LGJun 22, 2022Code
Optimally Weighted Ensembles of Regression Models: Exact Weight Optimization and ApplicationsPatrick Echtenbruck, Martina Echtenbruck, Joost Batenburg et al.
Automated model selection is often proposed to users to choose which machine learning model (or method) to apply to a given regression task. In this paper, we show that combining different regression models can yield better results than selecting a single ('best') regression model, and outline an efficient method that obtains optimally weighted convex linear combination from a heterogeneous set of regression models. More specifically, in this paper, a heuristic weight optimization, used in a preceding conference paper, is replaced by an exact optimization algorithm using convex quadratic programming. We prove convexity of the quadratic programming formulation for the straightforward formulation and for a formulation with weighted data points. The novel weight optimization is not only (more) exact but also more efficient. The methods we develop in this paper are implemented and made available via github-open source. They can be executed on commonly available hardware and offer a transparent and easy to interpret interface. The results indicate that the approach outperforms model selection methods on a range of data sets, including data sets with mixed variable type from drug discovery applications.
LGMar 19, 2019Code
Hyper-Parameter Sweep on AlphaZero GeneralHui Wang, Michael Emmerich, Mike Preuss et al.
Since AlphaGo and AlphaGo Zero have achieved breakground successes in the game of Go, the programs have been generalized to solve other tasks. Subsequently, AlphaZero was developed to play Go, Chess and Shogi. In the literature, the algorithms are explained well. However, AlphaZero contains many parameters, and for neither AlphaGo, AlphaGo Zero nor AlphaZero, there is sufficient discussion about how to set parameter values in these algorithms. Therefore, in this paper, we choose 12 parameters in AlphaZero and evaluate how these parameters contribute to training. We focus on three objectives~(training loss, time cost and playing strength). For each parameter, we train 3 models using 3 different values~(minimum value, default value, maximum value). We use the game of play 6$\times$6 Othello, on the AlphaZeroGeneral open source re-implementation of AlphaZero. Overall, experimental results show that different values can lead to different training results, proving the importance of such a parameter sweep. We categorize these 12 parameters into time-sensitive parameters and time-friendly parameters. Moreover, through multi-objective analysis, this paper provides an insightful basis for further hyper-parameter optimization.
AIOct 14, 2018Code
Assessing the Potential of Classical Q-learning in General Game PlayingHui Wang, Michael Emmerich, Aske Plaat
After the recent groundbreaking results of AlphaGo and AlphaZero, we have seen strong interests in deep reinforcement learning and artificial general intelligence (AGI) in game playing. However, deep learning is resource-intensive and the theory is not yet well developed. For small games, simple classical table-based Q-learning might still be the algorithm of choice. General Game Playing (GGP) provides a good testbed for reinforcement learning to research AGI. Q-learning is one of the canonical reinforcement learning methods, and has been used by (Banerjee $\&$ Stone, IJCAI 2007) in GGP. In this paper we implement Q-learning in GGP for three small-board games (Tic-Tac-Toe, Connect Four, Hex)\footnote{source code: https://github.com/wh1992v/ggp-rl}, to allow comparison to Banerjee et al.. We find that Q-learning converges to a high win rate in GGP. For the $ε$-greedy strategy, we propose a first enhancement, the dynamic $ε$ algorithm. In addition, inspired by (Gelly $\&$ Silver, ICML 2007) we combine online search (Monte Carlo Search) to enhance offline learning, and propose QM-learning for GGP. Both enhancements improve the performance of classical Q-learning. In this work, GGP allows us to show, if augmented by appropriate enhancements, that classical table-based Q-learning can perform well in small games.
