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Towards Feature-free TSP Solver Selection: A Deep Learning Approach

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 Added by Shengcai Liu
 Publication date 2020
and research's language is English




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The Travelling Salesman Problem (TSP) is a classical NP-hard problem and has broad applications in many disciplines and industries. In a large scale location-based services system, users issue TSP queries concurrently, where a TSP query is a TSP instance with $n$ points. In the literature, many advanced TSP solvers are developed to find high-quality solutions. Such solvers can solve some TSP instances efficiently but may take an extremely long time for some other instances. Due to the diversity of TSP instances, it is well-known that there exists no universal best solver dominating all other solvers on all possible TSP instances. To solve TSP efficiently, in addition to developing new TSP solvers, it needs to find a per-instance solver for each TSP instance, which is known as the TSP solver selection problem. In this paper, for the first time, we propose a deep learning framework, CTAS, for TSP solver selection in an end-to-end manner. Specifically, CTAS exploits deep convolutional neural networks to extract informative features from TSP instances and involves data argumentation strategies to handle the scarcity of labeled TSP instances. Moreover, to support large scale TSP solver selection, we construct a challenging TSP benchmark dataset with 6,000 instances, which is known as the largest TSP benchmark. Our CTAS achieves over 2$times$ speedup of the average running time, comparing the single best solver, and outperforms the state-of-the-art statistical models.

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The Iterated Prisoners Dilemma has guided research on social dilemmas for decades. However, it distinguishes between only two atomic actions: cooperate and defect. In real-world prisoners dilemmas, these choices are temporally extended and different strategies may correspond to sequences of actions, reflecting grades of cooperation. We introduce a Sequential Prisoners Dilemma (SPD) game to better capture the aforementioned characteristics. In this work, we propose a deep multiagent reinforcement learning approach that investigates the evolution of mutual cooperation in SPD games. Our approach consists of two phases. The first phase is offline: it synthesizes policies with different cooperation degrees and then trains a cooperation degree detection network. The second phase is online: an agent adaptively selects its policy based on the detected degree of opponent cooperation. The effectiveness of our approach is demonstrated in two representative SPD 2D games: the Apple-Pear game and the Fruit Gathering game. Experimental results show that our strategy can avoid being exploited by exploitative opponents and achieve cooperation with cooperative opponents.
149 - Yongfeng Zhang 2021
A machine intelligence pipeline usually consists of six components: problem, representation, model, loss, optimizer and metric. Researchers have worked hard trying to automate many components of the pipeline. However, one key component of the pipeline--problem definition--is still left mostly unexplored in terms of automation. Usually, it requires extensive efforts from domain experts to identify, define and formulate important problems in an area. However, automatically discovering research or application problems for an area is beneficial since it helps to identify valid and potentially important problems hidden in data that are unknown to domain experts, expand the scope of tasks that we can do in an area, and even inspire completely new findings. This paper describes Problem Learning, which aims at learning to discover and define valid and ethical problems from data or from the machines interaction with the environment. We formalize problem learning as the identification of valid and ethical problems in a problem space and introduce several possible approaches to problem learning. In a broader sense, problem learning is an approach towards the free will of intelligent machines. Currently, machines are still limited to solving the problems defined by humans, without the ability or flexibility to freely explore various possible problems that are even unknown to humans. Though many machine learning techniques have been developed and integrated into intelligent systems, they still focus on the means rather than the purpose in that machines are still solving human defined problems. However, proposing good problems is sometimes even more important than solving problems, because a good problem can help to inspire new ideas and gain deeper understandings. The paper also discusses the ethical implications of problem learning under the background of Responsible AI.
128 - Yufei Ye , Xiaoqin Ren , Jin Wang 2018
With the rapid development of deep learning, deep reinforcement learning (DRL) began to appear in the field of resource scheduling in recent years. Based on the previous research on DRL in the literature, we introduce online resource scheduling algorithm DeepRM2 and the offline resource scheduling algorithm DeepRM_Off. Compared with the state-of-the-art DRL algorithm DeepRM and heuristic algorithms, our proposed algorithms have faster convergence speed and better scheduling efficiency with regarding to average slowdown time, job completion time and rewards.
Sparse Mobile CrowdSensing (MCS) is a novel MCS paradigm where data inference is incorporated into the MCS process for reducing sensing costs while its quality is guaranteed. Since the sensed data from different cells (sub-areas) of the target sensing area will probably lead to diverse levels of inference data quality, cell selection (i.e., choose which cells of the target area to collect sensed data from participants) is a critical issue that will impact the total amount of data that requires to be collected (i.e., data collection costs) for ensuring a certain level of quality. To address this issue, this paper proposes a Deep Reinforcement learning based Cell selection mechanism for Sparse MCS, called DR-Cell. First, we properly model the key concepts in reinforcement learning including state, action, and reward, and then propose to use a deep recurrent Q-network for learning the Q-function that can help decide which cell is a better choice under a certain state during cell selection. Furthermore, we leverage the transfer learning techniques to reduce the amount of data required for training the Q-function if there are multiple correlated MCS tasks that need to be conducted in the same target area. Experiments on various real-life sensing datasets verify the effectiveness of DR-Cell over the state-of-the-art cell selection mechanisms in Sparse MCS by reducing up to 15% of sensed cells with the same data inference quality guarantee.
Hyper-heuristics are a novel tool. They deal with complex optimization problems where standalone solvers exhibit varied performance. Among such a tool reside selection hyper-heuristics. By combining the strengths of each solver, this kind of hyper-heuristic offers a more robust tool. However, their effectiveness is highly dependent on the features used to link them with the problem that is being solved. Aiming at enhancing selection hyper-heuristics, in this paper we propose two types of transformation: explicit and implicit. The first one directly changes the distribution of critical points within the feature domain while using a Euclidean distance to measure proximity. The second one operates indirectly by preserving the distribution of critical points but changing the distance metric through a kernel function. We focus on analyzing the effect of each kind of transformation, and of their combinations. We test our ideas in the domain of constraint satisfaction problems because of their popularity and many practical applications. In this work, we compare the performance of our proposals against those of previously published data. Furthermore, we expand on previous research by increasing the number of analyzed features. We found that, by incorporating transformations into the model of selection hyper-heuristics, overall performance can be improved, yielding more stable results. However, combining implicit and explicit transformations was not as fruitful. Additionally, we ran some confirmatory tests on the domain of knapsack problems. Again, we observed improved stability, leading to the generation of hyper-heuristics whose profit had a standard deviation between 20% and 30% smaller.

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