Search
Convex Methods for Transduction
Bie, Tijl D., Cristianini, Nello
The 2-class transduction problem, as formulated by Vapnik [1], involves finding a separating hyperplane for a labelled data set that is also maximally distant from a given set of unlabelled test points. In this form, the problem has exponential computational complexity in the size of the working set. So far it has been attacked by means of integer programming techniques [2] that do not scale to reasonable problem sizes, or by local search procedures [3]. In this paper we present a relaxation of this task based on semidefinite programming (SDP), resulting in a convex optimization problem that has polynomial complexity in the size of the data set. The results are very encouraging for mid sized data sets, however the cost is still too high for large scale problems, due to the high dimensional search space. To this end, we restrict the feasible region by introducing an approximation based on solving an eigenproblem. With this approximation, the computational cost of the algorithm is such that problems with more than 1000 points can be treated.
Policy Search by Dynamic Programming
Bagnell, J. A., Kakade, Sham M., Schneider, Jeff G., Ng, Andrew Y.
We consider the policy search approach to reinforcement learning. We show that if a "baseline distribution" is given (indicating roughly how often we expect a good policy to visit each state), then we can derive a policy search algorithm that terminates in a finite number of steps, and for which we can provide nontrivial performance guarantees. We also demonstrate this algorithm on several grid-world POMDPs, a planar biped walking robot, and a double-pole balancing problem.
Approximate Policy Iteration with a Policy Language Bias
Fern, Alan, Yoon, Sungwook, Givan, Robert
We explore approximate policy iteration, replacing the usual costfunction learningstep with a learning step in policy space. We give policy-language biases that enable solution of very large relational Markov decision processes (MDPs) that no previous technique can solve. In particular, we induce high-quality domain-specific planners for classical planningdomains (both deterministic and stochastic variants) by solving such domains as extremely large MDPs.
ARA*: Anytime A* with Provable Bounds on Sub-Optimality
Likhachev, Maxim, Gordon, Geoffrey J., Thrun, Sebastian
In real world planning problems, time for deliberation is often limited. Anytime planners are well suited for these problems: they find a feasible solutionquickly and then continually work on improving it until time runs out. In this paper we propose an anytime heuristic search, ARA*, which tunes its performance bound based on available search time. It starts by finding a suboptimal solution quickly using a loose bound, then tightens the bound progressively as time allows. Given enough time it finds a provably optimal solution. While improving its bound, ARA* reuses previous search efforts and, as a result, is significantly more efficient thanother anytime search methods. In addition to our theoretical analysis, we demonstrate the practical utility of ARA* with experiments on a simulated robot kinematic arm and a dynamic path planning problem foran outdoor rover.
Sparse Greedy Minimax Probability Machine Classification
Strohmann, Thomas R., Belitski, Andrei, Grudic, Gregory Z., DeCoste, Dennis
The Minimax Probability Machine Classification (MPMC) framework [Lanckriet et al., 2002] builds classifiers by minimizing the maximum probability of misclassification, and gives direct estimates of the probabilistic accuracybound Ω. The only assumptions that MPMC makes is that good estimates of means and covariance matrices of the classes exist. However, as with Support Vector Machines, MPMC is computationally expensive and requires extensive cross validation experiments to choose kernels and kernel parameters that give good performance. In this paper we address the computational cost of MPMC by proposing an algorithm that constructs nonlinear sparse MPMC (SMPMC) models by incrementally addingbasis functions (i.e.
Generalizing Boolean Satisfiability II: Theory
Dixon, H. E., Ginsberg, M. L., Luks, E. M., Parkes, A. J.
This is the second of three planned papers describing ZAP, a satisfiability engine that substantially generalizes existing tools while retaining the performance characteristics of modern high performance solvers. The fundamental idea underlying ZAP is that many problems passed to such engines contain rich internal structure that is obscured by the Boolean representation used; our goal is to define a representation in which this structure is apparent and can easily be exploited to improve computational performance. This paper presents the theoretical basis for the ideas underlying ZAP, arguing that existing ideas in this area exploit a single, recurring structure in that multiple database axioms can be obtained by operating on a single axiom using a subgroup of the group of permutations on the literals in the problem. We argue that the group structure precisely captures the general structure at which earlier approaches hinted, and give numerous examples of its use. We go on to extend the Davis-Putnam-Logemann-Loveland inference procedure to this broader setting, and show that earlier computational improvements are either subsumed or left intact by the new method. The third paper in this series discusses ZAP's implementation and presents experimental performance results.
Additive Pattern Database Heuristics
Felner, A., Korf, R. E., Hanan, S.
We explore a method for computing admissible heuristic evaluation functions for search problems. It utilizes pattern databases, which are precomputed tables of the exact cost of solving various subproblems of an existing problem. Unlike standard pattern database heuristics, however, we partition our problems into disjoint subproblems, so that the costs of solving the different subproblems can be added together without overestimating the cost of solving the original problem. Previously, we showed how to statically partition the sliding-tile puzzles into disjoint groups of tiles to compute an admissible heuristic, using the same partition for each state and problem instance. Here we extend the method and show that it applies to other domains as well. We also present another method for additive heuristics which we call dynamically partitioned pattern databases. Here we partition the problem into disjoint subproblems for each state of the search dynamically. We discuss the pros and cons of each of these methods and apply both methods to three different problem domains: the sliding-tile puzzles, the 4-peg Towers of Hanoi problem, and finding an optimal vertex cover of a graph. We find that in some problem domains, static partitioning is most effective, while in others dynamic partitioning is a better choice. In each of these problem domains, either statically partitioned or dynamically partitioned pattern database heuristics are the best known heuristics for the problem.
Incremental Heuristic Search in AI
Koenig, Sven, Likhachev, Maxim, Liu, Yaxin, Furcy, David
Incremental search reuses information from previous searches to find solutions to a series of similar search problems potentially faster than is possible by solving each search problem from scratch. This is important because many AI systems have to adapt their plans continuously to changes in (their knowledge of) the world. In this article, we give an overview of incremental search, focusing on LIFELONG PLANNING A*, and outline some of its possible applications in AI.
Incremental Heuristic Search in AI
Koenig, Sven, Likhachev, Maxim, Liu, Yaxin, Furcy, David
Incremental search reuses information from previous searches to find solutions to a series of similar search problems potentially faster than is possible by solving each search problem from scratch. This is important because many AI systems have to adapt their plans continuously to changes in (their knowledge of) the world. In this article, we give an overview of incremental search, focusing on LIFELONG PLANNING A*, and outline some of its possible applications in AI.