OCJun 27, 2025
Correlated Mutations for Integer ProgrammingOfer M. Shir, Michael Emmerich
Even with the recent theoretical advancements that dramatically reduced the complexity of Integer Programming (IP), heuristics remain the dominant problem-solvers for this difficult category. This study seeks to establish the groundwork for Integer Evolution Strategies (IESs), a class of randomized search heuristics inherently designed for continuous spaces. IESs already excel in treating IP in practice, but accomplish it via discretization and by applying sophisticated patches to their continuous operators, while persistently using the $\ell_2$-norm as their operation pillar. We lay foundations for discrete search, by adopting the $\ell_1$-norm, accounting for the suitable step-size, and questioning alternative measures to quantify correlations over the integer lattice. We focus on mutation distributions for unbounded integer decision variables. We briefly discuss a couple of candidate discrete probabilities induced by the uniform and binomial distributions, which we show to possess less appealing theoretical properties, and then narrow down to the Truncated Normal (TN) and Double Geometric (DG) distributions. We explore their theoretical properties, including entropy functions, and propose a procedure to generate scalable correlated mutation distributions. Our investigations are accompanied by extensive numerical simulations, which consistently support the claim that the DG distribution is better suited for unbounded integer search. We link our theoretical perspective to empirical evidence indicating that an IES with correlated DG mutations outperformed other strategies over non-separable quadratic IP. We conclude that while the replacement of the default TN distribution by the DG is theoretically justified and practically beneficial, the truly crucial change lies in adopting the $\ell_1$-norm over the $\ell_2$-norm.
NEJan 23, 2021
Automatic Preference Based Multi-objective Evolutionary Algorithm on Vehicle Fleet Maintenance Scheduling OptimizationYali Wang, Steffen Limmer, Markus Olhofer et al.
A preference based multi-objective evolutionary algorithm is proposed for generating solutions in an automatically detected knee point region. It is named Automatic Preference based DI-MOEA (AP-DI-MOEA) where DI-MOEA stands for Diversity-Indicator based Multi-Objective Evolutionary Algorithm). AP-DI-MOEA has two main characteristics: firstly, it generates the preference region automatically during the optimization; secondly, it concentrates the solution set in this preference region. Moreover, the real-world vehicle fleet maintenance scheduling optimization (VFMSO) problem is formulated, and a customized multi-objective evolutionary algorithm (MOEA) is proposed to optimize maintenance schedules of vehicle fleets based on the predicted failure distribution of the components of cars. Furthermore, the customized MOEA for VFMSO is combined with AP-DI-MOEA to find maintenance schedules in the automatically generated preference region. Experimental results on multi-objective benchmark problems and our three-objective real-world application problems show that the newly proposed algorithm can generate the preference region accurately and that it can obtain better solutions in the preference region. Especially, in many cases, under the same budget, the Pareto optimal solutions obtained by AP-DI-MOEA dominate solutions obtained by MOEAs that pursue the entire Pareto front.
SYOct 13, 2020
Multiple Node Immunisation for Preventing Epidemics on Networks by Exact Multiobjective Optimisation of Cost and Shield-ValueMichael Emmerich, Joost Nibbeling, Marios Kefalas et al.
The general problem in this paper is vertex (node) subset selection with the goal to contain an infection that spreads in a network. Instead of selecting the single most important node, this paper deals with the problem of selecting multiple nodes for removal. As compared to previous work on multiple-node selection, the trade-off between cost and benefit is considered. The benefit is measured in terms of increasing the epidemic threshold which is a measure of how difficult it is for an infection to spread in a network. The cost is measured in terms of the number and size of nodes to be removed or controlled. Already in its single-objective instance with a fixed number of $k$ nodes to be removed, the multiple vertex immunisation problems have been proven to be NP-hard. Several heuristics have been developed to approximate the problem. In this work, we compare meta-heuristic techniques with exact methods on the Shield-value, which is a sub-modular proxy for the maximal eigenvalue and used in the current state-of-the-art greedy node-removal strategies. We generalise it to the multi-objective case and replace the greedy algorithm by a quadratic program (QP), which then can be solved with exact QP solvers. The main contribution of this paper is the insight that, if time permits, exact and problem-specific methods approximation should be used, which are often far better than Pareto front approximations obtained by general meta-heuristics. Based on these, it will be more effective to develop strategies for controlling real-world networks when the goal is to prevent or contain epidemic outbreaks. This paper is supported by ready to use Python implementation of the optimization methods and datasets.
