Goto

Collaborating Authors

 Europe


Boolean Functions with Ordered Domains in Answer Set Programming

AAAI Conferences

Boolean functions in Answer Set Programming have proven a useful modelling tool. They are usually specified by means of aggregates or external atoms. A crucial step in computing answer sets for logic programs containing Boolean functions is verifying whether partial interpretations satisfy a Boolean function for all possible values of its undefined atoms. In this paper, we develop a new methodology for showing when such checks can be done in deterministic polynomial time. This provides a unifying view on all currently known polynomial-time decidability results, and furthermore identifies promising new classes that go well beyond the state of the art. Our main technique consists of using an ordering on the atoms to significantly reduce the necessary number of model checks. For many standard aggregates, we show how this ordering can be automatically obtained.


Towards Clause-Learning State Space Search: Learning to Recognize Dead-Ends

AAAI Conferences

We introduce a state space search method that identifies dead-end states, analyzes the reasons for failure, and learns to avoid similar mistakes in the future. Our work is placed in classical planning. The key technique are critical-path heuristics h C , relative to a set C of conjunctions. These recognize a dead-end state s, returning h C (s) = infty, if s has no solution even when allowing to break up conjunctive subgoals into the elements of C. Our key idea is to learn C during search. Starting from a simple initial C, we augment search to identify unrecognized dead-ends s, where h C (s) < infinity. We design methods analyzing the situation at such s, adding new conjunctions into C to obtain h C (s) = infty, thus learning to recognize s as well as similar dead-ends search may encounter in the future. We furthermore learn clauses phi where s' not satisfying phi implies hC(s') = infty, to avoid the prohibitive overhead of computing h C on every search state. Arranging these techniques in a depth-first search, we obtain an algorithm approaching the elegance of clause learning in SAT, learning to refute search subtrees. Our experiments show that this can be quite powerful. On problems where dead-ends abound, the learning reliably reduces the search space by several orders of magnitude.


The Complexity Landscape of Decompositional Parameters for ILP

AAAI Conferences

Integer Linear Programming (ILP) can be seen as the archetypical problem for NP-complete optimization problems, and a wide range of problems in artificial intelligence are solved in practice via a translation to ILP. Despite its huge range of applications, only few tractable fragments of ILP are known, probably the most prominent of which is based on the notion of total unimodularity. Using entirely different techniques, we identify new tractable fragments of ILP by studying structural parameterizations of the constraint matrix within the framework of parameterized complexity. In particular, we show that ILP is fixed-parameter tractable when parameterized by the treedepth of the constraint matrix and the maximum absolute value of any coefficient occurring in the ILP instance. Together with matching hardness results for the more general parameter treewidth, we draw a detailed complexity landscape of ILP w.r.t. decompositional parameters defined on the constraint matrix.


Nested Monte Carlo Search for Two-Player Games

AAAI Conferences

The use of the Monte Carlo playouts as an evaluation function has proved to be a viable, general technique for searching intractable game spaces. This facilitate the use of statistical techniques like Monte Carlo Tree Search (MCTS), but is also known to require significant processing overhead. We seek to improve the quality of information extracted from the Monte Carlo playout in three ways. Firstly, by nesting the evaluation function inside another evaluation function; secondly, by measuring and utilising the depth of the playout; and thirdly, by incorporating pruning strategies that eliminate unnecessary searches and avoid traps. Our experimental data, obtained on a variety of two-player games from past General Game Playing (GGP) competitions and others, demonstrate the usefulness of these techniques in a Nested Player when pitted against a standard, optimised UCT player.


Computing Rational Decisions In Extensive Games With Limited Foresight

AAAI Conferences

We introduce a class of extensive form games whereplayers might not be able to foresee the possible consequences of their decisions and form a model of theiropponents which they exploit to achieve a more profitable outcome. We improve upon existing models ofgames with limited foresight, endowing players with theability of higher order reasoning and proposing a novelsolution concept to address intuitions coming from realgame play. We analyse the resulting equilibria, devisingan effective procedure to compute them.


