Related papers: Dynamic Move Chains -- a Forward Pruning Approach …
Replicated tree data structures are extensively used in collaborative applications and distributed file systems, where clients often perform move operations. Local move operations at different replicas may be safe. However, remote move…
The strength of chess engines together with the availability of numerous chess games have attracted the attention of chess players, data scientists, and researchers during the last decades. State-of-the-art engines now provide an…
The success of convolutional neural networks (CNNs) in various applications is accompanied by a significant increase in computation and parameter storage costs. Recent efforts to reduce these overheads involve pruning and compressing the…
We examine a type of modified Monte Carlo Tree Search (MCTS) for strategising in combinatorial games. The modifications are derived by analysing simplified strategies and simplified versions of the underlying game and then using the results…
How to develop slim and accurate deep neural networks has become crucial for real- world applications, especially for those employed in embedded systems. Though previous work along this research line has shown some promising results, most…
We present a novel network pruning algorithm called Dynamic Sparse Training that can jointly find the optimal network parameters and sparse network structure in a unified optimization process with trainable pruning thresholds. These…
We propose a new formulation for pruning convolutional kernels in neural networks to enable efficient inference. We interleave greedy criteria-based pruning with fine-tuning by backpropagation - a computationally efficient procedure that…
We propose a novel method for effective retrieval of multi-agent spatiotemporal tracking data. Retrieval of spatiotemporal tracking data offers several unique challenges compared to conventional text-based retrieval settings. Most notably,…
Monte Carlo Tree Search is a popular method for solving decision making problems. Faster implementations allow for more simulations within the same wall clock time, directly improving search performance. To this end, we present an…
Since the advent of computers, many tasks which required humans to spend a lot of time and energy have been trivialized by the computers' ability to perform repetitive tasks extremely quickly. Playing chess is one such task. It was one of…
Network compression is crucial to making the deep networks to be more efficient, faster, and generalizable to low-end hardware. Current network compression methods have two open problems: first, there lacks a theoretical framework to…
Search is a key service within constraint programming systems, and it demands the restoration of previously accessed states during the exploration of a search tree. Restoration proceeds either bottom-up within the tree to roll back…
Top-down induction of decision trees has been observed to suffer from the inadequate functioning of the pruning phase. In particular, it is known that the size of the resulting tree grows linearly with the sample size, even though the…
Consensus maximization is widely used for robust fitting in computer vision. However, solving it exactly, i.e., finding the globally optimal solution, is intractable. A* tree search, which has been shown to be fixed-parameter tractable, is…
We present a general algorithm to order moves so as to speedup exact game solvers. It uses online learning of playout policies and Monte Carlo Tree Search. The learned policy and the information in the Monte Carlo tree are used to order…
The search for efficient, sparse deep neural network models is most prominently performed by pruning: training a dense, overparameterized network and removing parameters, usually via following a manually-crafted heuristic. Additionally, the…
Pruning is a well-established technique for removing unnecessary structure from neural networks after training to improve the performance of inference. Several recent results have explored the possibility of pruning at initialization time…
Repetition-based draw rules in deterministic games like chess ensure termination but introduce strategic artifacts, allowing players to enforce draws independent of positional value. We propose an asymmetric modification: threefold…
Currently, Deep Convolutional Neural Networks (DCNNs) are used to solve all kinds of problems in the field of machine learning and artificial intelligence due to their learning and adaptation capabilities. However, most successful DCNN…
Recent empirical works show that large deep neural networks are often highly redundant and one can find much smaller subnetworks without a significant drop of accuracy. However, most existing methods of network pruning are empirical and…