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 Constraint-Based Reasoning



Precisiated Natural Language (PNL)

AI Magazine

This article is a sequel to an article titled "A New Direction in AI -- Toward a Computational Theory of Perceptions," which appeared in the Spring 2001 issue of AI Magazine (volume 22, No. 1, 73-84). The concept of precisiated natural language (PNL) was briefly introduced in that article, and PNL was employed as a basis for computation with perceptions. In what follows, the conceptual structure of PNL is described in greater detail, and PNL's role in knowledge representation, deduction, and concept definition is outlined and illustrated by examples. What should be understood is that PNL is in its initial stages of development and that the exposition that follows is an outline of the basic ideas that underlie PNL rather than a definitive theory. A natural language is basically a system for describing perceptions. Perceptions, such as perceptions of distance, height, weight, color, temperature, similarity, likelihood, relevance, and most other attributes of physical and mental objects are intrinsically imprecise, reflecting the bounded ability of sensory organs, and ultimately the brain, to resolve detail and store information. In this perspective, the imprecision of natural languages is a direct consequence of the imprecision of perceptions (Zadeh 1999, 2000). How can a natural language be precisiated -- precisiated in the sense of making it possible to treat propositions drawn from a natural language as objects of computation? This is what PNL attempts to do. In PNL, precisiation is accomplished through translation into what is termed a precisiation language. In the case of PNL, the precisiation language is the generalized-constraint language (GCL), a language whose elements are so-called generalized constraints and their combinations. What distinguishes GCL from languages such as Prolog, LISP, SQL, and, more generally, languages associated with various logical systems, for example, predicate logic, modal logic, and so on, is its much higher expressive power. The conceptual structure of PNL mirrors two fundamental facets of human cognition: (a) partiality and (b) granularity (Zadeh 1997). Partiality relates to the fact that most human concepts are not bivalent, that is, are a matter of degree. Thus, we have partial understanding, partial truth, partial possibility, partial certainty, partial similarity, and partial relevance, to cite a few examples. Similarly, granularity and granulation relate to clumping of values of attributes, forming granules with words as labels, for example, young, middle-aged, and old as labels of granules of age. Existing approaches to natural language processing are based on bivalent logic -- a logic in which shading of truth is not allowed. PNL abandons bivalence. By so doing, PNL frees itself from limitations imposed by bivalence and categoricity, and opens the door to new approaches for dealing with long-standing problems in AI and related fields (Novak 1991). At this juncture, PNL is in its initial stages of development. As it matures, PNL is likely to find a variety of applications, especially in the realms of world knowledge representation, concept definition, deduction, decision, search, and question answering.


A Maximal Tractable Class of Soft Constraints

Journal of Artificial Intelligence Research

Many researchers in artificial intelligence are beginning to explore the use of soft constraints to express a set of (possibly conflicting) problem requirements. A soft constraint is a function defined on a collection of variables which associates some measure of desirability with each possible combination of values for those variables. However, the crucial question of the computational complexity of finding the optimal solution to a collection of soft constraints has so far received very little attention. In this paper we identify a class of soft binary constraints for which the problem of finding the optimal solution is tractable. In other words, we show that for any given set of such constraints, there exists a polynomial time algorithm to determine the assignment having the best overall combined measure of desirability. This tractable class includes many commonly-occurring soft constraints, such as 'as near as possible' or 'as soon as possible after', as well as crisp constraints such as 'greater than'. Finally, we show that this tractable class is maximal, in the sense that adding any other form of soft binary constraint which is not in the class gives rise to a class of problems which is NP-hard.


Compositional Model Repositories via Dynamic Constraint Satisfaction with Order-of-Magnitude Preferences

Journal of Artificial Intelligence Research

The predominant knowledge-based approach to automated model construction, compositional modelling, employs a set of models of particular functional components. Its inference mechanism takes a scenario describing the constituent interacting components of a system and translates it into a useful mathematical model. This paper presents a novel compositional modelling approach aimed at building model repositories. It furthers the field in two respects. Firstly, it expands the application domain of compositional modelling to systems that can not be easily described in terms of interacting functional components, such as ecological systems. Secondly, it enables the incorporation of user preferences into the model selection process. These features are achieved by casting the compositional modelling problem as an activity-based dynamic preference constraint satisfaction problem, where the dynamic constraints describe the restrictions imposed over the composition of partial models and the preferences correspond to those of the user of the automated modeller. In addition, the preference levels are represented through the use of symbolic values that differ in orders of magnitude.