AIJun 14, 2020
Tackling Morpion Solitaire with AlphaZero-likeRanked Reward Reinforcement LearningHui Wang, Mike Preuss, Michael Emmerich et al.
Morpion Solitaire is a popular single player game, performed with paper and pencil. Due to its large state space (on the order of the game of Go) traditional search algorithms, such as MCTS, have not been able to find good solutions. A later algorithm, Nested Rollout Policy Adaptation, was able to find a new record of 82 steps, albeit with large computational resources. After achieving this record, to the best of our knowledge, there has been no further progress reported, for about a decade. In this paper we take the recent impressive performance of deep self-learning reinforcement learning approaches from AlphaGo/AlphaZero as inspiration to design a searcher for Morpion Solitaire. A challenge of Morpion Solitaire is that the state space is sparse, there are few win/loss signals. Instead, we use an approach known as ranked reward to create a reinforcement learning self-play framework for Morpion Solitaire. This enables us to find medium-quality solutions with reasonable computational effort. Our record is a 67 steps solution, which is very close to the human best (68) without any other adaptation to the problem than using ranked reward. We list many further avenues for potential improvement.
OCMay 18, 2020
A Novel Column Generation Heuristic for Airline Crew Pairing Optimization with Large-scale Complex Flight NetworksDivyam Aggarwal, Dhish Kumar Saxena, Saaju Pualose et al.
Crew Pairing Optimization (CPO) is critical for an airlines' business viability, given that the crew operating cost is second only to the fuel cost. CPO aims at generating a set of flight sequences (crew pairings) to cover all scheduled flights, at minimum cost, while satisfying several legality constraints. The state-of-the-art heavily relies on relaxing the underlying Integer Programming Problem into a Linear Programming Problem, which in turn is solved through the Column Generation (CG) technique. However, with the alarmingly expanding airlines' operations, CPO is marred by the curse of dimensionality, rendering the exact CG-implementations obsolete, and necessitating the heuristic-based CG-implementations. Yet, in literature, the much prevalent large-scale complex flight networks involving multiple { crew bases and/or hub-and-spoke sub-networks, largely remain uninvestigated. This paper proposes a novel CG heuristic, which has enabled the in-house development of an Airline Crew Pairing Optimizer (AirCROP). The efficacy of the heuristic/AirCROP has been tested on real-world, large-scale, complex network instances with over 4,200 flights, 15 crew bases, and multiple hub-and-spoke sub-networks (resulting in billion-plus possible pairings). Notably, this paper has a dedicated focus on the proposed CG heuristic (not the entire AirCROP framework) based on balancing random exploration of pairings; exploitation of domain knowledge (on optimal solution features); and utilization of the past computational & search effort through archiving. Though this paper has an airline context, the proposed CG heuristic may find wider applications across different domains, by serving as a template on how to utilize domain knowledge to better tackle combinatorial optimization problems.
NEApr 15, 2020
Improving Many-Objective Evolutionary Algorithms by Means of Edge-Rotated ConesYali Wang, André Deutz, Thomas Bäck et al.
Given a point in $m$-dimensional objective space, any $\varepsilon$-ball of a point can be partitioned into the incomparable, the dominated and dominating region. The ratio between the size of the incomparable region, and the dominated (and dominating) region decreases proportionally to $1/2^{m-1}$, i.e., the volume of the Pareto dominating orthant as compared to all other volumes. Due to this reason, it gets increasingly unlikely that dominating points can be found by random, isotropic mutations. As a remedy to stagnation of search in many objective optimization, in this paper, we suggest to enhance the Pareto dominance order by involving an obtuse convex dominance cone in the convergence phase of an evolutionary optimization algorithm. We propose edge-rotated cones as generalizations of Pareto dominance cones for which the opening angle can be controlled by a single parameter only. The approach is integrated in several state-of-the-art multi-objective evolutionary algorithms (MOEAs) and tested on benchmark problems with four, five, six and eight objectives. Computational experiments demonstrate the ability of these edge-rotated cones to improve the performance of MOEAs on many-objective optimization problems.
