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Width-Based Planning for General Video-Game Playing

AAAI Conferences

IW(1) is a simple search algorithm that assumes that states can be characterized in terms of a set of boolean features or atoms. IW(1) consists of a standard breadth-first search with one variation: a newly generated state is pruned if it does not make a new atom true. Thus, while a breadth-first search runs in time that is exponential in the number of atoms, IW(1) runs in linear time. Variations of the algorithm have been shown to yield state-of-the-art results in classical planning and more recently in the Atari video games. In this paper, we use the algorithm for selecting actions in the games of the general video-game AI competition (GVG-AI) which, unlike classical planning problems and the Atari games, are stochastic. We evaluate a variation of the algorithm over 30 games under different time windows using the number of wins as the performance measure. We find that IW(1) does better than the sample MCTS and OLMCTS controllers for all time windows with the performance gap growing with the window size. The exception are the puzzle-like games where all the algorithms do poorly. For such problems, we show that much better results can be obtained with the IW(2) algorithm, which is like IW(1), except that states are pruned in the breadth-first search when they fail to make true a new pair of atoms.


Flexibly Mining Better Subgroups

arXiv.org Machine Learning

In subgroup discovery, also known as supervised pattern mining, discovering high quality one-dimensional subgroups and refinements of these is a crucial task. For nominal attributes, this is relatively straightforward, as we can consider individual attribute values as binary features. For numerical attributes, the task is more challenging as individual numeric values are not reliable statistics. Instead, we can consider combinations of adjacent values, i.e. bins. Existing binning strategies, however, are not tailored for subgroup discovery. That is, they do not directly optimize for the quality of subgroups, therewith potentially degrading the mining result. To address this issue, we propose FLEXI. In short, with FLEXI we propose to use optimal binning to find high quality binary features for both numeric and ordinal attributes. We instantiate FLEXI with various quality measures and show how to achieve efficiency accordingly. Experiments on both synthetic and real-world data sets show that FLEXI outperforms state of the art with up to 25 times improvement in subgroup quality.


Online Learning with Gaussian Payoffs and Side Observations

arXiv.org Machine Learning

We consider a sequential learning problem with Gaussian payoffs and side information: after selecting an action $i$, the learner receives information about the payoff of every action $j$ in the form of Gaussian observations whose mean is the same as the mean payoff, but the variance depends on the pair $(i,j)$ (and may be infinite). The setup allows a more refined information transfer from one action to another than previous partial monitoring setups, including the recently introduced graph-structured feedback case. For the first time in the literature, we provide non-asymptotic problem-dependent lower bounds on the regret of any algorithm, which recover existing asymptotic problem-dependent lower bounds and finite-time minimax lower bounds available in the literature. We also provide algorithms that achieve the problem-dependent lower bound (up to some universal constant factor) or the minimax lower bounds (up to logarithmic factors).


Computational and Statistical Boundaries for Submatrix Localization in a Large Noisy Matrix

arXiv.org Machine Learning

The interplay between computational efficiency and statistical accuracy in high-dimensional inference has drawn increasing attention in the literature. In this paper, we study computational and statistical boundaries for submatrix localization. Given one observation of (one or multiple non-overlapping) signal submatrix (of magnitude $\lambda$ and size $k_m \times k_n$) contaminated with a noise matrix (of size $m \times n$), we establish two transition thresholds for the signal to noise $\lambda/\sigma$ ratio in terms of $m$, $n$, $k_m$, and $k_n$. The first threshold, $\sf SNR_c$, corresponds to the computational boundary. Below this threshold, it is shown that no polynomial time algorithm can succeed in identifying the submatrix, under the \textit{hidden clique hypothesis}. We introduce adaptive linear time spectral algorithms that identify the submatrix with high probability when the signal strength is above the threshold $\sf SNR_c$. The second threshold, $\sf SNR_s$, captures the statistical boundary, below which no method can succeed with probability going to one in the minimax sense. The exhaustive search method successfully finds the submatrix above this threshold. The results show an interesting phenomenon that $\sf SNR_c$ is always significantly larger than $\sf SNR_s$, which implies an essential gap between statistical optimality and computational efficiency for submatrix localization.


