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Tristan Cazenave

Publications and source records attributed to Tristan Cazenave.

At least 19 recordsLinked to original sources

Signed Dual Attention: Capturing Signed Dependencies in Time Series Forecasting

Initially developed for natural language processing, Transformer architectures and attention mechanisms are now central to a wide range of deep learning models, including applications in time series forecasting. A standard attention mechanism, however, implicitly assumes homophilic interactions, limiting its ability to model data with positive and negative dependencies, such as time series. In this work, we introduce the Signed Dual Attention, a novel attention formulation that captures both positive and negative relational patterns without additional parameters. By leveraging a dual message-passing scheme inspired by correlation structures, Signed Dual Attention propagates both supportive and contrastive information within a single shared block, effectively achieving the expressiveness of two head attention without additional parameters. This module can be seamlessly integrated into existing architectures and can yield performance gains in certain situations, requiring signed relational modeling. This approach opens a pathway toward more expressive and parameter-efficient transformers.

cs.LG

Monte Carlo Permutation Search

We propose Monte Carlo Permutation Search (MCPS), a general-purpose Monte Carlo Tree Search (MCTS) algorithm that improves upon the GRAVE algorithm. MCPS is relevant when deep reinforcement learning is not an option or when the computing power available before play is not substantial, such as in General Game Playing. The principle of MCPS is to include in the exploration term of a node the statistics on all the playouts that contain all the moves on the path from the root to the node. We test MCPS on a variety of games: Hex, Go, AtariGo, NoGo and a Wargame. MCPS almost always outperforms GRAVE. We also provide a mathematical derivation of the formulas used for weighting the three sources of statistics. These formulas are an improvement on the GRAVE formula since they no longer use the bias hyperparameter of GRAVE.

cs.LG

The Montparnasse Algorithm for RNA Design

RNA design consists of discovering a nucleotide sequence that optimizes predefined criteria, such as secondary structure. It is useful for synthetic biology, medicine, and nanotechnology. We propose Montparnasse, a Monte Carlo search framework based on Generalized Nested Rollout Policy Adaptation, augmented with a problem-specific prior, slow and long adaptation at level 1, and a lexicographic multicriteria evaluation. Montparnasse solves all 100 puzzles of the Eterna100 V1 benchmark consistently faster than DesiRNA, the previous state of the art, across all time limits, reaching full coverage more than three times faster overall. On messenger RNA secondary structure optimization for hemoglobin alpha, it identifies sequences with more paired bases than the MFE-optimal solution of LinearDesign.

q-bio.BM

Minibal: Balanced Game-Playing Without Opponent Modeling

Recent advances in game AI, such as AlphaZero and Athénan, have achieved superhuman performance across a wide range of board games. While highly powerful, these agents are ill-suited for human-AI interaction, as they consistently overwhelm human players, offering little enjoyment and limited educational value. This paper addresses the problem of balanced play, in which an agent challenges its opponent without either dominating or conceding. We introduce Minibal (Minimize & Balance), a variant of Minimax specifically designed for balanced play. Building on this concept, we propose several modifications of the Unbounded Minimax algorithm explicitly aimed at discovering balanced strategies. Experiments conducted across seven board games demonstrate that one variant consistently achieves the most balanced play, with average outcomes close to perfect balance. These results establish Minibal as a promising foundation for designing AI agents that are both challenging and engaging, suitable for both entertainment and serious games.

cs.AI

Generalized Rapid Action Value Estimation in Memory-Constrained Environments

Generalized Rapid Action Value Estimation (GRAVE) has been shown to be a strong variant within the Monte-Carlo Tree Search (MCTS) family of algorithms for General Game Playing (GGP). However, its reliance on storing additional win/visit statistics at each node makes its use impractical in memory-constrained environments, thereby limiting its applicability in practice. In this paper, we introduce the GRAVE2, GRAVER and GRAVER2 algorithms, which extend GRAVE through two-level search, node recycling, and a combination of both techniques, respectively. We show that these enhancements enable a drastic reduction in the number of stored nodes while matching the playing strength of GRAVE.

