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Neural Information Processing Systems

First provide a summary of the paper, and then address the following criteria: Quality, clarity, originality and significance. This paper proposes an algorithm for online combinatorial optimization. In this online learning problem, the action space is combinatorially large and can be represented in a d-dimensional Euclidean space such that the loss in each time step is a linear function of the action. It would greatly improve the paper if there was a thorough comparison between the new algorithm and Online Stochastic Mirror Descent (OSMD by Audibert et al., [3] in the current paper) both in terms of how the algorithms work and in terms of regret bounds. In the current form of the paper, I am not sure if the new algorithm is significantly different from OSMD or if it improves its bounds.

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Turning Mathematics Problems into Games: Reinforcement Learning and Gr\"obner bases together solve Integer Feasibility Problems

Wu, Yue, De Loera, Jesús A.

arXiv.org Artificial Intelligence

Can agents be trained to answer difficult mathematical questions by playing a game? We consider the integer feasibility problem, a challenge of deciding whether a system of linear equations and inequalities has a solution with integer values. This is a famous NP-complete problem with applications in many areas of Mathematics and Computer Science. Our paper describes a novel algebraic reinforcement learning framework that allows an agent to play a game equivalent to the integer feasibility problem. We explain how to transform the integer feasibility problem into a game over a set of arrays with fixed margin sums. The game starts with an initial state (an array), and by applying a legal move that leaves the margins unchanged, we aim to eventually reach a winning state with zeros in specific positions. To win the game the player must find a path between the initial state and a final terminal winning state if one exists. Finding such a winning state is equivalent to solving the integer feasibility problem. The key algebraic ingredient is a Gr\"obner basis of the toric ideal for the underlying axial transportation polyhedron. The Gr\"obner basis can be seen as a set of connecting moves (actions) of the game. We then propose a novel RL approach that trains an agent to predict moves in continuous space to cope with the large size of action space. The continuous move is then projected onto the set of legal moves so that the path always leads to valid states. As a proof of concept we demonstrate in experiments that our agent can play well the simplest version of our game for 2-way tables. Our work highlights the potential to train agents to solve non-trivial mathematical queries through contemporary machine learning methods used to train agents to play games.


Positivity and Transportation

Cuturi, Marco

arXiv.org Machine Learning

We prove in this paper that the weighted volume of the set of integral transportation matrices between two integral histograms r and c of equal sum is a positive definite kernel of r and c when the set of considered weights forms a positive definite matrix. The computation of this quantity, despite being the subject of a significant research effort in algebraic statistics, remains an intractable challenge for histograms of even modest dimensions. We propose an alternative kernel which, rather than considering all matrices of the transportation polytope, only focuses on a sub-sample of its vertices known as its Northwestern corner solutions. The resulting kernel is positive definite and can be computed with a number of operations O(R^2d) that grows linearly in the complexity of the dimension d, where R^2, the total amount of sampled vertices, is a parameter that controls the complexity of the kernel.