decision node
AFaster Training Algorithm for Regression Trees with Linear Leaves, and an Analysis of its Complexity
We consider the Tree Alternating Optimization (TAO) algorithm to train regression trees with linear predictors in the leaves. Unlike the traditional, greedy recursive partitioning algorithms such as CART, TAO guarantees a monotonic decrease of the objective function and results in smaller trees of much better accuracy. We modify the TAO algorithm so that it produces exactly the same result but is much faster, particularly for high input dimensionality or deep trees. The idea is based on the fact that, at each iteration of TAO, each leaf receives only a subset of the training instances. Thus, the optimization of the leaf model can be done exactly but faster by using the Sherman-Morrison-Woodbury formula. This has the unexpected advantage that, once a tree exceeds a critical depth, then making it deeper makes it faster to train, even though the tree is larger and has more parameters. Indeed, this can make learning a nonlinear model (the tree) asymptotically faster than a regular linear regression model. We analyze the corresponding computational complexity and verify the speedups experimentally in various datasets. The argument can be applied to other types of trees, whenever the optimization of a node can be computed in superlinear time of the number of instances.
Agents Robust to Distribution Shifts Learn Causal World Models Even Under Mediation
In this work, we prove that agents capable of adapting to distribution shifts must have learned the causal model of their environment even in the presence of mediation. This term describes situations where an agent's actions affect its environment, a dynamic common to most real-world settings. For example, a robot in an industrial plant might interact with tools, move through space, and transform products to complete its task. We introduce an algorithm for eliciting causal knowledge from robust agents using optimal policy oracles, with the flexibility to incorporate prior causal knowledge. We further demonstrate its effectiveness in mediated singleagent scenarios and multi-agent environments. We identify conditions under which the presence of a single robust agent is sufficient to recover the full causal model and derive optimal policies for other agents in the same environment. Finally, we show how to apply these results to sequential decision-making tasks modeled as Partially Observable Markov Decision Processes (POMDPs).
Linear TreeShap Peng Yu
Decision trees are well-known due to their ease of interpretability. To improve accuracy, we need to grow deep trees or ensembles of trees. These are hard to interpret, offsetting their original benefits. Shapley values have recently become a popular way to explain the predictions of tree-based machine learning models. It provides a linear weighting to features independent of the tree structure. The rise in popularity is mainly due to TreeShap, which solves a general exponential complexity problem in polynomial time. Following extensive adoption in the industry, more efficient algorithms are required. This paper presents a more efficient and straightforward algorithm: Linear TreeShap. Like TreeShap, Linear TreeShap is exact and requires the same amount of memory.
Quantifying Skill and Chance: A Unified Framework for the Geometry of Games
We introduce a quantitative framework for separating skill and chance in games by modeling them as complementary sources of control over stochastic decision trees. We define the Skill-Luck Index S(G) in [-1, 1] by decomposing game outcomes into skill leverage K and luck leverage L. Applying this to 30 games reveals a continuum from pure chance (coin toss, S = -1) through mixed domains such as backgammon (S = 0, Sigma = 1.20) to pure skill (chess, S = +1, Sigma = 0). Poker exhibits moderate skill dominance (S = 0.33) with K = 0.40 +/- 0.03 and Sigma = 0.80. We further introduce volatility Sigma to quantify outcome uncertainty over successive turns. The framework extends to general stochastic decision systems, enabling principled comparisons of player influence, game balance, and predictive stability, with applications to game design, AI evaluation, and risk assessment.