cs.AI

SpinGPT: A Large-Language-Model Approach to Playing Poker Correctly

The Counterfactual Regret Minimization (CFR) algorithm and its variants have enabled the development of pokerbots capable of beating the best human players in heads-up (1v1) cash games and competing with them in six-player formats. However, CFR's computational complexity rises exponentially with the number of players. Furthermore, in games with three or more players, following Nash equilibrium no longer guarantees a non-losing outcome. These limitations, along with others, significantly restrict the applicability of CFR to the most popular formats: tournaments. Motivated by the recent success of Large Language Models (LLM) in chess and Diplomacy, we present SpinGPT, the first LLM tailored to Spin & Go, a popular three-player online poker format. SpinGPT is trained in two stages: (1) Supervised Fine-Tuning on 320k high-stakes expert decisions; (2) Reinforcement Learning on 270k solver-generated hands. Our results show that SpinGPT matches the solver's actions in 78% of decisions (tolerant accuracy). With a simple deep-stack heuristic, it achieves 13.4 +/- 12.9 BB/100 versus Slumbot in heads-up over 30,000 hands (95% CI). These results suggest that LLMs could be a new way to deal with multi-player imperfect-information games like poker.

cs.LG

BeeRNA: tertiary structure-based RNA inverse folding using Artificial Bee Colony

The Ribonucleic Acid (RNA) inverse folding problem, designing nucleotide sequences that fold into specific tertiary structures, is a fundamental computational biology problem with important applications in synthetic biology and bioengineering. The design of complex three-dimensional RNA architectures remains computationally demanding and mostly unresolved, as most existing approaches focus on secondary structures. In order to address tertiary RNA inverse folding, we present BeeRNA, a bio-inspired method that employs the Artificial Bee Colony (ABC) optimization algorithm. Our approach combines base-pair distance filtering with RMSD-based structural assessment using RhoFold for structure prediction, resulting in a two-stage fitness evaluation strategy. To guarantee biologically plausible sequences with balanced GC content, the algorithm takes thermodynamic constraints and adaptive mutation rates into consideration. In this work, we focus primarily on short and medium-length RNAs ($<$ 100 nucleotides), a biologically significant regime that includes microRNAs (miRNAs), aptamers, and ribozymes, where BeeRNA achieves high structural fidelity with practical CPU runtimes. The lightweight, training-free implementation will be publicly released for reproducibility, offering a promising bio-inspired approach for RNA design in therapeutics and biotechnology.

q-bio.BM

Pareto-NRPA: A Novel Monte-Carlo Search Algorithm for Multi-Objective Optimization

We introduce Pareto-NRPA, a new Monte-Carlo algorithm designed for multi-objective optimization problems over discrete search spaces. Extending the Nested Rollout Policy Adaptation (NRPA) algorithm originally formulated for single-objective problems, Pareto-NRPA generalizes the nested search and policy update mechanism to multi-objective optimization. The algorithm uses a set of policies to concurrently explore different regions of the solution space and maintains non-dominated fronts at each level of search. Policy adaptation is performed with respect to the diversity and isolation of sequences within the Pareto front. We benchmark Pareto-NRPA on two classes of problems: a novel bi-objective variant of the Traveling Salesman Problem with Time Windows problem (MO-TSPTW), and a neural architecture search task on well-known benchmarks. Results demonstrate that Pareto-NRPA achieves competitive performance against state-of-the-art multi-objective algorithms, both in terms of convergence and diversity of solutions. Particularly, Pareto-NRPA strongly outperforms state-of-the-art evolutionary multi-objective algorithms on constrained search spaces. To our knowledge, this work constitutes the first adaptation of NRPA to the multi-objective setting.

cs.AI

Exploring Large Action Sets with Hyperspherical Embeddings using von Mises-Fisher Sampling

