我们引进AlphaD3M,自动机器学习(AutoML)系统基于元加固使用序列模型自寓教于乐。AlphaD3M是基于编辑操作过机器学习管道原语提供explainability执行。我们比较AlphaD3M与国家的最先进的AutoML系统:Autosklearn,Autostacker和TPOT,在OpenML数据集。AlphaD3M实现竞争力的性能,同时一个数量级的速度更快,减少计算时间从几小时缩短到几分钟,并且是由设计可解释的。
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端到端的Automl吸引了学术界和行业的密集兴趣,它们在功能工程,算法/模型选择和超参数调整引起的空间中自动搜索ML管道。但是,现有的Automl系统在适用于具有较大高维搜索空间的应用程序域时会遇到可伸缩性问题。我们提出了火山洛(Volcanoml),这是一个可扩展且可扩展的框架,可促进对大型汽车搜索空间的系统探索。 Volcanoml引入并实施了将大型搜索空间分解为较小的基本构建块,并允许用户利用这些构建块来制定手头上的汽车问题的执行计划。 Volcanoml进一步支持火山风格的执行模型(类似于现代数据库系统支持的模型)来执行构建的计划。我们的评估表明,不仅火山团提高了汽车中搜索空间分解的表达水平,还导致了分解策略的实际发现,这些发现比先进的自动符号系统所采用的策略更有效率地更加有效。作为自动滑雪。
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A long-standing goal of artificial intelligence is an algorithm that learns, tabula rasa, superhuman proficiency in challenging domains. Recently, AlphaGo became the first program to defeat a world champion in the game of Go. The tree search in AlphaGo evaluated positions and selected moves using deep neural networks. These neural networks were trained by supervised learning from human expert moves, and by reinforcement learning from selfplay. Here, we introduce an algorithm based solely on reinforcement learning, without human data, guidance, or domain knowledge beyond game rules. AlphaGo becomes its own teacher: a neural network is trained to predict AlphaGo's own move selections and also the winner of AlphaGo's games. This neural network improves the strength of tree search, resulting in higher quality move selection and stronger self-play in the next iteration. Starting tabula rasa, our new program AlphaGo Zero achieved superhuman performance, winning 100-0 against the previously published, champion-defeating AlphaGo.Much progress towards artificial intelligence has been made using supervised learning systems that are trained to replicate the decisions of human experts 1-4 . However, expert data is often expensive, unreliable, or simply unavailable. Even when reliable data is available it may impose a ceiling on the performance of systems trained in this manner 5 . In contrast, reinforcement learning systems are trained from their own experience, in principle allowing them to exceed human capabilities, and to operate in domains where human expertise is lacking. Recently, there has been rapid progress towards this goal, using deep neural networks trained by reinforcement learning.These systems have outperformed humans in computer games such as Atari 6, 7 and 3D virtual environments [8][9][10] . However, the most challenging domains in terms of human intellect -such as the
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我们介绍了数据科学预测生命周期中各个阶段开发和采用自动化的技术和文化挑战的说明概述,从而将重点限制为使用结构化数据集的监督学习。此外,我们回顾了流行的开源Python工具,这些工具实施了针对自动化挑战的通用解决方案模式,并突出了我们认为进步仍然需要的差距。
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深入学习的强化学习(RL)的结合导致了一系列令人印象深刻的壮举,许多相信(深)RL提供了一般能力的代理。然而,RL代理商的成功往往对培训过程中的设计选择非常敏感,这可能需要繁琐和易于易于的手动调整。这使得利用RL对新问题充满挑战,同时也限制了其全部潜力。在许多其他机器学习领域,AutomL已经示出了可以自动化这样的设计选择,并且在应用于RL时也会产生有希望的初始结果。然而,自动化强化学习(AutorL)不仅涉及Automl的标准应用,而且还包括RL独特的额外挑战,其自然地产生了不同的方法。因此,Autorl已成为RL中的一个重要研究领域,提供来自RNA设计的各种应用中的承诺,以便玩游戏等游戏。鉴于RL中考虑的方法和环境的多样性,在不同的子领域进行了大部分研究,从Meta学习到进化。在这项调查中,我们寻求统一自动的领域,我们提供常见的分类法,详细讨论每个区域并对研究人员来说是一个兴趣的开放问题。
