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DTProbLog: A Decision-Theoretic Probabilistic Prolog
Broeck, Guy Van den (Katholieke Universiteit Leuven) | Thon, Ingo (Katholieke Universiteit Leuven) | Otterlo, Martijn van (Katholieke Universiteit Leuven) | Raedt, Luc De (Katholieke Universiteit Leuven)
We introduce DTProbLog, a decision-theoretic extension of Prolog and its probabilistic variant ProbLog. DTProbLog is a simple but expressive probabilistic programming language that allows the modeling of a wide variety of domains, such as viral marketing. In DTProbLog, the utility of a strategy (a particular choice of actions) is defined as the expected reward for its execution in the presence of probabilistic effects. The key contribution of this paper is the introduction of exact, as well as approximate, solvers to compute the optimal strategy for a DTProbLog program and the decision problem it represents, by making use of binary and algebraic decision diagrams. We also report on experimental results that show the effectiveness and the practical usefulness of the approach.
Increasing Threshold Search for Best-Valued Agents
Sarne, David (Bar-Ilan University) | Shamoun, Simon (City University of New York) | Rata, Eli (Bar Ilan University)
This paper investigates search techniques for multi-agent settings in which the most suitable agent, according to given criteria, needs to be found. In particular, it considers the case where the searching agent incurs a cost for learning the value of an agent and the goal is to minimize the expected overall cost of search by iteratively increasing the extent of search. This kind of search is applicable to various domains, including auctions, first responders, and sensor networks. Using an innovative transformation of the extents-based sequence to a probability-based one, the optimal sequence is proved to consist of either a single search iteration or an infinite sequence of increasing search extents. This leads to a simplified characterization of the the optimal search sequence from which it can be derived. This method is also highly useful for legacy economic-search applications, where all agents are considered suitable candidates and the goal is to optimize the search process as a whole. The effectiveness of the method for both best-valued search and economic search is demonstrated numerically using a synthetic environment.
Using Lookaheads with Optimal Best-First Search
Stern, Roni Tzvi (Ben Gurion University of the Negev) | Kulberis, Tamar (Ben Gurion University of the Negev) | Felner, Ariel (Ben Gurion University of the Negev) | Holte, Robert (University of Alberta)
We present an algorithm that exploits the complimentary benefits of best-first search (BFS) and depth-first search (DFS) by performing limited DFS lookaheads from the frontier of BFS. We show that this continuum requires significantly less memory than BFS. In addition, a time speedup is also achieved when choosing the lookahead depth correctly. We demonstrate this idea for breadth-first search and for A*. Additionally, we show that when using inconsistent heuristics, Bidirectional Pathmax (BPMX), can be implemented very easily on top of the lookahead phase. Experimental results on several domains demonstrate the benefits of all our ideas.
Parallel Depth First Proof Number Search
Kaneko, Tomoyuki (The University of Tokyo)
The depth first proof number search (df-pn) is an effective and popular algorithm for solving and-or tree problems by using proof and disproof numbers. This paper presents a simple but effective parallelization of the df-pn search algorithm for a shared-memory system. In this parallelization, multiple agents autonomously conduct the df-pn with a shared transposition table. For effective cooperation of agents, virtual proof and disproof numbers are introduced for each node, which is an estimation of future proof and disproof numbers by using the number of agents working on the node's descendants as a possible increase. Experimental results on large checkmate problems in shogi, which is a popular chess variant in Japan, show that reasonable increases in speed were achieved with small overheads in memory.
Reinforcement Learning via AIXI Approximation
Veness, Joel (University of New South Wales and NICTA) | Ng, Kee Siong (Medicare Australia and Australian National University) | Hutter, Marcus (Australian National University and NICTA) | Silver, David (University College London)
This paper introduces a principled approach for the design of a scalable general reinforcement learning agent. This approach is based on a direct approximation of AIXI, a Bayesian optimality notion for general reinforcement learning agents. Previously, it has been unclear whether the theory of AIXI could motivate the design of practical algorithms. We answer this hitherto open question in the affirmative, by providing the first computationally feasible approximation to the AIXI agent. To develop our approximation, we introduce a Monte Carlo Tree Search algorithm along with an agent-specific extension of the Context Tree Weighting algorithm. Empirically, we present a set of encouraging results on a number of stochastic, unknown, and partially observable domains.
