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Decomposition, Reformulation, and Diving in University Course Timetabling

arXiv.org Artificial Intelligence

In many real-life optimisation problems, there are multiple interacting components in a solution. For example, different components might specify assignments to different kinds of resource. Often, each component is associated with different sets of soft constraints, and so with different measures of soft constraint violation. The goal is then to minimise a linear combination of such measures. This paper studies an approach to such problems, which can be thought of as multiphase exploitation of multiple objective-/value-restricted submodels. In this approach, only one computationally difficult component of a problem and the associated subset of objectives is considered at first. This produces partial solutions, which define interesting neighbourhoods in the search space of the complete problem. Often, it is possible to pick the initial component so that variable aggregation can be performed at the first stage, and the neighbourhoods to be explored next are guaranteed to contain feasible solutions. Using integer programming, it is then easy to implement heuristics producing solutions with bounds on their quality. Our study is performed on a university course timetabling problem used in the 2007 International Timetabling Competition, also known as the Udine Course Timetabling Problem. In the proposed heuristic, an objective-restricted neighbourhood generator produces assignments of periods to events, with decreasing numbers of violations of two period-related soft constraints. Those are relaxed into assignments of events to days, which define neighbourhoods that are easier to search with respect to all four soft constraints. Integer programming formulations for all subproblems are given and evaluated using ILOG CPLEX 11. The wider applicability of this approach is analysed and discussed.


Lossless fitness inheritance in genetic algorithms for decision trees

arXiv.org Artificial Intelligence

When genetic algorithms are used to evolve decision trees, key tree quality parameters can be recursively computed and re-used across generations of partially similar decision trees. Simply storing instance indices at leaves is enough for fitness to be piecewise computed in a lossless fashion. We show the derivation of the (substantial) expected speed-up on two bounding case problems and trace the attractive property of lossless fitness inheritance to the divide-and-conquer nature of decision trees. The theoretical results are supported by experimental evidence.


lim+, delta+, and Non-Permutability of beta-Steps

arXiv.org Artificial Intelligence

Using a human-oriented formal example proof of the (lim+) theorem, i.e. that the sum of limits is the limit of the sum, which is of value for reference on its own, we exhibit a non-permutability of beta-steps and delta+-steps (according to Smullyan's classification), which is not visible with non-liberalized delta-rules and not serious with further liberalized delta-rules, such as the delta++-rule. Besides a careful presentation of the search for a proof of (lim+) with several pedagogical intentions, the main subject is to explain why the order of beta-steps plays such a practically important role in some calculi.


Preferences in Constraint Satisfaction and Optimization

AI Magazine

In this case, all PCs will be considered, but some will be more preferred than others. Such concepts can be expressed in either a qualitative or a quantitative way. Preferences and constraints are closely related notions, since preferences can be seen as a form of "tolerant" constraints. For this reason, there are several constraint-based frameworks to model preferences. One of the most general frameworks, based on soft constraints (Meseguer, Rossi, and Schiex 2006), extends the classical constraint formalism to model preferences in a quantitative way, by expressing several degrees of satisfaction that can be either totally or partially ordered. When there are both levels of satisfaction and levels of rejection, preferences are bipolar and can be modeled by extending the soft constraint formalism (Bistarelli et al. 2006). Preferences can also be modeled in a qualitative way (also called ordinal), that is, by pairwise comparisons. In this case, soft constraints (or their extensions) are not suitable.


An application of the Threshold Accepting metaheuristic for curriculum based course timetabling

arXiv.org Artificial Intelligence

The article presents a local search approach for the solution of timetabling problems in general, with a particular implementation for competition track 3 of the International Timetabling Competition 2007 (ITC 2007). The heuristic search procedure is based on Threshold Accepting to overcome local optima. A stochastic neighborhood is proposed and implemented, randomly removing and reassigning events from the current solution. The overall concept has been incrementally obtained from a series of experiments, which we describe in each (sub)section of the paper. In result, we successfully derived a potential candidate solution approach for the finals of track 3 of the ITC 2007.


