303 research outputs found
Bandit-based Random Mutation Hill-Climbing
The Random Mutation Hill-Climbing algorithm is a direct search technique mostly used in discrete domains. It repeats the process of randomly selecting a neighbour of a best-so-far solution and accepts the neighbour if it is better than or equal to it. In this work, we propose to use a novel method to select the neighbour solution using a set of independent multi-armed bandit-style selection units which results in a bandit-based Random Mutation Hill-Climbing algorithm. The new algorithm significantly outperforms Random Mutation Hill-Climbing in both OneMax (in noise-free and noisy cases) and Royal Road problems (in the noise-free case). The algorithm shows particular promise for discrete optimisation problems where each fitness evaluation is expensive
Evolving Game Skill-Depth using General Video Game AI agents
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games. One of the hardest parts of this approach is defining a suitable fitness function. In this paper we explore the possibility of using one of a growing set of General Video Game AI agents to perform automatic play-testing. This enables a very general approach to game evaluation based on estimating the skill-depth of a game. Agent-based play-testing is computationally expensive, so we compare two simple but efficient optimisation algorithms: the Random Mutation Hill-Climber and the Multi-Armed Bandit Random Mutation Hill-Climber. For the test game we use a space-battle game in order to provide a suitable balance between simulation speed and potential skill-depth. Results show that both algorithms are able to rapidly evolve game versions with significant skill-depth, but that choosing a suitable resampling number is essential in order to combat the effects of noise
Neural Architecture Search using Deep Neural Networks and Monte Carlo Tree Search
Neural Architecture Search (NAS) has shown great success in automating the
design of neural networks, but the prohibitive amount of computations behind
current NAS methods requires further investigations in improving the sample
efficiency and the network evaluation cost to get better results in a shorter
time. In this paper, we present a novel scalable Monte Carlo Tree Search (MCTS)
based NAS agent, named AlphaX, to tackle these two aspects. AlphaX improves the
search efficiency by adaptively balancing the exploration and exploitation at
the state level, and by a Meta-Deep Neural Network (DNN) to predict network
accuracies for biasing the search toward a promising region. To amortize the
network evaluation cost, AlphaX accelerates MCTS rollouts with a distributed
design and reduces the number of epochs in evaluating a network by transfer
learning, which is guided with the tree structure in MCTS. In 12 GPU days and
1000 samples, AlphaX found an architecture that reaches 97.84\% top-1 accuracy
on CIFAR-10, and 75.5\% top-1 accuracy on ImageNet, exceeding SOTA NAS methods
in both the accuracy and sampling efficiency. Particularly, we also evaluate
AlphaX on NASBench-101, a large scale NAS dataset; AlphaX is 3x and 2.8x more
sample efficient than Random Search and Regularized Evolution in finding the
global optimum. Finally, we show the searched architecture improves a variety
of vision applications from Neural Style Transfer, to Image Captioning and
Object Detection.Comment: To appear in the Thirty-Fourth AAAI conference on Artificial
Intelligence (AAAI-2020
The Road to VEGAS: Guiding the Search over Neutral Networks
VEGAS (Varying Evolvability-Guided Adaptive Search) is a new methodology
proposed to deal with the neutrality property of some optimization problems. ts
main feature is to consider the whole neutral network rather than an arbitrary
solution. Moreover, VEGAS is designed to escape from plateaus based on the
evolvability of solution and a multi-armed bandit. Experiments are conducted on
NK-landscapes with neutrality. Results show the importance of considering the
whole neutral network and of guiding the search cleverly. The impact of the
level of neutrality and of the exploration-exploitation trade-off are deeply
analyzed.Comment: Genetic And Evolutionary Computation Conference, Dublin : Ireland
(2011
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