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Generalizing Boolean Satisfiability I: Background and Survey of Existing Work

Journal of Artificial Intelligence Research

This is the first of three planned papers describing ZAP, a satisfiability engine that substantially generalizes existing tools while retaining the performance characteristics of modern high-performance solvers. The fundamental idea underlying ZAP is that many problems passed to such engines contain rich internal structure that is obscured by the Boolean representation used; our goal is to define a representation in which this structure is apparent and can easily be exploited to improve computational performance. This paper is a survey of the work underlying ZAP, and discusses previous attempts to improve the performance of the Davis-Putnam-Logemann-Loveland algorithm by exploiting the structure of the problem being solved. We examine existing ideas including extensions of the Boolean language to allow cardinality constraints, pseudo-Boolean representations, symmetry, and a limited form of quantification. While this paper is intended as a survey, our research results are contained in the two subsequent articles, with the theoretical structure of ZAP described in the second paper in this series, and ZAP's implementation described in the third.


CP-nets: A Tool for Representing and Reasoning withConditional Ceteris Paribus Preference Statements

Journal of Artificial Intelligence Research

Information about user preferences plays a key role in automated decision making. In many domains it is desirable to assess such preferences in a qualitative rather than quantitative way. In this paper, we propose a qualitative graphical representation of preferences that reflects conditional dependence and independence of preference statements under a ceteris paribus (all else being equal) interpretation. Such a representation is often compact and arguably quite natural in many circumstances. We provide a formal semantics for this model, and describe how the structure of the network can be exploited in several inference tasks, such as determining whether one outcome dominates (is preferred to) another, ordering a set outcomes according to the preference relation, and constructing the best outcome subject to available evidence.


K-Implementation

Journal of Artificial Intelligence Research

This paper discusses an interested party who wishes to influence the behavior of agents in a game (multi-agent interaction), which is not under his control. The interested party cannot design a new game, cannot enforce agents' behavior, cannot enforce payments by the agents, and cannot prohibit strategies available to the agents. However, he can influence the outcome of the game by committing to non-negative monetary transfers for the different strategy profiles that may be selected by the agents. The interested party assumes that agents are rational in the commonly agreed sense that they do not use dominated strategies. Hence, a certain subset of outcomes is implemented in a given game if by adding non-negative payments, rational players will necessarily produce an outcome in this subset. Obviously, by making sufficiently big payments one can implement any desirable outcome. The question is what is the cost of implementation? In this paper we introduce the notion of k-implementation of a desired set of strategy profiles, where k stands for the amount of payment that need to be actually made in order to implement desirable outcomes. A major point in k-implementation is that monetary offers need not necessarily materialize when following desired behaviors. We define and study k-implementation in the contexts of games with complete and incomplete information. In the latter case we mainly focus on the VCG games. Our setting is later extended to deal with mixed strategies using correlation devices. Together, the paper introduces and studies the implementation of desirable outcomes by a reliable party who cannot modify game rules (i.e. provide protocols), complementing previous work in mechanism design, while making it more applicable to many realistic CS settings.


Effective Dimensions of Hierarchical Latent Class Models

Journal of Artificial Intelligence Research

Hierarchical latent class (HLC) models are tree-structured Bayesian networks where leaf nodes are observed while internal nodes are latent. There are no theoretically well justified model selection criteria for HLC models in particular and Bayesian networks with latent nodes in general. Nonetheless, empirical studies suggest that the BIC score is a reasonable criterion to use in practice for learning HLC models. Empirical studies also suggest that sometimes model selection can be improved if standard model dimension is replaced with effective model dimension in the penalty term of the BIC score. Effective dimensions are difficult to compute. In this paper, we prove a theorem that relates the effective dimension of an HLC model to the effective dimensions of a number of latent class models. The theorem makes it computationally feasible to compute the effective dimensions of large HLC models. The theorem can also be used to compute the effective dimensions of general tree models.


Price Prediction in a Trading Agent Competition

Journal of Artificial Intelligence Research

The 2002 Trading Agent Competition (TAC) presented a challenging market game in the domain of travel shopping. One of the pivotal issues in this domain is uncertainty about hotel prices, which have a significant influence on the relative cost of alternative trip schedules. Thus, virtually all participants employ some method for predicting hotel prices. We survey approaches employed in the tournament, finding that agents apply an interesting diversity of techniques, taking into account differing sources of evidence bearing on prices. Based on data provided by entrants on their agents' actual predictions in the TAC-02 finals and semifinals, we analyze the relative efficacy of these approaches. The results show that taking into account game-specific information about flight prices is a major distinguishing factor. Machine learning methods effectively induce the relationship between flight and hotel prices from game data, and a purely analytical approach based on competitive equilibrium analysis achieves equal accuracy with no historical data. Employing a new measure of prediction quality, we relate absolute accuracy to bottom-line performance in the game.


A Model for Real-Time Computation in Generic Neural Microcircuits

Neural Information Processing Systems

A key challenge for neural modeling is to explain how a continuous stream of multi-modal input from a rapidly changing environment can be processed by stereotypical recurrent circuits of integrate-and-fire neurons in real-time. We propose a new computational model that is based on principles of high dimensional dynamical systems in combination with statistical learning theory. It can be implemented on generic evolved or found recurrent circuitry.


Circuit Model of Short-Term Synaptic Dynamics

Neural Information Processing Systems

We describe a model of short-term synaptic depression that is derived from a silicon circuit implementation. The dynamics of this circuit model are similar to the dynamics of some present theoretical models of shortterm depressionexcept that the recovery dynamics of the variable describing thedepression is nonlinear and it also depends on the presynaptic frequency. The equations describing the steady-state and transient responses ofthis synaptic model fit the experimental results obtained from a fabricated silicon network consisting of leaky integrate-and-fire neurons anddifferent types of synapses. We also show experimental data demonstrating the possible computational roles of depression. One possible roleof a depressing synapse is that the input can quickly bring the neuron up to threshold when the membrane potential is close to the resting potential.


A Model for Real-Time Computation in Generic Neural Microcircuits

Neural Information Processing Systems

A key challenge for neural modeling is to explain how a continuous stream of multi-modal input from a rapidly changing environment can be processed by stereotypical recurrent circuits of integrate-and-fire neurons in real-time. We propose a new computational model that is based on principles of high dimensional dynamical systems in combination with statistical learning theory. It can be implemented on generic evolved or found recurrent circuitry.


Circuit Model of Short-Term Synaptic Dynamics

Neural Information Processing Systems

We describe a model of short-term synaptic depression that is derived from a silicon circuit implementation. The dynamics of this circuit model are similar to the dynamics of some present theoretical models of shortterm depression except that the recovery dynamics of the variable describing the depression is nonlinear and it also depends on the presynaptic frequency. The equations describing the steady-state and transient responses of this synaptic model fit the experimental results obtained from a fabricated silicon network consisting of leaky integrate-and-fire neurons and different types of synapses. We also show experimental data demonstrating the possible computational roles of depression. One possible role of a depressing synapse is that the input can quickly bring the neuron up to threshold when the membrane potential is close to the resting potential.


A Model for Real-Time Computation in Generic Neural Microcircuits

Neural Information Processing Systems

A key challenge for neural modeling is to explain how a continuous stream of multi-modal input from a rapidly changing environment can be processed by stereotypical recurrent circuits of integrate-and-fire neurons in real-time. We propose a new computational model that is based on principles of high dimensional dynamical systems in combination with statistical learning theory. It can be implemented on generic evolved or found recurrent circuitry.