Search
Generalizing Boolean Satisfiability II: Theory
Dixon, H. E., Ginsberg, M. L., Luks, E. M., Parkes, A. J.
This is the second 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 presents the theoretical basis for the ideas underlying ZAP, arguing that existing ideas in this area exploit a single, recurring structure in that multiple database axioms can be obtained by operating on a single axiom using a subgroup of the group of permutations on the literals in the problem. We argue that the group structure precisely captures the general structure at which earlier approaches hinted, and give numerous examples of its use. We go on to extend the Davis-Putnam-Logemann-Loveland inference procedure to this broader setting, and show that earlier computational improvements are either subsumed or left intact by the new method. The third paper in this series discusses ZAP's implementation and presents experimental performance results.
Additive Pattern Database Heuristics
Felner, A., Korf, R. E., Hanan, S.
We explore a method for computing admissible heuristic evaluation functions for search problems. It utilizes pattern databases, which are precomputed tables of the exact cost of solving various subproblems of an existing problem. Unlike standard pattern database heuristics, however, we partition our problems into disjoint subproblems, so that the costs of solving the different subproblems can be added together without overestimating the cost of solving the original problem. Previously, we showed how to statically partition the sliding-tile puzzles into disjoint groups of tiles to compute an admissible heuristic, using the same partition for each state and problem instance. Here we extend the method and show that it applies to other domains as well. We also present another method for additive heuristics which we call dynamically partitioned pattern databases. Here we partition the problem into disjoint subproblems for each state of the search dynamically. We discuss the pros and cons of each of these methods and apply both methods to three different problem domains: the sliding-tile puzzles, the 4-peg Towers of Hanoi problem, and finding an optimal vertex cover of a graph. We find that in some problem domains, static partitioning is most effective, while in others dynamic partitioning is a better choice. In each of these problem domains, either statically partitioned or dynamically partitioned pattern database heuristics are the best known heuristics for the problem.
Incremental Heuristic Search in AI
Koenig, Sven, Likhachev, Maxim, Liu, Yaxin, Furcy, David
Incremental search reuses information from previous searches to find solutions to a series of similar search problems potentially faster than is possible by solving each search problem from scratch. This is important because many AI systems have to adapt their plans continuously to changes in (their knowledge of) the world. In this article, we give an overview of incremental search, focusing on LIFELONG PLANNING A*, and outline some of its possible applications in AI.
Incremental Heuristic Search in AI
Koenig, Sven, Likhachev, Maxim, Liu, Yaxin, Furcy, David
Incremental search reuses information from previous searches to find solutions to a series of similar search problems potentially faster than is possible by solving each search problem from scratch. This is important because many AI systems have to adapt their plans continuously to changes in (their knowledge of) the world. In this article, we give an overview of incremental search, focusing on LIFELONG PLANNING A*, and outline some of its possible applications in AI.
Phase Transitions and Backbones of the Asymmetric Traveling Salesman Problem
In recent years, there has been much interest in phase transitions of combinatorial problems. Phase transitions have been successfully used to analyze combinatorial optimization problems, characterize their typical-case features and locate the hardest problem instances. In this paper, we study phase transitions of the asymmetric Traveling Salesman Problem (ATSP), an NP-hard combinatorial optimization problem that has many real-world applications. Using random instances of up to 1,500 cities in which intercity distances are uniformly distributed, we empirically show that many properties of the problem, including the optimal tour cost and backbone size, experience sharp transitions as the precision of intercity distances increases across a critical value. Our experimental results on the costs of the ATSP tours and assignment problem agree with the theoretical result that the asymptotic cost of assignment problem is pi ^2 /6 the number of cities goes to infinity. In addition, we show that the average computational cost of the well-known branch-and-bound subtour elimination algorithm for the problem also exhibits a thrashing behavior, transitioning from easy to difficult as the distance precision increases. These results answer positively an open question regarding the existence of phase transitions in the ATSP, and provide guidance on how difficult ATSP problem instances should be generated.
Generalizing Boolean Satisfiability I: Background and Survey of Existing Work
Dixon, H. E., Ginsberg, M. L., Parkes, A. J.
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
Boutilier, C., Brafman, R. I., Domshlak, C., Hoos, H. H., Poole, D.
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.
Speeding up the Parti-Game Algorithm
Likhachev, Maxim, Koenig, Sven
In this paper, we introduce an efficient replanning algorithm for nondeterministic domains, namely what we believe to be the first incremental heuristic minimax search algorithm. We apply it to the dynamic discretization of continuous domains, resulting in an efficient implementation of the parti-game reinforcement-learning algorithm for control in high-dimensional domains.
Bias-Optimal Incremental Problem Solving
Given is a problem sequence and a probability distribution (the bias) on programs computing solution candidates. We present an optimally fast way of incrementally solving each task in the sequence. Bias shifts are computed by program prefixes that modify the distribution on their suffixes by reusing successful code for previous tasks (stored in non-modifiable memory). No tested program gets more runtime than its probability times the total search time.