NN vs Greedy Search - algorithm

Both NN and Greedy Search algorithms have a Greed nature, and both have tendency towards the lowest cost/distance (my understanding may be incorrect though). But what makes them different in a way that each one can be classified into a distinct algorithm group is somehow unclear to me.
For instance, if I can solve a particular problem using NN, I can surely solve it with Greedy Search algorithm as well specially if minimization is the case. I came to this conclusion because when I start coding them I come across very similar implementations in code although the general concept behind both might be different. Sometimes I can't even tell if the implementation follows NN or Greedy Search.
I have done my homework well and searched enough on Google, but couldn't find a decent explanation on what distinguishes them from one another. Any such explanation is indeed appreciated.

Hmm, at a very high level they both driven by heuristics in order to evaluate a given solution against an ideal solution. But, whilst a greedy search algo outputs a solution for a given input, the NN trains a model that will generate solutions for given inputs. So at a very very high level, you can think that the NN generates a solution finder, whereas the greedy search is a harcoded solution finder.
In other words, the NN will generate "code" (i.e. the model (aka the weights)) that finds solutions to the problem when provided to the same network topology. The greedy search is you actually writing the code that finds the solution to the problem. This is quite wishy washy though, I'm sure there is a much more concise, academically sound way of expressing what I've just said
All of what I've just said in based on the assumption that by "Greedy search" you meant the algorithms to solve problems such as travelling sales man.
Another way to think of it is:
In greedy search, you write an algorithm that solves a search problem (find me the graph that best describes the relationship, based on provided heuristic(s), between data point A and data point B).
When you write a neural network, you declare a network topology, provide some initially "random" weights and some heuristics to measure output errors and then train the networks weights via a plethora of different methods (back prop, GAN etc). These weights can then be used as a solver for novel problems.
For what it's worth, I don't think an NN would be a good approach to generate a solver for travelling sales man problem. You would be far better off just using a common graph search algorithm..

Related

Exhaustive search for algorithms - existing works?

You might have to read this twice so that my idea becomes clear. Please be patient.
I'm looking for existing work for exhausive search for algorithms for given problems. Exhaustive search is also known as brute force search, or simply brute force.
Other exhaustive search algorithms search for a solution for a given problem. Usually, a solution for such a problem is some data which fulfills some requirements.
Exhaustive search example:
You want the solution for a KNAPSACK problem. That is the objects which can be packed into the bag so that there is no other combination of objects which fit into the bag and which would sum up to a bigger value than your result combination.
You can solve this by going over all possible combinations (exhaustive) and search for the one which fits into the bag and which is the most valuable one of those combinations.
What I'm looking for is just a special case of exhaustive search: Exhaustive search which searches for an algorithm as a solution. So in the end, I'm looking for an algorithm which searches for an algorithm which solves some given problem.
You might say: Go google it. Well, yes I've done that. The difficulty I'm facing here is that googling for "algorithm which searches for another algorithm" results in all the same as "another search algorithm". Obviously, this has too many unwanted results, so I'm stuck here.
How can I find existing work related to exhaustive search for algorithms?
More specifically: Has there any software been written for this? Can you point me to any links or algorithm names/better keywords in relation to this topic?
Update:
The purpose for which I'm looking for such an algorithm search is solving problems for which no good heuristics are known, e.g. prooving-algorithms or trying to finding other solution algorithms for problems which might or might not be NP-complete problems (thus proving that the problem is not NP-complete if a faster algorithm can be found; without any human interaction).
You seem to be looking for "program synthesis", which can work in some limited instances, provided you can correctly and formally specify what your algorithm is supposed to do (without giving an implementation).
Synthesis is an effective approach to build gate-level circuits, but applying synthesis to software is so far still more of a research avenue than practical.
Still, here are a couple of references on the subject,
(Some of the most advanced work in the area in my opinion, has a tool)
program sketching by Armando Solar-Lezama
Check out Microsoft research page on the topic, they think it's hot topic: http://research.microsoft.com/en-us/um/people/sumitg/pubs/synthesis.html
Some other similar stuff I've seen :
Model Checking-Based Genetic Programming with an Application to Mutual Exclusion. (Katz & Peled # TACAS '08), they have a more recent version on ArXiv : http://arxiv.org/abs/1402.6785
Essentially the search space is explored (exhaustively) using a model-checker.
I wouldn't think it would be possible (at least without some restriction on the class of algorithms) and, in any event, the search space would be so large that it would make ordinary brute-force tame by comparison. You could, for example, enumerate algorithms for a specific model of computation (e.g. Turing machines) but then the Halting problem rears its head -- how can you tell if it solves your problem? If you have a family of algorithms which depend on discrete parameters then you could of course brute force the choice of the parameters.
There is an extensive literature on Genetic Programming (see https://en.wikipedia.org/wiki/Genetic_programming ). That might give you something to go on. In particular -- the tree data structures that are often used in this context (essentially expression trees or more generally abstract syntax trees) could admit a brute force enumeration.
Take a look at Neural Turing Machines by Alex Graves, Greg Wayne and Ivo Danihelka from Google DeepMind.
Abstract:
We extend the capabilities of neural networks by coupling them to
external memory resources, which they can interact with by attentional
processes. The combined system is analogous to a Turing Machine or Von
Neumann architecture but is differentiable end-to-end, allowing it to
be efficiently trained with gradient descent. Preliminary results
demonstrate that Neural Turing Machines can infer simple algorithms
such as copying, sorting, and associative recall from input and output
examples.
This paper, entitled "Systematic search for lambda expressions" performs exhaustive enumeration in the space of small type-safe functional programs expressed in the lambda calculus.
I used Genetic Programming for evolving/generating heuristics for the Travelling Salesman Problem. The evolved heuristic is better than the Nearest Neighbor on the tested problems (random graphs and other graphs taken from TSPLIB). If you want the source code, you can download it from here: http://www.tcreate.org/evolve_heuristics.html

