Europe
View-based Propagator Derivation
Schulte, Christian, Tack, Guido
When implementing a propagator for a constraint, one must decide about variants: When implementing min, should one also implement max? Should one implement linear constraints both with unit and non-unit coefficients? Constraint variants are ubiquitous: implementing them requires considerable (if not prohibitive) effort and decreases maintainability, but will deliver better performance than resorting to constraint decomposition. This paper shows how to use views to derive perfect propagator variants. A model for views and derived propagators is introduced. Derived propagators are proved to be indeed perfect in that they inherit essential properties such as correctness and domain and bounds consistency. Techniques for systematically deriving propagators such as transformation, generalization, specialization, and type conversion are developed. The paper introduces an implementation architecture for views that is independent of the underlying constraint programming system. A detailed evaluation of views implemented in Gecode shows that derived propagators are efficient and that views often incur no overhead. Without views, Gecode would either require 180 000 rather than 40 000 lines of propagator code, or would lack many efficient propagator variants. Compared to 8 000 lines of code for views, the reduction in code for propagators yields a 1750% return on investment.
Regret Bounds for Opportunistic Channel Access
Filippi, Sarah, Cappé, Olivier, Garivier, Aurélien
We consider the task of opportunistic channel access in a primary system composed of independent Gilbert-Elliot channels where the secondary (or opportunistic) user does not dispose of a priori information regarding the statistical characteristics of the system. It is shown that this problem may be cast into the framework of model-based learning in a specific class of Partially Observed Markov Decision Processes (POMDPs) for which we introduce an algorithm aimed at striking an optimal tradeoff between the exploration (or estimation) and exploitation requirements. We provide finite horizon regret bounds for this algorithm as well as a numerical evaluation of its performance in the single channel model as well as in the case of stochastically identical channels.
How the initialization affects the stability of the k-means algorithm
Bubeck, Sebastien, Meila, Marina, von Luxburg, Ulrike
We investigate the role of the initialization for the stability of the k-means clustering algorithm. As opposed to other papers, we consider the actual k-means algorithm and do not ignore its property of getting stuck in local optima. We are interested in the actual clustering, not only in the costs of the solution. We analyze when different initializations lead to the same local optimum, and when they lead to different local optima. This enables us to prove that it is reasonable to select the number of clusters based on stability scores.
Bounds Arc Consistency for Weighted CSPs
Zytnicki, M., Gaspin, C., de Givry, S., Schiex, T.
The Weighted Constraint Satisfaction Problem (WCSP) framework allows representing and solving problems involving both hard constraints and cost functions. It has been applied to various problems, including resource allocation, bioinformatics, scheduling, etc. To solve such problems, solvers usually rely on branch-and-bound algorithms equipped with local consistency filtering, mostly soft arc consistency. However, these techniques are not well suited to solve problems with very large domains. Motivated by the resolution of an RNA gene localization problem inside large genomic sequences, and in the spirit of bounds consistency for large domains in crisp CSPs, we introduce soft bounds arc consistency, a new weighted local consistency specifically designed for WCSP with very large domains. Compared to soft arc consistency, BAC provides significantly improved time and space asymptotic complexity. In this paper, we show how the semantics of cost functions can be exploited to further improve the time complexity of BAC. We also compare both in theory and in practice the efficiency of BAC on a WCSP with bounds consistency enforced on a crisp CSP using cost variables. On two different real problems modeled as WCSP, including our RNA gene localization problem, we observe that maintaining bounds arc consistency outperforms arc consistency and also improves over bounds consistency enforced on a constraint model with cost variables.
Optimal Value of Information in Graphical Models
Many real-world decision making tasks require us to choose among several expensive observations. In a sensor network, for example, it is important to select the subset of sensors that is expected to provide the strongest reduction in uncertainty. In medical decision making tasks, one needs to select which tests to administer before deciding on the most effective treatment. It has been general practice to use heuristic-guided procedures for selecting observations. In this paper, we present the first efficient optimal algorithms for selecting observations for a class of probabilistic graphical models. For example, our algorithms allow to optimally label hidden variables in Hidden Markov Models (HMMs). We provide results for both selecting the optimal subset of observations, and for obtaining an optimal conditional observation plan. Furthermore we prove a surprising result: In most graphical models tasks, if one designs an efficient algorithm for chain graphs, such as HMMs, this procedure can be generalized to polytree graphical models. We prove that the optimizing value of information is $NP^{PP}$-hard even for polytrees. It also follows from our results that just computing decision theoretic value of information objective functions, which are commonly used in practice, is a #P-complete problem even on Naive Bayes models (a simple special case of polytrees). In addition, we consider several extensions, such as using our algorithms for scheduling observation selection for multiple sensors. We demonstrate the effectiveness of our approach on several real-world datasets, including a prototype sensor network deployment for energy conservation in buildings.
Solving Weighted Constraint Satisfaction Problems with Memetic/Exact Hybrid Algorithms
Gallardo, J. E., Cotta, C., Fernández, A. J.
