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Learning Instance-Independent Value Functions to Enhance Local Search
Moll, Robert, Barto, Andrew G., Perkins, Theodore J., Sutton, Richard S.
Reinforcement learning methods can be used to improve the performance of local search algorithms for combinatorial optimization by learning an evaluation function that predicts the outcome of search. The evaluation function is therefore able to guide search to low-cost solutions better than can the original cost function. We describe a reinforcement learning method for enhancing local search that combines aspects of previous work by Zhang and Dietterich (1995) and Boyan and Moore (1997, Boyan 1998). In an off-line learning phase, a value function is learned that is useful for guiding search for multiple problem sizes and instances. We illustrate our technique by developing several such functions for the Dial-A-Ride Problem. Our learning-enhanced local search algorithm exhibits an improvement of more then 30% over a standard local search algorithm.
Exploring Unknown Environments with Real-Time Search or Reinforcement Learning
Learning Real-Time A* (LRTA*) is a popular control method that interleaves planning and plan execution and has been shown to solve search problems in known environments efficiently. In this paper, we apply LRTA * to the problem of getting to a given goal location in an initially unknown environment. Uninformed LRTA * with maximal lookahead always moves on a shortest path to the closest unvisited state, that is, to the closest potential goal state. This was believed to be a good exploration heuristic, but we show that it does not minimize the worst-case plan-execution time compared to other uninformed exploration methods. This result is also of interest to reinforcement-learning researchers since many reinforcement learning methods use asynchronous dynamic programming, interleave planning and plan execution, and exhibit optimism in the face of uncertainty, just like LRTA *.
Learning Instance-Independent Value Functions to Enhance Local Search
Moll, Robert, Barto, Andrew G., Perkins, Theodore J., Sutton, Richard S.
Reinforcement learning methods can be used to improve the performance of local search algorithms for combinatorial optimization by learning an evaluation function that predicts the outcome of search. The evaluation function is therefore able to guide search to low-cost solutions better than can the original cost function. We describe a reinforcement learning method for enhancing local search that combines aspects of previous work by Zhang and Dietterich (1995) and Boyan and Moore (1997, Boyan 1998). In an off-line learning phase, a value function is learned that is useful for guiding search for multiple problem sizes and instances. We illustrate our technique by developing several such functions for the Dial-A-Ride Problem. Our learning-enhanced local search algorithm exhibits an improvement of more then 30% over a standard local search algorithm.
A Phase Space Approach to Minimax Entropy Learning and the Minutemax Approximations
Coughlan, James M., Yuille, Alan L.
There has been much recent work on measuring image statistics and on learning probability distributions on images. We observe that the mapping from images to statistics is many-to-one and show it can be quantified by a phase space factor. This phase space approach throws light on the Minimax Entropy technique for learning Gibbs distributions on images with potentials derived from image statistics and elucidates the ambiguities that are inherent to determining the potentials. In addition, it shows that if the phase factor can be approximated by an analytic distribution then this approximation yields a swift "Minutemax" algorithm that vastly reduces the computation time for Minimax entropy learning. An illustration of this concept, using a Gaussian to approximate the phase factor, gives a good approximation to the results of Zhu and Mumford (1997) in just seconds of CPU time. The phase space approach also gives insight into the multi-scale potentials found by Zhu and Mumford (1997) and suggests that the forms of the potentials are influenced greatly by phase space considerations. Finally, we prove that probability distributions learned in feature space alone are equivalent to Minimax Entropy learning with a multinomial approximation of the phase factor. 1 Introduction Bayesian probability theory gives a powerful framework for visual perception (Knill and Richards 1996). This approach, however, requires specifying prior probabilities and likelihood functions. Learning these probabilities is difficult because it requires estimating distributions on random variables of very high dimensions (for example, images with 200 x 200 pixels, or shape curves of length 400 pixels).
Exploring Unknown Environments with Real-Time Search or Reinforcement Learning
Learning Real-Time A* (LRTA*) is a popular control method that interleaves planning andplan execution and has been shown to solve search problems in known environments efficiently. In this paper, we apply LRTA* to the problem of getting to a given goal location in an initially unknown environment. Uninformed LRTA* with maximal lookahead always moves on a shortest path to the closest unvisited state, that is, to the closest potential goal state. This was believed to be a good exploration heuristic, but we show that it does not minimize the worst-case plan-execution time compared to other uninformed exploration methods. This result is also of interest to reinforcement-learning researchers since many reinforcement learning methods use asynchronous dynamic programming, interleave planning and plan execution, and exhibit optimism in the face of uncertainty, just like LRTA*.
Squeaky Wheel Optimization
Joslin, D. E., Clements, D. P.
We describe a general approach to optimization which we term `Squeaky Wheel' Optimization (SWO). In SWO, a greedy algorithm is used to construct a solution which is then analyzed to find the trouble spots, i.e., those elements, that, if improved, are likely to improve the objective function score. The results of the analysis are used to generate new priorities that determine the order in which the greedy algorithm constructs the next solution. This Construct/Analyze/Prioritize cycle continues until some limit is reached, or an acceptable solution is found. SWO can be viewed as operating on two search spaces: solutions and prioritizations. Successive solutions are only indirectly related, via the re-prioritization that results from analyzing the prior solution. Similarly, successive prioritizations are generated by constructing and analyzing solutions. This `coupled search' has some interesting properties, which we discuss. We report encouraging experimental results on two domains, scheduling problems that arise in fiber-optic cable manufacturing, and graph coloring problems. The fact that these domains are very different supports our claim that SWO is a general technique for optimization.
AI Game-Playing Techniques
In conjunction with the Association for the Advancement of Artificial Intelligence's Hall of Champions exhibit, the Innovative Applications of Artificial Intelligence held a panel discussion entitled "AI Game-Playing Techniques: Are They Useful for Anything Other Than Games?" This article summarizes the panelists' comments about whether ideas and techniques from AI game playing are useful elsewhere and what kinds of game might be suitable as "challenge problems" for future research.
Solving Highly Constrained Search Problems with Quantum Computers
A previously developed quantum search algorithm for solving 1-SAT problems in a single step is generalized to apply to a range of highly constrained k-SAT problems. We identify a bound on the number of clauses in satisfiability problems for which the generalized algorithm can find a solution in a constant number of steps as the number of variables increases. This performance contrasts with the linear growth in the number of steps required by the best classical algorithms, and the exponential number required by classical and quantum methods that ignore the problem structure. In some cases, the algorithm can also guarantee that insoluble problems in fact have no solutions, unlike previously proposed quantum search algorithms.
TDLeaf(lambda): Combining Temporal Difference Learning with Game-Tree Search
Baxter, Jonathan, Tridgell, Andrew, Weaver, Lex
In this paper we present TDLeaf(lambda), a variation on the TD(lambda) algorithm that enables it to be used in conjunction with minimax search. We present some experiments in both chess and backgammon which demonstrate its utility and provide comparisons with TD(lambda) and another less radical variant, TD-directed(lambda). In particular, our chess program, ``KnightCap,'' used TDLeaf(lambda) to learn its evaluation function while playing on the Free Internet Chess Server (FICS, fics.onenet.net). It improved from a 1650 rating to a 2100 rating in just 308 games. We discuss some of the reasons for this success and the relationship between our results and Tesauro's results in backgammon.