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 Constraint-Based Reasoning


Constraint Programming Algorithms for Route Planning Exploiting Geometrical Information

arXiv.org Artificial Intelligence

Problems affecting the transport of people or goods are plentiful in industry and commerce and they also appear to be at the origin of much more complex problems. In recent years, the logistics and transport sector keeps growing supported by technological progress, i.e. companies to be competitive are resorting to innovative technologies aimed at efficiency and effectiveness. This is why companies are increasingly using technologies such as Artificial Intelligence (AI), Blockchain and Internet of Things (IoT). Artificial intelligence, in particular, is often used to solve optimization problems in order to provide users with the most efficient ways to exploit available resources. In this work we present an overview of our current research activities concerning the development of new algorithms, based on CLP techniques, for route planning problems exploiting the geometric information intrinsically present in many of them or in some of their variants. The research so far has focused in particular on the Euclidean Traveling Salesperson Problem (Euclidean TSP) with the aim to exploit the results obtained also to other problems of the same category, such as the Euclidean Vehicle Routing Problem (Euclidean VRP), in the future.


Reinforcement Learning for Strategic Recommendations

arXiv.org Machine Learning

Strategic recommendations (SR) refer to the problem where an intelligent agent observes the sequential behaviors and activities of users and decides when and how to interact with them to optimize some long-term objectives, both for the user and the business. These systems are in their infancy in the industry and in need of practical solutions to some fundamental research challenges. At Adobe research, we have been implementing such systems for various use-cases, including points of interest recommendations, tutorial recommendations, next step guidance in multi-media editing software, and ad recommendation for optimizing lifetime value. There are many research challenges when building these systems, such as modeling the sequential behavior of users, deciding when to intervene and offer recommendations without annoying the user, evaluating policies offline with high confidence, safe deployment, non-stationarity, building systems from passive data that do not contain past recommendations, resource constraint optimization in multi-user systems, scaling to large and dynamic actions spaces, and handling and incorporating human cognitive biases. In this paper we cover various use-cases and research challenges we solved to make these systems practical.


On Sparse Discretization for Graphical Games

Journal of Artificial Intelligence Research

Graphical games are one of the earliest examples of the impact that the general field of graphical models have had in other areas, and in this particular case, in classical mathematical models in game theory. Graphical multi-hypermatrix games, a concept formally introduced in this research note, generalize graphical games while allowing the possibility of further space savings in model representation to that of standard graphical games. The main focus of this research note is discretization schemes for computing approximate Nash equilibria, with emphasis on graphical games, but also briefly touching on normal-form and polymatrix games. The main technical contribution is a theorem that establishes sufficient conditions for a discretization of the players’ space of mixed strategies to contain an approximate Nash equilibrium. The result is actually stronger because every exact Nash equilibrium has a nearby approximate Nash equilibrium on the grid induced by the discretization. The sufficient conditions are weaker than those of previous results. In particular, a uniform discretization of size linear in the inverse of the approximation error and in the natural game-representation parameters suffices. The theorem holds for a generalization of graphical games, introduced here. The result has already been useful in the design and analysis of tractable algorithms for graphical games with parametric payoff functions and certain game-graph structures. For standard graphical games, under natural conditions, the discretization is logarithmic in the game-representation size, a substantial improvement over the linear dependency previously required. Combining the improved discretization result with old results on constraint networks in AI simplifies the derivation and analysis of algorithms for computing approximate Nash equilibria in graphical games.


Analogy-Making as a Core Primitive in the Software Engineering Toolbox

arXiv.org Artificial Intelligence

An analogy is an identification of structural similarities and correspondences between two objects. Computational models of analogy making have been studied extensively in the field of cognitive science to better understand high-level human cognition. For instance, Melanie Mitchell and Douglas Hofstadter sought to better understand high-level perception by developing the Copycat algorithm for completing analogies between letter sequences. In this paper, we argue that analogy making should be seen as a core primitive in software engineering. We motivate this argument by showing how complex software engineering problems such as program understanding and source-code transformation learning can be reduced to an instance of the analogy-making problem. We demonstrate this idea using Sifter, a new analogy-making algorithm suitable for software engineering applications that adapts and extends ideas from Copycat. In particular, Sifter reduces analogy-making to searching for a sequence of update rule applications. Sifter uses a novel representation for mathematical structures capable of effectively representing the wide variety of information embedded in software. We conclude by listing major areas of future work for Sifter and analogy-making in software engineering.


Modular Constraint Solver Cooperation via Abstract Interpretation

arXiv.org Artificial Intelligence

Cooperation among constraint solvers is difficult because different solving paradigms have different theoretical foundations. Recent works have shown that abstract interpretation can provide a unifying theory for various constraint solvers. In particular, it relies on abstract domains which capture constraint languages as ordered structures. The key insight of this paper is viewing cooperation schemes as abstract domains combinations. We propose a modular framework in which solvers and cooperation schemes can be seamlessly added and combined. This differs from existing approaches such as SMT where the cooperation scheme is usually fixed (e.g., Nelson-Oppen). We contribute to two new cooperation schemes: (i) interval propagators completion that allows abstract domains to exchange bound constraints, and (ii) delayed product which exchanges over-approximations of constraints between two abstract domains. Moreover, the delayed product is based on delayed goal of logic programming, and it shows that abstract domains can also capture control aspects of constraint solving. Finally, to achieve modularity, we propose the shared product to combine abstract domains and cooperation schemes. Our approach has been fully implemented, and we provide various examples on the flexible job shop scheduling problem. Under consideration for acceptance in TPLP.


