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Sample Complexity of Learning Heuristic Functions for Greedy-Best-First and A* Search
Greedy best-first search (GBFS) and A* search (A*) are popular algorithms for pathfinding on large graphs. Both use so-called heuristic functions, which estimate how close a vertex is to the goal. While heuristic functions have been handcrafted using domain knowledge, recent studies demonstrate that learning heuristic functions from data is effective in many applications. Motivated by this emerging approach, we study the sample complexity of learning heuristic functions for GBFS and A*. We build on a recent framework called data-driven algorithm design and evaluate the pseudo-dimension of a class of utility functions that measure the performance of parameterized algorithms.
Solving Graph-based Public Good Games with Tree Search and Imitation Learning
Public goods games represent insightful settings for studying incentives for individual agents to make contributions that, while costly for each of them, benefit the wider society. In this work, we adopt the perspective of a central planner with a global view of a network of self-interested agents and the goal of maximizing some desired property in the context of a best-shot public goods game. Existing algorithms for this known NP-complete problem find solutions that are sub-optimal and cannot optimize for criteria other than social welfare. In order to efficiently solve public goods games, our proposed method directly exploits the correspondence between equilibria and the Maximal Independent Set (mIS) structural property of graphs. In particular, we define a Markov Decision Process which incrementally generates an mIS, and adopt a planning method to search for equilibria, outperforming existing methods. Furthermore, we devise a graph imitation learning technique that uses demonstrations of the search to obtain a graph neural network parametrized policy which quickly generalizes to unseen game instances. Our evaluation results show that this policy is able to reach 99.5% of the performance of the planning method while being three orders of magnitude faster to evaluate on the largest graphs tested. The methods presented in this work can be applied to a large class of public goods games of potentially high societal impact and more broadly to other graph combinatorial optimization problems.
DIFUSCO: Graph-based Diffusion Solvers for Combinatorial Optimization
Neural network-based Combinatorial Optimization (CO) methods have shown promising results in solving various NP-complete (NPC) problems without relying on hand-crafted domain knowledge. This paper broadens the current scope of neural solvers for NPC problems by introducing a new graph-based diffusion framework, namely DIFUSCO. Our framework casts NPC problems as discrete {0,1}-vector optimization problems and leverages graph-based denoising diffusion models to generate high-quality solutions. We investigate two types of diffusion models with Gaussian and Bernoulli noise, respectively, and devise an effective inference schedule to enhance the solution quality. We evaluate our methods on two well-studied NPC combinatorial optimization problems: Traveling Salesman Problem (TSP) and Maximal Independent Set (MIS). Experimental results show that DIFUSCO strongly outperforms the previous state-of-the-art neural solvers, improving the performance gap between ground-truth and neural solvers from 1.76% to 0.46% on TSP-500, from 2.46% to 1.17% on TSP-1000, and from 3.19% to 2.58% on TSP-10000. For the MIS problem, DIFUSCO outperforms the previous state-of-the-art neural solver on the challenging SATLIB benchmark.
GraphMP: Graph Neural Network-based Motion Planning with Efficient Graph Search
Motion planning, which aims to find a high-quality collision-free path in the configuration space, is a fundamental task in robotic systems. Recently, learningbased motion planners, especially the graph neural network-powered, have shown promising planning performance. However, though the state-of-the-art GNN planner can efficiently extract and learn graph information, its inherent mechanism is not well suited for graph search process, hindering its further performance improvement. To address this challenge and fully unleash the potential of GNN in motion planning, this paper proposes GraphMP, a neural motion planner for both low and high-dimensional planning tasks. With the customized model architecture and training mechanism design, GraphMP can simultaneously perform efficient graph pattern extraction and graph search processing, leading to strong planning performance. Experiments on a variety of environments, ranging from 2DMaze to 14D dual KUKA robotic arm, show that our proposed GraphMP achieves significant improvement on path quality and planning speed over state-of-the-art learning-based and classical planners; while preserving competitive success rate.
Sym-NCO: Leveraging Symmetricity for Neural Combinatorial Optimization
Deep reinforcement learning (DRL)-based combinatorial optimization (CO) methods (i.e., DRL-NCO) have shown significant merit over the conventional CO solvers as DRL-NCO is capable of learning CO solvers less relying on problem-specific expert domain knowledge (heuristic method) and supervised labeled data (supervised learning method). This paper presents a novel training scheme, Sym-NCO, which is a regularizer-based training scheme that leverages universal symmetricities in various CO problems and solutions. Leveraging symmetricities such as rotational and reflectional invariance can greatly improve the generalization capability of DRL-NCO because it allows the learned solver to exploit the commonly shared symmetricities in the same CO problem class. Our experimental results verify that our Sym-NCO greatly improves the performance of DRL-NCO methods in four CO tasks, including the traveling salesman problem (TSP), capacitated vehicle routing problem (CVRP), prize collecting TSP (PCTSP), and orienteering problem (OP), without utilizing problem-specific expert domain knowledge. Remarkably, SymNCO outperformed not only the existing DRL-NCO methods but also a competitive conventional solver, the iterative local search (ILS), in PCTSP at 240 faster speed.