How genetic algorithm is different from random selection and evaluation for fittest?

I have been learning the genetic algorithm since 2 months. I knew about the process of initial population creation, selection , crossover and mutation etc. But could not understand how we are able to get better results in each generation and how its different than random search for a best solution. Following I am using one example to explain my problem.
Lets take example of travelling salesman problem. Lets say we have several cities as X1,X2....X18 and we have to find the shortest path to travel. So when we do the crossover after selecting the fittest guys, how do we know that after crossover we will get a better chromosome. The same applies for mutation also.
I feel like its just take one arrangement of cities. Calculate the shortest distance to travel them. Then store the distance and arrangement. Then choose another another arrangement/combination. If it is better than prev arrangement, then save the current arrangement/combination and distance else discard the current arrangement. By doing this also, we will get some solution.
I just want to know where is the point where it makes the difference between random selection and genetic algorithm. In genetic algorithm, is there any criteria that we can't select the arrangement/combination of cities which we have already evaluated?
I am not sure if my question is clear. But I am open, I can explain more on my question. Please let me know if my question is not clear.
A random algorithm starts with a completely blank sheet every time. A new random solution is generated each iteration, with no memory of what happened before during the previous iterations.
A genetic algorithm has a history, so it does not start with a blank sheet, except at the very beginning. Each generation the best of the solution population are selected, mutated in some way, and advanced to the next generation. The least good members of the population are dropped.
Genetic algorithms build on previous success, so they are able to advance faster than random algorithms. A classic example of a very simple genetic algorithm, is the Weasel program. It finds its target far more quickly than random chance because each generation it starts with a partial solution, and over time those initial partial solutions are closer to the required solution.
I think there are two things you are asking about. A mathematical proof that GA works, and empirical one, that would waive your concerns.
Although I am not aware if there is general proof, I am quite sure at least a good sketch of a proof was given by John Holland in his book Adaptation in Natural and Artificial Systems for the optimization problems using binary coding. There is something called Holland's schemata theoerm. But you know, it's heuristics, so technically it does not have to be. It basically says that short schemes in genotype raising the average fitness appear exponentially with successive generations. Then cross-over combines them together. I think the proof was given only for binary coding and got some criticism as well.
Regarding your concerns. Of course you have no guarantee that a cross-over will produce a better result. As two intelligent or beautiful parents might have ugly stupid children. The premise of GA is that it is less likely to happen. (As I understand it) The proof for binary coding hinges on the theoerm that says a good partial patterns will start emerging, and given that the length of the genotype should be long enough, such patterns residing in different specimen have chance to be combined into one improving his fitness in general.
I think it is fairly easy to understand in terms of TSP. Crossing-over help to accumulate good sub-paths into one specimen. Of course it all depends on the choice of the crossing method.
Also GA's path towards the solution is not purely random. It moves towards a certain direction with stochastic mechanisms to escape trappings. You can lose best solutions if you allow it. It works because it wants to move towards the current best solutions, but you have a population of specimens and they kind of share knowledge. They are all similar, but given that you preserve diversity new better partial patterns can be introduced to the whole population and get incorporated into the best solutions. This is why diversity in population is regarded as very important.
As a final note please remember the GA is a very broad topic and you can modify the base in nearly every way you want. You can introduce elitarism, taboos, niches, etc. There is no one-and-only approach/implementation.

