Goto

Collaborating Authors

 Search


A collaborative ant colony metaheuristic for distributed multi-level lot-sizing

arXiv.org Artificial Intelligence

The paper presents an ant colony optimization metaheuristic for collaborative planning. Collaborative planning is used to coordinate individual plans of self-interested decision makers with private information in order to increase the overall benefit of the coalition. The method consists of a new search graph based on encoded solutions. Distributed and private information is integrated via voting mechanisms and via a simple but effective collaborative local search procedure. The approach is applied to a distributed variant of the multi-level lot-sizing problem and evaluated by means of 352 benchmark instances from the literature. The proposed approach clearly outperforms existing approaches on the sets of medium and large sized instances. While the best method in the literature so far achieves an average deviation from the best known non-distributed solutions of 46 percent for the set of the largest instances, for example, the presented approach reduces the average deviation to only 5 percent.


Transforming Graph Representations for Statistical Relational Learning

arXiv.org Artificial Intelligence

Relational data representations have become an increasingly important topic due to the recent proliferation of network datasets (e.g., social, biological, information networks) and a corresponding increase in the application of statistical relational learning (SRL) algorithms to these domains. In this article, we examine a range of representation issues for graph-based relational data. Since the choice of relational data representation for the nodes, links, and features can dramatically affect the capabilities of SRL algorithms, we survey approaches and opportunities for relational representation transformation designed to improve the performance of these algorithms. This leads us to introduce an intuitive taxonomy for data representation transformations in relational domains that incorporates link transformation and node transformation as symmetric representation tasks. In particular, the transformation tasks for both nodes and links include (i) predicting their existence, (ii) predicting their label or type, (iii) estimating their weight or importance, and (iv) systematically constructing their relevant features. We motivate our taxonomy through detailed examples and use it to survey and compare competing approaches for each of these tasks. We also discuss general conditions for transforming links, nodes, and features. Finally, we highlight challenges that remain to be addressed.


Global preferential consistency for the topological sorting-based maximal spanning tree problem

arXiv.org Artificial Intelligence

We introduce a new type of fully computable problems, for DSS dedicated to maximal spanning tree problems, based on deduction and choice: preferential consistency problems. To show its interest, we describe a new compact representation of preferences specific to spanning trees, identifying an efficient maximal spanning tree sub-problem. Next, we compare this problem with the Pareto-based multiobjective one. And at last, we propose an efficient algorithm solving the associated preferential consistency problem.


Extending Security Games to Defenders with Constrained Mobility

AAAI Conferences

A number of real-world security scenarios can be cast as a problem of transiting an area guarded by a mobile patroller, where the transiting agent aims to choose its route so as to minimize the probability of encountering the patrolling agent, and vice versa. We model this problem as a two-player zero-sum game on a graph, termed the transit game. In contrast to the existing models of area transit, where one of the players is stationary, we assume both players are mobile. We also explicitly model the limited endurance of the patroller and the notion of a base to which the patroller has to repeatedly return. Noting the prohibitive size of the strategy spaces of both players, we develop single- and double-oracle based algorithms including a novel acceleration scheme, to obtain optimum route selection strategies for both players. We evaluate the developed approach on a range of transit game instances inspired by real-world security problems in the urban and naval security domains.


SAS+ Planning as Satisfiability

Journal of Artificial Intelligence Research

Planning as satisfiability is a principal approach to planning with many eminent advantages. The existing planning as satisfiability techniques usually use encodings compiled from STRIPS. We introduce a novel SAT encoding scheme (SASE) based on the SAS+ formalism. The new scheme exploits the structural information in SAS+, resulting in an encoding that is both more compact and efficient for planning. We prove the correctness of the new encoding by establishing an isomorphism between the solution plans of SASE and that of STRIPS based encodings. We further analyze the transition variables newly introduced in SASE to explain why it accommodates modern SAT solving algorithms and improves performance. We give empirical statistical results to support our analysis. We also develop a number of techniques to further reduce the encoding size of SASE, and conduct experimental studies to show the strength of each individual technique. Finally, we report extensive experimental results to demonstrate significant improvements of SASE over the state-of-the-art STRIPS based encoding schemes in terms of both time and memory efficiency.


