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Minimax Rates for Homology Inference

arXiv.org Machine Learning

Often, high dimensional data lie close to a low-dimensional submanifold and it is of interest to understand the geometry of these submanifolds. The homology groups of a manifold are important topological invariants that provide an algebraic summary of the manifold. These groups contain rich topological information, for instance, about the connected components, holes, tunnels and sometimes the dimension of the manifold. In this paper, we consider the statistical problem of estimating the homology of a manifold from noisy samples under several different noise models. We derive upper and lower bounds on the minimax risk for this problem. Our upper bounds are based on estimators which are constructed from a union of balls of appropriate radius around carefully selected points. In each case we establish complementary lower bounds using Le Cam's lemma.


Adaptive Forgetting Factor Fictitious Play

arXiv.org Machine Learning

It is now well known that decentralised optimisation can be formulated as a potential game, and game-theoretical learning algorithms can be used to find an optimum. One of the most common learning techniques in game theory is fictitious play. However fictitious play is founded on an implicit assumption that opponents' strategies are stationary. We present a novel variation of fictitious play that allows the use of a more realistic model of opponent strategy. It uses a heuristic approach, from the online streaming data literature, to adaptively update the weights assigned to recently observed actions. We compare the results of the proposed algorithm with those of stochastic and geometric fictitious play in a simple strategic form game, a vehicle target assignment game and a disaster management problem. In all the tests the rate of convergence of the proposed algorithm was similar or better than the variations of fictitious play we compared it with. The new algorithm therefore improves the performance of game-theoretical learning in decentralised optimisation.


Drake: An Efficient Executive for Temporal Plans with Choice

Journal of Artificial Intelligence Research

This work presents Drake, a dynamic executive for temporal plans with choice. Dynamic plan execution strategies allow an autonomous agent to react quickly to unfolding events, improving the robustness of the agent. Prior work developed methods for dynamically dispatching Simple Temporal Networks, and further research enriched the expressiveness of the plans executives could handle, including discrete choices, which are the focus of this work. However, in some approaches to date, these additional choices induce significant storage or latency requirements to make flexible execution possible. Drake is designed to leverage the low latency made possible by a preprocessing step called compilation, while avoiding high memory costs through a compact representation. We leverage the concepts of labels and environments, taken from prior work in Assumption-based Truth Maintenance Systems (ATMS), to concisely record the implications of the discrete choices, exploiting the structure of the plan to avoid redundant reasoning or storage. Our labeling and maintenance scheme, called the Labeled Value Set Maintenance System, is distinguished by its focus on properties fundamental to temporal problems, and, more generally, weighted graph algorithms. In particular, the maintenance system focuses on maintaining a minimal representation of non-dominated constraints. We benchmark Drake's performance on random structured problems, and find that Drake reduces the size of the compiled representation by a factor of over 500 for large problems, while incurring only a modest increase in run-time latency, compared to prior work in compiled executives for temporal plans with discrete choices.


Computing Approximate Nash Equilibria and Robust Best-Responses Using Sampling

Journal of Artificial Intelligence Research

This article discusses two contributions to decision-making in complex partially observable stochastic games. First, we apply two state-of-the-art search techniques that use Monte-Carlo sampling to the task of approximating a Nash-Equilibrium (NE) in such games, namely Monte-Carlo Tree Search (MCTS) and Monte-Carlo Counterfactual Regret Minimization (MCCFR). MCTS has been proven to approximate a NE in perfect-information games. We show that the algorithm quickly finds a reasonably strong strategy (but not a NE) in a complex imperfect information game, i.e. Poker. MCCFR on the other hand has theoretical NE convergence guarantees in such a game. We apply MCCFR for the first time in Poker. Based on our experiments, we may conclude that MCTS is a valid approach if one wants to learn reasonably strong strategies fast, whereas MCCFR is the better choice if the quality of the strategy is most important. Our second contribution relates to the observation that a NE is not a best response against players that are not playing a NE. We present Monte-Carlo Restricted Nash Response (MCRNR), a sample-based algorithm for the computation of restricted Nash strategies. These are robust best-response strategies that (1) exploit non-NE opponents more than playing a NE and (2) are not (overly) exploitable by other strategies. We combine the advantages of two state-of-the-art algorithms, i.e. MCCFR and Restricted Nash Response (RNR). MCRNR samples only relevant parts of the game tree. We show that MCRNR learns quicker than standard RNR in smaller games. Also we show in Poker that MCRNR learns robust best-response strategies fast, and that these strategies exploit opponents more than playing a NE does.


