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Tristan Cazenave

Publications and source records attributed to Tristan Cazenave.

At least 37 records · Page 2Linked to original sources

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↗

Starjob: Dataset for LLM-Driven Job Shop Scheduling

Large Language Models (LLMs) have shown remarkable capabilities across various domains, but their potential for solving combinatorial optimization problems remains largely unexplored. In this paper, we investigate the applicability of LLMs to the Job Shop Scheduling Problem (JSSP), a classic challenge in combinatorial optimization that requires efficient job allocation to machines to minimize makespan. To this end, we introduce Starjob, the first supervised dataset for JSSP, comprising 130k instances specifically designed for training LLMs. Leveraging this dataset, we fine-tune the LLaMA 8B 4-bit quantized model with the LoRA method to develop an end-to-end scheduling approach. Our evaluation on standard benchmarks demonstrates that the proposed LLM-based method not only surpasses traditional Priority Dispatching Rules (PDRs) but also achieves notable improvements over state-of-the-art neural approaches like L2D, with an average improvement of 15.36% on DMU and 7.85% on Taillard benchmarks. These results highlight the untapped potential of LLMs in tackling combinatorial optimization problems, paving the way for future advancements in this area.

cs.LG↗

Refutation of Spectral Graph Theory Conjectures with Search Algorithms)

We are interested in the automatic refutation of spectral graph theory conjectures. Most existing works address this problem either with the exhaustive generation of graphs with a limited size or with deep reinforcement learning. Exhaustive generation is limited by the size of the generated graphs and deep reinforcement learning takes hours or days to refute a conjecture. We propose to use search algorithms to address these shortcomings to find potentially large counter-examples to spectral graph theory conjectures in seconds. We apply a wide range of search algorithms to a selection of conjectures from Graffiti. Out of 13 already refuted conjectures from Graffiti, our algorithms are able to refute 12 in seconds. We also refute conjecture 197 from Graffiti which was open until now.

cs.AI↗

Enhancing Reinforcement Learning Through Guided Search

With the aim of improving performance in Markov Decision Problem in an Off-Policy setting, we suggest taking inspiration from what is done in Offline Reinforcement Learning (RL). In Offline RL, it is a common practice during policy learning to maintain proximity to a reference policy to mitigate uncertainty, reduce potential policy errors, and help improve performance. We find ourselves in a different setting, yet it raises questions about whether a similar concept can be applied to enhance performance ie, whether it is possible to find a guiding policy capable of contributing to performance improvement, and how to incorporate it into our RL agent. Our attention is particularly focused on algorithms based on Monte Carlo Tree Search (MCTS) as a guide.MCTS renowned for its state-of-the-art capabilities across various domains, catches our interest due to its ability to converge to equilibrium in single-player and two-player contexts. By harnessing the power of MCTS as a guide for our RL agent, we observed a significant performance improvement, surpassing the outcomes achieved by utilizing each method in isolation. Our experiments were carried out on the Atari 100k benchmark.

cs.AI↗

LLMs can Schedule

The job shop scheduling problem (JSSP) remains a significant hurdle in optimizing production processes. This challenge involves efficiently allocating jobs to a limited number of machines while minimizing factors like total processing time or job delays. While recent advancements in artificial intelligence have yielded promising solutions, such as reinforcement learning and graph neural networks, this paper explores the potential of Large Language Models (LLMs) for JSSP. We introduce the very first supervised 120k dataset specifically designed to train LLMs for JSSP. Surprisingly, our findings demonstrate that LLM-based scheduling can achieve performance comparable to other neural approaches. Furthermore, we propose a sampling method that enhances the effectiveness of LLMs in tackling JSSP.

