Search
Learning optimization models in the presence of unknown relations
Verwer, Sicco, Zhang, Yingqian, Ye, Qing Chuan
In a sequential auction with multiple bidding agents, it is highly challenging to determine the ordering of the items to sell in order to maximize the revenue due to the fact that the autonomy and private information of the agents heavily influence the outcome of the auction. The main contribution of this paper is two-fold. First, we demonstrate how to apply machine learning techniques to solve the optimal ordering problem in sequential auctions. We learn regression models from historical auctions, which are subsequently used to predict the expected value of orderings for new auctions. Given the learned models, we propose two types of optimization methods: a black-box best-first search approach, and a novel white-box approach that maps learned models to integer linear programs (ILP) which can then be solved by any ILP-solver. Although the studied auction design problem is hard, our proposed optimization methods obtain good orderings with high revenues. Our second main contribution is the insight that the internal structure of regression models can be efficiently evaluated inside an ILP solver for optimization purposes. To this end, we provide efficient encodings of regression trees and linear regression models as ILP constraints. This new way of using learned models for optimization is promising. As the experimental results show, it significantly outperforms the black-box best-first search in nearly all settings.
Large-Scale Optimization for Evaluation Functions with Minimax Search
This paper presents a new method, Minimax Tree Optimization (MMTO), to learn a heuristic evaluation function of a practical alpha-beta search program. The evaluation function may be a linear or non-linear combination of weighted features, and the weights are the parameters to be optimized. To control the search results so that the move decisions agree with the game records of human experts, a well-modeled objective function to be minimized is designed. Moreover, a numerical iterative method is used to nd local minima of the objective function, and more than forty million parameters are adjusted by using a small number of hyper parameters. This method was applied to shogi, a major variant of chess in which the evaluation function must handle a larger state space than in chess. Experimental results show that the large-scale optimization of the evaluation function improves the playing strength of shogi programs, and the new method performs signicantly better than other methods. Implementation of the new method in our shogi program Bonanza made substantial contributions to the program's rst-place nish in the 2013 World Computer Shogi Championship. Additionally, we present preliminary evidence of broader applicability of our method to other two-player games such as chess.
Minimax Optimal Bayesian Aggregation
It is generally believed that ensemble approaches, which combine multiple algorithms or models, can outperform any single algorithm at machine learning tasks, such as prediction. In this paper, we propose Bayesian convex and linear aggregation approaches motivated by regression applications. We show that the proposed approach is minimax optimal when the true data-generating model is a convex or linear combination of models in the list. Moreover, the method can adapt to sparsity structure in which certain models should receive zero weights, and the method is tuning parameter free unlike competitors. More generally, under an M-open view when the truth falls outside the space of all convex/linear combinations, our theory suggests that the posterior measure tends to concentrate on the best approximation of the truth at the minimax rate. We illustrate the method through simulation studies and several applications.
Concurrent Cube-and-Conquer
van der Tak, Peter, Heule, Marijn J. H., Biere, Armin
Recent work introduced the cube-and-conquer technique to solve hard SAT instances. It partitions the search space into cubes using a lookahead solver. Each cube is tackled by a conflict-driven clause learning (CDCL) solver. Crucial for strong performance is the cutoff heuristic that decides when to switch from lookahead to CDCL. Yet, this offline heuristic is far from ideal. In this paper, we present a novel hybrid solver that applies the cube and conquer steps simultaneously. A lookahead and a CDCL solver work together on each cube, while communication is restricted to synchronization. Our concurrent cube-and-conquer solver can solve many instances faster than pure lookahead, pure CDCL and offline cube-and-conquer, and can abort early in favor of a pure CDCL search if an instance is not suitable for cube-and-conquer techniques.
Symbiosis of Search and Heuristics for Random 3-SAT
Mijnders, Sid, de Wilde, Boris, Heule, Marijn
When combined properly, search techniques can reveal the full potential of sophisticated branching heuristics. We demonstrate this observation on the well-known class of random 3-SAT formulae. First, a new branching heuristic is presented, which generalizes existing work on this class. Much smaller search trees can be constructed by using this heuristic. Second, we introduce a variant of discrepancy search, called ALDS. Theoretical and practical evidence support that ALDS traverses the search tree in a near-optimal order when combined with the new heuristic. Both techniques, search and heuristic, have been implemented in the look-ahead solver march. The SAT 2009 competition results show that march is by far the strongest complete solver on random k-SAT formulae.