AIMar 15, 2020
On Initializing Airline Crew Pairing Optimization for Large-scale Complex Flight NetworksDivyam Aggarwal, Dhish Kumar Saxena, Thomas Bäck et al.
Crew pairing optimization (CPO) is critically important for any airline, since its crew operating costs are second-largest, next to the fuel-cost. CPO aims at generating a set of flight sequences (crew pairings) covering a flight-schedule, at minimum-cost, while satisfying several legality constraints. For large-scale complex flight networks, billion-plus legal pairings (variables) are possible, rendering their offline enumeration intractable and an exhaustive search for their minimum-cost full flight-coverage subset impractical. Even generating an initial feasible solution (IFS: a manageable set of legal pairings covering all flights), which could be subsequently optimized is a difficult (NP-complete) problem. Though, as part of a larger project the authors have developed a crew pairing optimizer (AirCROP), this paper dedicatedly focuses on IFS-generation through a novel heuristic based on divide-and-cover strategy and Integer Programming. For real-world large and complex flight network datasets (including over 3200 flights and 15 crew bases) provided by GE Aviation, the proposed heuristic shows upto a ten-fold speed improvement over another state-of-the-art approach. Unprecedentedly, this paper presents an empirical investigation of the impact of IFS-cost on the final (optimized) solution-cost, revealing that too low an IFS-cost does not necessarily imply faster convergence for AirCROP or even lower cost for the optimized solution.
LGMar 12, 2020
Analysis of Hyper-Parameters for Small Games: Iterations or Epochs in Self-Play?Hui Wang, Michael Emmerich, Mike Preuss et al.
The landmark achievements of AlphaGo Zero have created great research interest into self-play in reinforcement learning. In self-play, Monte Carlo Tree Search is used to train a deep neural network, that is then used in tree searches. Training itself is governed by many hyperparameters.There has been surprisingly little research on design choices for hyper-parameter values and loss-functions, presumably because of the prohibitive computational cost to explore the parameter space. In this paper, we investigate 12 hyper-parameters in an AlphaZero-like self-play algorithm and evaluate how these parameters contribute to training. We use small games, to achieve meaningful exploration with moderate computational effort. The experimental results show that training is highly sensitive to hyper-parameter choices. Through multi-objective analysis we identify 4 important hyper-parameters to further assess. To start, we find surprising results where too much training can sometimes lead to lower performance. Our main result is that the number of self-play iterations subsumes MCTS-search simulations, game-episodes, and training epochs. The intuition is that these three increase together as self-play iterations increase, and that increasing them individually is sub-optimal. A consequence of our experiments is a direct recommendation for setting hyper-parameter values in self-play: the overarching outer-loop of self-play iterations should be maximized, in favor of the three inner-loop hyper-parameters, which should be set at lower values. A secondary result of our experiments concerns the choice of optimization goals, for which we also provide recommendations.
NEMar 8, 2020
Real-World Airline Crew Pairing Optimization: Customized Genetic Algorithm versus Column Generation MethodDivyam Aggarwal, Dhish Kumar Saxena, Thomas Back et al.
Airline crew pairing optimization problem (CPOP) aims to find a set of flight sequences (crew pairings) that cover all flights in an airline's highly constrained flight schedule at minimum cost. Since crew cost is second only to the fuel cost, CPOP solutioning is critically important for an airline. However, CPOP is NP-hard, and tackling it is quite challenging. The literature suggests, that when the CPOP's scale and complexity is reasonably limited, and an enumeration of all crew pairings is possible, then Metaheuristics are used, predominantly Genetic Algorithms (GAs). Else, Column Generation (CG) based Mixed Integer Programming techniques are used. Notably, as per the literature, a maximum of 45,000 crew pairings have been tackled by GAs. In a significant departure, this paper considers over 800 flights of a US-based large airline (with a monthly network of over 33,000 flights), and tests the efficacy of GAs by enumerating all 400,000+ crew pairings, apriori. Towards it, this paper proposes a domain-knowledge-driven customized-GA. The utility of incorporating domain-knowledge in GA operations, particularly initialization and crossover, is highlighted through suitable experiments. Finally, the proposed GA's performance is compared with a CG-based approach (developed in-house by the authors). Though the latter is found to perform better in terms of solution's cost-quality and run time, it is hoped that this paper will help in better understanding the strengths and limitations of domain-knowledge-driven customizations in GAs, for solving combinatorial optimization problems, including CPOPs.