Learning Simulation Control in General Game-Playing Agents
Finnsson, Hilmar (Reykjavik University) | Björnsson, Yngvi (Reykjavik University)
The aim of General Game Playing (GGP) is to create intelligent agents that can automatically learn how to play many different games at an expert level without any human intervention. One of the main challenges such agents face is to automatically learn knowledge-based heuristics in real-time, whether for evaluating game positions or for search guidance. In recent years, GGP agents that use Monte-Carlo simulations to reason about their actions have become increasingly more popular. For competitive play such an approach requires an effective search-control mechanism for guiding the simulation playouts. In here we introduce several schemes for automatically learning search guidance based on both statistical and reinforcement learning techniques. We compare the different schemes empirically on a variety of games and show that they improve significantly upon the current state-of-the-art in simulation-control in GGP. For example, in the chess-like game Skirmish, which has proved a particularly challenging game for simulation-based GGP agents, an agent employing one of the proposed schemes achieves 97% winning rate against an unmodified agent.
Local Search in Histogram Construction
Halim, Felix (National University of Singapore) | Karras, Panagiotis (National University of Singapore) | Yap, Roland H. C. (National University of Singapore)
The problem of dividing a sequence of values into segments occurs in database systems, information retrieval, and knowledge management. The challenge is to select a finite number of boundaries for the segments so as to optimize an objective error function defined over those segments. Although this optimization problem can be solved in polynomial time, the algorithm which achieves the minimum error does not scale well, hence it is not practical for applications with massive data sets. There is considerable research with numerous approximation and heuristic algorithms. Still, none of those approaches has resolved the quality-efficiency tradeoff in a satisfactory manner. In (Halim, Karras, and Yap 2009), we obtain near linear time algorithms which achieve both the desired scalability and near-optimal quality, thus dominating earlier approaches. In this paper, we show how two ideas from artificial intelligence, an efficient local search and recombination of multiple solutions reminiscent of genetic algorithms, are combined in a novel way to obtain state of the art histogram construction algorithms.
Continual On-Line Planning
Lemons, Sofia (University of New Hampshire)
My research represents an approach to integrating planning and execution in time-sensitive environments. The primary focus is on a problem called continual on-line planning. New goals arrive stochastically during execution, the agent issues actions for execution one at a time, and the environment is otherwise deterministic. My dissertation will address this setting in three stages: optimizing total goal achievement time, handling on-line goal arrival during planning or execution, and adapting to changes in state also during planning or execution. My current approach to this problem is based on incremental heuristic search. The two central issues are the decision of which partial plans to elaborate during search and the decision of when to issue an action for execution. I have proposed an extension of Russell and Wefald's decision-theoretic A* algorithm that is not limited by assumptions of an admissible heuristic like DTA*. This algorithm, Decision Theoretic On-line Continual Search (DTOCS), handles the complexities of the on-line setting by balancing deliberative planning and real-time response.
Toward a Generalization and a Reformulation of Goods in SAT — Preliminary Report
Habet, Djamal (Universite Paul Cezanne (Aix-Marseille 3)) | Jegou, Philippe (Universite Paul Cezanne (Aix-Marseille 3))
Learning useful information when solving SAT or CSP problems to speed up a tree-search approaches, is one of the main explored tracks in various works. Such information are known as goods and nogoods and they aim to forbid to repetitively visit the same parts of the search space. Unfortunately and unlike nogoods, the exploitation of goods is limited to tree-search approaches based on the structural properties of the problem. In this paper, we propose to generalize and reformulate structural goods under SAT. We also propose a learning scheme of general goods and show their integration in a DPLL-like procedure.
Integrating Opponent Models with Monte-Carlo Tree Search in Poker
Ponsen, Marc (Maastricht University) | Gerritsen, Geert (Maastricht University) | Chaslot, Guillaume (Maastricht University)
In this paper we apply a Monte-Carlo Tree Search implementation that is boosted with domain knowledge to the game of poker. More specifically, we integrate an opponent model in the Monte-Carlo Tree Search algorithm to produce a strong poker playing program. Opponent models allow the search algorithm to focus on relevant parts of the game-tree. We use an opponent modelling approach that starts from a (learned) prior, i.e., general expectations about opponent behavior, and then learns a relational regression tree-function that adapts these priors to specific opponents. Our modelling approach can generate detailed game features or relations on-the-fly. Additionally, using a prior we can already make reasonable predictions even when limited experience is available for a particular player. We show that Monte-Carlo Tree Search with integrated opponent models performs well against state-of-the-art poker programs.