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 Constraint-Based Reasoning


On Backdoors To Tractable Constraint Languages

arXiv.org Artificial Intelligence

In the context of CSPs, a strong backdoor is a subset of variables such that every complete assignment yields a residual instance guaranteed to have a specified property. If the property allows efficient solving, then a small strong backdoor provides a reasonable decomposition of the original instance into easy instances. An important challenge is the design of algorithms that can find quickly a small strong backdoor if one exists. We present a systematic study of the parameterized complexity of backdoor detection when the target property is a restricted type of constraint language defined by means of a family of polymorphisms. In particular, we show that under the weak assumption that the polymorphisms are idempotent, the problem is unlikely to be FPT when the parameter is either r (the constraint arity) or k (the size of the backdoor) unless P = NP or FPT = W[2]. When the parameter is k+r, however, we are able to identify large classes of languages for which the problem of finding a small backdoor is FPT.


Spice It Up! Enriching Open World NPC Simulation Using Constraint Satisfaction

AAAI Conferences

With more computing power available, video games may spare increasing amounts of processing time for AI. One prospective application of the newly available resources is the simulation of large amounts of non-player characters (NPCs) in open world games. While it is relatively easy to simulate simple behaviours of individual NPCs it is much more difficult to create meaningful interactions between the NPCs. However, without interaction, the world cannot look very alive. In this paper we present a technique that enriches the NPC simulation with pre-scripted situations - short sketches involving coordinated interaction between several NPCs that do not substantially alter the state of the game world but increase the appeal of the world to the player. We use constraint satisfaction techniques to find NPCs suitable to enact the situations at runtime. We have implemented situations on top of the AI system for an upcoming AAA open-world game and show that this approach satisfies functional and computational requirements for practical deployment in the final version of the game.


Walling in Strategy Games via Constraint Optimization

AAAI Conferences

This paper presents a constraint optimization approach to walling in real-time strategy (RTS) games. Walling is a specific type of spatial reasoning, typically employed by human expert players and not currently fully exploited in RTS game AI, consisting on finding configurations of buildings to completely or partially block paths. Our approach is based on local search, and is specifically designed for the real-time nature of RTS games. We present experiments in the context of the RTS game StarCraft showing promising results.


A Survey of Artificial Intelligence Research at the IIIA

AI Magazine

It was founded in 1991 and, since 1994, has been located on the campus of the Autonomous University of Barcelona. IIIA grew out of an AI research group at the Center for Advanced Studies in Blanes (Spain) that started AI research in 1985. On average IIIA has had about 50 members per year during the last 12 years with a peak of almost 80 members in 2012. In total around 200 different people, including visiting researchers as well as master's and Ph.D. students, have been members of IIIA over the past 20 years. Seventy-seven students have completed their Ph.D. work at our Institute, 48 of them during the last 12 years.


Algorithm Selection for Combinatorial Search Problems: A Survey

AI Magazine

The algorithm selection problem is concerned with selecting the best algorithm to solve a given problem instance on a case-by-case basis. It has become especially relevant in the last decade, with researchers increasingly investigating how to identify the most suitable existing algorithm for solving a problem instance instead of developing new algorithms. This survey presents an overview of this work focusing on the contributions made in the area of combinatorial search problems, where algorithm selection techniques have achieved significant performance improvements. We unify and organise the vast literature according to criteria that determine algorithm selection systems in practice. The comprehensive classification of approaches identifies and analyses the different directions from which algorithm selection has been approached. This article contrasts and compares different methods for solving the problem as well as ways of using these solutions.


Incremental Cardinality Constraints for MaxSAT

arXiv.org Artificial Intelligence

Maximum Satisfiability (MaxSAT) is an optimization variant of the Boolean Satisfiability (SAT) problem. In general, MaxSAT algorithms perform a succession of SAT solver calls to reach an optimum solution making extensive use of cardinality constraints. Many of these algorithms are non-incremental in nature, i.e. at each iteration the formula is rebuilt and no knowledge is reused from one iteration to another. In this paper, we exploit the knowledge acquired across iterations using novel schemes to use cardinality constraints in an incremental fashion. We integrate these schemes with several MaxSAT algorithms. Our experimental results show a significant performance boost for these algo- rithms as compared to their non-incremental counterparts. These results suggest that incremental cardinality constraints could be beneficial for other constraint solving domains.


Statistical Constraints

arXiv.org Artificial Intelligence

We introduce statistical constraints, a declarative modelling tool that links statistics and constraint programming. We discuss two statistical constraints and some associated filtering algorithms. Finally, we illustrate applications to standard problems encountered in statistics and to a novel inspection scheduling problem in which the aim is to find inspection plans with desirable statistical properties.


Boundary properties of the inconsistency of pairwise comparisons in group decisions

arXiv.org Artificial Intelligence

This paper proposes an analysis of the effects of consensus and preference aggregation on the consistency of pairwise comparisons. We define some boundary properties for the inconsistency of group preferences and investigate their relation with different inconsistency indices. Some results are presented on more general dependencies between properties of inconsistency indices and the satisfaction of boundary properties. In the end, given three boundary properties and nine indices among the most relevant ones, we will be able to present a complete analysis of what indices satisfy what properties and offer a reflection on the interpretation of the inconsistency of group preferences.


MDD Propagation for Sequence Constraints

Journal of Artificial Intelligence Research

We study propagation for the Sequence constraint in the context of constraint programming based on limited-width MDDs. Our first contribution is proving that establishing MDD-consistency for Sequence is NP-hard. Yet, we also show that this task is fixed parameter tractable with respect to the length of the sub-sequences. In addition, we propose a partial filtering algorithm that relies on a specific decomposition of the constraint and a novel extension of MDD filtering to node domains. We experimentally evaluate the performance of our proposed filtering algorithm, and demonstrate that the strength of the MDD propagation increases as the maximum width is increased. In particular, MDD propagation can outperform conventional domain propagation for Sequence by reducing the search tree size and solving time by several orders of magnitude. Similar improvements are observed with respect to the current best MDD approach that applies the decomposition of Sequence into Among constraints.


Solving Distributed Constraint Optimization Problems Using Ranks

AAAI Conferences

We present a variation of the classical Distributed Stochastic Algorithm (DSA), a local iterative best-response algorithm for Distributed Constraint Optimization Problems (DCOPs). We introduce weights for the agents, which influence their behaviour. We model DCOPs as graph processing problems, where the variables are represented as vertices and the constraints as edges.This enables us to create the Ranked DSA (RDSA), where the choice of the new state is influenced by the vertex rank as computed by a modified Page Rank algorithm. We experimentally show that this leads to a better speed of convergence to Nash Equilibria. Furthermore, we explore the trade-off space between average utility and convergence to Nash Equilibria, by using algorithms that switch between the DSA and RDSA strategies and by using heterogeneous graphs, with vertices using strategies in different proportions.