Plotting

 Cosson, Romain


Ariadne and Theseus: Exploration and Rendezvous with Two Mobile Agents in an Unknown Graph

arXiv.org Artificial Intelligence

We investigate two fundamental problems in mobile computing: exploration and rendezvous, with two distinct mobile agents in an unknown graph. The agents may communicate by reading and writing information on whiteboards that are located at all nodes. They both move along one adjacent edge at every time-step. In the exploration problem, the agents start from the same arbitrary node and must traverse all the edges. We present an algorithm achieving collective exploration in $m$ time-steps, where $m$ is the number of edges of the graph. This improves over the guarantee of depth-first search, which requires $2m$ time-steps. In the rendezvous problem, the agents start from different nodes of the graph and must meet as fast as possible. We present an algorithm guaranteeing rendezvous in at most $\frac{3}{2}m$ time-steps. This improves over the so-called `wait for Mommy' algorithm which is based on depth-first search and which also requires $2m$ time-steps. Importantly, all our guarantees are derived from a more general asynchronous setting in which the speeds of the agents are controlled by an adversary at all times. Our guarantees generalize to weighted graphs, when replacing the number of edges $m$ with the sum of all edge lengths. We show that our guarantees are met with matching lower-bounds in the asynchronous setting.


Collective Tree Exploration via Potential Function Method

arXiv.org Artificial Intelligence

We study the problem of collective tree exploration (CTE) where a team of $k$ agents is tasked to traverse all the edges of an unknown tree as fast as possible, assuming complete communication between the agents. In this paper, we present an algorithm performing collective tree exploration in only $2n/k+O(kD)$ rounds, where $n$ is the number of nodes in the tree, and $D$ is the tree depth. This leads to a competitive ratio of $O(\sqrt{k})$ for collective tree exploration, the first polynomial improvement over the initial $O(k/\log(k))$ ratio of [FGKP06]. Our analysis relies on a game with robots at the leaves of a continuously growing tree, which is presented in a similar manner as the `evolving tree game' of [BCR22], though its analysis and applications differ significantly. This game extends the `tree-mining game' (TM) of [Cos23] and leads to guarantees for an asynchronous extension of collective tree exploration (ACTE). Another surprising consequence of our results is the existence of algorithms $\{A_k\}_{k\in \mathbb{N}}$ for layered tree traversal (LTT) with cost at most $2L/k+O(kD)$, where $L$ is the sum of edge lengths and $D$ is the tree depth. For the case of layered trees of width $w$ and unit edge lengths, our guarantee is thus in $O(\sqrt{w}D)$.


Breaking the k/log k Barrier in Collective Tree Exploration via Tree-Mining

arXiv.org Artificial Intelligence

In collective tree exploration, a team of $k$ mobile agents is tasked to go through all edges of an unknown tree as fast as possible. An edge of the tree is revealed to the team when one agent becomes adjacent to that edge. The agents start from the root and all move synchronously along one adjacent edge in each round. Communication between the agents is unrestricted, and they are, therefore, centrally controlled by a single exploration algorithm. The algorithm's guarantee is typically compared to the number of rounds required by the agents to go through all edges if they had known the tree in advance. This quantity is at least $\max\{2n/k,2D\}$ where $n$ is the number of nodes and $D$ is the tree depth. Since the introduction of the problem by [FGKP04], two types of guarantees have emerged: the first takes the form $r(k)(n/k+D)$, where $r(k)$ is called the competitive ratio, and the other takes the form $2n/k+f(k,D)$, where $f(k,D)$ is called the competitive overhead. In this paper, we present the first algorithm with linear-in-$D$ competitive overhead, thereby reconciling both approaches. Specifically, our bound is in $2n/k + O(k^{\log_2(k)-1} D)$ and leads to a competitive ratio in $O(k/\exp(\sqrt{\ln 2\ln k}))$. This is the first improvement over $O(k/\ln k)$ since the introduction of the problem, twenty years ago. Our algorithm is developed for an asynchronous generalization of collective tree exploration (ACTE). It belongs to a broad class of locally-greedy exploration algorithms that we define. We show that the analysis of locally-greedy algorithms can be seen through the lens of a 2-player game that we call the tree-mining game and which could be of independent interest.


Universal Online Learning with Unbounded Losses: Memory Is All You Need

arXiv.org Machine Learning

We resolve an open problem of Hanneke on the subject of universally consistent online learning with non-i.i.d. processes and unbounded losses. The notion of an optimistically universal learning rule was defined by Hanneke in an effort to study learning theory under minimal assumptions. A given learning rule is said to be optimistically universal if it achieves a low long-run average loss whenever the data generating process makes this goal achievable by some learning rule. Hanneke posed as an open problem whether, for every unbounded loss, the family of processes admitting universal learning are precisely those having a finite number of distinct values almost surely. In this paper, we completely resolve this problem, showing that this is indeed the case. As a consequence, this also offers a dramatically simpler formulation of an optimistically universal learning rule for any unbounded loss: namely, the simple memorization rule already suffices. Our proof relies on constructing random measurable partitions of the instance space and could be of independent interest for solving other open questions. We extend the results to the non-realizable setting thereby providing an optimistically universal Bayes consistent learning rule.


Synthetic Interventions

arXiv.org Machine Learning

We develop a method to help quantify the impact different levels of mobility restrictions could have had on COVID-19 related deaths across nations. Synthetic control (SC) has emerged as a standard tool in such scenarios to produce counterfactual estimates if a particular intervention had not occurred, using just observational data. However, it remains an important open problem of how to extend SC to obtain counterfactual estimates if a particular intervention had occurred - this is exactly the question of the impact of mobility restrictions stated above. As our main contribution, we introduce synthetic interventions (SI), which helps resolve this open problem by allowing one to produce counterfactual estimates if there are multiple interventions of interest. We prove SI produces consistent counterfactual estimates under a tensor factor model. Our finite sample analysis shows the test error decays as $1/T_0$, where $T_0$ is the amount of observed pre-intervention data. As a special case, this improves upon the $1/\sqrt{T_0}$ bound on test error for SC in prior works. Our test error bound holds under a certain "subspace inclusion" condition; we furnish a data-driven hypothesis test with provable guarantees to check for this condition. This also provides a quantitative hypothesis test for when to use SC, currently absent in the literature. Technically, we establish the parameter estimation and test error for Principal Component Regression (a key subroutine in SI and several SC variants) under the setting of error-in-variable regression decays as $1/T_0$, where $T_0$ is the number of samples observed; this improves the best prior test error bound of $1/\sqrt{T_0}$. In addition to the COVID-19 case study, we show how SI can be used to run data-efficient, personalized randomized control trials using real data from a large e-commerce website and a large developmental economics study.