Abstract. Upper Confidence Trees are a very efficient tool for solving Markov Decision Processes; originating in difficult games like the game of Go, it is in particular surprisingly efficient in high dimensional problems. It is known that it can be adapted to continuous domains in some cases (in particular continuous action spaces). We here present an extension of Upper Confidence Trees to continuous stochastic problems. We (i) show a deceptive problem on which the classical Upper Confidence Tree approach does not work, even with arbitrarily large computational power and with progressive widening (ii) propose an improvement, termed double-progressive widening, which takes care of the compromise between variance (we want infinitely many simulations for each action/state) and bias (we want sufficiently many nodes to avoid a bias by the first nodes) and which extends the classical progressive widening (iii) discuss its consistency and show experimentally that it performs well on the deceptive problem and on experimental benchmarks. We guess that the double-progressive widening trick can be used for other algorithms as well, as a general tool for ensuring a good bias/variance compromise in search algorithms.
Abstract.@inProceedings{lbes, author={O. Teytaud and S. Gelly}, title={General lower bounds for evolutionary algorithms}, booktitle = {$10^{th}$ International Conference on Parallel ProblemSolving from Nature (PPSN 2006), 10 pages,}, year=2006}Evolutionary optimization, among which genetic optimization, is a general framework for optimization. It is known (i) easy to use (ii) robust (iii) derivative-free (iv) unfortunately slow. Recent work [8] in particular show that the convergence rate of some widely used evolution strategies (evolutionary optimization for continuous domains) can not be faster than linear (i.e. the logarithm of the distance to the optimum can not decrease faster than linearly), and that the constant in the linear convergence (i.e. the constant C such that the distance to the optimum after n steps is upper bounded by C n ) unfortunately converges quickly to 1 as the dimension increases to ∞. We here show a very wide generalization of this result: all comparison-based algorithms have such a limitation. Note that our result also concerns methods like the Hooke & Jeeves algorithm, the simplex method, or any direct search method that only compares the values to previously seen values of the fitness. But it does not cover methods that use the value of the fitness (see [5] for cases in which the fitness-values are used), even if these methods do not use gradients. The former results deal with convergence with respect to the number of comparisons performed, and also include a very wide family of algorithms with respect to the number of function-evaluations. However, there is still place for faster convergence rates, for more original algorithms using the full ranking information of the population and not only selections among the population. We prove that, at least in some particular cases, using the full ranking information can improve these lower bounds, and ultimately provide superlinear convergence results.
This paper analyses extensions of No-Free-Lunch (NFL) theorems to countably infinite and uncountable infinite domains and investigates the design of optimal optimization algorithms.The original NFL theorem due to Wolpert and Macready states that, for finite search domains, all search heuristics have the same performance when averaged over the uniform distribution over all possible functions. For infinite domains the extension of the concept of distribution over all possible functions involves measurability issues and stochastic process theory. For countably infinite domains, we prove that the natural extension of NFL theorems, for the current formalization of probability, does not hold, but that a weaker form of NFL does hold, by stating the existence of non-trivial distributions of fitness leading to equal performances for all search heuristics. Our main result is that for continuous domains, NFL does not hold. This free-lunch theorem is based on the formalization of the concept of random fitness functions by means of random fields.We also consider the design of optimal optimization algorithms for a given random field, in a black-box setting, namely, a complexity measure based solely on the number of requests to the fitness function. We derive an optimal algorithm based on Bellman's decomposition principle, for a given number of iterates and a given distribution of fitness functions. We also approximate this algorithm thanks to a Monte-Carlo planning algorithm close to the UCT (Upper Confidence Trees) algorithm, and provide experimental results.
Abstract. Monte-Carlo Tree Search and Upper Confidence Bounds provided huge improvements in computer-Go. In this paper, we test the generality of the approach by experimenting on another game, Havannah, which is known for being especially difficult for computers. We show that the same results hold, with slight differences related to the absence of clearly known patterns for the game of Havannah, in spite of the fact that Havannah is more related to connection games like Hex than to territory games like Go.
Estimating the normal vector field on the boundary of discrete three-dimensional objects is essential for rendering and image measurement problems. Most of the existing algorithms do not provide an accurate determination of the normal vector field for shapes that present edges. Here, we propose a new and simple computational method in order to obtain accurate results on all types of shapes, whatever their local convexity degree. The presented method is based on the gradient vector field analysis of the object distance map. This vector field is adaptively filtered around each surface voxel using angle and symmetry criteria so that as many relevant contributions as possible are accounted for. This optimizes the smoothing of digitization effects while preserving relevant details of the processed numerical object. Thanks to the precise normal field obtained, a projection method can be proposed to immediately derive the surface area from a raw discrete object. An empirical justification of the validity of such an algorithm in the continuous limit is also provided. Some results on simulated data and snow images from X-ray tomography are presented, compared to the Marching Cubes and Convex Hull results, and discussed.
We derive lower bounds on the convergence rate of comparison based or selection based algorithms, improving existing results in the continuous setting, and extending them to non-trivial results in the discrete case. This is achieved by considering the VC-dimension of the level sets of the fitness functions; results are then obtained through the use of the shatter function lemma. In the special case of optimization of the sphere function, improved lower bounds are obtained by an argument based on the number of sign patterns.
We consider in this work the application of optimization algorithms to problems over discrete codomains corrupted by additive unbiased noise.We propose a modification of the algorithms by repeating the fitness evaluation of the noisy function su ciently so that, with a fix probability, the function evaluation on the noisy case is identical to the true value.If the runtime of the algorithms on the noise-free case is known, the number of resampling is chosen accordingly. If not, the number of resampling is chosen regarding to the number of fitness evaluations, in an anytime manner.We conclude that if the additive noise is Gaussian, then the runtime on the noisy case, for an adapted algorithm using resamplings, is similar to the runtime on the noise-free case: we incur only an extra logarithmic factor. If the noise is non-Gaussian but with finite variance, then the total runtime of the noisy case is quadratic in function of the runtime on the noise-free case.
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