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 lookahead depth



Near Optimal Decision Trees in a SPLIT Second

arXiv.org Artificial Intelligence

Decision tree optimization is fundamental to interpretable machine learning. The most popular approach is to greedily search for the best feature at every decision point, which is fast but provably suboptimal. Recent approaches find the global optimum using branch and bound with dynamic programming, showing substantial improvements in accuracy and sparsity at great cost to scalability. An ideal solution would have the accuracy of an optimal method and the scalability of a greedy method. We introduce a family of algorithms called SPLIT (SParse Lookahead for Interpretable Trees) that moves us significantly forward in achieving this ideal balance. We demonstrate that not all sub-problems need to be solved to optimality to find high quality trees; greediness suffices near the leaves. Since each depth adds an exponential number of possible trees, this change makes our algorithms orders of magnitude faster than existing optimal methods, with negligible loss in performance. We extend this algorithm to allow scalable computation of sets of near-optimal trees (i.e., the Rashomon set).


Highway Reinforcement Learning

arXiv.org Artificial Intelligence

Learning from multi-step off-policy data collected by a set of policies is a core problem of reinforcement learning (RL). Approaches based on importance sampling (IS) often suffer from large variances due to products of IS ratios. Typical IS-free methods, such as $n$-step Q-learning, look ahead for $n$ time steps along the trajectory of actions (where $n$ is called the lookahead depth) and utilize off-policy data directly without any additional adjustment. They work well for proper choices of $n$. We show, however, that such IS-free methods underestimate the optimal value function (VF), especially for large $n$, restricting their capacity to efficiently utilize information from distant future time steps. To overcome this problem, we introduce a novel, IS-free, multi-step off-policy method that avoids the underestimation issue and converges to the optimal VF. At its core lies a simple but non-trivial \emph{highway gate}, which controls the information flow from the distant future by comparing it to a threshold. The highway gate guarantees convergence to the optimal VF for arbitrary $n$ and arbitrary behavioral policies. It gives rise to a novel family of off-policy RL algorithms that safely learn even when $n$ is very large, facilitating rapid credit assignment from the far future to the past. On tasks with greatly delayed rewards, including video games where the reward is given only at the end of the game, our new methods outperform many existing multi-step off-policy algorithms.


On the Depth between Beam Search and Exhaustive Search for Text Generation

arXiv.org Artificial Intelligence

Beam search and exhaustive search are two extreme ends of text decoding algorithms with respect to the search depth. Beam search is limited in both search width and depth, whereas exhaustive search is a global search that has no such limitations. Surprisingly, beam search is not only computationally cheaper but also performs better than exhaustive search despite its higher search error. Plenty of research has investigated a range of beam widths, from small to large, and reported that a beam width that is neither too large nor too small is desirable. However, in terms of search depth, only the two extreme ends, beam search and exhaustive search are studied intensively. In this paper, we examine a range of search depths between the two extremes to discover the desirable search depth. To this end, we introduce Lookahead Beam Search (LBS), a multi-step lookahead search that optimizes the objective considering a fixed number of future steps. Beam search and exhaustive search are special cases of LBS where the lookahead depth is set to $0$ and $\infty$, respectively. We empirically evaluate the performance of LBS and find that it outperforms beam search overall on machine translation tasks. The result suggests there is room for improvement in beam search by searching deeper. Inspired by the analysis, we propose Lookbehind Heuristic Beam Search, a computationally feasible search algorithm that heuristically simulates LBS with 1-step lookahead. The empirical results show that the proposed method outperforms vanilla beam search on machine translation and text summarization tasks.


Evolving Real-Time Heuristics Search Algorithms with Building Blocks

arXiv.org Artificial Intelligence

The research area of real-time heuristics search has produced quite many algorithms. In the landscape of real-time heuristics search research, it is not rare to find that an algorithm X that appears to perform better than algorithm Y on a group of problems, performed worse than Y for another group of problems. If these published algorithms are combined to generate a more powerful space of algorithms, then that novel space of algorithms may solve a distribution of problems more efficiently. Based on this intuition, a recent work Bulitko 2016 has defined the task of finding a combination of heuristics search algorithms as a survival task. In this evolutionary approach, a space of algorithms is defined over a set of building blocks published algorithms and a simulated evolution is used to recombine these building blocks to find out the best algorithm from that space of algorithms. In this paper, we extend the set of building blocks by adding one published algorithm, namely lookahead based A-star shaped local search space generation method from LSSLRTA-star, plus an unpublished novel strategy to generate local search space with Greedy Best First Search. Then we perform experiments in the new space of algorithms, which show that the best algorithms selected by the evolutionary process have the following property: the deeper is the lookahead depth of an algorithm, the lower is its suboptimality and scrubbing complexity.


Towards Rational Deployment of Multiple Heuristics in A*

arXiv.org Artificial Intelligence

The obvious way to use several admissible heuristics in A* is to take their maximum. In this paper we aim to reduce the time spent on computing heuristics. We discuss Lazy A*, a variant of A* where heuristics are evaluated lazily: only when they are essential to a decision to be made in the A* search process. We present a new rational meta-reasoning based scheme, rational lazy A*, which decides whether to compute the more expensive heuristics at all, based on a myopic value of information estimate. Both methods are examined theoretically. Empirical evaluation on several domains supports the theoretical results, and shows that lazy A* and rational lazy A* are state-of-the-art heuristic combination methods.


Dynamic Control in Real-Time Heuristic Search

Journal of Artificial Intelligence Research

Real-time heuristic search is a challenging type of agent-centered search because the agent's planning time per action is bounded by a constant independent of problem size. A common problem that imposes such restrictions is pathfinding in modern computer games where a large number of units must plan their paths simultaneously over large maps. Common search algorithms (e.g., A*, IDA*, D*, ARA*, AD*) are inherently not real-time and may lose completeness when a constant bound is imposed on per-action planning time. Real-time search algorithms retain completeness but frequently produce unacceptably suboptimal solutions. In this paper, we extend classic and modern real-time search algorithms with an automated mechanism for dynamic depth and subgoal selection. The new algorithms remain real-time and complete. On large computer game maps, they find paths within 7% of optimal while on average expanding roughly a single state per action. This is nearly a three-fold improvement in suboptimality over the existing state-of-the-art algorithms and, at the same time, a 15-fold improvement in the amount of planning per action.