cs.AI↗

Perfect Information Monte Carlo with Postponing Reasoning

Imperfect information games, such as Bridge and Skat, present challenges due to state-space explosion and hidden information, posing formidable obstacles for search algorithms. Determinization-based algorithms offer a resolution by sampling hidden information and solving the game in a perfect information setting, facilitating rapid and effective action estimation. However, transitioning to perfect information introduces challenges, notably one called strategy fusion.This research introduces `Extended Perfect Information Monte Carlo' (EPIMC), an online algorithm inspired by the state-of-the-art determinization-based approach Perfect Information Monte Carlo (PIMC). EPIMC enhances the capabilities of PIMC by postponing the perfect information resolution, reducing alleviating issues related to strategy fusion. However, the decision to postpone the leaf evaluator introduces novel considerations, such as the interplay between prior levels of reasoning and the newly deferred resolution. In our empirical analysis, we investigate the performance of EPIMC across a range of games, with a particular focus on those characterized by varying degrees of strategy fusion. Our results demonstrate notable performance enhancements, particularly in games where strategy fusion significantly impacts gameplay. Furthermore, our research contributes to the theoretical foundation of determinization-based algorithms addressing challenges associated with strategy fusion.%, thereby enhancing our understanding of these algorithms within the context of imperfect information game scenarios.

cs.AI↗

Deep Reinforcement Learning for 5*5 Multiplayer Go

In recent years, much progress has been made in computer Go and most of the results have been obtained thanks to search algorithms (Monte Carlo Tree Search) and Deep Reinforcement Learning (DRL). In this paper, we propose to use and analyze the latest algorithms that use search and DRL (AlphaZero and Descent algorithms) to automatically learn to play an extended version of the game of Go with more than two players. We show that using search and DRL we were able to improve the level of play, even though there are more than two players.

cs.AI↗

Mixture of Public and Private Distributions in Imperfect Information Games

In imperfect information games (e.g. Bridge, Skat, Poker), one of the fundamental considerations is to infer the missing information while at the same time avoiding the disclosure of private information. Disregarding the issue of protecting private information can lead to a highly exploitable performance. Yet, excessive attention to it leads to hesitations that are no longer consistent with our private information. In our work, we show that to improve performance, one must choose whether to use a player's private information. We extend our work by proposing a new belief distribution depending on the amount of private and public information desired. We empirically demonstrate an increase in performance and, with the aim of further improving performance, the new distribution should be used according to the position in the game. Our experiments have been done on multiple benchmarks and in multiple determinization-based algorithms (PIMC and IS-MCTS).

cs.AI↗

Monte Carlo Search Algorithms Discovering Monte Carlo Tree Search Exploration Terms

Monte Carlo Tree Search and Monte Carlo Search have good results for many combinatorial problems. In this paper we propose to use Monte Carlo Search to design mathematical expressions that are used as exploration terms for Monte Carlo Tree Search algorithms. The optimized Monte Carlo Tree Search algorithms are PUCT and SHUSS. We automatically design the PUCT and the SHUSS root exploration terms. For small search budgets of 32 evaluations the discovered root exploration terms make both algorithms competitive with usual PUCT.

cs.AI↗

Learning a Prior for Monte Carlo Search by Replaying Solutions to Combinatorial Problems

Monte Carlo Search gives excellent results in multiple difficult combinatorial problems. Using a prior to perform non uniform playouts during the search improves a lot the results compared to uniform playouts. Handmade heuristics tailored to the combinatorial problem are often used as priors. We propose a method to automatically compute a prior. It uses statistics on solved problems. It is a simple and general method that incurs no computational cost at playout time and that brings large performance gains. The method is applied to three difficult combinatorial problems: Latin Square Completion, Kakuro, and Inverse RNA Folding.

cs.AI↗

Generalized Nested Rollout Policy Adaptation with Limited Repetitions

Generalized Nested Rollout Policy Adaptation (GNRPA) is a Monte Carlo search algorithm for optimizing a sequence of choices. We propose to improve on GNRPA by avoiding too deterministic policies that find again and again the same sequence of choices. We do so by limiting the number of repetitions of the best sequence found at a given level. Experiments show that it improves the algorithm for three different combinatorial problems: Inverse RNA Folding, the Traveling Salesman Problem with Time Windows and the Weak Schur problem.

cs.AI↗

Planning and Learning: Path-Planning for Autonomous Vehicles, a Review of the Literature

This short review aims to make the reader familiar with state-of-the-art works relating to planning, scheduling and learning. First, we study state-of-the-art planning algorithms. We give a brief introduction of neural networks. Then we explore in more detail graph neural networks, a recent variant of neural networks suited for processing graph-structured inputs. We describe briefly the concept of reinforcement learning algorithms and some approaches designed to date. Next, we study some successful approaches combining neural networks for path-planning. Lastly, we focus on temporal planning problems with uncertainty.