This paper introduces von Mises-Fisher exploration (vMF-exp), a scalable method for exploring large action sets in reinforcement learning problems where hyperspherical embedding vectors represent these actions. vMF-exp involves initially sampling a state embedding representation using a von Mises-Fisher distribution, then exploring this representation's nearest neighbors, which scales to virtually unlimited numbers of candidate actions. We show that, under theoretical assumptions, vMF-exp asymptotically maintains the same probability of exploring each action as Boltzmann Exploration (B-exp), a popular alternative that, nonetheless, suffers from scalability issues as it requires computing softmax values for each action. Consequently, vMF-exp serves as a scalable alternative to B-exp for exploring large action sets with hyperspherical embeddings. Experiments on simulated data, real-world public data, and the successful large-scale deployment of vMF-exp on the recommender system of a global music streaming service empirically validate the key properties of the proposed method.

cs.LG

Searching Efficient Deep Architectures for Radar Target Detection using Monte-Carlo Tree Search

Recent research works establish deep neural networks as high performing tools for radar target detection, especially on challenging environments (presence of clutter or interferences, multi-target scenarii...). However, the usually large computational complexity of these networks is one of the factors preventing them from being widely implemented in embedded radar systems. We propose to investigate novel neural architecture search (NAS) methods, based on Monte-Carlo Tree Search (MCTS), for finding neural networks achieving the required detection performance and striving towards a lower computational complexity. We evaluate the searched architectures on endoclutter radar signals, in order to compare their respective performance metrics and generalization properties. A novel network satisfying the required detection probability while being significantly lighter than the expert-designed baseline is proposed.

eess.SP

ACCORD: Autoregressive Constraint-satisfying Generation for COmbinatorial Optimization with Routing and Dynamic attention

Large Language Models (LLMs) have demonstrated impressive reasoning capabilities, yet their direct application to NP-hard combinatorial problems (CPs) remains underexplored. In this work, we systematically investigate the reasoning abilities of LLMs on a variety of NP-hard combinatorial optimization tasks and introduce ACCORD: Autoregressive Constraint-satisfying generation for COmbinatorial optimization with Routing and Dynamic attention. ACCORD features a novel dataset representation and model architecture that leverage the autoregressive nature of LLMs to dynamically enforce feasibility constraints, coupled with attention-based routing to activate problem-specific LoRA modules. We also present the ACCORD-90k supervised dataset, covering six NP-hard combinatorial problems: TSP, VRP, Knapsack, FlowShop, JSSP, and BinPacking. Extensive experiments demonstrate that our ACCORD model, built on an 8B-parameter Llama backbone, consistently outperforms standard prompting and input-output methods, even when compared to much larger LLMs, such as gpt-4. Ablation studies further show that our output structure enhances solution feasibility. To the best of our knowledge, this is the first large-scale, end-to-end framework for exploring the applications of LLMs to a broad spectrum of combinatorial optimization problems. The codes are publicly available at https://github.com/starjob42/ACCORD

cs.LG

Adaptive Bias Generalized Rollout Policy Adaptation on the Flexible Job-Shop Scheduling Problem

The Flexible Job-Shop Scheduling Problem (FJSSP) is an NP-hard combinatorial optimization problem, with several application domains, especially for manufacturing purposes. The objective is to efficiently schedule multiple operations on dissimilar machines. These operations are gathered into jobs, and operations pertaining to the same job need to be scheduled sequentially. Different methods have been previously tested to solve this problem, such as Constraint Solving, Tabu Search, Genetic Algorithms, or Monte Carlo Tree Search (MCTS). We propose a novel algorithm derived from the Generalized Nested Rollout Policy Adaptation, developed to solve the FJSSP. We report encouraging experimental results, as our algorithm performs better than other MCTS-based approaches, even if makespans obtained on large instances are still far from known upper bounds.

