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New Inference Rules for Max-SAT

arXiv.org Artificial Intelligence

Exact Max-SAT solvers, compared with SAT solvers, apply little inference at each node of the proof tree. Commonly used SAT inference rules like unit propagation produce a simplified formula that preserves satisfiability but, unfortunately, solving the Max-SAT problem for the simplified formula is not equivalent to solving it for the original formula. In this paper, we define a number of original inference rules that, besides being applied efficiently, transform Max-SAT instances into equivalent Max-SAT instances which are easier to solve. The soundness of the rules, that can be seen as refinements of unit resolution adapted to Max-SAT, are proved in a novel and simple way via an integer programming transformation. With the aim of finding out how powerful the inference rules are in practice, we have developed a new Max-SAT solver, called MaxSatz, which incorporates those rules, and performed an experimental investigation. The results provide empirical evidence that MaxSatz is very competitive, at least, on random Max-2SAT, random Max-3SAT, Max-Cut, and Graph 3-coloring instances, as well as on the benchmarks from the Max-SAT Evaluation 2006.


A cognitive diversity framework for radar target classification

arXiv.org Artificial Intelligence

Classification of targets by radar has proved to be notoriously difficult with the best systems still yet to attain sufficiently high levels of performance and reliability. In the current contribution we explore a new design of radar based target recognition, where angular diversity is used in a cognitive manner to attain better performance. Performance is bench- marked against conventional classification schemes. The proposed scheme can easily be extended to cognitive target recognition based on multiple diversity strategies.


Multi-Instance Multi-Label Learning

arXiv.org Artificial Intelligence

In this paper, we propose the MIML (Multi-Instance Multi-Label learning) framework where an example is described by multiple instances and associated with multiple class labels. Compared to traditional learning frameworks, the MIML framework is more convenient and natural for representing complicated objects which have multiple semantic meanings. To learn from MIML examples, we propose the MimlBoost and MimlSvm algorithms based on a simple degeneration strategy, and experiments show that solving problems involving complicated objects with multiple semantic meanings in the MIML framework can lead to good performance. Considering that the degeneration process may lose information, we propose the D-MimlSvm algorithm which tackles MIML problems directly in a regularization framework. Moreover, we show that even when we do not have access to the real objects and thus cannot capture more information from real objects by using the MIML representation, MIML is still useful. We propose the InsDif and SubCod algorithms. InsDif works by transforming single-instances into the MIML representation for learning, while SubCod works by transforming single-label examples into the MIML representation for learning. Experiments show that in some tasks they are able to achieve better performance than learning the single-instances or single-label examples directly.


Scheduling Bipartite Tournaments to Minimize Total Travel Distance

Journal of Artificial Intelligence Research

In many professional sports leagues, teams from opposing leagues/conferences compete against one another, playing inter-league games. This is an example of a bipartite tournament. In this paper, we consider the problem of reducing the total travel distance of bipartite tournaments, by analyzing inter-league scheduling from the perspective of discrete optimization. This research has natural applications to sports scheduling, especially for leagues such as the National Basketball Association (NBA) where teams must travel long distances across North America to play all their games, thus consuming much time, money, and greenhouse gas emissions. We introduce the Bipartite Traveling Tournament Problem (BTTP), the inter-league variant of the well-studied Traveling Tournament Problem. We prove that the 2n-team BTTP is NP-complete, but for small values of n, a distance-optimal inter-league schedule can be generated from an algorithm based on minimum-weight 4-cycle-covers. We apply our theoretical results to the 12-team Nippon Professional Baseball (NPB) league in Japan, producing a provably-optimal schedule requiring 42950 kilometres of total team travel, a 16% reduction compared to the actual distance traveled by these teams during the 2010 NPB season. We also develop a nearly-optimal inter-league tournament for the 30-team NBA league, just 3.8% higher than the trivial theoretical lower bound.


The matrices of argumentation frameworks

arXiv.org Artificial Intelligence

We introduce matrix and its block to the Dung's theory of argumentation frameworks. It is showed that each argumentation framework has a matrix representation, and the common extension-based semantics of argumentation framework can be characterized by blocks of matrix and their relations. In contrast with traditional method of directed graph, the matrix way has the advantage of computability. Therefore, it has an extensive perspective to bring the theory of matrix into the research of argumentation frameworks and related areas.


