Related papers: SSS* = Alpha-Beta + TT
With the insight of variance-bias decomposition, we design a new hybrid bagging-boosting algorithm named SBPMT for classification problems. For the boosting part of SBPMT, we propose a new tree model called Probit Model Tree (PMT) as base…
The Multi-Objective Shortest Path Problem (MO-SPP), typically posed on a graph, determines a set of paths from a start vertex to a destination vertex while optimizing multiple objectives. In general, there does not exist a single solution…
This paper proposes a new numerical optimization algorithm inspired by the strawberry plant for solving complicated engineering problems. Plants like strawberry develop both runners and roots for propagation and search for water resources…
Path planning is an active area of research essential for many applications in robotics. Popular techniques include graph-based searches and sampling-based planners. These approaches are powerful but have limitations. This paper continues…
A new algorithm, termed subspace evolution and transfer (SET), is proposed for solving the consistent matrix completion problem. In this setting, one is given a subset of the entries of a low-rank matrix, and asked to find one low-rank…
This paper investigates the optimal signal detection problem with a particular interest in large-scale multiple-input multiple-output (MIMO) systems. The problem is NP-hard and can be solved optimally by searching the shortest path on the…
In this paper we present a novel algorithm for concurrent lock-free internal binary search trees (BST) and implement a Set abstract data type (ADT) based on that. We show that in the presented lock-free BST algorithm the amortized step…
Neural Architecture Search (NAS) has been used recently to achieve improved performance in various tasks and most prominently in image classification. Yet, current search strategies rely on large labeled datasets, which limit their usage in…
This paper presents the application of socio-cognitive mutation operators inspired by the TOPSIS method to the Low Autocorrelation Binary Sequence (LABS) problem. Traditional evolutionary algorithms, while effective, often suffer from…
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This…
The automation of neural architecture design has been a coveted alternative to human experts. Recent works have small search space, which is easier to optimize but has a limited upper bound of the optimal solution. Extra human design is…
A new hybridization of the Cuckoo Search (CS) is developed and applied to optimize multi-cell solar systems; namely multi-junction and split spectrum cells. The new approach consists of combining the CS with the Nelder-Mead method. More…
In this work, we present a simple and general search space shrinking method, called Angle-Based search space Shrinking (ABS), for Neural Architecture Search (NAS). Our approach progressively simplifies the original search space by dropping…
Monte-Carlo planning and Reinforcement Learning (RL) are essential to sequential decision making. The recent AlphaGo and AlphaZero algorithms have shown how to successfully combine these two paradigms in order to solve large scale…
While aspect-based sentiment analysis (ABSA) has made substantial progress, challenges remain for low-resource languages, which are often overlooked in favour of English. Current cross-lingual ABSA approaches focus on limited, less complex…
This paper proposes a new family of algorithms for training neural networks (NNs). These are based on recent developments in the field of non-convex optimization, going under the general name of successive convex approximation (SCA)…
We introduce and analyze two parameter-free linear-memory tree search algorithms. Under mild assumptions we prove our algorithms are guaranteed to perform only a logarithmic factor more node expansions than A* when the search space is a…
Much current research in AI and games is being devoted to Monte Carlo search (MCS) algorithms. While the quest for a single unified MCS algorithm that would perform well on all problems is of major interest for AI, practitioners often know…
Sparse Convolution (SC) is widely used for processing 3D point clouds that are inherently sparse. Different from dense convolution, SC preserves the sparsity of the input point cloud by only allowing outputs to specific locations. To…
This article presents MCTS-BN, an adaptation of the Monte Carlo Tree Search (MCTS) algorithm for the structural learning of Bayesian Networks (BNs). Initially designed for game tree exploration, MCTS has been repurposed to address the…