Technology
Modelling Constraint Solver Architecture Design as a Constraint Problem
Gent, Ian P., Jefferson, Chris, Kotthoff, Lars, Miguel, Ian
Designing component-based constraint solvers is a complex problem. Some components are required, some are optional and there are interdependencies between the components. Because of this, previous approaches to solver design and modification have been ad-hoc and limited. We present a system that transforms a description of the components and the characteristics of the target constraint solver into a constraint problem. Solving this problem yields the description of a valid solver. Our approach represents a significant step towards the automated design and synthesis of constraint solvers that are specialised for individual constraint problem classes or instances.
Representing and Reasoning with Qualitative Preferences for Compositional Systems
Santhanam, G. R., Basu, S., Honavar, V.
Many applications, e.g., Web service composition, complex system design, team formation, etc., rely on methods for identifying collections of objects or entities satisfying some functional requirement. Among the collections that satisfy the functional requirement, it is often necessary to identify one or more collections that are optimal with respect to user preferences over a set of attributes that describe the non-functional properties of the collection. We develop a formalism that lets users express the relative importance among attributes and qualitative preferences over the valuations of each attribute. We define a dominance relation that allows us to compare collections of objects in terms of preferences over attributes of the objects that make up the collection. We establish some key properties of the dominance relation. In particular, we show that the dominance relation is a strict partial order when the intra-attribute preference relations are strict partial orders and the relative importance preference relation is an interval order. We provide algorithms that use this dominance relation to identify the set of most preferred collections. We show that under certain conditions, the algorithms are guaranteed to return only (sound), all (complete), or at least one (weakly complete) of the most preferred collections. We present results of simulation experiments comparing the proposed algorithms with respect to (a) the quality of solutions (number of most preferred solutions) produced by the algorithms, and (b) their performance and efficiency. We also explore some interesting conjectures suggested by the results of our experiments that relate the properties of the user preferences, the dominance relation, and the algorithms.
Topological Value Iteration Algorithms
Dai, P., null, Mausam, Weld, D. S., Goldsmith, J.
Value iteration is a powerful yet inefficient algorithm for Markov decision processes (MDPs) because it puts the majority of its effort into backing up the entire state space, which turns out to be unnecessary in many cases. In order to overcome this problem, many approaches have been proposed. Among them, ILAO* and variants of RTDP are state-of-the-art ones. These methods use reachability analysis and heuristic search to avoid some unnecessary backups. However, none of these approaches build the graphical structure of the state transitions in a pre-processing step or use the structural information to systematically decompose a problem, whereby generating an intelligent backup sequence of the state space. In this paper, we present two optimal MDP algorithms. The first algorithm, topological value iteration (TVI), detects the structure of MDPs and backs up states based on topological sequences. It (1) divides an MDP into strongly-connected components (SCCs), and (2) solves these components sequentially. TVI outperforms VI and other state-of-the-art algorithms vastly when an MDP has multiple, close-to-equal-sized SCCs. The second algorithm, focused topological value iteration (FTVI), is an extension of TVI. FTVI restricts its attention to connected components that are relevant for solving the MDP. Specifically, it uses a small amount of heuristic search to eliminate provably sub-optimal actions; this pruning allows FTVI to find smaller connected components, thus running faster. We demonstrate that FTVI outperforms TVI by an order of magnitude, averaged across several domains. Surprisingly, FTVI also significantly outperforms popular `heuristically-informed' MDP algorithms such as ILAO*, LRTDP, BRTDP and Bayesian-RTDP in many domains, sometimes by as much as two orders of magnitude. Finally, we characterize the type of domains where FTVI excels --- suggesting a way to an informed choice of solver.
Ordinal Risk-Group Classification
Most classification methods provide either a prediction of class membership or an assessment of class membership probability. In the case of two-group classification the predicted probability can be described as "risk" of belonging to a "special" class . When the required output is a set of ordinal-risk groups, a discretization of the continuous risk prediction is achieved by two common methods: by constructing a set of models that describe the conditional risk function at specific points (quantile regression) or by dividing the output of an "optimal" classification model into adjacent intervals that correspond to the desired risk groups. By defining a new error measure for the distribution of risk onto intervals we are able to identify lower bounds on the accuracy of these methods, showing sub-optimality both in their distribution of risk and in the efficiency of their resulting partition into intervals. By adding a new form of constraint to the existing maximum likelihood optimization framework and by introducing a penalty function to avoid degenerate solutions, we show how existing methods can be augmented to solve the ordinal risk-group classification problem. We implement our method for logistic regression (LR) and show a numeric example.
