Asia
Exact phase transition of backtrack-free search with implications on the power of greedy algorithms
Backtracking is a basic strategy to solve constraint satisfaction problems (CSPs). A satisfiable CSP instance is backtrack-free if a solution can be found without encountering any dead-end during a backtracking search, implying that the instance is easy to solve. We prove an exact phase transition of backtrack-free search in some random CSPs, namely in Model RB and in Model RD. This is the first time an exact phase transition of backtrack-free search can be identified on some random CSPs. Our technical results also have interesting implications on the power of greedy algorithms, on the width of random hypergraphs and on the exact satisfiability threshold of random CSPs.
Computational Logic Foundations of KGP Agents
Kakas, A., Mancarella, P., Sadri, F., Stathis, K., Toni, F.
This paper presents the computational logic foundations of a model of agency called the KGP (Knowledge, Goals and Plan model. This model allows the specification of heterogeneous agents that can interact with each other, and can exhibit both proactive and reactive behaviour allowing them to function in dynamic environments by adjusting their goals and plans when changes happen in such environments. KGP provides a highly modular agent architecture that integrates a collection of reasoning and physical capabilities, synthesised within transitions that update the agent's state in response to reasoning, sensing and acting. Transitions are orchestrated by cycle theories that specify the order in which transitions are executed while taking into account the dynamic context and agent preferences, as well as selection operators for providing inputs to transitions.
Balancing Exploration and Exploitation by an Elitist Ant System with Exponential Pheromone Deposition Rule
Acharya, Ayan, Maiti, Deepyaman, Banerjee, Aritra, Konar, Amit
-- The paper presents an exponential pheromone deposition rule to modify the basic ant system algorithm which employs constant deposition rule. A stability analysis using differential equation is carried out to find out the values of parameters that make the ant system dynamics stable for both kinds of deposition rule. A roadmap of connected cities is chosen as the problem environment where the shortest route between two given cities is required to be discovered. Simulations performed with both forms of deposition approach using Elitist Ant System model reveal that the exponential deposition approach outperforms the classical one by a large extent. Exhaustive experiments are also carried out to find out the optimum setting of different controlling parameters for exponential deposition approach and an empirical relationship between the major controlling parameters of the algorithm and some features of problem environment.
Extension of Max-Min Ant System with Exponential Pheromone Deposition Rule
Acharya, Ayan, Maiti, Deepyaman, Banerjee, Aritra, Janarthanan, R., Konar, Amit
The paper presents an exponential pheromone deposition approach to improve the performance of classical Ant System algorithm which employs uniform deposition rule. A simplified analysis using differential equations is carried out to study the stability of basic ant system dynamics with both exponential and constant deposition rules. A roadmap of connected cities, where the shortest path between two specified cities are to be found out, is taken as a platform to compare Max-Min Ant System model (an improved and popular model of Ant System algorithm) with exponential and constant deposition rules. Extensive simulations are performed to find the best parameter settings for non-uniform deposition approach and experiments with these parameter settings revealed that the above approach outstripped the traditional one by a large extent in terms of both solution quality and convergence time.
A Novel Parser Design Algorithm Based on Artificial Ants
Maiti, Deepyaman, Acharya, Ayan, Konar, Amit, Ramadoss, Janarthanan
This article presents a unique design for a parser using the Ant Colony Optimization algorithm. The paper implements the intuitive thought process of human mind through the activities of artificial ants. The scheme presented here uses a bottom-up approach and the parsing program can directly use ambiguous or redundant grammars. We allocate a node corresponding to each production rule present in the given grammar. Each node is connected to all other nodes (representing other production rules), thereby establishing a completely connected graph susceptible to the movement of artificial ants. Each ant tries to modify this sentential form by the production rule present in the node and upgrades its position until the sentential form reduces to the start symbol S. Successful ants deposit pheromone on the links that they have traversed through. Eventually, the optimum path is discovered by the links carrying maximum amount of pheromone concentration. The design is simple, versatile, robust and effective and obviates the calculation of the above mentioned sets and precedence relation tables. Further advantages of our scheme lie in i) ascertaining whether a given string belongs to the language represented by the grammar, and ii) finding out the shortest possible path from the given string to the start symbol S in case multiple routes exist.
On Granular Knowledge Structures
Knowledge plays a central role in human and artificial intelligence. One of the key characteristics of knowledge is its structured organization. Knowledge can be and should be presented in multiple levels and multiple views to meet people's needs in different levels of granularities and from different perspectives. In this paper, we stand on the view point of granular computing and provide our understanding on multi-level and multi-view of knowledge through granular knowledge structures (GKS). Representation of granular knowledge structures, operations for building granular knowledge structures and how to use them are investigated. As an illustration, we provide some examples through results from an analysis of proceeding papers. Results show that granular knowledge structures could help users get better understanding of the knowledge source from set theoretical, logical and visual point of views. One may consider using them to meet specific needs or solve certain kinds of problems.
