Searcharxiv⌕ Search

arXiv subjects

Tristan Cazenave

Publications and source records attributed to Tristan Cazenave.

At least 55 records · Page 3Linked to original sources

Solving the HP model with Nested Monte Carlo Search

In this paper we present a new Monte Carlo Search (MCS) algorithm for finding the ground state energy of proteins in the HP-model. We also compare it briefly to other MCS algorithms not usually used on the HP-model and provide an overview of the algorithms used on HP-model. The algorithm presented in this paper does not beat state of the art algorithms, see PERM (Hsu and Grassberger 2011), REMC (Thachuk, Shmygelska, and Hoos 2007) or WLRE (Wüst and Landau 2012) for better results. Hsu, H.-P.; and Grassberger, P. 2011. A review of Monte Carlo simulations of polymers with PERM. Journal of Statistical Physics, 144 (3): 597 to 637. Thachuk, C.; Shmygelska, A.; and Hoos, H. H. 2007. A replica exchange Monte Carlo algorithm for protein folding in the HP model. BMC Bioinformatics, 8(1): 342. Wüst, T.; and Landau, D. P. 2012. Optimized Wang-Landau sampling of lattice polymers: Ground state search and folding thermodynamics of HP model proteins. The Journal of Chemical Physics, 137(6): 064903.

cs.AI↗

Sequential Elimination Voting Games

Voting by sequential elimination is a low-communication voting protocol: voters play in sequence and eliminate one or more of the remaining candidates, until only one remains. While the fairness and efficiency of such protocols have been explored, the impact of strategic behaviour has not been addressed. We model voting by sequential elimination as a game. Given a fixed elimination sequence, we show that the outcome is the same in all subgame-perfect Nash equilibria of the corresponding game, and is polynomial-time computable. We measure the loss of social welfare due to strategic behaviour, with respect to the outcome under sincere behaviour, and with respect to the outcome maximizing social welfare. We give tight bounds for worst-case ratios, and show using experiments that the average impact of manipulation can be much lower than in the worst case.

cs.GT↗

Nested Search versus Limited Discrepancy Search

Limited Discrepancy Search (LDS) is a popular algorithm to search a state space with a heuristic to order the possible actions. Nested Search (NS) is another algorithm to search a state space with the same heuristic. NS spends more time on the move associated to the best heuristic playout while LDS spends more time on the best heuristic move. They both use similar times for the same level of search. We advocate in this paper that it is often better to follow the best heuristic playout as in NS than to follow the heuristic as in LDS.

cs.AI↗

Optimal Solving of Constrained Path-Planning Problems with Graph Convolutional Networks and Optimized Tree Search

Deep learning-based methods are growing prominence for planning purposes. In this paper, we present a hybrid planner that combines a graph machine learning model and an optimal solver based on branch and bound tree search for path-planning tasks. More specifically, a graph neural network is used to assist the branch and bound algorithm in handling constraints associated with a desired solution path. There are multiple downstream practical applications, such as Autonomous Unmanned Ground Vehicles (AUGV), typically deployed in disaster relief or search and rescue operations. In off-road environments, AUGVs must dynamically optimize a source-destination path under various operational constraints, out of which several are difficult to predict in advance and need to be addressed online. We conduct experiments on realistic scenarios and show that graph neural network support enables substantial speedup and smoother scaling to harder path-planning problems. Additionally, information provided by the graph neural network enables the approach to outperform problem-specific handcrafted heuristics, highlighting the potential graph neural networks hold for path-planning tasks.

cs.AI↗

Solving Disjunctive Temporal Networks with Uncertainty under Restricted Time-Based Controllability using Tree Search and Graph Neural Networks

Planning under uncertainty is an area of interest in artificial intelligence. We present a novel approach based on tree search and graph machine learning for the scheduling problem known as Disjunctive Temporal Networks with Uncertainty (DTNU). Dynamic Controllability (DC) of DTNUs seeks a reactive scheduling strategy to satisfy temporal constraints in response to uncontrollable action durations. We introduce new semantics for reactive scheduling: Time-based Dynamic Controllability (TDC) and a restricted subset of TDC, R-TDC. We design a tree search algorithm to determine whether or not a DTNU is R-TDC. Moreover, we leverage a graph neural network as a heuristic for tree search guidance. Finally, we conduct experiments on a known benchmark on which we show R-TDC to retain significant completeness with regard to DC, while being faster to prove. This results in the tree search processing fifty percent more DTNU problems in R-TDC than the state-of-the-art DC solver does in DC with the same time budget. We also observe that graph neural network search guidance leads to substantial performance gains on benchmarks of more complex DTNUs, with up to eleven times more problems solved than the baseline tree search.

cs.AI↗

Generalized Nested Rollout Policy Adaptation with Dynamic Bias for Vehicle Routing

In this paper we present an extension of the Nested Rollout Policy Adaptation algorithm (NRPA), namely the Generalized Nested Rollout Policy Adaptation (GNRPA), as well as its use for solving some instances of the Vehicle Routing Problem. We detail some results obtained on the Solomon instances set which is a conventional benchmark for the Vehicle Routing Problem (VRP). We show that on all instances, GNRPA performs better than NRPA. On some instances, it performs better than the Google OR Tool module dedicated to VRP.

cs.AI↗

Constrained Shortest Path Search with Graph Convolutional Neural Networks

Planning for Autonomous Unmanned Ground Vehicles (AUGV) is still a challenge, especially in difficult, off-road, critical situations. Automatic planning can be used to reach mission objectives, to perform navigation or maneuvers. Most of the time, the problem consists in finding a path from a source to a destination, while satisfying some operational constraints. In a graph without negative cycles, the computation of the single-pair shortest path from a start node to an end node is solved in polynomial time. Additional constraints on the solution path can however make the problem harder to solve. This becomes the case when we need the path to pass through a few mandatory nodes without requiring a specific order of visit. The complexity grows exponentially with the number of mandatory nodes to visit. In this paper, we focus on shortest path search with mandatory nodes on a given connected graph. We propose a hybrid model that combines a constraint-based solver and a graph convolutional neural network to improve search performance. Promising results are obtained on realistic scenarios.

cs.AI↗

Time-based Dynamic Controllability of Disjunctive Temporal Networks with Uncertainty: A Tree Search Approach with Graph Neural Network Guidance

Scheduling in the presence of uncertainty is an area of interest in artificial intelligence due to the large number of applications. We study the problem of dynamic controllability (DC) of disjunctive temporal networks with uncertainty (DTNU), which seeks a strategy to satisfy all constraints in response to uncontrollable action durations. We introduce a more restricted, stronger form of controllability than DC for DTNUs, time-based dynamic controllability (TDC), and present a tree search approach to determine whether or not a DTNU is TDC. Moreover, we leverage the learning capability of a message passing neural network (MPNN) as a heuristic for tree search guidance. Finally, we conduct experiments for which the tree search shows superior results to state-of-the-art timed-game automata (TGA) based approaches. We observe that using an MPNN for tree search guidance leads to a significant increase in solving performance and scalability to harder DTNU problems.

cs.AI↗

Learning-based Preference Prediction for Constrained Multi-Criteria Path-Planning

Learning-based methods are increasingly popular for search algorithms in single-criterion optimization problems. In contrast, for multiple-criteria optimization there are significantly fewer approaches despite the existence of numerous applications. Constrained path-planning for Autonomous Ground Vehicles (AGV) is one such application, where an AGV is typically deployed in disaster relief or search and rescue applications in off-road environments. The agent can be faced with the following dilemma : optimize a source-destination path according to a known criterion and an uncertain criterion under operational constraints. The known criterion is associated to the cost of the path, representing the distance. The uncertain criterion represents the feasibility of driving through the path without requiring human intervention. It depends on various external parameters such as the physics of the vehicle, the state of the explored terrains or weather conditions. In this work, we leverage knowledge acquired through offline simulations by training a neural network model to predict the uncertain criterion. We integrate this model inside a path-planner which can solve problems online. Finally, we conduct experiments on realistic AGV scenarios which illustrate that the proposed framework requires human intervention less frequently, trading for a limited increase in the path distance.

