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Improvements of Symmetry Breaking During Search

AAAI Conferences

Symmetries are common in many constraint problems. They can be broken statically or dynamically. The focus of this paper is the symmetry breaking during search (SBDS) method that adds conditional symmetry breaking constraints upon each backtracking during search. To trade completeness for efficiency, partial SBDS (ParSBDS) is proposed by posting only a subset of symmetries. We propose an adaptation method recursive SBDS (ReSBDS) of ParSBDS which extends ParSBDS to break more symmetry compositions. We observe that the symmetry breaking constraints added for each symmetry at a search node are nogoods and increasing. A global constraint (incNGs), which is logically equivalent to a set of increasing nogoods, is derived. To further trade pruning power for efficiency, we propose weak-nogood consistency (WNC) for nogoods and a lazy propagator for SBDS (and its variants) using watched literal technology. We further define generalized weak-incNGs consistency (GWIC) for a conjunction of increasing nogoods, and give a lazy propagator for incNGs.


Speedy versus Greedy Search

AAAI Conferences

When an optimal solution is not required, satisficing search methods such as greedy best-first search are often used to find solutions quickly. In work on satisficing search, there has been substantial attention devoted to how to solve problems associated with local minima or plateaus in the heuristic function. One technique that has been shown to be quite promising is using an alternative heuristic function that does not estimate cost-to-go, but rather estimates distance-to-go. There is currently little beyond intuition to explain its superiority. We begin by empirically showing that the success of the distance-to-go heuristic appears related to its having smaller local minima. We then discuss a reasonable theoretical model of heuristics and show that, under this model, the expected size of local minima is higher for a cost-to-go heuristic than a distance-to-go heuristic, offering a possible explanation as to why distance-to-go heuristics tend to outperform cost-to-go heuristics.


Multi-Graph-View Learning for Complicated Object Classification

AAAI Conferences

In this paper, we propose to represent and classify complicated objects. In order to represent the objects, we propose a multi-graph-view model which uses graphs constructed from multiple graph-views to represent an object. In addition, a bag based multi-graph model is further used to relax labeling by only requiring one label for a bag of graphs, which represent one object. In order to learn classification models, we propose a multi-graph-view bag learning algorithm (MGVBL), which aims to explore subgraph features from multiple graph-views for learning. By enabling a joint regularization across multiple graph-views, and enforcing labeling constraints at the bag and graph levels, MGVBL is able to discover most effective subgraph features across all graph-views for learning. Experiments on real-world learning tasks demonstrate the performance of MGVBL for complicated object classification.


Using A* for Inference in Probabilistic Classifier Chains

AAAI Conferences

Probabilistic Classifiers Chains (PCC) offers interesting properties to solve multi-label classification tasks due to its ability to estimate the joint probability of the labels. However, PCC presents the major drawback of having a high computational cost in the inference process required to predict new samples. Lately, several approaches have been proposed to overcome this issue, including beam search and an epsilon-Approximate algorithm based on uniform-cost search. Surprisingly, the obvious possibility of using heuristic search has not been considered yet. This paper studies this alternative and proposes an admisible heuristic that, applied in combination with A* algorithm, guarantees, not only optimal predictions in terms of subset 0/1 loss, but also that it always explores less nodes than epsilon-Approximate algorithm. In the experiments reported, the number of nodes explored by our method is less than two times the number of labels for all datasets analyzed. But, the difference in explored nodes must be large enough to compensate the overhead of the heuristic in order to improve prediction time. Thus, our proposal may be a good choice for complex multi-label problems.


The Arcade Learning Environment: An Evaluation Platform for General Agents (Extended Abstract)

AAAI Conferences

In this extended abstract we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by presenting a benchmark set of domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. We conclude with a brief update on the latest ALE developments. All of the software, including the benchmark agents, is publicly available.