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蒙特卡洛树搜索(MCT)是设计游戏机器人或解决顺序决策问题的强大方法。该方法依赖于平衡探索和开发的智能树搜索。MCT以模拟的形式进行随机抽样,并存储动作的统计数据,以在每个随后的迭代中做出更有教育的选择。然而,该方法已成为组合游戏的最新技术,但是,在更复杂的游戏(例如那些具有较高的分支因素或实时系列的游戏)以及各种实用领域(例如,运输,日程安排或安全性)有效的MCT应用程序通常需要其与问题有关的修改或与其他技术集成。这种特定领域的修改和混合方法是本调查的主要重点。最后一项主要的MCT调查已于2012年发布。自发布以来出现的贡献特别感兴趣。
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机器学习算法中多个超参数的最佳设置是发出大多数可用数据的关键。为此目的,已经提出了几种方法,例如进化策略,随机搜索,贝叶斯优化和启发式拇指规则。在钢筋学习(RL)中,学习代理在与其环境交互时收集的数据的信息内容严重依赖于许多超参数的设置。因此,RL算法的用户必须依赖于基于搜索的优化方法,例如网格搜索或Nelder-Mead单简单算法,这对于大多数R1任务来说是非常效率的,显着减慢学习曲线和离开用户的速度有目的地偏见数据收集的负担。在这项工作中,为了使RL算法更加用户独立,提出了一种使用贝叶斯优化的自主超参数设置的新方法。来自过去剧集和不同的超参数值的数据通过执行行为克隆在元学习水平上使用,这有助于提高最大化获取功能的加强学习变体的有效性。此外,通过紧密地整合在加强学习代理设计中的贝叶斯优化,还减少了收敛到给定任务的最佳策略所需的状态转换的数量。与其他手动调整和基于优化的方法相比,计算实验显示了有希望的结果,这突出了改变算法超级参数来增加所生成数据的信息内容的好处。
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Monte Carlo Tree Search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarise the results from the key game and non-game domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work.
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Automl系统通过对有效的数据转换和学习者进行搜索以及为每个学习者进行超参数优化,从而自动构建机器学习模型。许多汽车系统使用元学习来指导搜索最佳管道。在这项工作中,我们提出了一个名为KGPIP的新颖的元学习系统,(1)通过通过程序分析挖掘数千个脚本来构建数据集和相应管道数据库,(2)使用数据集嵌入式来在数据库中找到基于数据库的类似数据集(3)在其内容上而不是基于元数据的功能上,模型Automl Pipeline创建作为图形生成问题,以简洁地表征单个数据集看到的各种管道。 KGPIP的元学习是汽车系统的子组件。我们通过将KGPIP与两个自动系统集成在一起来证明这一点。我们使用126个数据集的全面评估,包括最先进的系统使用的数据集,这表明KGPIP明显优于这些系统。
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强化学习和最近的深度增强学习是解决如Markov决策过程建模的顺序决策问题的流行方法。问题和选择算法和超参数的RL建模需要仔细考虑,因为不同的配置可能需要完全不同的性能。这些考虑因素主要是RL专家的任务;然而,RL在研究人员和系统设计师不是RL专家的其他领域中逐渐变得流行。此外,许多建模决策,例如定义状态和动作空间,批次的大小和批量更新的频率以及时间戳的数量通常是手动进行的。由于这些原因,RL框架的自动化不同组成部分具有重要意义,近年来它引起了很多关注。自动RL提供了一个框架,其中RL的不同组件包括MDP建模,算法选择和超参数优化是自动建模和定义的。在本文中,我们探讨了可以在自动化RL中使用的文献和目前的工作。此外,我们讨论了Autorl中的挑战,打开问题和研究方向。
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自动化机器学习近年来取得了卓越的技术发展,并建立了自动化机器学习管道现在是一个必不可少的任务。模型集合是组合多种模型来获得更好更强更强的模型的技术。然而,现有的自动化机器学习在处理模型集合方面往往是简单的,其中集合策略是固定的,例如堆叠的泛化。不同的集合方法有很多技术,尤其是合奏选择,固定的集合策略限制了模型性能的上限。在本文中,我们为自动化机器学习提出了一种新颖的框架。我们的框架纳入了动态集合选择的进步,并提出了我们最佳知识,我们的方法是自动策略领域的第一个搜索和优化集合策略。在比较实验中,我们的方法优于来自OpenML平台的42个分类数据集中具有相同CPU时间的最先进的自动化机器学习框架。对我们框架的消融实验验证了我们提出的方法的有效性。
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The game of chess is the longest-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. By contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go by reinforcement learning from selfplay. In this paper, we generalize this approach into a single AlphaZero algorithm that can achieve superhuman performance in many challenging games. Starting from random play and given no domain knowledge except the game rules, AlphaZero convincingly defeated a world champion program in the games of chess and shogi (Japanese chess) as well as Go.The study of computer chess is as old as computer science itself. Charles Babbage, Alan Turing, Claude Shannon, and John von Neumann devised hardware, algorithms and theory to analyse and play the game of chess. Chess subsequently became a grand challenge task for a generation of artificial intelligence researchers, culminating in high-performance computer chess programs that play at a super-human level (1,2). However, these systems are highly tuned to their domain, and cannot be generalized to other games without substantial human effort, whereas general game-playing systems (3, 4) remain comparatively weak.A long-standing ambition of artificial intelligence has been to create programs that can instead learn for themselves from first principles (5, 6). Recently, the AlphaGo Zero algorithm achieved superhuman performance in the game of Go, by representing Go knowledge using deep convolutional neural networks (7, 8), trained solely by reinforcement learning from games
