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On Completeness Classes for Query Evaluation on Linked Data

AAAI Conferences

The advent of the Web of Data kindled interest in link-traversal (or lookup-based) query processing methods, with which queries are answered via dereferencing a potentially large number of small, interlinked sources. While several algorithms for query evaluation have been proposed, there exists no notion of completeness for results of so-evaluated queries. In this paper, we motivate the need for clearly-defined completeness classes and present several notions of completeness for queries over Linked Data, based on the idea of authoritativeness of sources, and show the relation between the different completeness classes.


Alpha-Beta Pruning for Games with Simultaneous Moves

AAAI Conferences

Alpha-Beta pruning is one of the most powerful and fundamental MiniMax search improvements. It was designed for sequential two-player zero-sum perfect information games. In this paper we introduce an Alpha-Beta-like sound pruning method for the more general class of “stacked matrix games” that allow for simultaneous moves by both players. This is accomplished by maintaining upper and lower bounds for achievable payoffs in states with simultaneous actions and dominated action pruning based on the feasibility of certain linear programs. Empirical data shows considerable savings in terms of expanded nodes compared to naive depth-first move computation without pruning.


Information Set Generation in Partially Observable Games

AAAI Conferences

We address the problem of making single-point decisions in large partially observable games, where players interleave observation, deliberation, and action.  We present information set generation as a key operation needed to reason about games in this way.  We show how this operation can be used to implement an existing decision-making algorithm.  We develop a constraint satisfaction algorithm for performing information set generation and show that it scales better than the existing depth-first search approach on multiple non-trivial games.


An Efficient Higher-Order Consistency Algorithm for Table Constraints

AAAI Conferences

Table constraints are very important in constraint programming as they are present in many real problems from areas such as configuration and databases. As a result, numerous specialized algorithms that achieve generalized arc consistency (GAC) on table constraints have been proposed. Since these algorithms achieve GAC, they operate on one constraint at a time. In this paper we propose an efficient algorithm for table constraints that achieves a stronger local consistency than GAC. This algorithm, called maxRPWC+, is based on the local consistency maxRPWC and allows the efficient handling of intersecting table constraints. Experimental results from benchmark problems demonstrate that maxRPWC+ is clearly more robust than a state-of-the-art GAC algorithm in classes of problems with interleaved table constraints, being orders of magnitude faster in some of these classes.


DUCT: An Upper Confidence Bound Approach to Distributed Constraint Optimization Problems

AAAI Conferences

The Upper Confidence Bounds (UCB) algorithm is a well-known near-optimal strategy for the stochastic multi-armed bandit problem. Its extensions to trees, such as the Upper Confidence Tree (UCT) algorithm, have resulted in good solutions to the problem of Go. This paper introduces DUCT, a distributed algorithm inspired by UCT, for solving Distributed Constraint Optimization Problems (DCOP). Bounds on the solution quality are provided, and experiments show that, compared to existing DCOP approaches, DUCT is able to solve very large problems much more efficiently, or to find significantly higher quality solutions.


From Streamlined Combinatorial Search to Efficient Constructive Procedures

AAAI Conferences

In recent years, significant progress in the area of search, constraint satisfaction, and automated reasoning has been driven in part by the study of challenge problems from combinatorics and finite algebra. This work has led to the discovery of interesting discrete structures with intricate mathematical properties. While some of those results have resolved open questions and conjectures, a shortcoming is that they generally do not provide further mathematical insights, from which one could derive more general observations. We propose an approach that integrates specialized combinatorial search, using so-called streamlining, with a human computation component. We use this approach to discover efficient constructive procedures for generating certain classes of combinatorial objects of any size. More specifically, using our framework, we discovered two complementary efficient constructions for generating so-called Spatially Balanced Latin squares (SBLS) of any order N, such that 2N+1 is prime. Previously constructions for SBLSs were not known. Our approach also enabled us to derive a new lower bound for so-called weak Schur numbers, improving on a series of earlier results for Schur numbers.


Don't Be Strict in Local Search!

AAAI Conferences

Local Search is one of the fundamental approaches to combinatorial optimization and it is used throughout AI. Several local search algorithms are based on searching the k -exchange neighborhood. This is the set of solutions that can be obtained from the current solution by exchanging at most k elements. As a rule of thumb, the larger k is, the better are the chances of finding an improved solution. However, for inputs of size n, a naive brute-force search of the k-exchange neighborhood requires n (O( k )) time, which is not practical even for very small values of k. Fellows et al. (IJCAI 2009) studied whether this brute-force search is avoidable and gave positive and negative answers for several combinatorial problems. They used the notion of local search in a strict sense. That is, an improved solution needs to be found in the k-exchange neighborhood even if a global optimum can be found efficiently. In this paper we consider a natural relaxation of local search, called permissive local search (Marx and Schlotter, IWPEC 2009) and investigate whether it enhances the domain of tractable inputs. We exemplify this approach on a fundamental combinatorial problem, Vertex Cover. More precisely, we show that for a class of inputs, finding an optimum is hard, strict local search is hard, but permissive local search is tractable. We carry out this investigation in the framework of parameterized complexity.


Iterative Resource Allocation for Memory Intensive Parallel Search Algorithms on Clouds, Grids, and Shared Clusters

AAAI Conferences

The increasing availability of “utility computing” resources such as clouds, grids, and massively parallel shared clusters can provide practically unlimited processing and memory capacity on demand, at some cost per unit of resource usage. This requires a new perspective in the design and evaluation of parallel search algorithms. Previous work in parallel search implicitly assumed ownership of a cluster with a static amount of CPU cores and RAM, and emphasized wallclock runtime. With utility computing resources, trade-offs between performance and monetary costs must be considered. This paper considers dynamically increasing the usage of utility computing resources until a problem is solved. Efficient resource allocation policies are analyzed in comparison with an optimal allocation strategy. We evaluate our iterative allocation strategy by applying it to the HDA* parallel search algorithm. The experimental results validate our theoretical predictions. They show that, in practice, the costs incurred by iterative allocation are reasonably close to an optimal (but a priori unknown) policy, and are significantly better than the worst-case analytical bounds.


A Dichotomy for 2-Constraint Forbidden CSP Patterns

AAAI Conferences

A var(a) v} to v. If cpt(a, b) T then the two assignments (points) a, b are compatible and {a, b} is a compatibility In a In a CSP instance the aim is to determine the existence pattern, the compatibility of a pair of points a, b such that of an assignment of values to variables such that a set var(a) var(b) and (a, b) / E is undefined. A fundamental research question is the identification of tractable subproblems A binary CSP instance is a pattern 〈V, A, var, E, cpt〉 of CSP.


Two New Local Search Strategies for Minimum Vertex Cover

AAAI Conferences

In this paper, we propose two new strategies to design efficient local search algorithms for the minimum vertex cover (MVC) problem. There are two main drawbacks in state-of-the-art MVC local search algorithms: First, they select a pair of vertices to be exchanged simultaneously, which is time consuming; Second, although they use edge weighting techniques, they do not have a strategy to decrease the weights. To address these drawbacks, we propose two new strategies: two stage exchange and edge weighting with forgetting. The two stage exchange strategy selects two vertices to be exchanged separately and performs the exchange in two stages. The strategy of edge weighting with forgetting not only increases weights of uncovered edges, but also decreases some weights for each edge periodically. We utilize these two strategies to design a new algorithm dubbed NuMVC. The experimental results show that NuMVC significantly outperforms existing state-of-the-art heuristic algorithms on most of the hard DIMACS instances and all instances in the hard random BHOSLIB benchmark.