Feature Selection from Microarray Data via an Ordered Search with Projected Margin

AAAI Conferences

Microarray experiments are capable of measuring the expression level of thousands of genes simultaneously. Dealing with this enormous amount of information requires complex computation. Support Vector Machines (SVM) have been widely used with great efficiency to solve classification problems that have high dimension. In this sense, it is plausible to develop new feature selection strategies for microarray data that are associated with this type of classifier. Therefore, we propose, in this paper, a new method for feature selection based on an ordered search process to explore the space of possible subsets. The algorithm, called Admissible Ordered Search (AOS), uses as evaluation function the margin values estimated for each hypothesis by a SVM classifier. An important theoretical contribution of this paper is the development of the projected margin concept. This value is computed as the margin vector projection on a lower dimensional subspace and is used as an upper bound for the current value of the hypothesis in the search process. This enables great economy in runtime and consequently efficiency in the search process as a whole. The algorithm was tested using five different microarray data sets yielding superior results when compared to three representative feature selection methods.


Balance between Complexity and Quality: Local Search for Minimum Vertex Cover in Massive Graphs

AAAI Conferences

The problem of finding a minimum vertex cover (MinVC) in a graph is a well known NP-hard problem with important applications. There has been much interest in developing heuristic algorithms for finding a "good" vertex cover in graphs. In practice, most heuristic algorithms for MinVC are based on the local search method. Previously, local search algorithms for MinVC have focused on solving academic benchmarks where the graphs are of relatively small size, and they are not suitable for solving massive graphs as they usually have high-complexity heuristics. In this paper, we propose a simple and fast local search algorithms called FastVC for solving MinVC in massive graphs, which is based on two low-complexity heuristics. Experimental results on a broad range of real world massive graphs show that FastVC finds much better vertex cover (and thus also independent sets) than state of the art local search algorithms for MinVC.


Influence Maximization in Big Networks: An Incremental Algorithm for Streaming Subgraph Influence Spread Estimation

AAAI Conferences

Influence maximization plays a key role in social network viral marketing. Although the problem has been widely studied, it is still challenging to estimate influence spread in big networks with hundreds of millions of nodes. Existing heuristic algorithms and greedy algorithms incur heavy computation cost in big networks and are incapable of processing dynamic network structures. In this paper, we propose an incremental algorithm for influence spread estimation in big networks. The incremental algorithm breaks down big networks into small subgraphs ad continuously estimate influence spread on these subgraphs as data streams. The challenge of the incremental algorithm is that subgraphs derived from a big network are not independent and MC simulations on each subgraph (defined as snapshots) may conflict with each other. In this paper, we assume that different combinations of MC simulations on subgraphs on subgraphs generate independent samples. In so doing, the incremental algorithm on streaming subgraphs can estimate influence spread with fewer simulations. Experimental results demonstrates the performance of the proposed algorithm.


Pushing Forward Marginal MAP with Best-First Search

AAAI Conferences

Marginal MAP is known to be a difficult task for graphical models, particularly because the evaluation of each MAP assignment involves a conditional likelihood computation. In order to minimize the number of likelihood evaluations, we focus in this paper on best-first search strategies for exploring the space of partial MAP assignments. We analyze the potential relative benefits of several best-first search algorithms and demonstrate their effectiveness against recent branch and bound schemes through extensive empirical evaluations. Our results show that best-first search improves significantly over existing depth-first approaches, in many cases by several orders of magnitude, especially when guided by relatively weak heuristics.


Generalized Rapid Action Value Estimation

AAAI Conferences

Monte Carlo Tree Search (MCTS) is the state of the art algorithm for many games including the game of Go and General Game Playing (GGP). The standard algorithm for MCTS is Upper Confidence bounds applied to Trees (UCT). For games such as Go a big improvement over UCT is the Rapid Action Value Estimation (RAVE) heuristic. We propose to generalize the RAVE heuristic so as to have more accurate estimates near the leaves. We test the resulting algorithm named GRAVE for Atarigo, Knighthrough, Domineering and Go.