26 research outputs found

    Cover Tree Bayesian Reinforcement Learning

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    This paper proposes an online tree-based Bayesian approach for reinforcement learning. For inference, we employ a generalised context tree model. This defines a distribution on multivariate Gaussian piecewise-linear models, which can be updated in closed form. The tree structure itself is constructed using the cover tree method, which remains efficient in high dimensional spaces. We combine the model with Thompson sampling and approximate dynamic programming to obtain effective exploration policies in unknown environments. The flexibility and computational simplicity of the model render it suitable for many reinforcement learning problems in continuous state spaces. We demonstrate this in an experimental comparison with least squares policy iteration

    Adaptive Submodular Influence Maximization with Myopic Feedback

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    This paper examines the problem of adaptive influence maximization in social networks. As adaptive decision making is a time-critical task, a realistic feedback model has been considered, called myopic. In this direction, we propose the myopic adaptive greedy policy that is guaranteed to provide a (1 - 1/e)-approximation of the optimal policy under a variant of the independent cascade diffusion model. This strategy maximizes an alternative utility function that has been proven to be adaptive monotone and adaptive submodular. The proposed utility function considers the cumulative number of active nodes through the time, instead of the total number of the active nodes at the end of the diffusion. Our empirical analysis on real-world social networks reveals the benefits of the proposed myopic strategy, validating our theoretical results.Comment: Accepted by IEEE/ACM International Conference Advances in Social Networks Analysis and Mining (ASONAM), 201

    A Bayesian Ensemble Regression Framework on the Angry Birds Game

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    An ensemble inference mechanism is proposed on the Angry Birds domain. It is based on an efficient tree structure for encoding and representing game screenshots, where it exploits its enhanced modeling capability. This has the advantage to establish an informative feature space and modify the task of game playing to a regression analysis problem. To this direction, we assume that each type of object material and bird pair has its own Bayesian linear regression model. In this way, a multi-model regression framework is designed that simultaneously calculates the conditional expectations of several objects and makes a target decision through an ensemble of regression models. Learning procedure is performed according to an online estimation strategy for the model parameters. We provide comparative experimental results on several game levels that empirically illustrate the efficiency of the proposed methodology.Comment: Angry Birds AI Symposium, ECAI 201

    Learning Graph Representations for Influence Maximization

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    As the field of machine learning for combinatorial optimization advances, traditional problems are resurfaced and readdressed through this new perspective. The overwhelming majority of the literature focuses on small graph problems, while several real-world problems are devoted to large graphs. Here, we focus on two such problems: influence estimation, a #P-hard counting problem, and influence maximization, an NP-hard problem. We develop GLIE, a Graph Neural Network (GNN) that inherently parameterizes an upper bound of influence estimation and train it on small simulated graphs. Experiments show that GLIE provides accurate influence estimation for real graphs up to 10 times larger than the train set. More importantly, it can be used for influence maximization on considerably larger graphs, as the predictions ranking is not affected by the drop of accuracy. We develop a version of CELF optimization with GLIE instead of simulated influence estimation, surpassing the benchmark for influence maximization, although with a computational overhead. To balance the time complexity and quality of influence, we propose two different approaches. The first is a Q-network that learns to choose seeds sequentially using GLIE's predictions. The second defines a provably submodular function based on GLIE's representations to rank nodes fast while building the seed set. The latter provides the best combination of time efficiency and influence spread, outperforming SOTA benchmarks.Comment: 2

    Boosting Tricks for Word Mover's Distance

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    Due to the COVID-19 pandemic, the physical meeting of ICANN 2020 has been postponed. The event is scheduled next year’s ICANN in September 2021 in Bratislava, Slovakia.International audienceWord embeddings have opened a new path in creating novel approaches for addressing traditional problems in the natural language processing (NLP) domain. However, using word embeddings to compare text documents remains a relatively unexplored topic-with Word Mover's Distance (WMD) being the prominent tool used so far. In this paper, we present a variety of tools that can further improve the computation of distances between documents based on WMD. We demonstrate that, alternative stopwords, cross document-topic comparison, deep contextualized word vectors and convex metric learning, constitute powerful tools that can boost WMD

    ABC Reinforcement Learning

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    We introduce a simple, general framework for likelihood-free Bayesian reinforcement learning, through Approximate Bayesian Computation (ABC). The advantage is that we only require a prior distribution on a class of simulators. This is useful when a probabilistic model of the underlying process is too complex to formulate, but where detailed simulation models are available. ABC-RL allows the use of any Bayesian reinforcement learning technique in this case. It can be seen as an extension of simulation methods to both planning and inference. We experimentally demonstrate the potential of this approach in a comparison with LSPI. Finally, we introduce a theorem showing that ABC is sound. 1
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