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[计算机科学] 具有无界损失的Bandit问题的算法选择 [推广有奖]

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可人4 在职认证  发表于 2022-3-7 22:18:00 来自手机 |AI写论文

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摘要翻译:
算法选择通常基于在单独的离线训练序列中学习的算法性能模型,这可能非常昂贵。在最近的工作中,我们采用了一种在线方法,在这种方法中,性能模型被迭代更新并用于指导对一系列问题实例的选择。由此产生的探索-开发权衡被表示为一个带有专家建议的强盗问题,使用该博弈的现有求解器,但这需要在算法运行时间上设置任意的界限,从而使求解器的最优遗憾无效。在本文中,我们提出了一个更简单的框架来将算法选择表示为一个具有部分信息的强盗问题,并对损失有一个未知的界。我们将一个现有的求解器应用于这个博弈,证明了它的期望遗憾的一个界限,这也适用于由此产生的算法选择技术。我们在一个混合的SAT-UNSAT基准上用一组SAT求解器进行了初步的实验。
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英文标题:
《Algorithm Selection as a Bandit Problem with Unbounded Losses》
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作者:
Matteo Gagliolo and Juergen Schmidhuber
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最新提交年份:
2008
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分类信息:

一级分类:Computer Science        计算机科学
二级分类:Artificial Intelligence        人工智能
分类描述:Covers all areas of AI except Vision, Robotics, Machine Learning, Multiagent Systems, and Computation and Language (Natural Language Processing), which have separate subject areas. In particular, includes Expert Systems, Theorem Proving (although this may overlap with Logic in Computer Science), Knowledge Representation, Planning, and Uncertainty in AI. Roughly includes material in ACM Subject Classes I.2.0, I.2.1, I.2.3, I.2.4, I.2.8, and I.2.11.
涵盖了人工智能的所有领域,除了视觉、机器人、机器学习、多智能体系统以及计算和语言(自然语言处理),这些领域有独立的学科领域。特别地,包括专家系统,定理证明(尽管这可能与计算机科学中的逻辑重叠),知识表示,规划,和人工智能中的不确定性。大致包括ACM学科类I.2.0、I.2.1、I.2.3、I.2.4、I.2.8和I.2.11中的材料。
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一级分类:Computer Science        计算机科学
二级分类:Computer Science and Game Theory        计算机科学与博弈论
分类描述:Covers all theoretical and applied aspects at the intersection of computer science and game theory, including work in mechanism design, learning in games (which may overlap with Learning), foundations of agent modeling in games (which may overlap with Multiagent systems), coordination, specification and formal methods for non-cooperative computational environments. The area also deals with applications of game theory to areas such as electronic commerce.
涵盖计算机科学和博弈论交叉的所有理论和应用方面,包括机制设计的工作,游戏中的学习(可能与学习重叠),游戏中的agent建模的基础(可能与多agent系统重叠),非合作计算环境的协调、规范和形式化方法。该领域还涉及博弈论在电子商务等领域的应用。
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一级分类:Computer Science        计算机科学
二级分类:Machine Learning        机器学习
分类描述:Papers on all aspects of machine learning research (supervised, unsupervised, reinforcement learning, bandit problems, and so on) including also robustness, explanation, fairness, and methodology. cs.LG is also an appropriate primary category for applications of machine learning methods.
关于机器学习研究的所有方面的论文(有监督的,无监督的,强化学习,强盗问题,等等),包括健壮性,解释性,公平性和方法论。对于机器学习方法的应用,CS.LG也是一个合适的主要类别。
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英文摘要:
  Algorithm selection is typically based on models of algorithm performance, learned during a separate offline training sequence, which can be prohibitively expensive. In recent work, we adopted an online approach, in which a performance model is iteratively updated and used to guide selection on a sequence of problem instances. The resulting exploration-exploitation trade-off was represented as a bandit problem with expert advice, using an existing solver for this game, but this required the setting of an arbitrary bound on algorithm runtimes, thus invalidating the optimal regret of the solver. In this paper, we propose a simpler framework for representing algorithm selection as a bandit problem, with partial information, and an unknown bound on losses. We adapt an existing solver to this game, proving a bound on its expected regret, which holds also for the resulting algorithm selection technique. We present preliminary experiments with a set of SAT solvers on a mixed SAT-UNSAT benchmark.
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PDF链接:
https://arxiv.org/pdf/0807.1494
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关键词:bandit band BAN Applications Presentation 模型 产生 损失 性能 selection

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