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fb82011040977c7712409fbdb5456647-Paper-Conference.pdf

Neural Information Processing Systems

The paper proposes a novel machine learning-based approach to the pathfinding problem on extremely large graphs. This method leverages diffusion distance estimation via a neural network and uses beam search for pathfinding. We demonstrate its efficiency by finding solutions for 4x4x4 and 5x5x5 Rubik's cubes with unprecedentedly short solution lengths, outperforming all available solvers and introducing the first machine learning solver beyond the 3x3x3 case. In particular, it surpasses every single case of the combined best results in the Kaggle Santa 2023 challenge, which involved over 1,000 teams. For the 3x3x3 Rubik's cube, our approach achieves an optimality rate exceeding 98%, matching the performance of task-specific solvers and significantly outperforming prior solutions such as DeepCubeA (60.3%) and EfficientCube (69.6%). Our solution in its current implementation is approximately 25.6 times faster in solving 3x3x3 Rubik's cubes while requiring up to 8.5 times less model training time than the most efficient state-of-the-art competitor. Finally, it is demonstrated that even a single agent trained using a relatively small number of examples can robustly solve a broad range of puzzles represented by Cayley graphs of size up to 10145, confirming the generality of the proposed method. Alexander Chervov and Kirill Khoruzhii contributed equally to this work.


Contrastive Representations for Temporal Reasoning

Neural Information Processing Systems

In classical AI, perception relies on learning state-based representations, while planning -- temporal reasoning over action sequences -- is typically achieved through search. We study whether such reasoning can instead emerge from representations that capture both perceptual and temporal structure. We show that standard temporal contrastive learning, despite its popularity, often fails to capture temporal structure due to its reliance on spurious features. To address this, we introduce Contrastive Representations for Temporal Reasoning (CRTR), a method that uses a negative sampling scheme to provably remove these spurious features and facilitate temporal reasoning. CRTR achieves strong results on domains with complex temporal structure, such as Sokoban and Rubik's Cube. In particular, for the Rubik's Cube, CRTR learns representations that generalize across all initial states and allow it to solve the puzzle using fewer search steps than BestFS -- though with longer solutions. To our knowledge, this is the first method that efficiently solves arbitrary Cube states using only learned representations, without relying on an external search algorithm.


Contrastive Representations for Temporal Reasoning

Neural Information Processing Systems

In classical AI, perception relies on learning state-based representations, while planning --- temporal reasoning over action sequences --- is typically achieved through search. We study whether such reasoning can instead emerge from representations that capture both perceptual and temporal structure. We show that standard temporal contrastive learning, despite its popularity, often fails to capture temporal structure due to its reliance on spurious features. To address this, we introduce Contrastive Representations for Temporal Reasoning (CRTR), a method that uses a negative sampling scheme to provably remove these spurious features and facilitate temporal reasoning. CRTR achieves strong results on domains with complex temporal structure, such as Sokoban and Rubik's Cube. In particular, for the Rubik's Cube, CRTR learns representations that generalize across all initial states and allow it to solve the puzzle using fewer search steps than BestFS -- though with longer solutions. To our knowledge, this is the first method that efficiently solves arbitrary Cube states using only learned representations, without relying on an external search algorithm.


There's a new skydiving Rubik's Cube-solving champ in town, but there's one big problem with this feat

FOX News

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W(leaf,i) r+ ฮณ V(s0) s env.RESET() solution [ ].List of actions N(leaf,i) 1 for 1 Lp do Q(leaf,i) W(leaf,i) actions PLANNER(s) function UPDATE(path, leaf)

Neural Information Processing Systems

A.1 MCTS-kSubS algorithm In Algorithm 4 we present a general MCTS solver based on AlphaZero. Solver repeatedly queries the planner for a list of actions and executes them one by one. Baseline planner returns only a single action at a time, whereas MCTS-kSubS gives around kactions - to reach the desired subgoal (number of actions depends on a subgoal distance, which not always equals k in practice). MCTS-kSubS operates on a high-level subgoal graph: nodes are subgoals proposed by the generator (see Algorithm 3) and edges - lists of actions informing how to move from one subgoal to another (computed by the low-level conditional policy in Algorithm 2). The graph structure is represented by treevariable. For every subgoal, it keeps up to C3 best nearby subgoals (according to generator scores) along with a mentioned list of actions and sum of rewards to obtain while moving from the parent to the child subgoal. Most of MCTS implementation is shared between MCTS-kSubS and AlphaZero baseline, as we can treat the behavioral-cloning policy as a subgoal generator with k = 1. MCTS-kSubS and the baseline are encapsulated in GEN_CHILDREN function (Algorithms 5 and 6).


Brothers build a robot to solve Rubik's cubes in record-setting time

Popular Science

Technology Robots Brothers build a robot to solve Rubik's cubes in record-setting time The robot completed the puzzle in just 45.3 seconds, breaking its own record of 55 seconds made just moments earlier. The Revenger set a world record. Breakthroughs, discoveries, and DIY tips sent six days a week. A pair of brothers in the U.K. have officially broken the Guinness World Record for the fastest time solving a four-by-four Rubik's Cube with a robot. Their DIY machine, which the brothers call The Revenger, completed the puzzle in only 45.3 seconds.


Learning Shortest Paths with Generative Flow Networks

arXiv.org Machine Learning

In this paper, we present a novel learning framework for finding shortest paths in graphs utilizing Generative Flow Networks (GFlowNets). First, we examine theoretical properties of GFlowNets in non-acyclic environments in relation to shortest paths. We prove that, if the total flow is minimized, forward and backward policies traverse the environment graph exclusively along shortest paths between the initial and terminal states. Building on this result, we show that the pathfinding problem in an arbitrary graph can be solved by training a non-acyclic GFlowNet with flow regularization. We experimentally demonstrate the performance of our method in pathfinding in permutation environments and in solving Rubik's Cubes. For the latter problem, our approach shows competitive results with state-of-the-art machine learning approaches designed specifically for this task in terms of the solution length, while requiring smaller search budget at test-time.