Solving puzzle with tree data structure

I am currently following an algorithms class and we have to solve a sudoku.
I have already a working solution with naive backtracking but I'm much more interest in solving this puzzle problem with a tree data structure.
My problem is that I don't quite understand how it works. Is anyone can explain to me the basic of puzzle solving with tree?
I don't seek optimization. I looking for explanation on algorithms like the Genetic algorithm or something similar. My purpose only to learn at this point. I have hard time to take what I read in scientific articles and translate it on real implementation.
I Hope, I've made my question more clear.
Thank you very much!
EDIT: I edit the post to be more precise.
I don't know how to solve Sudoku "with a tree", but you're trying to mark as many cells as possible before trying to guess and using backtrace. Therefore check out this question.
Like in most search problems, also in Sudoku you may associate a tree with the problem. In this case nodes are partial assignments to the variables and branches correspond to extensions of the assignment in the parent node. However it is not practical (or even feasible) to store these trees in memory, you can think of them as a conceptual tool. Backtracking actually navigates such a tree using variable ordering to avoid exploring hopeless branches. A better (faster) solution can be obtained by constraint propagation techniques since you know that all rows, columns, and 3x3 cells must contain different values. A simple algorithm for that is AC3 and it is covered in most introductory AI books including Russell & Norvig 2010.

concrete examples of heuristics

What are concrete examples (e.g. Alpha-beta pruning, example:tic-tac-toe and how is it applicable there) of heuristics. I already saw an answered question about what heuristics is but I still don't get the thing where it uses estimation. Can you give me a concrete example of a heuristic and how it works?
Warnsdorff's rule is an heuristic, but the A* search algorithm isn't. It is, as its name implies, a search algorithm, which is not problem-dependent. The heuristic is. An example: you can use the A* (if correctly implemented) to solve the Fifteen puzzle and to find the shortest way out of a maze, but the heuristics used will be different. With the Fifteen puzzle your heuristic could be how many tiles are out of place: the number of moves needed to solve the puzzle will always be greater or equal to the heuristic.
To get out of the maze you could use the Manhattan Distance to a point you know is outside of the maze as your heuristic. Manhattan Distance is widely used in game-like problems as it is the number of "steps" in horizontal and in vertical needed to get to the goal.
Manhattan distance = abs(x2-x1) + abs(y2-y1)
It's easy to see that in the best case (there are no walls) that will be the exact distance to the goal, in the rest you will need more. This is important: your heuristic must be optimistic (admissible heuristic) so that your search algorithm is optimal. It must also be consistent. However, in some applications (such as games with very big maps) you use non-admissible heuristics because a suboptimal solution suffices.
A heuristic is just an approximation to the real cost, (always lower than the real cost if admissible). The better the approximation, the fewer states the search algorithm will have to explore. But better approximations usually mean more computing time, so you have to find a compromise solution.
Most demonstrative is the usage of heuristics in informed search algorithms, such as A-Star. For realistic problems you usually have large search space, making it infeasible to check every single part of it. To avoid this, i.e. to try the most promising parts of the search space first, you use a heuristic. A heuristic gives you an estimate of how good the available subsequent search steps are. You will choose the most promising next step, i.e. best-first. For example if you'd like to search the path between two cities (i.e. vertices, connected by a set of roads, i.e. edges, that form a graph) you may want to choose the straight-line distance to the goal as a heuristic to determine which city to visit first (and see if it's the target city).
Heuristics should have similar properties as metrics for the search space and they usually should be optimistic, but that's another story. The problem of providing a heuristic that works out to be effective and that is side-effect free is yet another problem...
For an application of different heuristics being used to find the path through a given maze also have a look at this answer.
Your question interests me as I've heard about heuristics too during my studies but never saw an application for it, I googled a bit and found this : http://www.predictia.es/blog/aco-search
This code simulate an "ant colony optimization" algorithm to search trough a website.
The "ants" are workers which will search through the site, some will search randomly, some others will follow the "best path" determined by the previous ones.
A concrete example: I've been doing a solver for the game JT's Block, which is roughly equivalent to the Same Game. The algorithm performs a breadth-first search on all possible hits, store the values, and performs to the next ply. Problem is the number of possible hits quickly grows out of control (10e30 estimated positions per game), so I need to prune the list of positions at each turn and only take the "best" of them.
Now, the definition of the "best" positions is quite fuzzy: they are the positions that are expected to lead to the best final scores, but nothing is sure. And here comes the heuristics. I've tried a few of them:
sort positions by score obtained so far
increase score by best score obtained with a x-depth search
increase score based on a complex formula using the number of tiles, their color and their proximity
improve the last heuristic by tweaking its parameters and seeing how they perform
etc...
The last of these heuristic could have lead to an ant-march optimization: there's half a dozen parameters that can be tweaked from 0 to 1, and an optimizer could find the optimal combination of these. For the moment I've just manually improved some of them.
The second of this heuristics is interesting: it could lead to the optimal score through a full depth-first search, but such a goal is impossible of course because it would take too much time. In general, increasing X leads to a better heuristic, but increases the computing time a lot.
So here it is, some examples of heuristics. Anything can be an heuristic as long as it helps your algorithm perform better, and it's what makes them so hard to grasp: they're not deterministic. Another point with heuristics: they're supposed to lead to quick and dirty results of the real stuff, so there's a trade-of between their execution time and their accuracy.
A couple of concrete examples: for solving the Knight's Tour problem, one can use Warnsdorff's rule - an heuristic. Or for solving the Fifteen puzzle, a possible heuristic is the A* search algorithm.
The original question asked for concrete examples for heuristics.
Some of these concrete examples were already given. Another one would be the number of misplaced tiles in the 15-puzzle or its improvement, the Manhattan distance, based on the misplaced tiles.
One of the previous answers also claimed that heuristics are always problem-dependent, whereas algorithms are problem-independent. While there are, of course, also problem-dependent algorithms (for instance, for every problem you can just give an algorithm that immediately solves that very problem, e.g. the optimal strategy for any tower-of-hanoi problem is known) there are also problem-independent heuristics!
Consequently, there are also different kinds of problem-independent heuristics. Thus, in a certain way, every such heuristic can be regarded a concrete heuristic example while not being tailored to a specific problem like 15-puzzle. (Examples for problem-independent heuristics taken from planning are the FF heuristic or the Add heuristic.)
These problem-independent heuristics base on a general description language and then they perform a problem relaxation. That is, the problem relaxation only bases on the syntax (and, of course, its underlying semantics) of the problem description without "knowing" what it represents. If you are interested in this, you should get familiar with "planning" and, more specifically, with "planning as heuristic search". I also want to mention that these heuristics, while being problem-independent, are dependent on the problem description language, of course. (E.g., my before-mentioned heuristics are specific to "planning problems" and even for planning there are various different sub problem classes with differing kinds of heuristics.)