LGApr 26, 2019
Efficient Computation of Expected Hypervolume Improvement Using Box Decomposition AlgorithmsKaifeng Yang, Michael Emmerich, André Deutz et al.
In the field of multi-objective optimization algorithms, multi-objective Bayesian Global Optimization (MOBGO) is an important branch, in addition to evolutionary multi-objective optimization algorithms (EMOAs). MOBGO utilizes Gaussian Process models learned from previous objective function evaluations to decide the next evaluation site by maximizing or minimizing an infill criterion. A common criterion in MOBGO is the Expected Hypervolume Improvement (EHVI), which shows a good performance on a wide range of problems, with respect to exploration and exploitation. However, so far it has been a challenge to calculate exact EHVI values efficiently. In this paper, an efficient algorithm for the computation of the exact EHVI for a generic case is proposed. This efficient algorithm is based on partitioning the integration volume into a set of axis-parallel slices. Theoretically, the upper bound time complexities are improved from previously $O (n^2)$ and $O(n^3)$, for two- and three-objective problems respectively, to $Θ(n\log n)$, which is asymptotically optimal. This article generalizes the scheme in higher dimensional case by utilizing a new hyperbox decomposition technique, which was proposed by D{ä}chert et al, EJOR, 2017. It also utilizes a generalization of the multilayered integration scheme that scales linearly in the number of hyperboxes of the decomposition. The speed comparison shows that the proposed algorithm in this paper significantly reduces computation time. Finally, this decomposition technique is applied in the calculation of the Probability of Improvement (PoI).
AIFeb 16, 2018
Monte Carlo Q-learning for General Game PlayingHui Wang, Michael Emmerich, Aske Plaat
After the recent groundbreaking results of AlphaGo, we have seen a strong interest in reinforcement learning in game playing. General Game Playing (GGP) provides a good testbed for reinforcement learning. In GGP, a specification of games rules is given. GGP problems can be solved by reinforcement learning. Q-learning is one of the canonical reinforcement learning methods, and has been used by (Banerjee & Stone, IJCAI 2007) in GGP. In this paper we implement Q-learning in GGP for three small-board games (Tic-Tac-Toe, Connect Four, Hex), to allow comparison to Banerjee et al. As expected, Q-learning converges, although much slower than MCTS. Borrowing an idea from MCTS, we enhance Q-learning with Monte Carlo Search, to give QM-learning. This enhancement improves the performance of pure Q-learning. We believe that QM-learning can also be used to improve performance of reinforcement learning further for larger games, something which we will test in future work.
LGFeb 4, 2017
Cluster-based Kriging Approximation Algorithms for Complexity ReductionBas van Stein, Hao Wang, Wojtek Kowalczyk et al.
Kriging or Gaussian Process Regression is applied in many fields as a non-linear regression model as well as a surrogate model in the field of evolutionary computation. However, the computational and space complexity of Kriging, that is cubic and quadratic in the number of data points respectively, becomes a major bottleneck with more and more data available nowadays. In this paper, we propose a general methodology for the complexity reduction, called cluster Kriging, where the whole data set is partitioned into smaller clusters and multiple Kriging models are built on top of them. In addition, four Kriging approximation algorithms are proposed as candidate algorithms within the new framework. Each of these algorithms can be applied to much larger data sets while maintaining the advantages and power of Kriging. The proposed algorithms are explained in detail and compared empirically against a broad set of existing state-of-the-art Kriging approximation methods on a well-defined testing framework. According to the empirical study, the proposed algorithms consistently outperform the existing algorithms. Moreover, some practical suggestions are provided for using the proposed algorithms.
