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Learning to Solve Weighted Maximum Satisfiability with a Co-Training Architecture

arXiv.org Artificial Intelligence

Wepropose SplitGNN, a graph neural network (GNN)-based approach that learns to solve weighted maximum satisfiabil ity (MaxSAT) problem. SplitGNN incorporates a co-training architecture consisting of supervised message passing mech anism and unsupervised solution boosting layer. A new graph representation called edge-splitting factor graph is proposed to provide more structural information for learning, which is based on spanning tree generation and edge classification. To improve the solutions on challenging and weighted instances, we implement a GPU-accelerated layer applying efficient score calculation and relaxation-based optimization. Exper iments show that SplitGNN achieves 3* faster convergence and better predictions compared with other GNN-based ar chitectures. More notably, SplitGNN successfully finds solu tions that outperform modern heuristic MaxSAT solvers on much larger and harder weighted MaxSAT benchmarks, and demonstrates exceptional generalization abilities on diverse structural instances.


Export Reviews, Discussions, Author Feedback and Meta-Reviews

Neural Information Processing Systems

First provide a summary of the paper, and then address the following criteria: Quality, clarity, originality and significance. This is a very interesting and substantially novel paper that introduces an approach to solving continuous Markov random field energies with polynomial potentials. An insightful and well-motivated approach towards this end (ADMM-Poly) was published at CVPR 2013 [20] and is the obvious baseline to compare against. The present approach is convincingly shown to be preferable, as it is both elegant and computationally efficient. The main idea underlying the approach is to decompose the polynomials into a difference of convex functions.


Nearest-Better Network for Visualizing and Analyzing Combinatorial Optimization Problems: A Unified Tool

arXiv.org Artificial Intelligence

The Nearest-Better Network (NBN) is a powerful method to visualize sampled data for continuous optimization problems while preserving multiple landscape features. However, the calculation of NBN is very time-consuming, and the extension of the method to combinatorial optimization problems is challenging but very important for analyzing the algorithm's behavior. This paper provides a straightforward theoretical derivation showing that the NBN network essentially functions as the maximum probability transition network for algorithms. This paper also presents an efficient NBN computation method with logarithmic linear time complexity to address the time-consuming issue. By applying this efficient NBN algorithm to the OneMax problem and the Traveling Salesman Problem (TSP), we have made several remarkable discoveries for the first time: The fitness landscape of OneMax exhibits neutrality, ruggedness, and modality features. The primary challenges of TSP problems are ruggedness, modality, and deception. Two state-of-the-art TSP algorithms (i.e., EAX and LKH) have limitations when addressing challenges related to modality and deception, respectively. LKH, based on local search operators, fails when there are deceptive solutions near global optima. EAX, which is based on a single population, can efficiently maintain diversity. However, when multiple attraction basins exist, EAX retains individuals within multiple basins simultaneously, reducing inter-basin interaction efficiency and leading to algorithm's stagnation.


The Value of Goal Commitment in Planning

arXiv.org Artificial Intelligence

In this paper, we revisit the concept of goal commitment from early planners in the presence of current forward chaining heuristic planners. We present a compilation that extends the original planning task with commit actions that enforce the persistence of specific goals once achieved, thereby committing to them in the search sub-tree. This approach imposes a specific goal achievement order in parts of the search tree, potentially introducing dead-end states. This can reduce search effort if the goal achievement order is correct. Otherwise, the search algorithm can expand nodes in the open list where goals do not persist. Experimental results demonstrate that the reformulated tasks suit state-of-the-art agile planners, enabling them to find better


Greedy Heuristics for Sampling-based Motion Planning in High-Dimensional State Spaces

arXiv.org Artificial Intelligence

Sampling-based motion planning algorithms are very effective at finding solutions in high-dimensional continuous state spaces as they do not require prior approximations of the problem domain compared to traditional discrete graph-based searches. The anytime version of the Rapidly-exploring Random Trees (RRT) algorithm, denoted as RRT*, often finds high-quality solutions by incrementally approximating and searching the problem domain through random sampling. However, due to its low sampling efficiency and slow convergence rate, research has proposed many variants of RRT*, incorporating different heuristics and sampling strategies to overcome the constraints in complex planning problems. Yet, these approaches address specific convergence aspects of RRT* limitations, leaving a need for a sampling-based algorithm that can quickly find better solutions in complex high-dimensional state spaces with a faster convergence rate for practical motion planning applications. This article unifies and leverages the greedy search and heuristic techniques used in various RRT* variants to develop a greedy version of the anytime Rapidly-exploring Random Trees algorithm, denoted as Greedy RRT* (G-RRT*). It improves the initial solution-finding time of RRT* by maintaining two trees rooted at both the start and goal ends, advancing toward each other using greedy connection heuristics. It also accelerates the convergence rate of RRT* by introducing a greedy version of direct informed sampling procedure, which guides the sampling towards the promising region of the problem domain based on heuristics. We validate our approach on simulated planning problems, manipulation problems on Barrett WAM Arms, and on a self-reconfigurable robot, Panthera. Results show that G-RRT* produces asymptotically optimal solution paths and outperforms state-of-the-art RRT* variants, especially in high-dimensional planning problems.