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大多数机器学习算法由一个或多个超参数配置,必须仔细选择并且通常会影响性能。为避免耗时和不可递销的手动试验和错误过程来查找性能良好的超参数配置,可以采用各种自动超参数优化(HPO)方法,例如,基于监督机器学习的重新采样误差估计。本文介绍了HPO后,本文审查了重要的HPO方法,如网格或随机搜索,进化算法,贝叶斯优化,超带和赛车。它给出了关于进行HPO的重要选择的实用建议,包括HPO算法本身,性能评估,如何将HPO与ML管道,运行时改进和并行化结合起来。这项工作伴随着附录,其中包含关于R和Python的特定软件包的信息,以及用于特定学习算法的信息和推荐的超参数搜索空间。我们还提供笔记本电脑,这些笔记本展示了这项工作的概念作为补充文件。
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This paper surveys the recent attempts, both from the machine learning and operations research communities, at leveraging machine learning to solve combinatorial optimization problems. Given the hard nature of these problems, state-of-the-art algorithms rely on handcrafted heuristics for making decisions that are otherwise too expensive to compute or mathematically not well defined. Thus, machine learning looks like a natural candidate to make such decisions in a more principled and optimized way. We advocate for pushing further the integration of machine learning and combinatorial optimization and detail a methodology to do so. A main point of the paper is seeing generic optimization problems as data points and inquiring what is the relevant distribution of problems to use for learning on a given task.
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In recent years, Monte Carlo tree search (MCTS) has achieved widespread adoption within the game community. Its use in conjunction with deep reinforcement learning has produced success stories in many applications. While these approaches have been implemented in various games, from simple board games to more complicated video games such as StarCraft, the use of deep neural networks requires a substantial training period. In this work, we explore on-line adaptivity in MCTS without requiring pre-training. We present MCTS-TD, an adaptive MCTS algorithm improved with temporal difference learning. We demonstrate our new approach on the game miniXCOM, a simplified version of XCOM, a popular commercial franchise consisting of several turn-based tactical games, and show how adaptivity in MCTS-TD allows for improved performances against opponents.
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天然气管道中的泄漏检测是石油和天然气行业的一个重要且持续的问题。这尤其重要,因为管道是运输天然气的最常见方法。这项研究旨在研究数据驱动的智能模型使用基本操作参数检测天然气管道的小泄漏的能力,然后使用现有的性能指标比较智能模型。该项目应用观察者设计技术,使用回归分类层次模型来检测天然气管道中的泄漏,其中智能模型充当回归器,并且修改后的逻辑回归模型充当分类器。该项目使用四个星期的管道数据流研究了五个智能模型(梯度提升,决策树,随机森林,支持向量机和人工神经网络)。结果表明,虽然支持向量机和人工神经网络比其他网络更好,但由于其内部复杂性和所使用的数据量,它们并未提供最佳的泄漏检测结果。随机森林和决策树模型是最敏感的,因为它们可以在大约2小时内检测到标称流量的0.1%的泄漏。所有智能模型在测试阶段中具有高可靠性,错误警报率为零。将所有智能模型泄漏检测的平均时间与文献中的实时短暂模型进行了比较。结果表明,智能模型在泄漏检测问题中的表现相对较好。该结果表明,可以与实时瞬态模型一起使用智能模型,以显着改善泄漏检测结果。
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我们提出了TABPFN,这是一种与小型表格数据集上的最新技术竞争性的自动化方法,而更快的速度超过1,000美元。我们的方法非常简单:它完全符合单个神经网络的权重,而单个正向通行证直接产生了对新数据集的预测。我们的AutoML方法是使用基于变压器的先验数据拟合网络(PFN)体系结构进行元学习的,并近似贝叶斯推断,其先验是基于简单性和因果结构的假设。先验包含庞大的结构性因果模型和贝叶斯神经网络,其偏见是小体系结构,因此复杂性较低。此外,我们扩展了PFN方法以在实际数据上校准Prior的超参数。通过这样做,我们将抽象先前的假设与对真实数据的启发式校准分开。之后,修复了校准的超参数,并在按钮按钮时可以将TABPFN应用于任何新的表格数据集。最后,在OpenML-CC18套件的30个数据集上,我们表明我们的方法优于树木,并与复杂的最新Automl系统相同,并且在不到一秒钟内产生的预测。我们在补充材料中提供所有代码和最终训练的TABPFN。
