Shmakov, Alexander
SPANet: Generalized Permutationless Set Assignment for Particle Physics using Symmetry Preserving Attention
Shmakov, Alexander, Fenton, Michael James, Ho, Ta-Wei, Hsu, Shih-Chieh, Whiteson, Daniel, Baldi, Pierre
The creation of unstable heavy particles at the Large Hadron Collider is the most direct way to address some of the deepest open questions in physics. Collisions typically produce variable-size sets of observed particles which have inherent ambiguities complicating the assignment of observed particles to the decay products of the heavy particles. Current strategies for tackling these challenges in the physics community ignore the physical symmetries of the decay products and consider all possible assignment permutations and do not scale to complex configurations. Attention based deep learning methods for sequence modelling have achieved state-of-the-art performance in natural language processing, but they lack built-in mechanisms to deal with the unique symmetries found in physical set-assignment problems. We introduce a novel method for constructing symmetry-preserving attention networks which reflect the problem's natural invariances to efficiently find assignments without evaluating all permutations. This general approach is applicable to arbitrarily complex configurations and significantly outperforms current methods, improving reconstruction efficiency between 19\% - 35\% on typical benchmark problems while decreasing inference time by two to five orders of magnitude on the most complex events, making many important and previously intractable cases tractable. A full code repository containing a general library, the specific configuration used, and a complete dataset release, are avaiable at https://github.com/Alexanders101/SPANet
Permutationless Many-Jet Event Reconstruction with Symmetry Preserving Attention Networks
Fenton, Michael James, Shmakov, Alexander, Ho, Ta-Wei, Hsu, Shih-Chieh, Whiteson, Daniel, Baldi, Pierre
Top quarks, produced in large numbers at the Large Hadron Collider, have a complex detector signature and require special reconstruction techniques. The most common decay mode, the "all-jet" channel, results in a 6-jet final state which is particularly difficult to reconstruct in $pp$ collisions due to the large number of permutations possible. We present a novel approach to this class of problem, based on neural networks using a generalized attention mechanism, that we call Symmetry Preserving Attention Networks (SPA-Net). We train one such network to identify the decay products of each top quark unambiguously and without combinatorial explosion as an example of the power of this technique.This approach significantly outperforms existing state-of-the-art methods, correctly assigning all jets in $93.0%$ of $6$-jet, $87.8%$ of $7$-jet, and $82.6%$ of $\geq 8$-jet events respectively.
Deep Learning Models of the Discrete Component of the Galactic Interstellar Gamma-Ray Emission
Shmakov, Alexander, Tavakoli, Mohammadamin, Baldi, Pierre, Karwin, Christopher M., Broughton, Alex, Murgia, Simona
A significant point-like component from the small scale (or discrete) structure in the H2 interstellar gas might be present in the Fermi-LAT data, but modeling this emission relies on observations of rare gas tracers only available in limited regions of the sky. Identifying this contribution is important to discriminate gamma-ray point sources from interstellar gas, and to better characterize extended gamma-ray sources. We design and train convolutional neural networks to predict this emission where observations of these rare tracers do not exist and discuss the impact of this component on the analysis of the Fermi-LAT data. In particular, we evaluate prospects to exploit this methodology in the characterization of the Fermi-LAT Galactic center excess through accurate modeling of point-like structures in the data to help distinguish between a point-like or smooth nature for the excess. We show that deep learning may be effectively employed to model the gamma-ray emission traced by these rare H2 proxies within statistical significance in data-rich regions, supporting prospects to employ these methods in yet unobserved regions.
A* Search Without Expansions: Learning Heuristic Functions with Deep Q-Networks
Agostinelli, Forest, Shmakov, Alexander, McAleer, Stephen, Fox, Roy, Baldi, Pierre
A* search is an informed search algorithm that uses a heuristic function to guide the order in which nodes are expanded. Since the computation required to expand a node and compute the heuristic values for all of its generated children grows linearly with the size of the action space, A* search can become impractical for problems with large action spaces. This computational burden becomes even more apparent when heuristic functions are learned by general, but computationally expensive, deep neural networks. To address this problem, we introduce DeepCubeAQ, a deep reinforcement learning and search algorithm that builds on the DeepCubeA algorithm and deep Q-networks. DeepCubeAQ learns a heuristic function that, with a single forward pass through a deep neural network, computes the sum of the transition cost and the heuristic value of all of the children of a node without explicitly generating any of the children, eliminating the need for node expansions. DeepCubeAQ then uses a novel variant of A* search, called AQ* search, that uses the deep Q-network to guide search. We use DeepCubeAQ to solve the Rubik's cube when formulated with a large action space that includes 1872 meta-actions and show that this 157-fold increase in the size of the action space incurs less than a 4-fold increase in computation time when performing AQ* search and that AQ* search is orders of magnitude faster than A* search.
Solving the Rubik's Cube Without Human Knowledge
McAleer, Stephen, Agostinelli, Forest, Shmakov, Alexander, Baldi, Pierre
A generally intelligent agent must be able to teach itself how to solve problems in complex domains with minimal human supervision. Recently, deep reinforcement learning algorithms combined with self-play have achieved superhuman proficiency in Go, Chess, and Shogi without human data or domain knowledge. In these environments, a reward is always received at the end of the game, however, for many combinatorial optimization environments, rewards are sparse and episodes are not guaranteed to terminate. We introduce Autodidactic Iteration: a novel reinforcement learning algorithm that is able to teach itself how to solve the Rubik's Cube with no human assistance. Our algorithm is able to solve 100% of randomly scrambled cubes while achieving a median solve length of 30 moves -- less than or equal to solvers that employ human domain knowledge.