Regret Bounds for Deterministic Gaussian Process Bandits

arXiv.org Machine Learning

This paper analyses the problem of Gaussian process (GP) bandits with deterministic observations. The analysis uses a branch and bound algorithm that is related to the UCB algorithm of (Srinivas et al., 2010). For GPs with Gaussian observation noise, with variance strictly greater than zero, (Srinivas et al., 2010) proved that the regret vanishes at the approximate rate of $O(\frac{1}{\sqrt{t}})$, where t is the number of observations. To complement their result, we attack the deterministic case and attain a much faster exponential convergence rate. Under some regularity assumptions, we show that the regret decreases asymptotically according to $O(e^{-\frac{\tau t}{(\ln t)^{d/4}}})$ with high probability. Here, d is the dimension of the search space and $\tau$ is a constant that depends on the behaviour of the objective function near its global maximum.


Search Combinators

arXiv.org Artificial Intelligence

The ability to model search in a constraint solver can be an essential asset for solving combinatorial problems. However, existing infrastructure for defining search heuristics is often inadequate. Either modeling capabilities are extremely limited or users are faced with a general-purpose programming language whose features are not tailored towards writing search heuristics. As a result, major improvements in performance may remain unexplored. This article introduces search combinators, a lightweight and solver-independent method that bridges the gap between a conceptually simple modeling language for search (high-level, functional and naturally compositional) and an efficient implementation (low-level, imperative and highly non-modular). By allowing the user to define application-tailored search strategies from a small set of primitives, search combinators effectively provide a rich domain-specific language (DSL) for modeling search to the user. Remarkably, this DSL comes at a low implementation cost to the developer of a constraint solver. The article discusses two modular implementation approaches and shows, by empirical evaluation, that search combinators can be implemented without overhead compared to a native, direct implementation in a constraint solver.


Counting-Based Search: Branching Heuristics for Constraint Satisfaction Problems

Journal of Artificial Intelligence Research

Designing a search heuristic for constraint programming that is reliable across problem domains has been an important research topic in recent years. This paper concentrates on one family of candidates: counting-based search. Such heuristics seek to make branching decisions that preserve most of the solutions by determining what proportion of solutions to each individual constraint agree with that decision. Whereas most generic search heuristics in constraint programming rely on local information at the level of the individual variable, our search heuristics are based on more global information at the constraint level. We design several algorithms that are used to count the number of solutions to specific families of constraints and propose some search heuristics exploiting such information. The experimental part of the paper considers eight problem domains ranging from well-established benchmark puzzles to rostering and sport scheduling. An initial empirical analysis identifies heuristic maxSD as a robust candidate among our proposals. We then evaluate the latter against the state of the art, including the latest generic search heuristics, restarts, and discrepancy-based tree traversals. Experimental results show that counting-based search generally outperforms other generic heuristics.


Towards an Intelligent Tutor for Mathematical Proofs

arXiv.org Artificial Intelligence

Computer-supported learning is an increasingly important form of study since it allows for independent learning and individualized instruction. In this paper, we discuss a novel approach to developing an intelligent tutoring system for teaching textbook-style mathematical proofs. We characterize the particularities of the domain and discuss common ITS design models. Our approach is motivated by phenomena found in a corpus of tutorial dialogs that were collected in a Wizard-of-Oz experiment. We show how an intelligent tutor for textbook-style mathematical proofs can be built on top of an adapted assertion-level proof assistant by reusing representations and proof search strategies originally developed for automated and interactive theorem proving. The resulting prototype was successfully evaluated on a corpus of tutorial dialogs and yields good results.


Towards minimax policies for online linear optimization with bandit feedback

arXiv.org Machine Learning

We address the online linear optimization problem with bandit feedback. Our contribution is twofold. First, we provide an algorithm (based on exponential weights) with a regret of order $\sqrt{d n \log N}$ for any finite action set with $N$ actions, under the assumption that the instantaneous loss is bounded by 1. This shaves off an extraneous $\sqrt{d}$ factor compared to previous works, and gives a regret bound of order $d \sqrt{n \log n}$ for any compact set of actions. Without further assumptions on the action set, this last bound is minimax optimal up to a logarithmic factor. Interestingly, our result also shows that the minimax regret for bandit linear optimization with expert advice in $d$ dimension is the same as for the basic $d$-armed bandit with expert advice. Our second contribution is to show how to use the Mirror Descent algorithm to obtain computationally efficient strategies with minimax optimal regret bounds in specific examples. More precisely we study two canonical action sets: the hypercube and the Euclidean ball. In the former case, we obtain the first computationally efficient algorithm with a $d \sqrt{n}$ regret, thus improving by a factor $\sqrt{d \log n}$ over the best known result for a computationally efficient algorithm. In the latter case, our approach gives the first algorithm with a $\sqrt{d n \log n}$ regret, again shaving off an extraneous $\sqrt{d}$ compared to previous works.