A Dynamic Framework of Reputation Systems for an Agent Mediated e-market

arXiv.org Artificial Intelligence

The success of an agent mediated e-market system lies in the underlying reputation management system to improve the quality of services in an information asymmetric e-market. Reputation provides an operatable metric for establishing trustworthiness between mutually unknown online entities. Reputation systems encourage honest behaviour and discourage malicious behaviour of participating agents in the e-market. A dynamic reputation model would provide virtually instantaneous knowledge about the changing e-market environment and would utilise Internets' capacity for continuous interactivity for reputation computation. This paper proposes a dynamic reputation framework using reinforcement learning and fuzzy set theory that ensures judicious use of information sharing for inter-agent cooperation. This framework is sensitive to the changing parameters of e-market like the value of transaction and the varying experience of agents with the purpose of improving inbuilt defense mechanism of the reputation system against various attacks so that e-market reaches an equilibrium state and dishonest agents are weeded out of the market.


Discovering Emerging Topics in Social Streams via Link Anomaly Detection

arXiv.org Machine Learning

Detection of emerging topics are now receiving renewed interest motivated by the rapid growth of social networks. Conventional term-frequency-based approaches may not be appropriate in this context, because the information exchanged are not only texts but also images, URLs, and videos. We focus on the social aspects of theses networks. That is, the links between users that are generated dynamically intentionally or unintentionally through replies, mentions, and retweets. We propose a probability model of the mentioning behaviour of a social network user, and propose to detect the emergence of a new topic from the anomaly measured through the model. We combine the proposed mention anomaly score with a recently proposed change-point detection technique based on the Sequentially Discounting Normalized Maximum Likelihood (SDNML), or with Kleinberg's burst model. Aggregating anomaly scores from hundreds of users, we show that we can detect emerging topics only based on the reply/mention relationships in social network posts. We demonstrate our technique in a number of real data sets we gathered from Twitter. The experiments show that the proposed mention-anomaly-based approaches can detect new topics at least as early as the conventional term-frequency-based approach, and sometimes much earlier when the keyword is ill-defined.


Discovering Classes of Strongly Equivalent Logic Programs

arXiv.org Artificial Intelligence

In this paper we apply computer-aided theorem discovery technique to discover theorems about strongly equivalent logic programs under the answer set semantics. Our discovered theorems capture new classes of strongly equivalent logic programs that can lead to new program simplification rules that preserve strong equivalence. Specifically, with the help of computers, we discovered exact conditions that capture the strong equivalence between a rule and the empty set, between two rules, between two rules and one of the two rules, between two rules and another rule, and between three rules and two of the three rules.


Ground Metric Learning

arXiv.org Machine Learning

Transportation distances have been used for more than a decade now in machine learning to compare histograms of features. They have one parameter: the ground metric, which can be any metric between the features themselves. As is the case for all parameterized distances, transportation distances can only prove useful in practice when this parameter is carefully chosen. To date, the only option available to practitioners to set the ground metric parameter was to rely on a priori knowledge of the features, which limited considerably the scope of application of transportation distances. We propose to lift this limitation and consider instead algorithms that can learn the ground metric using only a training set of labeled histograms. We call this approach ground metric learning. We formulate the problem of learning the ground metric as the minimization of the difference of two polyhedral convex functions over a convex set of distance matrices. We follow the presentation of our algorithms with promising experimental results on binary classification tasks using GIST descriptors of images taken in the Caltech-256 set.


A Rule-Based Framework for Modular Development of In-Game Interactive Dialogue Simulation

AAAI Conferences

In this paper, we discuss approaches to dialogue in interactive video games and interactive narrative research. We propose that situating interactive dialogue in the simplified expectations of video games is a profitable way to investigate computational dialogue simulation. Taking cues from existing physical simulations such as combat, we propose a hypothetical game environment and design goals for an embedded interactive dialogue system. We present a modular framework targeted at that environment, which is designed to enable incremental development and exploration of dialogue concepts. We describe this framework together with a work-in-progress system for simulating simple in-game negotiation dialogues.