demonstrate the effectiveness of our epsilon-GPP policy and its anytime variant in Bayesian optimization and an energy harvesting task.


Optimal Non-Asymptotic Lower Bound on the Minimax Regret of Learning with Expert Advice

arXiv.org Machine Learning

We prove non-asymptotic lower bounds on the expectation of the maximum of $d$ independent Gaussian variables and the expectation of the maximum of $d$ independent symmetric random walks. Both lower bounds recover the optimal leading constant in the limit. A simple application of the lower bound for random walks is an (asymptotically optimal) non-asymptotic lower bound on the minimax regret of online learning with expert advice.


Sparse approximation by greedy algorithms

arXiv.org Machine Learning

It is a survey on recent results in constructive sparse approximation. Three directions are discussed here: (1) Lebesgue-type inequalities for greedy algorithms with respect to a special class of dictionaries, (2) constructive sparse approximation with respect to the trigonometric system, (3) sparse approximation with respect to dictionaries with tensor product structure. In all three cases constructive ways are provided for sparse approximation. The technique used is based on fundamental results from the theory of greedy approximation. In particular, results in the direction (1) are based on deep methods developed recently in compressed sensing. We present some of these results with detailed proofs.


Planning in RTS Games with Incomplete Action Definitions via Answer Set Programming

AAAI Conferences

Standard game tree search algorithms, such as minimax or Monte Carlo Tree Search, assume the existence of an accurate forward model that simulates the effects of actions in the game. Creating such model, however, is a challenge in itself.One cause of the complexity of the task is the gap in level of abstraction between the informal specification of the model and its implementation language. To overcome this issue, we propose a technique for the implementation of forward models that relies on the Answer Set Programming paradigm and on well-established knowledge representation techniques from defeasible reasoning and reasoning about actions and change. We evaluate our approach in the context of Real-Time Strategy games using a collection of StarCraft scenarios.


Automatic Learning of Combat Models for RTS Games

AAAI Conferences

Game tree search algorithms, such as Monte Carlo Tree Search (MCTS), require access to a forward model (or "simulator") of the game at hand. However, in some games such forward model is not readily available. In this paper we address the problem of automatically learning forward models (more specifically, combats models) for two-player attrition games. We report experiments comparing several approaches to learn such combat model from replay data to models generated by hand. We use StarCraft, a Real-Time Strategy (RTS) game, as our application domain. Specifically, we use a large collection of already collected replays, and focus on learning a combat model for tactical combats.


Monte-Carlo Tree Search for Persona Based Player Modeling

AAAI Conferences

Is it possible to conduct player modeling without any players? In this paper we use Monte-Carlo Tree Search-controlled procedural personas to simulate a range of decision making styles in the puzzle game MiniDungeons 2. The purpose is to provide a method for synthetic play testing of game levels with synthetic players based on designer intuition and experience. Five personas are constructed, representing five different decision making styles archetypal for the game. The personas vary solely in the weights of decision-making utilities that describe their valuation of a set affordances in MiniDungeons 2. By configuring these weights using designer expert knowledge, and passing the configurations directly to the MCTS algorithm, we make the personas exhibit a number of distinct decision making and play styles.