NESep 26, 2016
An Ontology of Preference-Based Multiobjective MetaheuristicsLongmei Li, Iryna Yevseyeva, Vitor Basto-Fernandes et al.
User preference integration is of great importance in multi-objective optimization, in particular in many objective optimization. Preferences have long been considered in traditional multicriteria decision making (MCDM) which is based on mathematical programming. Recently, it is integrated in multi-objective metaheuristics (MOMH), resulting in focus on preferred parts of the Pareto front instead of the whole Pareto front. The number of publications on preference-based multi-objective metaheuristics has increased rapidly over the past decades. There already exist various preference handling methods and MOMH methods, which have been combined in diverse ways. This article proposes to use the Web Ontology Language (OWL) to model and systematize the results developed in this field. A review of the existing work is provided, based on which an ontology is built and instantiated with state-of-the-art results. The OWL ontology is made public and open to future extension. Moreover, the usage of the ontology is exemplified for different use-cases, including querying for methods that match an engineering application, bibliometric analysis, checking existence of combinations of preference models and MOMH techniques, and discovering opportunities for new research and open research questions.
OCDec 31, 2015
Solving the G-problems in less than 500 iterations: Improved efficient constrained optimization by surrogate modeling and adaptive parameter controlSamineh Bagheri, Wolfgang Konen, Michael Emmerich et al.
Constrained optimization of high-dimensional numerical problems plays an important role in many scientific and industrial applications. Function evaluations in many industrial applications are severely limited and no analytical information about objective function and constraint functions is available. For such expensive black-box optimization tasks, the constraint optimization algorithm COBRA was proposed, making use of RBF surrogate modeling for both the objective and the constraint functions. COBRA has shown remarkable success in solving reliably complex benchmark problems in less than 500 function evaluations. Unfortunately, COBRA requires careful adjustment of parameters in order to do so. In this work we present a new self-adjusting algorithm SACOBRA, which is based on COBRA and capable to achieve high-quality results with very few function evaluations and no parameter tuning. It is shown with the help of performance profiles on a set of benchmark problems (G-problems, MOPTA08) that SACOBRA consistently outperforms any COBRA algorithm with fixed parameter setting. We analyze the importance of the several new elements in SACOBRA and find that each element of SACOBRA plays a role to boost up the overall optimization performance. We discuss the reasons behind and get in this way a better understanding of high-quality RBF surrogate modeling.
NEMar 13, 2013
Convex Hull-Based Multi-objective Genetic Programming for Maximizing ROC PerformancePu Wang, Michael Emmerich, Rui Li et al.
ROC is usually used to analyze the performance of classifiers in data mining. ROC convex hull (ROCCH) is the least convex major-ant (LCM) of the empirical ROC curve, and covers potential optima for the given set of classifiers. Generally, ROC performance maximization could be considered to maximize the ROCCH, which also means to maximize the true positive rate (tpr) and minimize the false positive rate (fpr) for each classifier in the ROC space. However, tpr and fpr are conflicting with each other in the ROCCH optimization process. Though ROCCH maximization problem seems like a multi-objective optimization problem (MOP), the special characters make it different from traditional MOP. In this work, we will discuss the difference between them and propose convex hull-based multi-objective genetic programming (CH-MOGP) to solve ROCCH maximization problems. Convex hull-based sort is an indicator based selection scheme that aims to maximize the area under convex hull, which serves as a unary indicator for the performance of a set of points. A selection procedure is described that can be efficiently implemented and follows similar design principles than classical hyper-volume based optimization algorithms. It is hypothesized that by using a tailored indicator-based selection scheme CH-MOGP gets more efficient for ROC convex hull approximation than algorithms which compute all Pareto optimal points. To test our hypothesis we compare the new CH-MOGP to MOGP with classical selection schemes, including NSGA-II, MOEA/D) and SMS-EMOA. Meanwhile, CH-MOGP is also compared with traditional machine learning algorithms such as C4.5, Naive Bayes and Prie. Experimental results based on 22 well-known UCI data sets show that CH-MOGP outperforms significantly traditional EMOAs.