Featured Researches

Artificial Intelligence

A metaheuristic for crew scheduling in a pickup-and-delivery problem with time windows

A vehicle routing and crew scheduling problem (VRCSP) consists of simultaneously planning the routes of a fleet of vehicles and scheduling the crews, where the vehicle-crew correspondence is not fixed through time. This allows a greater planning flexibility and a more efficient use of the fleet, but in counterpart, a high synchronisation is demanded. In this work, we present a VRCSP where pickup-and-delivery requests with time windows have to be fulfilled over a given planning horizon by using trucks and drivers. Crews can be composed of 1 or 2 drivers and any of them can be relieved in a given set of locations. Moreover, they are allowed to travel among locations with non-company shuttles, at an additional cost that is minimised. As our problem considers distinct routes for trucks and drivers, we have an additional flexibility not contemplated in other previous VRCSP given in the literature where a crew is handled as an indivisible unit. We tackle this problem with a two-stage sequential approach: a set of truck routes is computed in the first stage and a set of driver routes consistent with the truck routes is obtained in the second one. We design and evaluate the performance of a metaheuristic based algorithm for the latter stage. Our algorithm is mainly a GRASP with a perturbation procedure that allows reusing solutions already found in case the search for new solutions becomes difficult. This procedure together with other to repair infeasible solutions allow us to find high-quality solutions on instances of 100 requests spread across 15 cities with a fleet of 12-32 trucks (depending on the planning horizon) in less than an hour. We also conclude that the possibility of carrying an additional driver leads to a decrease of the cost of external shuttles by about 60% on average with respect to individual crews and, in some cases, to remove this cost completely.

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Artificial Intelligence

A new distance measure of Pythagorean fuzzy sets based on matrix and and its application in medical diagnosis

The pythagorean fuzzy set (PFS) which is developed based on intuitionistic fuzzy set, is more efficient in elaborating and disposing uncertainties in indeterminate situations, which is a very reason of that PFS is applied in various kinds of fields. How to measure the distance between two pythagorean fuzzy sets is still an open issue. Mnay kinds of methods have been proposed to present the of the question in former reaserches. However, not all of existing methods can accurately manifest differences among pythagorean fuzzy sets and satisfy the property of similarity. And some other kinds of methods neglect the relationship among three variables of pythagorean fuzzy set. To addrees the proplem, a new method of measuring distance is proposed which meets the requirements of axiom of distance measurement and is able to indicate the degree of distinction of PFSs well. Then some numerical examples are offered to to verify that the method of measuring distances can avoid the situation that some counter? intuitive and irrational results are produced and is more effective, reasonable and advanced than other similar methods. Besides, the proposed method of measuring distances between PFSs is applied in a real environment of application which is the medical diagnosis and is compared with other previous methods to demonstrate its superiority and efficiency. And the feasibility of the proposed method in handling uncertainties in practice is also proved at the same time.

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Artificial Intelligence

A* Search Without Expansions: Learning Heuristic Functions with Deep Q-Networks

A* search is an informed search algorithm that uses a heuristic function to guide the order in which nodes are expanded. Since the computation required to expand a node and compute the heuristic values for all of its generated children grows linearly with the size of the action space, A* search can become impractical for problems with large action spaces. This computational burden becomes even more apparent when heuristic functions are learned by general, but computationally expensive, deep neural networks. To address this problem, we introduce DeepCubeAQ, a deep reinforcement learning and search algorithm that builds on the DeepCubeA algorithm and deep Q-networks. DeepCubeAQ learns a heuristic function that, with a single forward pass through a deep neural network, computes the sum of the transition cost and the heuristic value of all of the children of a node without explicitly generating any of the children, eliminating the need for node expansions. DeepCubeAQ then uses a novel variant of A* search, called AQ* search, that uses the deep Q-network to guide search. We use DeepCubeAQ to solve the Rubik's cube when formulated with a large action space that includes 1872 meta-actions and show that this 157-fold increase in the size of the action space incurs less than a 4-fold increase in computation time when performing AQ* search and that AQ* search is orders of magnitude faster than A* search.

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Artificial Intelligence

AGENT: A Benchmark for Core Psychological Reasoning

For machine agents to successfully interact with humans in real-world settings, they will need to develop an understanding of human mental life. Intuitive psychology, the ability to reason about hidden mental variables that drive observable actions, comes naturally to people: even pre-verbal infants can tell agents from objects, expecting agents to act efficiently to achieve goals given constraints. Despite recent interest in machine agents that reason about other agents, it is not clear if such agents learn or hold the core psychology principles that drive human reasoning. Inspired by cognitive development studies on intuitive psychology, we present a benchmark consisting of a large dataset of procedurally generated 3D animations, AGENT (Action, Goal, Efficiency, coNstraint, uTility), structured around four scenarios (goal preferences, action efficiency, unobserved constraints, and cost-reward trade-offs) that probe key concepts of core intuitive psychology. We validate AGENT with human-ratings, propose an evaluation protocol emphasizing generalization, and compare two strong baselines built on Bayesian inverse planning and a Theory of Mind neural network. Our results suggest that to pass the designed tests of core intuitive psychology at human levels, a model must acquire or have built-in representations of how agents plan, combining utility computations and core knowledge of objects and physics.