A weighted constraint satisfaction problem (WCSP) is a constraint satisfaction problem in which preferences among solutions can be expressed. Bucket elimination is a complete technique commonly used to solve this kind of constraint satisfaction problem. When the memory required to apply bucket elimination is too high, a heuristic method based on it (denominated mini-buckets) can be used to calculate bounds for the optimal solution. Nevertheless, the curse of dimensionality makes these techniques impractical on large scale problems. In response to this situation, we present a memetic algorithm for WCSPs in which bucket elimination is used as a mechanism for recombining solutions, providing the best possible child from the parental set. Subsequently, a multi-level model in which this exact/metaheuristic hybrid is further hybridized with branch-and-bound techniques and mini-buckets is studied. As a case study, we have applied these algorithms to the resolution of the maximum density still life problem, a hard constraint optimization problem based on Conway's game of life. The resulting algorithm consistently finds optimal patterns for up to date solved instances in less time than current approaches. Moreover, it is shown that this proposal provides new best known solutions for very large instances.
Fact Sheet on Semantic Web
What is the Semantic Web? "The Semantic Web is an extension of the current web in which information is given well-defined meaning, better enabling computers and people to work in cooperation" Machines should not just be able to display data, but rather be able to use it for automation, integration and reuse across various applications. The European Commission is funding numerous projects related to Ontologies and the Semantic Web; even more will be funded in its recently launched Sixth Framework Research Programme. The worldwide Semantic Web community is growing rather fast and forces are being joined with other technology developments such as Web Services or multimedia. Last, but not least, vendors are already offering mature products and solutions based on semantic technologies. Thus, the Semantic Web is currently moving from being a vision to becoming reality.
How Hard Is Bribery in Elections?
Faliszewski, P., Hemaspaandra, E., Hemaspaandra, L. A.
We study the complexity of influencing elections through bribery: How computationally complex is it for an external actor to determine whether by paying certain voters to change their preferences a specified candidate can be made the elections winner? We study this problem for election systems as varied as scoring protocols and Dodgson voting, and in a variety of settings regarding homogeneous-vs.-nonhomogeneous electorate bribability, bounded-size-vs.-arbitrary-sized candidate sets, weighted-vs.-unweighted voters, and succinct-vs.-nonsuccinct input specification. We obtain both polynomial-time bribery algorithms and proofs of the intractability of bribery, and indeed our results show that the complexity of bribery is extremely sensitive to the setting. For example, we find settings in which bribery is NP-complete but manipulation (by voters) is in P, and we find settings in which bribing weighted voters is NP-complete but bribing voters with individual bribe thresholds is in P. For the broad class of elections (including plurality, Borda, k-approval, and veto) known as scoring protocols, we prove a dichotomy result for bribery of weighted voters: We find a simple-to-evaluate condition that classifies every case as either NP-complete or in P.
The Cost of Stability in Coalitional Games
Bachrach, Yoram, Elkind, Edith, Meir, Reshef, Pasechnik, Dmitrii, Zuckerman, Michael, Rothe, Joerg, Rosenschein, Jeffrey S.
A key question in cooperative game theory is that of coalitional stability, usually captured by the notion of the \emph{core}--the set of outcomes such that no subgroup of players has an incentive to deviate. However, some coalitional games have empty cores, and any outcome in such a game is unstable. In this paper, we investigate the possibility of stabilizing a coalitional game by using external payments. We consider a scenario where an external party, which is interested in having the players work together, offers a supplemental payment to the grand coalition (or, more generally, a particular coalition structure). This payment is conditional on players not deviating from their coalition(s). The sum of this payment plus the actual gains of the coalition(s) may then be divided among the agents so as to promote stability. We define the \emph{cost of stability (CoS)} as the minimal external payment that stabilizes the game. We provide general bounds on the cost of stability in several classes of games, and explore its algorithmic properties. To develop a better intuition for the concepts we introduce, we provide a detailed algorithmic study of the cost of stability in weighted voting games, a simple but expressive class of games which can model decision-making in political bodies, and cooperation in multiagent settings. Finally, we extend our model and results to games with coalition structures.
PDE-Foam - a probability-density estimation method using self-adapting phase-space binning
Dannheim, Dominik, Carli, Tancredi, Grahn, Karl-Johan, Speckmayer, Peter, Voigt, Alexander
Probability Density Estimation (PDE) is a multivariate discrimination technique based on sampling signal and background densities defined by event samples from data or Monte-Carlo (MC) simulations in a multi-dimensional phase space. In this paper, we present a modification of the PDE method that uses a self-adapting binning method to divide the multi-dimensional phase space in a finite number of hyper-rectangles (cells). The binning algorithm adjusts the size and position of a predefined number of cells inside the multi-dimensional phase space, minimising the variance of the signal and background densities inside the cells. The implementation of the binning algorithm PDE-Foam is based on the MC event-generation package Foam. We present performance results for representative examples (toy models) and discuss the dependence of the obtained results on the choice of parameters. The new PDE-Foam shows improved classification capability for small training samples and reduced classification time compared to the original PDE method based on range searching.