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Imitation learning techniques aim to mimic human behavior in a given task. An agent (a learning machine) is trained to perform a task from demonstrations by learning a mapping between observations and actions. The idea of teaching by imitation has been around for many years, however, the field is gaining attention recently due to advances in computing and sensing as well as rising demand for intelligent applications. The paradigm of learning by imitation is gaining popularity because it facilitates teaching complex tasks with minimal expert knowledge of the tasks. Generic imitation learning methods could potentially reduce the problem of teaching a task to that of providing demonstrations; without the need for explicit programming or designing reward functions specific to the task. Modern sensors are able to collect and transmit high volumes of data rapidly, and processors with high computational power allow fast processing that maps the sensory data to actions in a timely manner. This opens the door for many potential AI applications that require real-time perception and reaction such as humanoid robots, self-driving vehicles, human computer interaction and computer games to name a few. However, specialized algorithms are needed to effectively and robustly learn models as learning by imitation poses its own set of challenges. In this paper, we survey imitation learning methods and present design options in different steps of the learning process. We introduce a background and motivation for the field as well as highlight challenges specific to the imitation problem. Methods for designing and evaluating imitation learning tasks are categorized and reviewed. Special attention is given to learning methods in robotics and games as these domains are the most popular in the literature and provide a wide array of problems and methodologies. We extensively discuss combining imitation learning approaches using different sources and methods, as well as incorporating other motion learning methods to enhance imitation. We also discuss the potential impact on industry, present major applications and highlight current and future research directions.
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目前,难以获得贝叶斯方法深入学习的好处,这允许明确的知识规范,准确地捕获模型不确定性。我们呈现先前数据拟合网络(PFN)。 PFN利用大规模机器学习技术来近似一组一组后索。 PFN唯一要求工作的要求是能够从先前分配通过监督的学习任务(或函数)来采样。我们的方法将后近似的目标重新定为具有带有值的输入的监督分类问题:它反复从先前绘制任务(或功能),从中绘制一组数据点及其标签,掩盖其中一个标签并学习基于其余数据点的设定值输入对其进行概率预测。呈现来自新的监督学习任务的一组样本作为输入,PFNS在单个前向传播中对任意其他数据点进行概率预测,从而学习到近似贝叶斯推断。我们展示了PFN可以接近完全模仿高斯过程,并且还可以实现高效的贝叶斯推理对难以处理的问题,与当前方法相比,多个设置中有超过200倍的加速。我们在非常多样化的地区获得强烈的结果,如高斯过程回归,贝叶斯神经网络,小型表格数据集的分类,以及少量图像分类,展示了PFN的一般性。代码和培训的PFN在https://github.com/automl/transformerscandobayesianinference发布。
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随着alphago的突破,人机游戏的AI已经成为一个非常热门的话题,吸引了世界各地的研究人员,这通常是测试人工智能的有效标准。已经开发了各种游戏AI系统(AIS),如Plibratus,Openai Five和AlphaStar,击败了专业人员。在本文中,我们调查了最近的成功游戏AIS,覆盖棋盘游戏AIS,纸牌游戏AIS,第一人称射击游戏AIS和实时战略游戏AIS。通过这项调查,我们1)比较智能决策领域的不同类型游戏之间的主要困难; 2)说明了开发专业水平AIS的主流框架和技术; 3)提高当前AIS中的挑战或缺点,以实现智能决策; 4)试图提出奥运会和智能决策技巧的未来趋势。最后,我们希望这篇简短的审查可以为初学者提供介绍,激发了在游戏中AI提交的研究人员的见解。
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