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Moving Matter: Using a Single, Simple Robot to Reconfigure a Connected Set of Building Blocks

arXiv.org Artificial Intelligence

We implement and evaluate different methods for the reconfiguration of a connected arrangement of tiles into a desired target shape, using a single active robot that can move along the tile structure. This robot can pick up, carry, or drop off one tile at a time, but it must maintain a single connected configuration at all times. Becker et al. (CCCG 2025) recently proposed an algorithm that uses histograms as canonical intermediate configurations, guaranteeing performance within a constant factor of the optimal solution if the start and target configuration are well-separated. We implement and evaluate this algorithm, both in a simulated and practical setting, using an inchworm type robot to compare it with two existing heuristic algorithms.


No-Free-Lunch Theories for Tensor-Network Machine Learning Models

arXiv.org Machine Learning

Tensor network machine learning models have shown remarkable versatility in tackling complex data-driven tasks, ranging from quantum many-body problems to classical pattern recognitions. Despite their promising performance, a comprehensive understanding of the underlying assumptions and limitations of these models is still lacking. In this work, we focus on the rigorous formulation of their no-free-lunch theorem -- essential yet notoriously challenging to formalize for specific tensor network machine learning models. In particular, we rigorously analyze the generalization risks of learning target output functions from input data encoded in tensor network states. We first prove a no-free-lunch theorem for machine learning models based on matrix product states, i.e., the one-dimensional tensor network states. Furthermore, we circumvent the challenging issue of calculating the partition function for two-dimensional Ising model, and prove the no-free-lunch theorem for the case of two-dimensional projected entangled-pair state, by introducing the combinatorial method associated to the "puzzle of polyominoes". Our findings reveal the intrinsic limitations of tensor network-based learning models in a rigorous fashion, and open up an avenue for future analytical exploration of both the strengths and limitations of quantum-inspired machine learning frameworks.


Nmbr9 as a Constraint Programming Challenge

arXiv.org Artificial Intelligence

Modern board games are a rich source of interesting and new challenges for combinatorial problems. The game Nmbr9 is a solitaire style puzzle game using polyominoes. The rules of the game are simple to explain, but modelling the game effectively using constraint programming is hard. This abstract presents the game, contributes new generalized variants of the game suitable for benchmarking and testing, and describes a model for the presented variants. The question of the top possible score in the standard game is an open challenge.


State Representation and Polyomino Placement for the Game Patchwork

arXiv.org Artificial Intelligence

Modern board games are a rich source of entertainment for many people, but also contain interesting and challenging structures for game playing research and implementing game playing agents. This paper studies the game Patchwork, a two player strategy game using polyomino tile drafting and placement. The core polyomino placement mechanic is implemented in a constraint model using regular constraints, extending and improving the model in (Lagerkvist, Pesant, 2008) with: explicit rotation handling; optional placements; and new constraints for resource usage. Crucial for implementing good game playing agents is to have great heuristics for guiding the search when faced with large branching factors. This paper divides placing tiles into two parts: a policy used for placing parts and an evaluation used to select among different placements. Policies are designed based on classical packing literature as well as common standard constraint programming heuristics. For evaluation, global propagation guided regret is introduced, choosing placements based on not ruling out later placements. Extensive evaluations are performed, showing the importance of using a good evaluation and that the proposed global propagation guided regret is a very effective guide.


Region Detection in Markov Random Fields: Gaussian Case

arXiv.org Machine Learning

In this work we consider the problem of model selection in Gaussian Markov fields in the sample deficient scenario. The benchmark information-theoretic results in the case of d-regular graphs require the number of samples to be at least proportional to the logarithm of the number of vertices to allow consistent graph recovery. When the number of samples is less than this amount, reliable detection of all edges is impossible. In many applications, it is more important to learn the distribution of the edge (coupling) parameters over the network than the specific locations of the edges. Assuming that the entire graph can be partitioned into a number of spatial regions with similar edge parameters and reasonably regular boundaries, we develop new information-theoretic sample complexity bounds and show that even bounded number of samples can be enough to consistently recover these regions. We also introduce and analyze an efficient region growing algorithm capable of recovering the regions with high accuracy. We show that it is consistent and demonstrate its performance benefits in synthetic simulations. Markov random fields, or undirected probabilistic graphical models, provide a structured representation of the joint distributions of families of random variables. A Markov random field is an association of a set of random variables with the vertices of a graph, where the missing edges describe conditional independence properties among the variables [1]. It was shown by Hammersley and Clifford in their unpublished work [1] that the joint probability distribution specified by such a model factorizes according to the underlying graph. The practical importance of Markov random field is hard to overestimate. They have been applied to a large number of fields, including bioinformatics, social science, control theory, civil engineering, political science, epidemiology, image processing, marketing analysis, and many others. For instance, a graphical model may be used to represent friendships between people in a social network [3] or links between organisms with the propensity to spread an infectious disease [28]. This work was supported by the Fulbright Foundation and Office of Navy Research grant N00014-17-1-2075. 2 Given the graph structure, the most common computational tasks include calculating marginals, maximum a posteriori assignments, the partition function, sampling from the distribution and other questions of statistical inference. On the other hand, in many applications estimating the unknown edge structure of the underlying graph, also known as model selection or inverse problem, has attracted a great deal of attention. Naturally, both problems are essentially challenging especially in high dimensional scenarios and are known to be NPhard for general models [2, 3]. A variety of methods have been proposed to address this problem.