We provide a new approach for compiling quantum simulation circuits that appear in Trotter, qDRIFT and multi-product formulas to Clifford and non-Clifford operations that can reduce the number of non-Clifford operations by a factor of up to $4$. In fact, the total number of gates reduce in many cases. We show that it is possible to implement an exponentiated sum of commuting Paulis with at most $m$ (controlled)-rotation gates, where $m$ is the number of distinct non-zero eigenvalues (ignoring sign). Thus we can collect mutually commuting Hamiltonian terms into groups that satisfy one of several symmetries identified in this work which allow an inexpensive simulation of the entire group of terms. We further show that the cost can in some cases be reduced by partially allocating Hamiltonian terms to several groups and provide a polynomial time classical algorithm that can greedily allocate the terms to appropriate groupings. We further specifically discuss these optimizations for the case of fermionic dynamics and provide extensive numerical simulations for qDRIFT of our grouping strategy to 6 and 4-qubit Heisenberg models, $LiH$, $H_2$ and observe a factor of 1.8-3.2 reduction in the number of non-Clifford gates. This suggests Trotter-based simulation of chemistry in second quantization may be even more practical than previously believed.
Submodular maximization is one of the central topics in combinatorial optimization. It has found numerous applications in the real world. In the past decades, a series of algorithms have been proposed for this problem. However, most of the state-of-the-art algorithms are randomized. There remain non-negligible gaps with respect to approximation ratios between deterministic and randomized algorithms in submodular maximization. In this paper, we propose deterministic algorithms with improved approximation ratios for non-monotone submodular maximization. Specifically, for the matroid constraint, we provide a deterministic $0.283-o(1)$ approximation algorithm, while the previous best deterministic algorithm only achieves a $1/4$ approximation ratio. For the knapsack constraint, we provide a deterministic $1/4$ approximation algorithm, while the previous best deterministic algorithm only achieves a $1/6$ approximation ratio. For the linear packing constraints with large widths, we provide a deterministic $1/6-\epsilon$ approximation algorithm. To the best of our knowledge, there is currently no deterministic approximation algorithm for the constraints.
In this paper, an off-policy reinforcement learning algorithm is designed to solve the continuous-time LQR problem using only input-state data measured from the system. Different from other algorithms in the literature, we propose the use of a specific persistently exciting input as the exploration signal during the data collection step. We then show that, using this persistently excited data, the solution of the matrix equation in our algorithm is guaranteed to exist and to be unique at every iteration. Convergence of the algorithm to the optimal control input is also proven. Moreover, we formulate the policy evaluation step as the solution of a Sylvester-transpose equation, which increases the efficiency of its solution. Finally, a method to determine a stabilizing policy to initialize the algorithm using only measured data is proposed.
We present Dojo, a differentiable physics engine for robotics that prioritizes stable simulation, accurate contact physics, and differentiability with respect to states, actions, and system parameters. Dojo achieves stable simulation at low sample rates and conserves energy and momentum by employing a variational integrator. A nonlinear complementarity problem with second-order cones for friction models hard contact, and is reliably solved using a custom primal-dual interior-point method. Special properties of the interior-point method are exploited using implicit differentiation to efficiently compute smooth gradients that provide useful information through contact events. We demonstrate Dojo with a number of examples including: planning, policy optimization, and system identification, that demonstrate the engine's unique ability to simulate hard contact while providing smooth, analytic gradients.
In tug-of-war, two players compete by moving a counter along edges of a graph, each winning the right to move at a given turn according to the flip of a possibly biased coin. The game ends when the counter reaches the boundary, a fixed subset of the vertices, at which point one player pays the other an amount determined by the boundary vertex. Economists and mathematicians have independently studied tug-of-war for many years, focussing respectively on resource-allocation forms of the game, in which players iteratively spend precious budgets in an effort to influence the bias of the coins that determine the turn victors; and on PDE arising in fine mesh limits of the constant-bias game in a Euclidean setting. In this article, we offer a mathematical treatment of a class of tug-of-war games with allocated budgets: each player is initially given a fixed budget which she draws on throughout the game to offer a stake at the start of each turn, and her probability of winning the turn is the ratio of her stake and the sum of the two stakes. We consider the game played on a tree, with boundary being the set of leaves, and the payment function being the indicator of a single distinguished leaf. We find the game value and the essentially unique Nash equilibrium of a leisurely version of the game, in which the move at any given turn is cancelled with constant probability after stakes have been placed. We show that the ratio of the players' remaining budgets is maintained at its initial value $\lambda$; game value is a biased infinity harmonic function; and the proportion of remaining budget that players stake at a given turn is given in terms of the spatial gradient and the $\lambda$-derivative of game value. We also indicate examples in which the solution takes a different form in the non-leisurely game.