I need an algorithm to find the best path

I need an algorithm to find the best solution of a path finding problem. The problem can be stated as:
At the starting point I can proceed along multiple different paths.
At each step there are another multiple possible choices where to proceed.
There are two operations possible at each step:
A boundary condition that determine if a path is acceptable or not.
A condition that determine if the path has reached the final destination and can be selected as the best one.
At each step a number of paths can be eliminated, letting only the "good" paths to grow.
I hope this sufficiently describes my problem, and also a possible brute force solution.
My question is: is the brute force is the best/only solution to the problem, and I need some hint also about the best coding structure of the algorithm.
Take a look at A*, and use the length as boundary condition.
http://en.wikipedia.org/wiki/A%2a_search_algorithm
You are looking for some kind of state space search algorithm. Without knowing more about the particular problem, it is difficult to recommend one over another.
If your space is open-ended (infinite tree search), or nearly so (chess, for example), you want an algorithm that prunes unpromising paths, as well as selects promising ones. The alpha-beta algorithm (used by many OLD chess programs) comes immediately to mind.
The A* algorithm can give good results. The key to getting good results out of A* is choosing a good heuristic (weighting function) to evaluate the current node and the various successor nodes, to select the most promising path. Simple path length is probably not good enough.
Elaine Rich's AI textbook (oldie but goodie) spent a fair amount of time on various search algorithms. Full Disclosure: I was one of the guinea pigs for the text, during my undergraduate days at UT Austin.
did you try breadth-first search? (BFS) that is if length is a criteria for best path
you will also have to modify the algorithm to disregard "unacceptable paths"
If your problem is exactly as you describe it, you have two choices: depth-first search, and breadth first search.
Depth first search considers a possible path, pursues it all the way to the end (or as far as it is acceptable), and only then is it compared with other paths.
Breadth first search is probably more appropriate, at each junction you consider all possible next steps and use some score to rank the order in which each possible step is taken. This allows you to prioritise your search and find good solutions faster, (but to prove you have found the best solution it takes just as long as depth-first searching, and is less easy to parallelise).
However, your problem may also be suitable for Dijkstra's algorithm depending on the details of your problem. If it is, that is a much better approach!
This would also be a good starting point to develop your own algorithm that performs much better than iterative searching (if such an algorithm is actually possible, which it may not be!)
A* plus floodfill and dynamic programming. It is hard to implement, and too hard to describe in a simple post and too valuable to just give away so sorry I can't provide more but searching on flood fill and dynamic programming will put you on the path if you want to go that route.

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