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We consider the learning of algorithmic tasks by mere observation of input-output pairs. Rather than studying this as a black-box discrete regression problem with no assumption whatsoever on the input-output mapping, we concentrate on tasks that are amenable to the principle of divide and conquer, and study what are its implications in terms of learning. This principle creates a powerful inductive bias that we leverage with neural architectures that are defined recursively and dynamically, by learning two scale-invariant atomic operations: how to split a given input into smaller sets, and how to merge two partially solved tasks into a larger partial solution. Our model can be trained in weakly supervised environments, namely by just observing input-output pairs, and in even weaker environments, using a non-differentiable reward signal. Moreover, thanks to the dynamic aspect of our architecture, we can incorporate the computational complexity as a regularization term that can be optimized by backpropagation. We demonstrate the flexibility and efficiency of the Divide-and-Conquer Network on several combinatorial and geometric tasks: convex hull, clustering, knapsack and euclidean TSP. Thanks to the dynamic programming nature of our model, we show significant improvements in terms of generalization error and computational complexity.
In data containing heterogeneous subpopulations, classification performance benefits from incorporating the knowledge of cluster structure in the classifier. Previous methods for such combined clustering and classification are either 1) classifier-specific and not generic, or 2) independently perform clustering and classifier training, which may not form clusters that can potentially benefit classifier performance. The question of how to perform clustering to improve the performance of classifiers trained on the clusters has received scant attention in previous literature, despite its importance in several real-world applications. In this paper, we design a simple and efficient classification algorithm called Clustering Aware Classification (CAC), to find clusters that are well suited for being used as training datasets by classifiers for each underlying subpopulation. Our experiments on synthetic and real benchmark datasets demonstrate the efficacy of CAC over previous methods for combined clustering and classification.
Spectral clustering is one of the most popular clustering methods. However, how to balance the efficiency and effectiveness of the large-scale spectral clustering with limited computing resources has not been properly solved for a long time. In this paper, we propose a divide-and-conquer based large-scale spectral clustering method to strike a good balance between efficiency and effectiveness. In the proposed method, a divide-and-conquer based landmark selection algorithm and a novel approximate similarity matrix approach are designed to construct a sparse similarity matrix within extremely low cost. Then clustering results can be computed quickly through a bipartite graph partition process. The proposed method achieves the lower computational complexity than most existing large-scale spectral clustering. Experimental results on ten large-scale datasets have demonstrated the efficiency and effectiveness of the proposed methods. The MATLAB code of the proposed method and experimental datasets are available at https://github.com/Li-Hongmin/MyPaperWithCode.
Online Learning to Rank (OL2R) eliminates the need of explicit relevance annotation by directly optimizing the rankers from their interactions with users. However, the required exploration drives it away from successful practices in offline learning to rank, which limits OL2Rs empirical performance and practical applicability. In this work, we propose to estimate a pairwise learning to rank model online. In each round, candidate documents are partitioned and ranked according to the models confidence on the estimated pairwise rank order, and exploration is only performed on the uncertain pairs of documents, i.e., emph{divide-and-conquer}. Regret directly defined on the number of mis-ordered pairs is proven, which connects the online solutions theoretical convergence with its expected ranking performance. Comparisons against an extensive list of OL2R baselines on two public learning to rank benchmark datasets demonstrate the effectiveness of the proposed solution.
Standard planners for sequential decision making (including Monte Carlo planning, tree search, dynamic programming, etc.) are constrained by an implicit sequential planning assumption: The order in which a plan is constructed is the same in which it is executed. We consider alternatives to this assumption for the class of goal-directed Reinforcement Learning (RL) problems. Instead of an environment transition model, we assume an imperfect, goal-directed policy. This low-level policy can be improved by a plan, consisting of an appropriate sequence of sub-goals that guide it from the start to the goal state. We propose a planning algorithm, Divide-and-Conquer Monte Carlo Tree Search (DC-MCTS), for approximating the optimal plan by means of proposing intermediate sub-goals which hierarchically partition the initial tasks into simpler ones that are then solved independently and recursively. The algorithm critically makes use of a learned sub-goal proposal for finding appropriate partitions trees of new tasks based on prior experience. Different strategies for learning sub-goal proposals give rise to different planning strategies that strictly generalize sequential planning. We show that this algorithmic flexibility over planning order leads to improved results in navigation tasks in grid-worlds as well as in challenging continuous control environments.
Designing a good reward function is essential to robot planning and reinforcement learning, but it can also be challenging and frustrating. The reward needs to work across multiple different environments, and that often requires many iterations of tuning. We introduce a novel divide-and-conquer approach that enables the designer to specify a reward separately for each environment. By treating these separate reward functions as observations about the underlying true reward, we derive an approach to infer a common reward across all environments. We conduct user studies in an abstract grid world domain and in a motion planning domain for a 7-DOF manipulator that measure user effort and solution quality. We show that our method is faster, easier to use, and produces a higher quality solution than the typical method of designing a reward jointly across all environments. We additionally conduct a series of experiments that measure the sensitivity of these results to different properties of the reward design task, such as the number of environments, the number of feasible solutions per environment, and the fraction of the total features that vary within each environment. We find that independent reward design outperforms the standard, joint, reward design process but works best when the design problem can be divided into simpler subproblems.