This paper resolves the open question of designing near-optimal algorithms for learning imperfect-information extensive-form games from bandit feedback. We present the first line of algorithms that require only $\widetilde{\mathcal{O}}((XA+YB)/\varepsilon^2)$ episodes of play to find an $\varepsilon$-approximate Nash equilibrium in two-player zero-sum games, where $X,Y$ are the number of information sets and $A,B$ are the number of actions for the two players. This improves upon the best known sample complexity of $\widetilde{\mathcal{O}}((X^2A+Y^2B)/\varepsilon^2)$ by a factor of $\widetilde{\mathcal{O}}(\max\{X, Y\})$, and matches the information-theoretic lower bound up to logarithmic factors. We achieve this sample complexity by two new algorithms: Balanced Online Mirror Descent, and Balanced Counterfactual Regret Minimization. Both algorithms rely on novel approaches of integrating \emph{balanced exploration policies} into their classical counterparts. We also extend our results to learning Coarse Correlated Equilibria in multi-player general-sum games.
Data privacy and ownership are significant in social data science, raising legal and ethical concerns. Sharing and analyzing data is difficult when different parties own different parts of it. An approach to this challenge is to apply de-identification or anonymization techniques to the data before collecting it for analysis. However, this can reduce data utility and increase the risk of re-identification. To address these limitations, we present PADME, a distributed analytics tool that federates model implementation and training. PADME uses a federated approach where the model is implemented and deployed by all parties and visits each data location incrementally for training. This enables the analysis of data across locations while still allowing the model to be trained as if all data were in a single location. Training the model on data in its original location preserves data ownership. Furthermore, the results are not provided until the analysis is completed on all data locations to ensure privacy and avoid bias in the results.
Over the last decade, the use of autonomous drone systems for surveying, search and rescue, or last-mile delivery has increased exponentially. With the rise of these applications comes the need for highly robust, safety-critical algorithms which can operate drones in complex and uncertain environments. Additionally, flying fast enables drones to cover more ground which in turn increases productivity and further strengthens their use case. One proxy for developing algorithms used in high-speed navigation is the task of autonomous drone racing, where researchers program drones to fly through a sequence of gates and avoid obstacles as quickly as possible using onboard sensors and limited computational power. Speeds and accelerations exceed over 80 kph and 4 g respectively, raising significant challenges across perception, planning, control, and state estimation. To achieve maximum performance, systems require real-time algorithms that are robust to motion blur, high dynamic range, model uncertainties, aerodynamic disturbances, and often unpredictable opponents. This survey covers the progression of autonomous drone racing across model-based and learning-based approaches. We provide an overview of the field, its evolution over the years, and conclude with the biggest challenges and open questions to be faced in the future.
We describe ACE0, a lightweight platform for evaluating the suitability and viability of AI methods for behaviour discovery in multiagent simulations. Specifically, ACE0 was designed to explore AI methods for multi-agent simulations used in operations research studies related to new technologies such as autonomous aircraft. Simulation environments used in production are often high-fidelity, complex, require significant domain knowledge and as a result have high R&D costs. Minimal and lightweight simulation environments can help researchers and engineers evaluate the viability of new AI technologies for behaviour discovery in a more agile and potentially cost effective manner. In this paper we describe the motivation for the development of ACE0.We provide a technical overview of the system architecture, describe a case study of behaviour discovery in the aerospace domain, and provide a qualitative evaluation of the system. The evaluation includes a brief description of collaborative research projects with academic partners, exploring different AI behaviour discovery methods.
Training machine learning models in a meaningful order, from the easy samples to the hard ones, using curriculum learning can provide performance improvements over the standard training approach based on random data shuffling, without any additional computational costs. Curriculum learning strategies have been successfully employed in all areas of machine learning, in a wide range of tasks. However, the necessity of finding a way to rank the samples from easy to hard, as well as the right pacing function for introducing more difficult data can limit the usage of the curriculum approaches. In this survey, we show how these limits have been tackled in the literature, and we present different curriculum learning instantiations for various tasks in machine learning. We construct a multi-perspective taxonomy of curriculum learning approaches by hand, considering various classification criteria. We further build a hierarchical tree of curriculum learning methods using an agglomerative clustering algorithm, linking the discovered clusters with our taxonomy. At the end, we provide some interesting directions for future work.
Many real-world applications require the prediction of long sequence time-series, such as electricity consumption planning. Long sequence time-series forecasting (LSTF) demands a high prediction capacity of the model, which is the ability to capture precise long-range dependency coupling between output and input efficiently. Recent studies have shown the potential of Transformer to increase the prediction capacity. However, there are several severe issues with Transformer that prevent it from being directly applicable to LSTF, such as quadratic time complexity, high memory usage, and inherent limitation of the encoder-decoder architecture. To address these issues, we design an efficient transformer-based model for LSTF, named Informer, with three distinctive characteristics: (i) a $ProbSparse$ Self-attention mechanism, which achieves $O(L \log L)$ in time complexity and memory usage, and has comparable performance on sequences' dependency alignment. (ii) the self-attention distilling highlights dominating attention by halving cascading layer input, and efficiently handles extreme long input sequences. (iii) the generative style decoder, while conceptually simple, predicts the long time-series sequences at one forward operation rather than a step-by-step way, which drastically improves the inference speed of long-sequence predictions. Extensive experiments on four large-scale datasets demonstrate that Informer significantly outperforms existing methods and provides a new solution to the LSTF problem.