Rethinking the Soft Conflict Pseudo Boolean Constraint on MaxSAT Local Search Solvers

arXiv.org Artificial Intelligence

MaxSAT is an optimization version of the famous NP-complete Satisfiability problem (SAT). Algorithms for MaxSAT mainly include complete solvers and local search incomplete solvers. In many complete solvers, once a better solution is found, a Soft conflict Pseudo Boolean (SPB) constraint will be generated to enforce the algorithm to find better solutions. In many local search algorithms, clause weighting is a key technique for effectively guiding the search directions. In this paper, we propose to transfer the SPB constraint into the clause weighting system of the local search method, leading the algorithm to better solutions. We further propose an adaptive clause weighting strategy that breaks the tradition of using constant values to adjust clause weights. Based on the above methods, we propose a new local search algorithm called SPB-MaxSAT that provides new perspectives for clause weighting on MaxSAT local search solvers. Extensive experiments demonstrate the excellent performance of the proposed methods.


Improved Sparse Ising Optimization

arXiv.org Artificial Intelligence

Sparse Ising problems can be found in application areas such as logistics, condensed matter physics and training of deep Boltzmann networks, but can be very difficult to tackle with high efficiency and accuracy. This report presents new data demonstrating significantly higher performance on some longstanding benchmark problems with up to 20,000 variables. The data come from a new heuristic algorithm tested on the large sparse instances from the Gset benchmark suite. Relative to leading reported combinations of speed and accuracy (e.g., from Toshiba's Simulated Bifurcation Machine and Breakout Local Search), a proof-of-concept implementation reached targets 2-4 orders of magnitude faster. For two instances (G72 and G77) the new algorithm discovered a better solution than all previously reported values. Solution bitstrings confirming these two best solutions are provided. The data suggest exciting possibilities for pushing the sparse Ising performance frontier to potentially strengthen algorithm portfolios, AI toolkits and decision-making systems.


Online Control of Adaptive Large Neighborhood Search using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

The Adaptive Large Neighborhood Search (ALNS) algorithm has shown considerable success in solving complex combinatorial optimization problems (COPs). ALNS selects various heuristics adaptively during the search process, leveraging their strengths to find good solutions for optimization problems. However, the effectiveness of ALNS depends on the proper configuration of its selection and acceptance parameters. To address this limitation, we propose a Deep Reinforcement Learning (DRL) approach that selects heuristics, adjusts parameters, and controls the acceptance criteria during the search process. The proposed method aims to learn, based on the state of the search, how to configure the next iteration of the ALNS to obtain good solutions to the underlying optimization problem. We evaluate the proposed method on a time-dependent orienteering problem with stochastic weights and time windows, used in an IJCAI competition. The results show that our approach outperforms vanilla ALNS and ALNS tuned with Bayesian Optimization. In addition, it obtained better solutions than two state-of-the-art DRL approaches, which are the winning methods of the competition, with much fewer observations required for training. The implementation of our approach will be made publicly available.


Sampling-Based Trajectory (re)planning for Differentially Flat Systems: Application to a 3D Gantry Crane

arXiv.org Artificial Intelligence

In this paper, a sampling-based trajectory planning algorithm for a laboratory-scale 3D gantry crane in an environment with static obstacles and subject to bounds on the velocity and acceleration of the gantry crane system is presented. The focus is on developing a fast motion planning algorithm for differentially flat systems, where intermediate results can be stored and reused for further tasks, such as replanning. The proposed approach is based on the informed optimal rapidly exploring random tree algorithm (informed RRT*), which is utilized to build trajectory trees that are reused for replanning when the start and/or target states change. In contrast to state-of-the-art approaches, the proposed motion planning algorithm incorporates a linear quadratic minimum time (LQTM) local planner. Thus, dynamic properties such as time optimality and the smoothness of the trajectory are directly considered in the proposed algorithm. Moreover, by integrating the branch-and-bound method to perform the pruning process on the trajectory tree, the proposed algorithm can eliminate points in the tree that do not contribute to finding better solutions. This helps to curb memory consumption and reduce the computational complexity during motion (re)planning. Simulation results for a validated mathematical model of a 3D gantry crane show the feasibility of the proposed approach.


Open AI: is artificial intelligence the future of creativity?

#artificialintelligence

Is it going to take over the world? All questions a novice like myself is thinking whenever someone far more clued-up on the ever changing advancement of technology turns the conversation onto the dreaded topic of Artificial Intelligence (AI). Usually I let them dribble on and myself stay silent in the hope that our chat comes to an end, however, you illustrators and writers out there may want to be paying close attention to the recent craze sweeping through twitter boards and reddit threads. Open AI (based in San Francisco) has been growing in popularity recently on account of its new Playground and Dall-E 2 systems. The Playground system is a new predictive language tool in which you input a question or a command and in a matter of seconds an AI responds with cohesive and calculated language.