Industry
Evolving Solvers for FreeCell and the Sliding-Tile Puzzle
Elyasaf, Achiya (Ben-Gurion University of the Negev) | Zaritsky, Yael (Ben-Gurion University of the Negev) | Hauptman, Ami (Ben-Gurion University of the Negev) | Sipper, Moshe (Ben-Gurion University of the Negev)
Herein, we employ a genetic algorithm (GA) to obtaining solvers for both the difficult FreeCell puzzle and the slidingtile Discrete puzzles, also known as single-player games, are puzzle. Note that although from a computationalcomplexity an excellent problem domain for artificial intelligence research, point of view the Rush Hour puzzle is harder because they can be parsimoniously described yet (unless NP PSPACE), search spaces induced by typical instances are often hard to solve (Pearl 1984). A well-known, highly of FreeCell tend to be substantially larger than those popular example within the domain of discrete puzzles is the of Rush Hour, and thus far more difficult to solve. This is card game of FreeCell. Another highly popular game is the evidenced by the failure of standard search methods to solve sliding-tile puzzle, the traditional versions of which are the FreeCell, as opposed to their success in solving all 6x6 Rush 15-puzzle (4X4) and the 24-puzzle (5X5). State-of-the-art Hour problems without requiring any heuristics (Hauptman heuristics allow for fast solutions of arbitrary instances of et al. 2009).
Position Paper: Dijkstra's Algorithm versus Uniform Cost Search or a Case Against Dijkstra's Algorithm
Felner, Ariel (Ben-Gurion University)
Dijkstra's single-source shortest-path algorithm (DA) is one of the well-known, fundamental algorithms in computer science and related fields. DA is commonly taught in undergraduate courses. Uniform-cost search (UCS) is a simple version of the best-first search scheme which is logically equivalent to DA. In this paper I compare the two algorithms and show their similarities and differences. I claim that UCS is superior to DA in almost all aspects. It is easier to understand and implement. Its time and memory needs are also smaller. The reason that DA is taught in universities and classes around the world is probably only historical. I encourage people to stop using and teaching DA, and focus on UCS only.
Automatic Move Pruning in General Single-Player Games
Burch, Neil (University of Alberta) | Holte, Robert C. (University of Alberta)
Move pruning is a low-overhead technique for reducing the size of a depth first search tree. The existing algorithm for automatically discovering move pruning information is restricted to games where all moves can be applied to every state. This paper demonstrates an algorithm which handles a general class of single player games. It gives experimental results for our technique, demonstrating both the applicability to a range of games, and the reduction in search tree size. We also provide some conditions under which move pruning is safe, and when it may interfere with other search reduction techniques.
Degrees of Separation in Social Networks
Bakhshandeh, Reza (Shiraz University) | Samadi, Mehdi (Carnegie Mellon University) | Azimifar, Zohreh (Shiraz University) | Schaeffer, Jonathan (University of Alberta)
Social networks play an increasingly important role in today's society. Special characteristics of these networks make them challenging domains for the search community. In particular, social networks of users can be viewed as search graphs of nodes, where the cost of obtaining information about a node can be very high. This paper addresses the search problem of identifying the degree of separation between two users. New search techniques are introduced to provide optimal or near-optimal solutions. The experiments are performed using Twitter, and they show an improvement of several orders of magnitude over greedy approaches. Our optimal algorithm finds an average degree of separation of 3.43 between two random Twitter users, requiring an average of only 67 requests for information over the Internet to Twitter. A near-optimal solution of length 3.88 can be found by making an average of 13.3 requests.
Proximal Methods for Hierarchical Sparse Coding
Jenatton, Rodolphe, Mairal, Julien, Obozinski, Guillaume, Bach, Francis
Sparse coding consists in representing signals as sparse linear combinations of atoms selected from a dictionary. We consider an extension of this framework where the atoms are further assumed to be embedded in a tree. This is achieved using a recently introduced tree-structured sparse regularization norm, which has proven useful in several applications. This norm leads to regularized problems that are difficult to optimize, and we propose in this paper efficient algorithms for solving them. More precisely, we show that the proximal operator associated with this norm is computable exactly via a dual approach that can be viewed as the composition of elementary proximal operators. Our procedure has a complexity linear, or close to linear, in the number of atoms, and allows the use of accelerated gradient techniques to solve the tree-structured sparse approximation problem at the same computational cost as traditional ones using the L1-norm. Our method is efficient and scales gracefully to millions of variables, which we illustrate in two types of applications: first, we consider fixed hierarchical dictionaries of wavelets to denoise natural images. Then, we apply our optimization tools in the context of dictionary learning, where learned dictionary elements naturally organize in a prespecified arborescent structure, leading to a better performance in reconstruction of natural image patches. When applied to text documents, our method learns hierarchies of topics, thus providing a competitive alternative to probabilistic topic models.
A random walk on image patches
Taylor, Kye M., Meyer, Francois G.
In this paper we address the problem of understanding the success of algorithms that organize patches according to graph-based metrics. Algorithms that analyze patches extracted from images or time series have led to state-of-the art techniques for classification, denoising, and the study of nonlinear dynamics. The main contribution of this work is to provide a theoretical explanation for the above experimental observations. Our approach relies on a detailed analysis of the commute time metric on prototypical graph models that epitomize the geometry observed in general patch graphs. We prove that a parametrization of the graph based on commute times shrinks the mutual distances between patches that correspond to rapid local changes in the signal, while the distances between patches that correspond to slow local changes expand. In effect, our results explain why the parametrization of the set of patches based on the eigenfunctions of the Laplacian can concentrate patches that correspond to rapid local changes, which would otherwise be shattered in the space of patches. While our results are based on a large sample analysis, numerical experimentations on synthetic and real data indicate that the results hold for datasets that are very small in practice.
Sequential Diagnosis by Abstraction
When a system behaves abnormally, sequential diagnosis takes a sequence of measurements of the system until the faults causing the abnormality are identified, and the goal is to reduce the diagnostic cost, defined here as the number of measurements. To propose measurement points, previous work employs a heuristic based on reducing the entropy over a computed set of diagnoses. This approach generally has good performance in terms of diagnostic cost, but can fail to diagnose large systems when the set of diagnoses is too large. Focusing on a smaller set of probable diagnoses scales the approach but generally leads to increased average diagnostic costs. In this paper, we propose a new diagnostic framework employing four new techniques, which scales to much larger systems with good performance in terms of diagnostic cost. First, we propose a new heuristic for measurement point selection that can be computed efficiently, without requiring the set of diagnoses, once the system is modeled as a Bayesian network and compiled into a logical form known as d-DNNF. Second, we extend hierarchical diagnosis, a technique based on system abstraction from our previous work, to handle probabilities so that it can be applied to sequential diagnosis to allow larger systems to be diagnosed. Third, for the largest systems where even hierarchical diagnosis fails, we propose a novel method that converts the system into one that has a smaller abstraction and whose diagnoses form a superset of those of the original system; the new system can then be diagnosed and the result mapped back to the original system. Finally, we propose a novel cost estimation function which can be used to choose an abstraction of the system that is more likely to provide optimal average cost. Experiments with ISCAS-85 benchmark circuits indicate that our approach scales to all circuits in the suite except one that has a flat structure not susceptible to useful abstraction.
A Comprehensive Trainable Error Model for Sung Music Queries
Birmingham, W. P., Meek, C. J.
We propose a model for errors in sung queries, a variant of the hidden Markov model (HMM). This is a solution to the problem of identifying the degree of similarity between a (typically error-laden) sung query and a potential target in a database of musical works, an important problem in the field of music information retrieval. Similarity metrics are a critical component of query-by-humming (QBH) applications which search audio and multimedia databases for strong matches to oral queries. Our model comprehensively expresses the types of error or variation between target and query: cumulative and non-cumulative local errors, transposition, tempo and tempo changes, insertions, deletions and modulation. The model is not only expressive, but automatically trainable, or able to learn and generalize from query examples. We present results of simulations, designed to assess the discriminatory potential of the model, and tests with real sung queries, to demonstrate relevance to real-world applications.
On Prediction Using Variable Order Markov Models
Begleiter, R., El-Yaniv, R., Yona, G.
This paper is concerned with algorithms for prediction of discrete sequences over a finite alphabet, using variable order Markov models. The class of such algorithms is large and in principle includes any lossless compression algorithm. We focus on six prominent prediction algorithms, including Context Tree Weighting (CTW), Prediction by Partial Match (PPM) and Probabilistic Suffix Trees (PSTs). We discuss the properties of these algorithms and compare their performance using real life sequences from three domains: proteins, English text and music pieces. The comparison is made with respect to prediction quality as measured by the average log-loss. We also compare classification algorithms based on these predictors with respect to a number of large protein classification tasks. Our results indicate that a "decomposed" CTW (a variant of the CTW algorithm) and PPM outperform all other algorithms in sequence prediction tasks. Somewhat surprisingly, a different algorithm, which is a modification of the Lempel-Ziv compression algorithm, significantly outperforms all algorithms on the protein classification problems.
Decentralized Control of Cooperative Systems: Categorization and Complexity Analysis
Goldman, C. V., Zilberstein, S.
The difficulty in solving optimally such problems arises when the agents lack full observability of the global state of the system when they operate. The general problem has been shown to be NEXP-complete. In this paper, we identify classes of decentralized control problems whose complexity ranges between NEXP and P. In particular, we study problems characterized by independent transitions, independent observations, and goal-oriented objective functions. Two algorithms are shown to solve optimally useful classes of goal-oriented decentralized processes in polynomial time. This paper also studies information sharing among the decision-makers, which can improve their performance. We distinguish between three ways in which agents can exchange information: indirect communication, direct communication and sharing state features that are not controlled by the agents. Our analysis shows that for every class of problems we consider, introducing direct or indirect communication does not change the worst-case complexity. The results provide a better understanding of the complexity of decentralized control problems that arise in practice and facilitate the development of planning algorithms for these problems.