Closed ariasanovsky closed 11 months ago
We'll start with
struct SearchTree<P> {
positions: BTreeMap<P, NonZeroUsize>,
nodes: Vec<StateNode>,
}
struct StateNode {
c: f32,
c_star: f32,
in_neighborhood: Vec<usize>,
active_actions: VecDeque<ActionData>,
exhausted_actions: Vec<ActionData>,
}
struct ActionData {
a: usize,
s_prime: Option<NonZeroUsize>,
g_sa: f32,
}
and then probably migrate to an SoA.
Sketch for the search reset/cascading updates.
This addresses several problems:
ActionData
which doesn't sacrifice the accuracy earned by exhausting nodes in the search treeObjectives:
SearchTree<P>
with a layer or ergonomic indirection instead of lifetime managementSearchTree
StateNode
andBTreeMap<P, StateNode>
BTreeMap<P, usize>
and aVec<StateNode>
instead of[ ] later issue: arbitrary index mapsStateNode
with:c: f32
$= c(s)$c_star: f32
$=c_T^\ast(s)$in_neighborhood: Vec<usize>
$= N_T^{-}(s)$active_actions/exhausted_actions
$= \mathcal{A}(s)$ActionData
with:a: usize
$=a$s_prime: Option<NonZeroUsize>
$=a\cdot s$g_sa: f32
$=g_T(s, a)$Transition
with explicit positionsSearchTree::roll_out
should act on aSearchPath
which holds/borrows:Vec
of transition data[ ] when a node at path $p$ is exhausted, consider all solutions to $a\cdot q = p$ and exhaust the action corresponding to $(q, a)$[ ] ?en lieu of, or addition to,in_neighborhoods
[ ] to accommodate this, we could tagActionData
with an enum marking partial initializationi.e.,g_sa
could be in one of 3 states: uninit, active, or exhaustedalternatively, this could be eliminated with a SoA refactoractions: Vec<ActionData>
could instead be indices used to slice into sharedVec<_>
sStateNode
,SearchTree
,ActionData
,Transition
,TransitionMetadata
, etc[ ] ?SoA refactorLearning Loop
BATCH
-sized set of roots and equally many search trees.BATCH
different search paths, we write a (BATCH
$\times$STATE
)-dimensional tensor to evaluate, corresponding to states $s_i$ where no node was found in the corresponding search tree.Rollout
Node Initialization
Search Tree
Since we are moving to a
Vec<StateNode>
, we will have an easier time keeping track of $\text{argmin}$ data with indices. For each node $n$ corresponding to some state $s$, we log inStateNode
$$c_T^\ast(s) = (\text{arg})\text{min}\left(c(s'): s'\in V(T[s..])\right)$$
Vec<ActionData>
, whereActionData
may contain:Option<NonZeroUsize>
of $a\cdot s$ in theVec<StateNode>
if it is knownDominating Sets
We have used the notation $T[s..]$ to indicate the branch of $T$ starting from $s$. We may extend $T$ to its transitively closed reachability digraph $D = \text{Reach}(T)$. We can say that $s'$ dominates $s$ if $(s, s')\in E(D)$ and $c(s')\leq c(s)$, and use the remaining arcs to define the domination sub-digraph $\text{Dom} \subseteq D$. By tracking $c_T(s)$, we dynamically retain a minimal cover of $\text{Dom}$ with minimal overhead.
Interpreting and updating $h_\theta$
Goal: use $h_\theta$ to initialize $g_T(s,\cdot)$ values, but only use $cT^\ast(s)$ when providing updates to $h\theta$
For example, we may let $h_\theta(s, a)$ be: