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 Optimization


Overcoming Hierarchical Difficulty by Hill-Climbing the Building Block Structure

arXiv.org Artificial Intelligence

The Building Block Hypothesis suggests that Genetic Algorithms (GAs) are well-suited for hierarchical problems, where efficient solving requires proper problem decomposition and assembly of solution from sub-solution with strong non-linear interdependencies. The paper proposes a hill-climber operating over the building block (BB) space that can efficiently address hierarchical problems. The new Building Block Hill-Climber (BBHC) uses past hill-climb experience to extract BB information and adapts its neighborhood structure accordingly. The perpetual adaptation of the neighborhood structure allows the method to climb the hierarchical structure solving successively the hierarchical levels. It is expected that for fully non deceptive hierarchical BB structures the BBHC can solve hierarchical problems in linearithmic time. Empirical results confirm that the proposed method scales almost linearly with the problem size thus clearly outperforms population based recombinative methods.


Minimum Cost Homomorphisms to Proper Interval Graphs and Bigraphs

arXiv.org Artificial Intelligence

For graphs $G$ and $H$, a mapping $f: V(G)\dom V(H)$ is a homomorphism of $G$ to $H$ if $uv\in E(G)$ implies $f(u)f(v)\in E(H).$ If, moreover, each vertex $u \in V(G)$ is associated with costs $c_i(u), i \in V(H)$, then the cost of the homomorphism $f$ is $\sum_{u\in V(G)}c_{f(u)}(u)$. For each fixed graph $H$, we have the {\em minimum cost homomorphism problem}, written as MinHOM($H)$. The problem is to decide, for an input graph $G$ with costs $c_i(u),$ $u \in V(G), i\in V(H)$, whether there exists a homomorphism of $G$ to $H$ and, if one exists, to find one of minimum cost. Minimum cost homomorphism problems encompass (or are related to) many well studied optimization problems. We describe a dichotomy of the minimum cost homomorphism problems for graphs $H$, with loops allowed. When each connected component of $H$ is either a reflexive proper interval graph or an irreflexive proper interval bigraph, the problem MinHOM($H)$ is polynomial time solvable. In all other cases the problem MinHOM($H)$ is NP-hard. This solves an open problem from an earlier paper. Along the way, we prove a new characterization of the class of proper interval bigraphs.


Metric learning pairwise kernel for graph inference

arXiv.org Artificial Intelligence

Much recent work in bioinformatics has focused on the inference of various types of biological networks, representing gene regulation, metabolic processes, protein-protein interactions, etc. A common setting involves inferring network edges in a supervised fashion from a set of high-confidence edges, possibly characterized by multiple, heterogeneous data sets (protein sequence, gene expression, etc.). Here, we distinguish between two modes of inference in this setting: direct inference based upon similarities between nodes joined by an edge, and indirect inference based upon similarities between one pair of nodes and another pair of nodes. We propose a supervised approach for the direct case by translating it into a distance metric learning problem. A relaxation of the resulting convex optimization problem leads to the support vector machine (SVM) algorithm with a particular kernel for pairs, which we call the metric learning pairwise kernel (MLPK). We demonstrate, using several real biological networks, that this direct approach often improves upon the state-of-the-art SVM for indirect inference with the tensor product pairwise kernel.


From Incomplete Preferences to Ranking via Optimization

arXiv.org Artificial Intelligence

We consider methods for aggregating preferences that are base d on the resolution of discrete optimization problems. For a review and references see Cook and Kress (1992), and Belkin and Levin (1990), and also David (1988) and Van B lokland-Vogelesang (1991). Some algorithmic aspects can be found in Barth elemy (1989) and Litvak (1982). The preferences are represented by arbitra ry binary relations (possibly weighted) or incomplete paired comparison matrices. The o utcome of an aggregation method is a set of "optimal" rankings (linear or weak ord ers) of the alternatives. Namely, a ranking is said to be optimal if it provides an ex tremum of some chosen objective function that expresses the connectio n (or proximity) between an arbitrary ranking and the original preferences.


