7.2DMJul 16
A Census of New Snake-in-the-Box RecordsPaul Orland, Lucas Fagan, Michele Tarquini et al.
The snake-in-the-box problem, introduced by Kautz in 1958, asks for the longest induced (chordless) path, called a snake, in the hypercube graph $Q_n$. The maximum length $a(n)$ is known in each dimension $n \leq 8$. We give snakes that are longer than the previous best-known in every dimension from $9$ to $13$, improving the lower bound on $a(n)$. All record-length paths are provided in a computer-verifiable dataset.
What makes math problems hard for reinforcement learning: a case studyAli Shehper, Anibal M. Medina-Mardones, Lucas Fagan et al.
Using a long-standing conjecture from combinatorial group theory, we explore, from multiple perspectives, the challenges of finding rare instances carrying disproportionately high rewards. Based on lessons learned in the context defined by the Andrews-Curtis conjecture, we propose algorithmic enhancements and a topological hardness measure with implications for a broad class of search problems. As part of our study, we also address several open mathematical questions. Notably, we demonstrate the length reducibility of all but two presentations in the Akbulut-Kirby series (1981), and resolve various potential counterexamples in the Miller-Schupp series (1991), including three infinite subfamilies.
3.6LGJun 19
The Two-Hump Problem: Bridging the Difficulty Gap in Mathematical Reinforcement LearningLucas Fagan, Michele Tarquini, Ali Shehper et al.
Mathematical search problems present a unique challenge for Reinforcement Learning (RL) due to vast search spaces and sparse rewards. In previous works, the Andrews-Curtis (AC) conjecture was established as an illustrative example of such problems. In this work, we identify a critical structural barrier in the AC landscape: a "Two-Hump" distribution, where problem instances are either trivially solvable or effectively impossible, with a scarcity of intermediate "hard-but-solvable" instances required for effective learning. We tackle this challenge through two primary avenues: novel data generation techniques to populate the difficulty gap, and significant algorithmic enhancements including the introduction of supermoves and Transformer-based architectures. We demonstrate substantial performance improvements over previous baselines, and release new comprehensive benchmark datasets including AC-19 (125,192 AC-trivial presentations of varying difficulty with length at most 19) and AC-1M (1,136,154 hard AC-trivial presentations of length at most 30), the first large-scale, publicly available datasets of this kind.