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Artificial Intelligence

AI Ethics Needs Good Data

In this chapter we argue that discourses on AI must transcend the language of 'ethics' and engage with power and political economy in order to constitute 'Good Data'. In particular, we must move beyond the depoliticised language of 'ethics' currently deployed (Wagner 2018) in determining whether AI is 'good' given the limitations of ethics as a frame through which AI issues can be viewed. In order to circumvent these limits, we use instead the language and conceptualisation of 'Good Data', as a more expansive term to elucidate the values, rights and interests at stake when it comes to AI's development and deployment, as well as that of other digital technologies. Good Data considerations move beyond recurring themes of data protection/privacy and the FAT (fairness, transparency and accountability) movement to include explicit political economy critiques of power. Instead of yet more ethics principles (that tend to say the same or similar things anyway), we offer four 'pillars' on which Good Data AI can be built: community, rights, usability and politics. Overall we view AI's 'goodness' as an explicly political (economy) question of power and one which is always related to the degree which AI is created and used to increase the wellbeing of society and especially to increase the power of the most marginalized and disenfranchised. We offer recommendations and remedies towards implementing 'better' approaches towards AI. Our strategies enable a different (but complementary) kind of evaluation of AI as part of the broader socio-technical systems in which AI is built and deployed.

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Artificial Intelligence

AI and Wargaming

Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human players in classic games such as Go, or commercial computer games such as Starcraft. We review the current state-of-the-art through the lens of wargaming, and ask firstly what features of wargames distinguish them from the usual AI testbeds, and secondly which recent AI advances are best suited to address these wargame-specific features.

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Artificial Intelligence

AUBER: Automated BERT Regularization

How can we effectively regularize BERT? Although BERT proves its effectiveness in various downstream natural language processing tasks, it often overfits when there are only a small number of training instances. A promising direction to regularize BERT is based on pruning its attention heads based on a proxy score for head importance. However, heuristic-based methods are usually suboptimal since they predetermine the order by which attention heads are pruned. In order to overcome such a limitation, we propose AUBER, an effective regularization method that leverages reinforcement learning to automatically prune attention heads from BERT. Instead of depending on heuristics or rule-based policies, AUBER learns a pruning policy that determines which attention heads should or should not be pruned for regularization. Experimental results show that AUBER outperforms existing pruning methods by achieving up to 10% better accuracy. In addition, our ablation study empirically demonstrates the effectiveness of our design choices for AUBER.

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Artificial Intelligence

Abstraction and Analogy-Making in Artificial Intelligence

Conceptual abstraction and analogy-making are key abilities underlying humans' abilities to learn, reason, and robustly adapt their knowledge to new domains. Despite of a long history of research on constructing AI systems with these abilities, no current AI system is anywhere close to a capability of forming humanlike abstractions or analogies. This paper reviews the advantages and limitations of several approaches toward this goal, including symbolic methods, deep learning, and probabilistic program induction. The paper concludes with several proposals for designing challenge tasks and evaluation measures in order to make quantifiable and generalizable progress in this area.

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Artificial Intelligence

Accelerated Sim-to-Real Deep Reinforcement Learning: Learning Collision Avoidance from Human Player

This paper presents a sensor-level mapless collision avoidance algorithm for use in mobile robots that map raw sensor data to linear and angular velocities and navigate in an unknown environment without a map. An efficient training strategy is proposed to allow a robot to learn from both human experience data and self-exploratory data. A game format simulation framework is designed to allow the human player to tele-operate the mobile robot to a goal and human action is also scored using the reward function. Both human player data and self-playing data are sampled using prioritized experience replay algorithm. The proposed algorithm and training strategy have been evaluated in two different experimental configurations: \textit{Environment 1}, a simulated cluttered environment, and \textit{Environment 2}, a simulated corridor environment, to investigate the performance. It was demonstrated that the proposed method achieved the same level of reward using only 16\% of the training steps required by the standard Deep Deterministic Policy Gradient (DDPG) method in Environment 1 and 20\% of that in Environment 2. In the evaluation of 20 random missions, the proposed method achieved no collision in less than 2~h and 2.5~h of training time in the two Gazebo environments respectively. The method also generated smoother trajectories than DDPG. The proposed method has also been implemented on a real robot in the real-world environment for performance evaluation. We can confirm that the trained model with the simulation software can be directly applied into the real-world scenario without further fine-tuning, further demonstrating its higher robustness than DDPG. The video and code are available: this https URL this https URL

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Artificial Intelligence

Accelerated Sparse Neural Training: A Provable and Efficient Method to Find N:M Transposable Masks

Recently, researchers proposed pruning deep neural network weights (DNNs) using an N:M fine-grained block sparsity mask. In this mask, for each block of M weights, we have at least N zeros. In contrast to unstructured sparsity, N:M fine-grained block sparsity allows acceleration in actual modern hardware. So far, this was used for DNN acceleration at the inference phase. First, we suggest a method to convert a pretrained model with unstructured sparsity to a N:M fine-grained block sparsity model, with little to no training. Then, to also allow such acceleration in the training phase, we suggest a novel transposable-fine-grained sparsity mask where the same mask can be used for both forward and backward passes. Our transposable mask ensures that both the weight matrix and its transpose follow the same sparsity pattern; thus the matrix multiplication required for passing the error backward can also be accelerated. We discuss the transposable constraint and devise a new measure for mask constraints, called mask-diversity (MD), which correlates with their expected accuracy. Then, we formulate the problem of finding the optimal transposable mask as a minimum-cost-flow problem and suggest a fast linear approximation that can be used when the masks dynamically change while training. Our experiments suggest 2x speed-up with no accuracy degradation over vision and language models. A reference implementation can be found at this https URL.

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