Regularization vs. Relaxation: A conic optimization perspective of statistical variable selection

arXiv.org Machine Learning

Variable selection is a fundamental task in statistical data analysis. Sparsity-inducing regularization methods are a popular class of methods that simultaneously perform variable selection and model estimation. The central problem is a quadratic optimization problem with an l0-norm penalty. Exactly enforcing the l0-norm penalty is computationally intractable for larger scale problems, so dif- ferent sparsity-inducing penalty functions that approximate the l0-norm have been introduced. In this paper, we show that viewing the problem from a convex relaxation perspective offers new insights. In particular, we show that a popular sparsity-inducing concave penalty function known as the Minimax Concave Penalty (MCP), and the reverse Huber penalty derived in a recent work by Pilanci, Wainwright and Ghaoui, can both be derived as special cases of a lifted convex relaxation called the perspective relaxation. The optimal perspective relaxation is a related minimax problem that balances the overall convexity and tightness of approximation to the l0 norm. We show it can be solved by a semidefinite relaxation. Moreover, a probabilistic interpretation of the semidefinite relaxation reveals connections with the boolean quadric polytope in combinatorial optimization. Finally by reformulating the l0-norm pe- nalized problem as a two-level problem, with the inner level being a Max-Cut problem, our proposed semidefinite relaxation can be realized by replacing the inner level problem with its semidefinite relaxation studied by Goemans and Williamson. This interpretation suggests using the Goemans-Williamson rounding procedure to find approximate solutions to the l0-norm penalized problem. Numerical experiments demonstrate the tightness of our proposed semidefinite relaxation, and the effectiveness of finding approximate solutions by Goemans-Williamson rounding.


Optimization for Gaussian Processes via Chaining

arXiv.org Machine Learning

In this paper, we consider the problem of stochastic optimization under a bandit feedback model. We generalize the GP-UCB algorithm [Srinivas and al., 2012] to arbitrary kernels and search spaces. To do so, we use a notion of localized chaining to control the supremum of a Gaussian process, and provide a novel optimization scheme based on the computation of covering numbers. The theoretical bounds we obtain on the cumulative regret are more generic and present the same convergence rates as the GP-UCB algorithm. Finally, the algorithm is shown to be empirically more efficient than its natural competitors on simple and complex input spaces.


Achieving Goals Quickly Using Real-time Search: Experimental Results in Video Games

Journal of Artificial Intelligence Research

In real-time domains such as video games, planning happens concurrently with execution and the planning algorithm has a strictly bounded amount of time before it must return the next action for the agent to execute. We explore the use of real-time heuristic search in two benchmark domains inspired by video games. Unlike classic benchmarks such as grid pathfinding and the sliding tile puzzle, these new domains feature exogenous change and directed state space graphs. We consider the setting in which planning and acting are concurrent and we use the natural objective of minimizing goal achievement time. Using both the classic benchmarks and the new domains, we investigate several enhancements to a leading real-time search algorithm, LSS-LRTA*. We show experimentally that 1) it is better to plan after each action or to use a dynamically sized lookahead, 2) A*-based lookahead can cause undesirable actions to be selected, and 3) on-line de-biasing of the heuristic can lead to improved performance. We hope this work encourages future research on applying real-time search in dynamic domains.


A Review of Feature Selection Methods Based on Mutual Information

arXiv.org Machine Learning

In this work we present a review of the state of the art of information theoretic feature selection methods. The concepts of feature relevance, redundance and complementarity (synergy) are clearly defined, as well as Markov blanket. The problem of optimal feature selection is defined. A unifying theoretical framework is described, which can retrofit successful heuristic criteria, indicating the approximations made by each method. A number of open problems in the field are presented.


Implementing an intelligent version of the classical sliding-puzzle game for unix terminals using Golang's concurrency primitives

arXiv.org Artificial Intelligence

An intelligent version of the sliding-puzzle game is developed using the new Go programming language, which uses a concurrent version of the A* Informed Search Algorithm to power solver-bot that runs in the background. The game runs in computer system's terminals. Mainly, it was developed for UNIX-type systems but it works pretty well in nearly all the operating systems because of cross-platform compatibility of the programming language used. The game uses language's concurrency primitives to simplify most of the hefty parts of the game. A real-time notification delivery architecture is developed using language's built-in concurrency support, which performs similar to event based context aware invocations like we see on the web platform.


Customizable Contraction Hierarchies

arXiv.org Artificial Intelligence

We consider the problem of quickly computing shortest paths in weighted graphs given auxiliary data derived in an expensive preprocessing phase. By adding a fast weight-customization phase, we extend Contraction Hierarchies by Geisberger et al to support the three-phase workflow introduced by Delling et al. Our Customizable Contraction Hierarchies use nested dissection orders as suggested by Bauer et al. We provide an in-depth experimental analysis on large road and game maps that clearly shows that Customizable Contraction Hierarchies are a very practicable solution in scenarios where edge weights often change.