Related papers: Game Tree Search in a Robust Multistage Optimizati…
Tree search is a fundamental tool for planning, as many sequential decision-making problems can be framed as searching over tree-structured spaces. We propose an uncertainty-guided tree search algorithm for settings where the reward…
The traditional approach to choosing moves in game-playing programs is the minimax procedure. The general belief underlying its use is that increasing search depth improves play. Recent research has shown that given certain simplifying…
Pruning deep neural networks is a widely used strategy to alleviate the computational burden in machine learning. Overwhelming empirical evidence suggests that pruned models retain very high accuracy even with a tiny fraction of parameters.…
Decision making needs to take an uncertain environment into account. Over the last decades, robust optimization has emerged as a preeminent method to produce solutions that are immunized against uncertainty. The main focus in robust…
Decision trees and randomized forests are widely used in computer vision and machine learning. Standard algorithms for decision tree induction optimize the split functions one node at a time according to some splitting criteria. This greedy…
When solving numerical constraints such as nonlinear equations and inequalities, solvers often exploit pruning techniques, which remove redundant value combinations from the domains of variables, at pruning steps. To find the complete…
We study quantum algorithms on search trees of unknown structure, in a model where the tree can be discovered by local exploration. That is, we are given the root of the tree and access to a black box which, given a vertex $v$, outputs the…
This paper presents a method to certify the computational complexity of a standard Branch and Bound method for solving Mixed-Integer Quadratic Programming (MIQP) problems defined as instances of a multi-parametric MIQP. Beyond previous…
The lottery ticket hypothesis has sparked the rapid development of pruning algorithms that aim to reduce the computational costs associated with deep learning during training and model deployment. Currently, such algorithms are primarily…
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…
Decision tree optimization is fundamental to interpretable machine learning. The most popular approach is to greedily search for the best feature at every decision point, which is fast but provably suboptimal. Recent approaches find 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…
Dual-tree algorithms are a widely used class of branch-and-bound algorithms. Unfortunately, developing dual-tree algorithms for use with different trees and problems is often complex and burdensome. We introduce a four-part logical split:…
We study learning-augmented binary search trees (BSTs) via Treaps with carefully designed priorities. The result is a simple search tree in which the depth of each item $x$ is determined by its predicted weight $w_x$. Specifically, each…
Knuth and Moore presented a theoretical lower bound on the number of leaves that any fixed-depth minimax tree-search algorithm traversing a uniform tree must explore, the so-called minimal tree. Since real-life minimax trees are not…
Autonomous agents need to make decisions in a sequential manner, under partially observable environment, and in consideration of how other agents behave. In critical situations, such decisions need to be made in real time for example to…
Two-player complete-information game trees are perhaps the simplest possible setting for studying general-sum games and the computational problem of finding equilibria. These games admit a simple bottom-up algorithm for finding subgame…
The combination of Monte-Carlo Tree Search (MCTS) and deep reinforcement learning is state-of-the-art in two-player perfect-information games. In this paper, we describe a search algorithm that uses a variant of MCTS which we enhanced by 1)…
A core step of every algorithm for learning regression trees is the selection of the best splitting variable from the available covariates and the corresponding split point. Early tree algorithms (e.g., AID, CART) employed greedy search…
Quadratic programming (QP) is a well-studied fundamental NP-hard optimization problem which optimizes a quadratic objective over a set of linear constraints. In this paper, we reformulate QPs as a mixed-integer linear problem (MILP). This…