Preferences Single-Peaked on Nice Trees

AAAI Conferences

Preference profiles that are single-peaked on trees enjoy desirable properties: they admit a Condorcet winner (Demange 1982), and there are hard voting problems that become tractable on this domain (Yu et al., 2013). Trick (1989) proposed a polynomial-time algorithm that finds some tree with respect to which a given preference profile is single-peaked. However, some voting problems are only known to be easy for profiles that are single-peaked on "nice" trees, and Trick's algorithm provides no guarantees on the properties of the tree that it outputs. To overcome this issue, we build on the work of Trick and Yu et al. to develop a structural approach that enables us to compactly represent all trees with respect to which a given profile is single-peaked. We show how to use this representation to efficiently find the "best" tree for a given profile, according to a number of criteria; for other criteria, we obtain NP-hardness results. In particular, we show that it is NP-hard to decide whether an input profile is single-peaked with respect to a given tree. To demonstrate the applicability of our framework, we use it to identify a new class of profiles that admit an efficient algorithm for a popular variant of the Chamberlin-Courant rule.


Graphical Hedonic Games of Bounded Treewidth

AAAI Conferences

Hedonic games are a well-studied model of coalition formation, in which selfish agents are partitioned into disjoint sets and agents care about the make-up of the coalition they end up in. The computational problems of finding stable, optimal, or fair outcomes tend to be computationally intractable in even severely restricted instances of hedonic games. We introduce the notion of a graphical hedonic game and show that, in contrast, on classes of graphical hedonic games whose underlying graphs are of bounded treewidth and degree, such problems become easy. In particular, problems that can be specified through quantification over agents, coalitions, and (connected) partitions can be decided in linear time. The proof is by reduction to monadic second order logic. We also provide faster algorithms in special cases, and show that the extra condition of the degree bound cannot be dropped. Finally, we note that the problem of allocating indivisible goods can be modelled as a hedonic game, so that our results imply tractability of finding fair and efficient allocations on appropriately restricted instances.


Complexity of Hedonic Games with Dichotomous Preferences

AAAI Conferences

Hedonic games provide a model of coalition formation in which a set of agents is partitioned into coalitions and the agents have preferences over which set they belong to. Recently, Aziz et. al. (2014) have initiated the study of hedonic games with dichotomous preferences, where each agent either approves or disapproves of a given coalition. In this work, we study the computational complexity of questions related to finding optimal and stable partitions in dichotomous hedonic games under various ways of restricting and representing the collection of approved coalitions. Encouragingly, many of these problems turn out to be polynomial-time solvable. In particular, we show that an individually stable outcome always exists and can be found in polynomial time. We also provide efficient algorithms for cases in which agents approve only few coalitions, in which they only approve intervals, and in which they only approve sets of size 2 (the roommates case). These algorithms are complemented by NP-hardness results, especially for representations that are very expressive, such as in the case when agents' goals are given by propositional formulas.


Multi-Attribute Proportional Representation

AAAI Conferences

We consider the following problem in which a given number of items has to be chosen from a predefined set. Each item is described by a vector of attributes and for each attribute there is a desired distribution that the selected set should fit. We look for a set that fits as much as possible the desired distributions on all attributes. Examples of applications include choosing members of a representative committee, where candidates are described by attributes such as sex, age and profession, and where we look for a committee that for each attribute offers a certain representation, i.e., a single committee that contains a certain number of young and old people, certain number of men and women, certain number of people with different professions, etc. With a single attribute the problem boils down to the apportionment problem for party-list proportional representation systems (in such case the value of the single attribute is the political affiliation of a candidate). We study some properties of the associated subset selection rules, and address their computation.


Judgment Aggregation under Issue Dependencies

AAAI Conferences

We introduce a new family of judgment aggregation rules, called the binomial rules, designed to account for hidden dependencies between some of the issues being judged. To place them within the landscape of judgment aggregation rules, we analyse both their axiomatic properties and their computational complexity, and we show that they contain both the well-known distance-based rule and the basic rule returning the most frequent overall judgment as special cases. To evaluate the performance of our rules empirically, we apply them to a dataset of crowdsourced judgments regarding the quality of hotels extracted from the travel website TripAdvisor. In our experiments we distinguish between the full dataset and a subset of highly polarised judgments, and we develop a new notion of polarisation for profiles of judgments for this purpose, which may also be of independent interest.