Towards Ultra Rapid Restarts
We observe a trend regarding restart strategies used in SAT solvers. A few years ago, most state-of-the-art solvers restarted on average after a few thousands of backtracks. Currently, restarting after a dozen backtracks results in much better performance. The main reason for this trend is that heuristics and data structures have become more restart-friendly. We expect further continuation of this trend, so future SAT solvers will restart even more rapidly. Additionally, we present experimental results to support our observations.
Proteus: A Hierarchical Portfolio of Solvers and Transformations
Hurley, Barry, Kotthoff, Lars, Malitsky, Yuri, O'Sullivan, Barry
In recent years, portfolio approaches to solving SAT problems and CSPs have become increasingly common. There are also a number of different encodings for representing CSPs as SAT instances. In this paper, we leverage advances in both SAT and CSP solving to present a novel hierarchical portfolio-based approach to CSP solving, which we call Proteus, that does not rely purely on CSP solvers. Instead, it may decide that it is best to encode a CSP problem instance into SAT, selecting an appropriate encoding and a corresponding SAT solver. Our experimental evaluation used an instance of Proteus that involved four CSP solvers, three SAT encodings, and six SAT solvers, evaluated on the most challenging problem instances from the CSP solver competitions, involving global and intensional constraints. We show that significant performance improvements can be achieved by Proteus obtained by exploiting alternative view-points and solvers for combinatorial problem-solving.
A Unifying Survey of Reinforced, Sensitive and Stigmergic Agent-Based Approaches for E-GTSP
The Generalized Traveling Salesman Problem (GTSP) is one of the NP-hard combinatorial optimization problems. A variant of GTSP is E-GTSP where E, meaning equality, has the constraint: exactly one node from a cluster of a graph partition is visited. The main objective of the E-GTSP is to find a minimum cost tour passing through exactly one node from each cluster of an undirected graph. Agent-based approaches involving are successfully used nowadays for solving real life complex problems. The aim of the current paper is to illustrate some variants of agent-based algorithms including ant-based models with specific properties for solving E-GTSP.
Local Optima Networks: A New Model of Combinatorial Fitness Landscapes
Ochoa, Gabriela, Verel, Sébastien, Daolio, Fabio, Tomassini, Marco
This chapter overviews a recently introduced network-based model of combinatorial landscapes: Local Optima Networks (LON). The model compresses the information given by the whole search space into a smaller mathematical object that is a graph having as vertices the local optima and as edges the possible weighted transitions between them. Two definitions of edges have been proposed: basin-transition and escape-edges, which capture relevant topological features of the underlying search spaces. This network model brings a new set of metrics to characterize the structure of combinatorial landscapes, those associated with the science of complex networks. These metrics are described, and results are presented of local optima network extraction and analysis for two selected combinatorial landscapes: NK landscapes and the quadratic assignment problem. Network features are found to correlate with and even predict the performance of heuristic search algorithms operating on these problems.
From Small-World Networks to Comparison-Based Search
Karbasi, Amin, Ioannidis, Stratis, Massoulie, Laurent
The problem of content search through comparisons has recently received considerable attention. In short, a user searching for a target object navigates through a database in the following manner: the user is asked to select the object most similar to her target from a small list of objects. A new object list is then presented to the user based on her earlier selection. This process is repeated until the target is included in the list presented, at which point the search terminates. This problem is known to be strongly related to the small-world network design problem. However, contrary to prior work, which focuses on cases where objects in the database are equally popular, we consider here the case where the demand for objects may be heterogeneous. We show that, under heterogeneous demand, the small-world network design problem is NP-hard. Given the above negative result, we propose a novel mechanism for small-world design and provide an upper bound on its performance under heterogeneous demand. The above mechanism has a natural equivalent in the context of content search through comparisons, and we establish both an upper bound and a lower bound for the performance of this mechanism. These bounds are intuitively appealing, as they depend on the entropy of the demand as well as its doubling constant, a quantity capturing the topology of the set of target objects. They also illustrate interesting connections between comparison-based search to classic results from information theory. Finally, we propose an adaptive learning algorithm for content search that meets the performance guarantees achieved by the above mechanisms.