On Similarities between Inference in Game Theory and Machine Learning
Rezek, I., Leslie, D. S., Reece, S., Roberts, S. J., Rogers, A., Dash, R. K., Jennings, N. R.
In this paper, we elucidate the equivalence between inference in game theory and machine learning. Our aim in so doing is to establish an equivalent vocabulary between the two domains so as to facilitate developments at the intersection of both fields, and as proof of the usefulness of this approach, we use recent developments in each field to make useful improvements to the other. More specifically, we consider the analogies between smooth best responses in fictitious play and Bayesian inference methods. Initially, we use these insights to develop and demonstrate an improved algorithm for learning in games based on probabilistic moderation. That is, by integrating over the distribution of opponent strategies (a Bayesian approach within machine learning) rather than taking a simple empirical average (the approach used in standard fictitious play) we derive a novel moderated fictitious play algorithm and show that it is more likely than standard fictitious play to converge to a payoff-dominant but risk-dominated Nash equilibrium in a simple coordination game. Furthermore we consider the converse case, and show how insights from game theory can be used to derive two improved mean field variational learning algorithms. We first show that the standard update rule of mean field variational learning is analogous to a Cournot adjustment within game theory. By analogy with fictitious play, we then suggest an improved update rule, and show that this results in fictitious variational play, an improved mean field variational learning algorithm that exhibits better convergence in highly or strongly connected graphical models. Second, we use a recent advance in fictitious play, namely dynamic fictitious play, to derive a derivative action variational learning algorithm, that exhibits superior convergence properties on a canonical machine learning problem (clustering a mixture distribution).
Completeness and Performance Of The APO Algorithm
Asynchronous Partial Overlay (APO) is a search algorithm that uses cooperative mediation to solve Distributed Constraint Satisfaction Problems (DisCSPs). The algorithm partitions the search into different subproblems of the DisCSP. The original proof of completeness of the APO algorithm is based on the growth of the size of the subproblems. The present paper demonstrates that this expected growth of subproblems does not occur in some situations, leading to a termination problem of the algorithm. The problematic parts in the APO algorithm that interfere with its completeness are identified and necessary modifications to the algorithm that fix these problematic parts are given. The resulting version of the algorithm, Complete Asynchronous Partial Overlay (CompAPO), ensures its completeness. Formal proofs for the soundness and completeness of CompAPO are given. A detailed performance evaluation of CompAPO comparing it to other DisCSP algorithms is presented, along with an extensive experimental evaluation of the algorithms unique behavior. Additionally, an optimization version of the algorithm, CompOptAPO, is presented, discussed, and evaluated.
Quantum reinforcement learning
Dong, Daoyi, Chen, Chunlin, Li, Hanxiong, Tarn, Tzyh-Jong
The key approaches for machine learning, especially learning in unknown probabilistic environments are new representations and computation mechanisms. In this paper, a novel quantum reinforcement learning (QRL) method is proposed by combining quantum theory and reinforcement learning (RL). Inspired by the state superposition principle and quantum parallelism, a framework of value updating algorithm is introduced. The state (action) in traditional RL is identified as the eigen state (eigen action) in QRL. The state (action) set can be represented with a quantum superposition state and the eigen state (eigen action) can be obtained by randomly observing the simulated quantum state according to the collapse postulate of quantum measurement. The probability of the eigen action is determined by the probability amplitude, which is parallelly updated according to rewards. Some related characteristics of QRL such as convergence, optimality and balancing between exploration and exploitation are also analyzed, which shows that this approach makes a good tradeoff between exploration and exploitation using the probability amplitude and can speed up learning through the quantum parallelism. To evaluate the performance and practicability of QRL, several simulated experiments are given and the results demonstrate the effectiveness and superiority of QRL algorithm for some complex problems. The present work is also an effective exploration on the application of quantum computation to artificial intelligence.
A Rigorously Bayesian Beam Model and an Adaptive Full Scan Model for Range Finders in Dynamic Environments
De Laet, T., De Schutter, J., Bruyninckx, H.
This paper proposes and experimentally validates a Bayesian network model of a range finder adapted to dynamic environments. All modeling assumptions are rigorously explained, and all model parameters have a physical interpretation. This approach results in a transparent and intuitive model. With respect to the state of the art beam model this paper: (i) proposes a different functional form for the probability of range measurements caused by unmodeled objects, (ii) intuitively explains the discontinuity encountered in te state of the art beam model, and (iii) reduces the number of model parameters, while maintaining the same representational power for experimental data. The proposed beam model is called RBBM, short for Rigorously Bayesian Beam Model. A maximum likelihood and a variational Bayesian estimator (both based on expectation-maximization) are proposed to learn the model parameters. Furthermore, the RBBM is extended to a full scan model in two steps: first, to a full scan model for static environments and next, to a full scan model for general, dynamic environments. The full scan model accounts for the dependency between beams and adapts to the local sample density when using a particle filter. In contrast to Gaussian-based state of the art models, the proposed full scan model uses a sample-based approximation. This sample-based approximation enables handling dynamic environments and capturing multi-modality, which occurs even in simple static environments.