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Space Efficient Evaluation of ASP Programs with Bounded Predicate Arities

AAAI Conferences

Answer Set Programming (ASP) has been deployed in many applications, thanks to the availability of efficient solvers. Most programs encountered in practice have an important property: Their predicate arities are bounded by a constant, and in this case it is known that the relevant computations can be done using polynomial space. However, all competitive ASP systems rely on grounding, due to which they may use exponential space for these programs. We present three evaluation methods that respect the polynomial space bound and a generic framework architecture for realization. Experimental results for a prototype implementation indicate that the methods are effective. They show not only benign space consumption, but interestingly also good runtime compared to some state of the art ASP solvers.


Knowledge Compilation in the Modal Logic S5

AAAI Conferences

In this paper, we study the knowledge compilation task for propositional epistemic logic S5. We first extend many of the queries and transformations considered in the classical knowledge compilation map to S5. We then show that the notion of disjunctive normal form (DNF) can be profitably extended to the epistemic case; we prove that the DNF fragment of S5, when appropriately defined, satisfies essentially the same queries and transformations as its classical counterpart.


Reasoning about Imperfect Information Games in the Epistemic Situation Calculus

AAAI Conferences

Approaches to reasoning about knowledge in imperfect information games typically involve an exhaustive description of the game, the dynamics characterized by a tree and the incompleteness in knowledge by information sets. Such specifications depend on a modeler's intuition, are tedious to draft and vague on where the knowledge comes from. Also, formalisms proposed so far are essentially propositional, which, at the very least, makes them cumbersome to use in realistic scenarios. In this paper, we propose to model imperfect information games in a new multi-agent epistemic variant of the situation calculus. By using the concept of only-knowing, the beliefs and non-beliefs of players after any sequence of actions, sensing or otherwise, can be characterized as entailments in this logic. We show how de re vs. de dicto belief distinctions come about in the framework. We also obtain a regression theorem for multi-agent beliefs, which reduces reasoning about beliefs after actions to reasoning about beliefs in the initial situation.


New Worst-Case Upper Bound for #2-SAT and #3-SAT with the Number of Clauses as the Parameter

AAAI Conferences

The rigorous theoretical analyses of algorithms for #SAT have been proposed in the literature. As we know, previous algorithms for solving #SAT have been analyzed only regarding the number of variables as the parameter. However, the time complexity for solving #SAT instances depends not only on the number of variables, but also on the number of clauses. Therefore, it is significant to exploit the time complexity from the other point of view, i.e. the number of clauses. In this paper, we present algorithms for solving #2-SAT and #3-SAT with rigorous complexity analyses using the number of clauses as the parameter. By analyzing the algorithms, we obtain the new worst-case upper bounds O(1.1892m) for #2-SAT and O(1.4142m) for #3-SAT, where m is the number of clauses.


The Tree Representation of Feasible Solutions for the TSP with Pickup and Delivery and LIFO Loading

AAAI Conferences

The feasible solutions of the traveling salesman problem with pickup and delivery (TSPPD) are represented by vertex lists in existing literature. However, when the TSPPD requires that the loading and unloading operations must be performed in a last-in-first-out (LIFO) manner, we show that its feasible solutions can be represented by trees. Consequently, we develop a variable neighbourhood search (VNS) heuristic for the TSPPD with last-in-first-out loading (TSPPDL) involving several search operators based on the tree data structure. Experiments show that our VNS heuristic is superior to the current best heuristics for TSPPDL in terms of both solution quality and computing time.


Collaborative Expert Portfolio Management

AAAI Conferences

We consider the task of assigning experts from a portfolio of specialists in order to solve a set of tasks. We apply a Bayesian model which combines collaborative filtering with a feature-based description of tasks and experts to yield a general framework for managing a portfolio of experts. The model learns an embedding of tasks and problems into a latent space in which affinity is measured by the inner product. The model can be trained incrementally and can track non-stationary data, tracking potentially changing expert and task characteristics. The approach allows us to use a principled decision theoretic framework for expert selection, allowing the user to choose a utility function that best suits their objectives. The model component for taking into account the performance feedback data is pluggable, allowing flexibility. We apply the model to manage a portfolio of algorithms to solve hard combinatorial problems. This is a well studied area and we demonstrate a large improvement on the state of the art in one domain (constraint solving) and in a second domain (combinatorial auctions) created a portfolio that performed significantly better than any single algorithm.


Single-Frontier Bidirectional Search

AAAI Conferences

On the surface, bidirectional search (BDS) is an attractive idea with the potential for significant asymptotic reductions in search effort. However, the results in practice often fall far short of expectations. We introduce a new bidirectional search algorithm, Single-Frontier Bidirectional Searc (SFBDS). Unlike traditional BDS which keeps two frontiers, SFBDS uses a single frontier. Each node in the tree can be seen as an independent task of finding the shortest path between the current start and current goal. At a particular node we can decide to search from start to goal or from goal to start, choosing the direction with the highest potential for minimizing the total work done. Theoretical results give insights as to when this approach will work and experimental data validates the algorithm for a broad range of domains.


Temporal Planning for Interacting Durative Actions with Continuous Effects

AAAI Conferences

We consider planning domains with both discrete and continuous changes. Continuous change occurs especially when agents share time-dependent critical resources. In these cases, besides discrete and continuous changes, their interactions should also be taken into consideration. However concurrency of durative actions with interacting continuous effects cannot be exploited by existing temporal planners. To overcome this problem, we propose an action lifting approach and we analyze path sharing problem to illustrate interaction of continuous linear effects in the planning domain.


Transfer Learning in Collaborative Filtering for Sparsity Reduction

AAAI Conferences

Data sparsity is a major problem for collaborative filtering (CF) techniques in recommender systems, especially for new users and items. We observe that, while our target data are sparse for CF systems, related and relatively dense auxiliary data may already exist in some other more mature application domains. In this paper, we address the data sparsity problem in a target domain by transferring knowledge about both users and items from auxiliary data sources. We observe that in different domains the user feedbacks are often heterogeneous such as ratings vs. clicks. Our solution is to integrate both user and item knowledge in auxiliary data sources through a principled matrix-based transfer learning framework that takes into account the data heterogeneity. In particular, we discover the principle coordinates of both users and items in the auxiliary data matrices, and transfer them to the target domain in order to reduce the effect of data sparsity. We describe our method, which is known as coordinate system transfer or CST, and demonstrate its effectiveness in alleviating the data sparsity problem in collaborative filtering. We show that our proposed method can significantly outperform several state-of-the-art solutions for this problem.


Learning Simulation Control in General Game-Playing Agents

AAAI Conferences

The aim of General Game Playing (GGP) is to create intelligent agents that can automatically learn how to play many different games at an expert level without any human intervention. One of the main challenges such agents face is to automatically learn knowledge-based heuristics in real-time, whether for evaluating game positions or for search guidance. In recent years, GGP agents that use Monte-Carlo simulations to reason about their actions have become increasingly more popular. For competitive play such an approach requires an effective search-control mechanism for guiding the simulation playouts. In here we introduce several schemes for automatically learning search guidance based on both statistical and reinforcement learning techniques. We compare the different schemes empirically on a variety of games and show that they improve significantly upon the current state-of-the-art in simulation-control in GGP. For example, in the chess-like game Skirmish, which has proved a particularly challenging game for simulation-based GGP agents, an agent employing one of the proposed schemes achieves 97% winning rate against an unmodified agent.