Computational Aspects of Cooperative Game Theory
Chalkiadakis, Georgios, Elkind, Edith, Wooldridge, Michael
Cooperative game theory is a branch of (micro-)economics that studies the behavior of self-interested agents in strategic settings where binding agreements among agents are possible. Our aim in this book is to present a survey of work on the computational aspects of cooperative game theory. We begin by formally defining transferable utility games in characteristic function form, and introducing key solution concepts such as the core and the Shapley value. We then discuss two major issues that arise when considering such games from a computational perspective: identifying compact representations for games, and the closely related problem of efficiently computing solution concepts for games. We survey several formalisms for cooperative games that have been proposed in the literature, including, for example, cooperative games defined on networks, as well as general compact representation schemes such as MC-nets and skill games.
Structural Similarity and Distance in Learning
Wang, Joseph, Saligrama, Venkatesh, Castaรฑรณn, David A.
The notion of distance, or more generally, similarity between observations, is at the root of most learning algorithms such as manifold learning, unsupervised clustering, semi-supervised learning, and anomaly detection. Most methods, at a basic level, are based on some function of Euclidean distance, such as the radial basis functions prevalent in supervised classification. Graphbased learning methods employ Euclidean distances to describe local neighborhoods for observations. K-nearest neighbors and วซ-neighborhoods based on Euclidean distances are used in manifold learning (Isomap [1] and LLE [2]), spectral clustering [3], anomaly detection algorithms [4], [5] and in label propagation algorithms for semi-supervised learning [6]. In many cases, notably sparsely sampled sets of data, Euclidean neighborhoods are not sufficient to represent underlying structure. Consider data drawn from two independent structures. Ideally, a graph would capture the structure of the data with minimal connection between observations on separate structures.
Multiple ant-bee colony optimization for load balancing in packet-switched networks
Kashefikia, Mehdi, Nematbakhsh, Nasser, Moghadam, Reza Askari
One of the important issues in computer networks is "Load Balancing" which leads to efficient use of the network resources. To achieve a balanced network it is necessary to find different routes between the source and destination. In the current paper we propose a new approach to find different routes using swarm intelligence techniques and multi colony algorithms. In the proposed algorithm that is an improved version of MACO algorithm, we use different colonies of ants and bees and appoint these colony members as intelligent agents to monitor the network and update the routing information. The survey includes comparison and critiques of MACO. The simulation results show a tangible improvement in the aforementioned approach.
A Flexible, Scalable and Efficient Algorithmic Framework for Primal Graphical Lasso
Mazumder, Rahul, Agarwal, Deepak K.
We propose a scalable, efficient and statistically motivated computational framework for Graphical Lasso (Friedman et al., 2007b) - a covariance regularization framework that has received significant attention in the statistics community over the past few years. Existing algorithms have trouble in scaling to dimensions larger than a thousand. Our proposal significantly enhances the state-of-the-art for such moderate sized problems and gracefully scales to larger problems where other algorithms become practically infeasible. This requires a few key new ideas. We operate on the primal problem and use a subtle variation of block-coordinate-methods which drastically reduces the computational complexity by orders of magnitude. We provide rigorous theoretical guarantees on the convergence and complexity of our algorithm and demonstrate the effectiveness of our proposal via experiments. We believe that our framework extends the applicability of Graphical Lasso to large-scale modern applications like bioinformatics, collaborative filtering and social networks, among others.
From Bandits to Experts: On the Value of Side-Observations
We consider an adversarial online learning setting where a decision maker can choose an action in every stage of the game. In addition to observing the reward of the chosen action, the decision maker gets side observations on the reward he would have obtained had he chosen some of the other actions. The observation structure is encoded as a graph, where node i is linked to node j if sampling i provides information on the reward of j. This setting naturally interpolates between the well-known "experts" setting, where the decision maker can view all rewards, and the multi-armed bandits setting, where the decision maker can only view the reward of the chosen action. We develop practical algorithms with provable regret guarantees, which depend on non-trivial graph-theoretic properties of the information feedback structure. We also provide partially-matching lower bounds.
On Nonparametric Guidance for Learning Autoencoder Representations
Snoek, Jasper, Adams, Ryan Prescott, Larochelle, Hugo
Unsupervised discovery of latent representations, in addition to being useful for density modeling, visualisation and exploratory data analysis, is also increasingly important for learning features relevant to discriminative tasks. Autoencoders, in particular, have proven to be an effective way to learn latent codes that reflect meaningful variations in data. A continuing challenge, however, is guiding an autoencoder toward representations that are useful for particular tasks. A complementary challenge is to find codes that are invariant to irrelevant transformations of the data. The most common way of introducing such problem-specific guidance in autoencoders has been through the incorporation of a parametric component that ties the latent representation to the label information. In this work, we argue that a preferable approach relies instead on a nonparametric guidance mechanism. Conceptually, it ensures that there exists a function that can predict the label information, without explicitly instantiating that function. The superiority of this guidance mechanism is confirmed on two datasets. In particular, this approach is able to incorporate invariance information (lighting, elevation, etc.) from the small NORB object recognition dataset and yields state-of-the-art performance for a single layer, non-convolutional network.