Generating Random Logic Programs Using Constraint Programming

arXiv.org Artificial Intelligence

Testing algorithms across a wide range of problem instances is crucial to ensure the validity of any claim about one algorithm's superiority over another. However, when it comes to inference algorithms for probabilistic logic programs, experimental evaluations are limited to only a few programs. Existing methods to generate random logic programs are limited to propositional programs and often impose stringent syntactic restrictions. We present a novel approach to generating random logic programs and random probabilistic logic programs using constraint programming, introducing a new constraint to control the independence structure of the underlying probability distribution. We also provide a combinatorial argument for the correctness of the model, show how the model scales with parameter values, and use the model to compare probabilistic inference algorithms across a range of synthetic problems. Our model allows inference algorithm developers to evaluate and compare the algorithms across a wide range of instances, providing a detailed picture of their (comparative) strengths and weaknesses.


Partial local entropy and anisotropy in deep weight spaces

arXiv.org Machine Learning

Recent studies on the weight space of deep neural networks [1, 2] have highlighted the existence of rare subdominant clusters of configurations which yield a high test accuracy. Although these clusters constitute a deviation from typicality, they are efficiently encountered by stochastic gradient descent (SGD) algorithms and correspond to wide valleys of suitable loss functions, such as cross entropy [3]. An analogous circumstance occurs in the context of constraint satisfaction problems, where the chase after clusters of solutions is improved when the loss function gets supplemented by a term that encourages a local high density of solutions [4]. In order to find the number of solutions contained in a vicinity of a specific weight configuration, one can define a local solution-counting functional, namely, a local entropy. Classification tasks performed by means of quantized neural networks (where the weights are discrete) can be interpreted as constraint satisfaction problems. There are however two reasons to generalize the concept of local entropy: First, classification problems are typically required to reach a high but not necessarily perfect accuracy; second, they are often approached with machines that have continuous weights.


Learning to Satisfy Unknown Constraints in Iterative MPC

arXiv.org Machine Learning

We propose a control design method for linear time-invariant systems that iteratively learns to satisfy unknown polyhedral state constraints. At each iteration of a repetitive task, the method constructs an estimate of the unknown environment constraints using collected closed-loop trajectory data. This estimated constraint set is improved iteratively upon collection of additional data. An MPC controller is then designed to robustly satisfy the estimated constraint set. This paper presents the details of the proposed approach, and provides robust and probabilistic guarantees of constraint satisfaction as a function of the number of executed task iterations. We demonstrate the safety of the proposed framework and explore the safety vs. performance trade-off in a detailed numerical example.


sunny-as2: Enhancing SUNNY for Algorithm Selection

arXiv.org Artificial Intelligence

SUNNY is an Algorithm Selection (AS) technique originally tailored for Constraint Programming (CP). SUNNY enables to schedule, from a portfolio of solvers, a subset of solvers to be run on a given CP problem. This approach has proved to be effective for CP problems, and its parallel version won many gold medals in the Open category of the MiniZinc Challenge -- the yearly international competition for CP solvers. In 2015, the ASlib benchmarks were released for comparing AS systems coming from disparate fields (e.g., ASP, QBF, and SAT) and SUNNY was extended to deal with generic AS problems. This led to the development of sunny-as2, an algorithm selector based on SUNNY for ASlib scenarios. A preliminary version of sunny-as2 was submitted to the Open Algorithm Selection Challenge (OASC) in 2017, where it turned out to be the best approach for the runtime minimization of decision problems. In this work, we present the technical advancements of sunny-as2, including: (i) wrapper-based feature selection; (ii) a training approach combining feature selection and neighbourhood size configuration; (iii) the application of nested cross-validation. We show how sunny-as2 performance varies depending on the considered AS scenarios, and we discuss its strengths and weaknesses. Finally, we also show how sunny-as2 improves on its preliminary version submitted to OASC.


Hybrid DCOP Solvers: Boosting Performance of Local Search Algorithms

arXiv.org Artificial Intelligence

We propose a novel method for expediting both symmetric and asymmetric Distributed Constraint Optimization Problem (DCOP) solvers. The core idea is based on initializing DCOP solvers with greedy fast non-iterative DCOP solvers. This is contrary to existing methods where initialization is always achieved using a random value assignment. We empirically show that changing the starting conditions of existing DCOP solvers not only reduces the algorithm convergence time by up to 50\%, but also reduces the communication overhead and leads to a better solution quality. We show that this effect is due to structural improvements in the variable assignment, which is caused by the spreading pattern of DCOP algorithm activation.) /Subject (Hybrid DCOPs)