cs.AI↗

Improving Model and Search for Computer Go

The standard for Deep Reinforcement Learning in games, following Alpha Zero, is to use residual networks and to increase the depth of the network to get better results. We propose to improve mobile networks as an alternative to residual networks and experimentally show the playing strength of the networks according to both their width and their depth. We also propose a generalization of the PUCT search algorithm that improves on PUCT.

cs.AI↗

Batch Monte Carlo Tree Search

Making inferences with a deep neural network on a batch of states is much faster with a GPU than making inferences on one state after another. We build on this property to propose Monte Carlo Tree Search algorithms using batched inferences. Instead of using either a search tree or a transposition table we propose to use both in the same algorithm. The transposition table contains the results of the inferences while the search tree contains the statistics of Monte Carlo Tree Search. We also propose to analyze multiple heuristics that improve the search: the $μ$ FPU, the Virtual Mean, the Last Iteration and the Second Move heuristics. They are evaluated for the game of Go using a MobileNet neural network.

cs.AI↗

Optimizing $αμ$

$αμ$ is a search algorithm which repairs two defaults of Perfect Information Monte Carlo search: strategy fusion and non locality. In this paper we optimize $αμ$ for the game of Bridge, avoiding useless computations. The proposed optimizations are general and apply to other imperfect information turn-based games. We define multiple optimizations involving Pareto fronts, and show that these optimizations speed up the search. Some of these optimizations are cuts that stop the search at a node, while others keep track of which possible worlds have become redundant, avoiding unnecessary, costly evaluations. We also measure the benefits of parallelizing the double dummy searches at the leaves of the $αμ$ search tree.

cs.AI↗

Stabilized Nested Rollout Policy Adaptation

Nested Rollout Policy Adaptation (NRPA) is a Monte Carlo search algorithm for single player games. In this paper we propose to modify NRPA in order to improve the stability of the algorithm. Experiments show it improves the algorithm for different application domains: SameGame, Traveling Salesman with Time Windows and Expression Discovery.

cs.AI↗

Mobile Networks for Computer Go

The architecture of the neural networks used in Deep Reinforcement Learning programs such as Alpha Zero or Polygames has been shown to have a great impact on the performances of the resulting playing engines. For example the use of residual networks gave a 600 ELO increase in the strength of Alpha Go. This paper proposes to evaluate the interest of Mobile Network for the game of Go using supervised learning as well as the use of a policy head and a value head different from the Alpha Zero heads. The accuracy of the policy, the mean squared error of the value, the efficiency of the networks with the number of parameters, the playing speed and strength of the trained networks are evaluated.

cs.AI↗

Monte Carlo Inverse Folding

The RNA Inverse Folding problem comes from computational biology. The goal is to find a molecule that has a given folding. It is important for scientific fields such as bioengineering, pharmaceutical research, biochemistry, synthetic biology and RNA nanostructures. Nested Monte Carlo Search has given excellent results for this problem. We propose to adapt and evaluate different Monte Carlo Search algorithms for the RNA Inverse Folding problem.

cs.AI↗

Generalized Nested Rollout Policy Adaptation

Nested Rollout Policy Adaptation (NRPA) is a Monte Carlo search algorithm for single player games. In this paper we propose to generalize NRPA with a temperature and a bias and to analyze theoretically the algorithms. The generalized algorithm is named GNRPA. Experiments show it improves on NRPA for different application domains: SameGame and the Traveling Salesman Problem with Time Windows.

cs.AI↗

Polygames: Improved Zero Learning

Since DeepMind's AlphaZero, Zero learning quickly became the state-of-the-art method for many board games. It can be improved using a fully convolutional structure (no fully connected layer). Using such an architecture plus global pooling, we can create bots independent of the board size. The training can be made more robust by keeping track of the best checkpoints during the training and by training against them. Using these features, we release Polygames, our framework for Zero learning, with its library of games and its checkpoints. We won against strong humans at the game of Hex in 19x19, which was often said to be untractable for zero learning; and in Havannah. We also won several first places at the TAAI competitions.

cs.LG↗