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Improve Agents without Retraining: Parallel Tree Search with Off-Policy Correction

Neural Information Processing Systems

Tree Search (TS) is crucial to some of the most influential successes in reinforcement learning. Here, we tackle two major challenges with TS that limit its usability: distribution shift and scalability. We first discover and analyze a counter-intuitive phenomenon: action selection through TS and a pre-trained value function often leads to lower performance compared to the original pre-trained agent, even when having access to the exact state and reward in future steps. We show this is due to a distribution shift to areas where value estimates are highly inaccurate and analyze this effect using Extreme Value theory. To overcome this problem, we introduce a novel off-policy correction term that accounts for the mismatch between the pre-trained value and its corresponding TS policy by penalizing under-sampled trajectories.


210b7ec74fc9cec6fb8388dbbdaf23f7-Paper.pdf

Neural Information Processing Systems

Cutting-plane methods have enabled remarkable successes in integer programming over the last few decades. State-of-the-art solvers integrate a myriad of cutting-plane techniques to speed up the underlying tree-search algorithm used to find optimal solutions. In this paper we provide sample complexity bounds for cut-selection in branch-and-cut (B&C). Given a training set of integer programs sampled from an application-specific input distribution and a family of cut selection policies, these guarantees bound the number of samples sufficient to ensure that using any policy in the family, the size of the tree B&C builds on average over the training set is close to the expected size of the tree B&C builds. We first bound the sample complexity of learning cutting planes from the canonical family of Chvรกtal-Gomory cuts. Our bounds handle any number of waves of any number of cuts and are fine tuned to the magnitudes of the constraint coefficients. Next, we prove sample complexity bounds for more sophisticated cut selection policies that use a combination of scoring rules to choose from a family of cuts. Finally, beyond the realm of cutting planes for integer programming, we develop a general abstraction of tree search that captures key components such as node selection and variable selection. For this abstraction, we bound the sample complexity of learning a good policy for building the search tree.


Solving Graph-based Public Good Games with Tree Search and Imitation Learning

Neural Information Processing Systems

Public goods games represent insightful settings for studying incentives for individual agents to make contributions that, while costly for each of them, benefit the wider society. In this work, we adopt the perspective of a central planner with a global view of a network of self-interested agents and the goal of maximizing some desired property in the context of a best-shot public goods game. Existing algorithms for this known NP-complete problem find solutions that are sub-optimal and cannot optimize for criteria other than social welfare. In order to efficiently solve public goods games, our proposed method directly exploits the correspondence between equilibria and the Maximal Independent Set (mIS) structural property of graphs. In particular, we define a Markov Decision Process which incrementally generates an mIS, and adopt a planning method to search for equilibria, outperforming existing methods. Furthermore, we devise a graph imitation learning technique that uses demonstrations of the search to obtain a graph neural network parametrized policy which quickly generalizes to unseen game instances. Our evaluation results show that this policy is able to reach 99.5% of the performance of the planning method while being three orders of magnitude faster to evaluate on the largest graphs tested. The methods presented in this work can be applied to a large class of public goods games of potentially high societal impact and more broadly to other graph combinatorial optimization problems.


Thinking Fast and Slow with Deep Learning and Tree Search

Neural Information Processing Systems

Sequential decision making problems, such as structured prediction, robotic control, and game playing, require a combination of planning policies and generalisation of those plans.



From Pixels to UI Actions: Learning to Follow Instructions via Graphical User Interfaces Peter Shaw

Neural Information Processing Systems

Much of the previous work towards digital agents for graphical user interfaces (GUIs) has relied on text-based representations (derived from HTML or other structured data sources), which are not always readily available.