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Phase Transitions and Backbones of the Asymmetric Traveling Salesman Problem

Journal of Artificial Intelligence Research

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

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.


A Probabilistic Model for Learning Concatenative Morphology

Neural Information Processing Systems

This paper describes a system for the unsupervised learning of morphological suffixes and stems from word lists. The system is composed of a generative probability model and hill-climbing and directed search algorithms. By extracting and examining morphologically rich subsets of an input lexicon, the directed search identifies highly productive paradigms.


Speeding up the Parti-Game Algorithm

Neural Information Processing Systems

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.


Scaling of Probability-Based Optimization Algorithms

Neural Information Processing Systems

Population-based Incremental Learning is shown require very sensitive scaling of its learning rate. The learning rate must scale with the system size in a problem-dependent way. This is shown in two problems: the needle-in-a haystack, in which the learning rate must vanish exponentially in the system size, and in a smooth function in which the learning rate must vanish like the square root of the system size. Two methods are proposed for removing this sensitivity. A learning dynamics which obeys detailed balance is shown to give consistent performance over the entire range of learning rates. An analog of mutation is shown to require a learning rate which scales as the inverse system size, but is problem independent.


Bias-Optimal Incremental Problem Solving

Neural Information Processing Systems

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.


Feature Selection by Maximum Marginal Diversity

Neural Information Processing Systems

We address the question of feature selection in the context of visual recognition. It is shown that, besides efficient from a computational standpoint, the infomax principle is nearly optimal in the minimum Bayes error sense. The concept of marginal diversity is introduced, leading to a generic principle for feature selection (the principle of maximum marginal diversity) of extreme computational simplicity. The relationships between infomax and the maximization of marginal diversity are identified, uncovering the existence of a family of classification procedures for which near optimal (in the Bayes error sense) feature selection does not require combinatorial search. Examination of this family in light of recent studies on the statistics of natural images suggests that visual recognition problems are a subset of it.


Minimax Differential Dynamic Programming: An Application to Robust Biped Walking

Neural Information Processing Systems

We developed a robust control policy design method in high-dimensional state space by using differential dynamic programming with a minimax criterion. As an example, we applied our method to a simulated five link biped robot. The results show lower joint torques from the optimal control policy compared to a hand-tuned PD servo controller. Results also show that the simulated biped robot can successfully walk with unknown disturbances that cause controllers generated by standard differential dynamic programming and the hand-tuned PD servo to fail. Learning to compensate for modeling error and previously unknown disturbances in conjunction with robust control design is also demonstrated.