Information and Search in Computer Chess

arXiv.org Artificial Intelligence

The article describes a model of chess based on information theory. A mathematical model of the partial depth scheme is outlined and a formula for the partial depth added for each ply is calculated from the principles of the model. An implementation of alpha-beta with partial depth is given. The method is tested using an experimental strategy having as objective to show the effect of allocation of a higher amount of search resources on areas of the search tree with higher information. The search proceeds in the direction of lines with higher information gain. The effects on search performance of allocating higher search resources on lines with higher information gain are tested experimentaly and conclusive results are obtained. In order to isolate the effects of the partial depth scheme no other heuristic is used.


Graph based E-Government web service composition

arXiv.org Artificial Intelligence

Nowadays, e-government has emerged as a government policy to improve the quality and efficiency of public administrations. By exploiting the potential of new information and communication technologies, government agencies are providing a wide spectrum of online services. These services are composed of several web services that comply with well defined processes. One of the big challenges is the need to optimize the composition of the elementary web services. In this paper, we present a solution for optimizing the computation effort in web service composition. Our method is based on Graph Theory. We model the semantic relationship between the involved web services through a directed graph. Then, we compute all shortest paths using for the first time, an extended version of the Floyd-Warshall algorithm.


Adaptive Submodularity: Theory and Applications in Active Learning and Stochastic Optimization

Journal of Artificial Intelligence Research

Many problems in artificial intelligence require adaptively making a sequence of decisions with uncertain outcomes under partial observability. Solving such stochastic optimization problems is a fundamental but notoriously difficult challenge. In this paper, we introduce the concept of adaptive submodularity, generalizing submodular set functions to adaptive policies. We prove that if a problem satisfies this property, a simple adaptive greedy algorithm is guaranteed to be competitive with the optimal policy. In addition to providing performance guarantees for both stochastic maximization and coverage, adaptive submodularity can be exploited to drastically speed up the greedy algorithm by using lazy evaluations. We illustrate the usefulness of the concept by giving several examples of adaptive submodular objectives arising in diverse AI applications including management of sensing resources, viral marketing and active learning. Proving adaptive submodularity for these problems allows us to recover existing results in these applications as special cases, improve approximation guarantees and handle natural generalizations.


An Elaboration Account of Insight

AAAI Conferences

In this paper we discuss an elaboration account of insight that provides answers to two of the main questions regarding insight problem solving: why insight problems are so difficult for humans and why insight is so rapid in nature. We claim that the difficulty in insight problems is due to misguided heuristic search and that this difficulty is overcome using a reformulation mechanism. Furthermore, we claim that search is carried out quickly when the heuristics are good--explaining the rapid nature of insight. We clarify our account by providing examples and initial empirical results. In conclusion, we review related work and discuss possible future work.


Humanlike Problem Solving in the Context of the Traveling Salesperson Problem

AAAI Conferences

Computationally hard problems, like the Traveling Salesperson Problem, can be solved remarkably well by humans. Results obtained by computers are usually closer to the optimum, but require high computational effort and often differ from the human solutions. This paper introduces Greedy Expert Search (GES) that strives to show the same flexibility and efficiency of human solutions, while producing results of similarly high quality. The Traveling Salesperson Problem serves as an example problem to illustrate and evaluate the approach.


Probabilistic Planning via Heuristic Forward Search and Weighted Model Counting

arXiv.org Artificial Intelligence

We present a new algorithm for probabilistic planning with no observability. Our algorithm, called Probabilistic-FF, extends the heuristic forward-search machinery of Conformant-FF to problems with probabilistic uncertainty about both the initial state and action effects. Specifically, Probabilistic-FF combines Conformant-FFs techniques with a powerful machinery for weighted model counting in (weighted) CNFs, serving to elegantly define both the search space and the heuristic function. Our evaluation of Probabilistic-FF shows its fine scalability in a range of probabilistic domains, constituting a several orders of magnitude improvement over previous results in this area. We use a problematic case to point out the main open issue to be addressed by further research.