Generalizing Boolean Satisfiability I: Background and Survey of Existing Work

Journal of Artificial Intelligence Research

This is the first of three planned papers describing ZAP, a satisfiability engine that substantially generalizes existing tools while retaining the performance characteristics of modern high-performance solvers. The fundamental idea underlying ZAP is that many problems passed to such engines contain rich internal structure that is obscured by the Boolean representation used; our goal is to define a representation in which this structure is apparent and can easily be exploited to improve computational performance. This paper is a survey of the work underlying ZAP, and discusses previous attempts to improve the performance of the Davis-Putnam-Logemann-Loveland algorithm by exploiting the structure of the problem being solved. We examine existing ideas including extensions of the Boolean language to allow cardinality constraints, pseudo-Boolean representations, symmetry, and a limited form of quantification. While this paper is intended as a survey, our research results are contained in the two subsequent articles, with the theoretical structure of ZAP described in the second paper in this series, and ZAP's implementation described in the third.


CP-nets: A Tool for Representing and Reasoning withConditional Ceteris Paribus Preference Statements

Journal of Artificial Intelligence Research

Information about user preferences plays a key role in automated decision making. In many domains it is desirable to assess such preferences in a qualitative rather than quantitative way. In this paper, we propose a qualitative graphical representation of preferences that reflects conditional dependence and independence of preference statements under a ceteris paribus (all else being equal) interpretation. Such a representation is often compact and arguably quite natural in many circumstances. We provide a formal semantics for this model, and describe how the structure of the network can be exploited in several inference tasks, such as determining whether one outcome dominates (is preferred to) another, ordering a set outcomes according to the preference relation, and constructing the best outcome subject to available evidence.


Nash Propagation for Loopy Graphical Games

Neural Information Processing Systems

We introduce NashProp, an iterative and local message-passing algorithm for computing Nash equilibria in multi-player games represented by arbitrary undirected graphs. We provide a formal analysis and experimental evidence demonstrating that NashProp performs well on large graphical games with many loops, often converging in just a dozen iterations on graphs with hundreds of nodes. NashProp generalizes the tree algorithm of (Kearns et al. 2001), and can be viewed as similar in spirit to belief propagation in probabilistic inference, and thus complements the recent work of (Vickrey and Koller 2002), who explored a junction tree approach. Thus, as for probabilistic inference, we have at least two promising general-purpose approaches to equilibria computation in graphs.


Nash Propagation for Loopy Graphical Games

Neural Information Processing Systems

We introduce NashProp, an iterative and local message-passing algorithm for computing Nash equilibria in multi-player games represented by arbitrary undirected graphs. We provide a formal analysis and experimental evidence demonstrating that NashProp performs well on large graphical games with many loops, often converging in just a dozen iterations on graphs with hundreds of nodes. NashProp generalizes the tree algorithm of (Kearns et al. 2001), and can be viewed as similar in spirit to belief propagation in probabilistic inference, and thus complements the recent work of (Vickrey and Koller 2002), who explored a junction tree approach. Thus, as for probabilistic inference, we have at least two promising general-purpose approaches to equilibria computation in graphs.


Nash Propagation for Loopy Graphical Games

Neural Information Processing Systems

We introduce NashProp, an iterative and local message-passing algorithm forcomputing Nash equilibria in multi-player games represented by arbitrary undirected graphs. We provide a formal analysis and experimental evidencedemonstrating that NashProp performs well on large graphical games with many loops, often converging in just a dozen iterations ongraphs with hundreds of nodes. NashProp generalizes the tree algorithm of (Kearns et al. 2001), and can be viewed as similar in spirit to belief propagation in probabilistic inference,and thus complements the recent work of (Vickrey and Koller 2002), who explored a junction tree approach. Thus, as for probabilistic inference,we have at least two promising general-purpose approaches toequilibria computation in graphs.


Model-Based Computing for Design and Control of Reconfigurable Systems

AI Magazine

Complex electro-mechanical products, such as high-end printers and photocopiers, are designed as families, with reusable modules put together in different manufacturable configurations, and the ability to add new modules in the field. The modules are controlled locally by software that must take into account the entire configuration. This poses two problems for the manufacturer. The first is how to make the overall control architecture adapt to, and use productively, the inclusion of particular modules. The second is to decide, at design time, whether a proposed module is a worthwhile addition to the system: will the resulting system perform enough better to outweigh the costs of including the module? This article indicates how the use of qualitative, constraint-based models provides support for solving both of these problems. This has become an accepted part of the practice of Xerox, and the control software is deployed in high-end Xerox printers.