cs.AI↗

Vision Transformers for Computer Go

Motivated by the success of transformers in various fields, such as language understanding and image analysis, this investigation explores their application in the context of the game of Go. In particular, our study focuses on the analysis of the Transformer in Vision. Through a detailed analysis of numerous points such as prediction accuracy, win rates, memory, speed, size, or even learning rate, we have been able to highlight the substantial role that transformers can play in the game of Go. This study was carried out by comparing them to the usual Residual Networks.

cs.AI↗

The Mathematical Game

Monte Carlo Tree Search can be used for automated theorem proving. Holophrasm is a neural theorem prover using MCTS combined with neural networks for the policy and the evaluation. In this paper we propose to improve the performance of the Holophrasm theorem prover using other game tree search algorithms.

cs.AI↗

On the Consistency of Average Embeddings for Item Recommendation

A prevalent practice in recommender systems consists in averaging item embeddings to represent users or higher-level concepts in the same embedding space. This paper investigates the relevance of such a practice. For this purpose, we propose an expected precision score, designed to measure the consistency of an average embedding relative to the items used for its construction. We subsequently analyze the mathematical expression of this score in a theoretical setting with specific assumptions, as well as its empirical behavior on real-world data from music streaming services. Our results emphasize that real-world averages are less consistent for recommendation, which paves the way for future research to better align real-world embeddings with assumptions from our theoretical setting.

cs.IR↗

A Scalable Framework for Automatic Playlist Continuation on Music Streaming Services

Music streaming services often aim to recommend songs for users to extend the playlists they have created on these services. However, extending playlists while preserving their musical characteristics and matching user preferences remains a challenging task, commonly referred to as Automatic Playlist Continuation (APC). Besides, while these services often need to select the best songs to recommend in real-time and among large catalogs with millions of candidates, recent research on APC mainly focused on models with few scalability guarantees and evaluated on relatively small datasets. In this paper, we introduce a general framework to build scalable yet effective APC models for large-scale applications. Based on a represent-then-aggregate strategy, it ensures scalability by design while remaining flexible enough to incorporate a wide range of representation learning and sequence modeling techniques, e.g., based on Transformers. We demonstrate the relevance of this framework through in-depth experimental validation on Spotify's Million Playlist Dataset (MPD), the largest public dataset for APC. We also describe how, in 2022, we successfully leveraged this framework to improve APC in production on Deezer. We report results from a large-scale online A/B test on this service, emphasizing the practical impact of our approach in such a real-world application.

cs.IR↗

Towards Tackling MaxSAT by Combining Nested Monte Carlo with Local Search

Recent work proposed the UCTMAXSAT algorithm to address Maximum Satisfiability Problems (MaxSAT) and shown improved performance over pure Stochastic Local Search algorithms (SLS). UCTMAXSAT is based on Monte Carlo Tree Search but it uses SLS instead of purely random playouts. In this work, we introduce two algorithmic variations over UCTMAXSAT. We carry an empirical analysis on MaxSAT benchmarks from recent competitions and establish that both ideas lead to performance improvements. First, a nesting of the tree search inspired by the Nested Monte Carlo Search algorithm is effective on most instance types in the benchmark. Second, we observe that using a static flip limit in SLS, the ideal budget depends heavily on the instance size and we propose to set it dynamically. We show that it is a robust way to achieve comparable performance on a variety of instances without requiring additional tuning.

cs.AI↗

Learning to Play Stochastic Two-player Perfect-Information Games without Knowledge

In this paper, we extend the Descent framework, which enables learning and planning in the context of two-player games with perfect information, to the framework of stochastic games. We propose two ways of doing this, the first way generalizes the search algorithm, i.e. Descent, to stochastic games and the second way approximates stochastic games by deterministic games. We then evaluate them on the game EinStein wurfelt nicht! against state-of-the-art algorithms: Expectiminimax and Polygames (i.e. the Alpha Zero algorithm). It is our generalization of Descent which obtains the best results. The approximation by deterministic games nevertheless obtains good results, presaging that it could give better results in particular contexts.

cs.AI↗