cs.AI

On some improvements to Unbounded Minimax

This paper presents the first experimental evaluation of four previously untested modifications of Unbounded Best-First Minimax algorithm. This algorithm explores the game tree by iteratively expanding the most promising sequences of actions based on the current partial game tree. We first evaluate the use of transposition tables, which convert the game tree into a directed acyclic graph by merging duplicate states. Second, we compare the original algorithm by Korf & Chickering with the variant proposed by Cohen-Solal, which differs in its backpropagation strategy: instead of stopping when a stable value is encountered, it updates values up to the root. This change slightly improves performance when value ties or transposition tables are involved. Third, we assess replacing the exact terminal evaluation function with the learned heuristic function. While beneficial when exact evaluations are costly, this modification reduces performance in inexpensive settings. Finally, we examine the impact of the completion technique that prioritizes resolved winning states and avoids resolved losing states. This technique also improves performance. Overall, our findings highlight how targeted modifications can enhance the efficiency of Unbounded Best-First Minimax.

cs.AI

Minimax Strikes Back

Deep Reinforcement Learning reaches a superhuman level of play in many complete information games. The state of the art algorithm for learning with zero knowledge is AlphaZero. We take another approach, Athénan, which uses a different, Minimax-based, search algorithm called Descent, as well as different learning targets and that does not use a policy. We show that for multiple games it is much more efficient than the reimplementation of AlphaZero: Polygames. It is even competitive with Polygames when Polygames uses 100 times more GPU (at least for some games). One of the keys to the superior performance is that the cost of generating state data for training is approximately 296 times lower with Athénan. With the same reasonable ressources, Athénan without reinforcement heuristic is at least 7 times faster than Polygames and much more than 30 times faster with reinforcement heuristic.

cs.AI

Eterna is Solved

RNA design consists of discovering a nucleotide sequence that folds into a target secondary structure. It is useful for synthetic biology, medicine, and nanotechnology. We propose Montparnasse, a Multi Objective Generalized Nested Rollout Policy Adaptation with Limited Repetition (MOGNRPALR) RNA design algorithm. It solves the Eterna benchmark.

cs.AI

BrAIcht, a theatrical agent that speaks like Bertolt Brecht's characters

This project introduces BrAIcht, an AI conversational agent that creates dialogues in the distinctive style of the famous German playwright Bertolt Brecht. BrAIcht is fine-tuned using German LeoLM, a large language model with 7 billion parameters and a modified version of the base Llama2 suitable for German language tasks. For fine-tuning, 29 plays of Bertolt Brecht and 907 of other German plays that are stylistically similar to Bertolt Brecht are used to form a more di-erse dataset. Due to the limited memory capacity, a parameterefficient fine-tuning technique called QLoRA is implemented to train the large language model. The results, based on BLEU score and perplexity, show very promising performance of BrAIcht in generating dialogues in the style of Bertolt Brecht.

cs.CL

Updating Lower and Upper Bounds for the Job-Shop Scheduling Problem Test Instances

The Job-Shop Scheduling Problem (JSSP) and its variant, the Flexible Job-Shop Scheduling Problem (FJSSP), are combinatorial optimization problems studied thoroughly in the literature. Generally, the aim is to reduce the makespan of a scheduling solution corresponding to a problem instance. Thus, finding upper and lower bounds for an optimal makespan enables the assessment of performances for multiple approaches addressed so far. We use OR-Tools, a solver portfolio, to compute new bounds for some open benchmark instances, in order to reduce the gap between upper and lower bounds. We find new numerical lower bounds for multiple benchmark instances, up to closing the Taillard's ta33 instance. We also improve upper bounds for four instances, namely Taillard's ta26 & ta45 and Dauzere's 05a & 06a. Additionally we share an optimal solution for Taillard's ta45 as well as Hurink-edata's car5.

cs.DS

Monte Carlo Graph Coloring

Graph Coloring is probably one of the most studied and famous problem in graph algorithms. Exact methods fail to solve instances with more than few hundred vertices, therefore, a large number of heuristics have been proposed. Nested Monte Carlo Search (NMCS) and Nested Rollout Policy Adaptation (NRPA) are Monte Carlo search algorithms for single player games. Surprisingly, few work has been dedicated to evaluating Monte Carlo search algorithms to combinatorial graph problems. In this paper we expose how to efficiently apply Monte Carlo search to Graph Coloring and compare this approach to existing ones.

cs.AI