Text Data Mining: Theory and Methods

arXiv.org Machine Learning

This paper provides the reader with a very brief introduction to some of the theory and methods of text data mining. The intent of this article is to introduce the reader to some of the current methodologies that are employed within this discipline area while at the same time making the reader aware of some of the interesting challenges that remain to be solved within the area. Finally, the articles serves as a very rudimentary tutorial on some of techniques while also providing the reader with a list of references for additional study.


Action Programming Languages

Morgan & Claypool Publishers

Artificial systems that think and behave intelligently are one of the most exciting and challenging goals of Artificial Intelligence. Action Programming is the art and science of devising high-level control strategies for autonomous systems which employ a mental model of their environment and which reason about their actions as a means to achieve their goals. Applications of this programming paradigm include autonomous software agents, mobile robots with high-level reasoning capabilities, and General Game Playing. These lecture notes give an in-depth introduction to the current state-of-the-art in action programming. The main topics are knowledge representation for actions, procedural action programming, planning, agent logic programs, and reactive, behavior-based agents.


An Intelligent Multi-Agent Recommender System for Human Capacity Building

arXiv.org Artificial Intelligence

This paper presents a Multi-Agent approach to the problem of recommending training courses to engineering professionals. The recommendation system is built as a proof of concept and limited to the electrical and mechanical engineering disciplines. Through user modelling and data collection from a survey, collaborative filtering recommendation is implemented using intelligent agents. The agents work together in recommending meaningful training courses and updating the course information. The system uses a users profile and keywords from courses to rank courses. A ranking accuracy for courses of 90% is achieved while flexibility is achieved using an agent that retrieves information autonomously using data mining techniques from websites. This manner of recommendation is scalable and adaptable. Further improvements can be made using clustering and recording user feedback.


Artificial Immune Systems Tutorial

arXiv.org Artificial Intelligence

The biological immune system is a robust, complex, adaptive system that defends the body from foreign pathogens. It is able to categorize all cells (or molecules) within the body as self-cells or non-self cells. It does this with the help of a distributed task force that has the intelligence to take action from a local and also a global perspective using its network of chemical messengers for communication. There are two major branches of the immune system. The innate immune system is an unchanging mechanism that detects and destroys certain invading organisms, whilst the adaptive immune system responds to previously unknown foreign cells and builds a response to them that can remain in the body over a long period of time. This remarkable information processing biological system has caught the attention of computer science in recent years. A novel computational intelligence technique, inspired by immunology, has emerged, called Artificial Immune Systems. Several concepts from the immune have been extracted and applied for solution to real world science and engineering problems. In this tutorial, we briefly describe the immune system metaphors that are relevant to existing Artificial Immune Systems methods. We will then show illustrative real-world problems suitable for Artificial Immune Systems and give a step-by-step algorithm walkthrough for one such problem. A comparison of the Artificial Immune Systems to other well-known algorithms, areas for future work, tips & tricks and a list of resources will round this tutorial off. It should be noted that as Artificial Immune Systems is still a young and evolving field, there is not yet a fixed algorithm template and hence actual implementations might differ somewhat from time to time and from those examples given here.


Idiotypic Immune Networks in Mobile Robot Control

arXiv.org Artificial Intelligence

Jerne's idiotypic network theory postulates that the immune response involves inter-antibody stimulation and suppression as well as matching to antigens. The theory has proved the most popular Artificial Immune System (ais) model for incorporation into behavior-based robotics but guidelines for implementing idiotypic selection are scarce. Furthermore, the direct effects of employing the technique have not been demonstrated in the form of a comparison with non-idiotypic systems. This paper aims to address these issues. A method for integrating an idiotypic ais network with a Reinforcement Learning based control system (rl) is described and the mechanisms underlying antibody stimulation and suppression are explained in detail. Some hypotheses that account for the network advantage are put forward and tested using three systems with increasing idiotypic complexity. The basic rl, a simplified hybrid ais-rl that implements idiotypic selection independently of derived concentration levels and a full hybrid ais-rl scheme are examined. The test bed takes the form of a simulated Pioneer robot that is required to navigate through maze worlds detecting and tracking door markers.