Evolutionary Optimization in an Algorithmic Setting

arXiv.org Artificial Intelligence

Evolutionary processes proved very useful for solving optimization problems. In this work, we build a formalization of the notion of cooperation and competition of multiple systems working toward a common optimization goal of the population using evolutionary computation techniques. It is justified that evolutionary algorithms are more expressive than conventional recursive algorithms. Three subclasses of evolutionary algorithms are proposed here: bounded finite, unbounded finite and infinite types. Some results on completeness, optimality and search decidability for the above classes are presented. A natural extension of Evolutionary Turing Machine model developed in this paper allows one to mathematically represent and study properties of cooperation and competition in a population of optimized species.


Low-complexity modular policies: learning to play Pac-Man and a new framework beyond MDPs

arXiv.org Artificial Intelligence

In this paper we propose a method that learns to play Pac-Man. We define a set of high-level observation and action modules. Actions are temporally extended, and multiple action modules may be in effect concurrently. A decision of the agent is represented as a rule-based policy. For learning, we apply the cross-entropy method, a recent global optimization algorithm. The learned policies reached better score than the hand-crafted policy, and neared the score of average human players. We argue that learning is successful mainly because (i) the policy space includes the combination of individual actions and thus it is sufficiently rich, (ii) the search is biased towards low-complexity policies and low complexity solutions can be found quickly if they exist. Based on these principles, we formulate a new theoretical framework, which can be found in the Appendix as supporting material.


Fitness Uniform Optimization

arXiv.org Artificial Intelligence

In evolutionary algorithms, the fitness of a population increases with time by mutating and recombining individuals and by a biased selection of more fit individuals. The right selection pressure is critical in ensuring sufficient optimization progress on the one hand and in preserving genetic diversity to be able to escape from local optima on the other hand. Motivated by a universal similarity relation on the individuals, we propose a new selection scheme, which is uniform in the fitness values. It generates selection pressure toward sparsely populated fitness regions, not necessarily toward higher fitness, as is the case for all other selection schemes. We show analytically on a simple example that the new selection scheme can be much more effective than standard selection schemes. We also propose a new deletion scheme which achieves a similar result via deletion and show how such a scheme preserves genetic diversity more effectively than standard approaches. We compare the performance of the new schemes to tournament selection and random deletion on an artificial deceptive problem and a range of NP-hard problems: traveling salesman, set covering and satisfiability.


CHAC. A MOACO Algorithm for Computation of Bi-Criteria Military Unit Path in the Battlefield

arXiv.org Artificial Intelligence

In this paper we propose a Multi-Objective Ant Colony Optimization (MOACO) algorithm called CHAC, which has been designed to solve the problem of finding the path on a map (corresponding to a simulated battlefield) that minimizes resources while maximizing safety. CHAC has been tested with two different state transition rules: an aggregative function that combines the heuristic and pheromone information of both objectives and a second one that is based on the dominance concept of multiobjective optimization problems. These rules have been evaluated in several different situations (maps with different degree of difficulty), and we have found that they yield better results than a greedy algorithm (taken as baseline) in addition to a military behaviour that is also better in the tactical sense. The aggregative function, in general, yields better results than the one based on dominance.


Matrix Games, Linear Programming, and Linear Approximation

arXiv.org Artificial Intelligence

Definitions First we recall relevent definitions. This objective function is piece-wise linear and convex. This objective function is piece-wise linear and convex. A matrix game is given by a (payoff) matrix A. To solve a matrix game is to find a row p (an optimal strategy for the row player), a column q (an optimal strategy for the column player), and a number v such that p = ( p The number v is known as the value of game. The pair ( p, q) is known as an equilibrium for the matrix game.


A Massive Local Rules Search Approach to the Classification Problem

arXiv.org Artificial Intelligence

An approach to the classification problem of machine learning, based on building local classification rules, is developed. The local rules are considered as projections of the global classification rules to the event we want to classify. A massive global optimization algorithm is used for optimization of quality criterion. The algorithm, which has polynomial complexity in typical case, is used to find all high--quality local rules. The other distinctive feature of the algorithm is the integration of attributes levels selection (for ordered attributes) with rules searching and original conflicting rules resolution strategy. The algorithm is practical; it was tested on a number of data sets from UCI repository, and a comparison with the other predicting techniques is presented.