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 decision heuristic


LangSAT: A Novel Framework Combining NLP and Reinforcement Learning for SAT Solving

arXiv.org Artificial Intelligence

Our work presents a novel reinforcement learning (RL) based framework to optimize heuristic selection within the conflict-driven clause learning (CDCL) process, improving the efficiency of Boolean satisfia-bility (SAT) solving. The proposed system, LangSAT, bridges the gap between natural language inputs and propositional logic by converting English descriptions into Conjunctive Normal Form (CNF) expressions and solving them using an RL-enhanced CDCL SAT solver. Unlike existing SAT-solving platforms that require CNF as input, LangSAT enables users to input standard English descriptions, making SAT-solving more accessible. The framework comprises two key components: Lang2Logic, which translates English sentences into CNF expressions, and SmartSAT, an RL-based SAT solver. SmartSAT encodes clause-variable relationships as structured graph representations and extracts global features specific to the SAT problem. This implementation provides the RL agent with deeper contextual information, enabling SAT problems to be solved more efficiently. Lang2Logic was evaluated on diverse natural language inputs, processing descriptions up to 450 words. The generated CNFs were solved by SmartSAT, which demonstrated comparable performance to traditional CDCL heuristics with respect to solving time. The combined LangSAT framework offers a more accessible and scalable solution for SAT-solving tasks across reasoning, formal verification, and debugging.


Learning From Small Samples: An Analysis of Simple Decision Heuristics

Neural Information Processing Systems

Simple decision heuristics are models of human and animal behavior that use few pieces of information--perhaps only a single piece of information--and integrate the pieces in simple ways, for example, by considering them sequentially, one at a time, or by giving them equal weight. We focus on three families of heuristics: single-cue decision making, lexicographic decision making, and tallying. It is unknown how quickly these heuristics can be learned from experience. We show, analytically and empirically, that substantial progress in learning can be made with just a few training samples. When training samples are very few, tallying performs substantially better than the alternative methods tested. Our empirical analysis is the most extensive to date, employing 63 natural data sets on diverse subjects.


Recommending Actionable Strategies: A Semantic Approach to Integrating Analytical Frameworks with Decision Heuristics

arXiv.org Artificial Intelligence

We present a novel approach for recommending actionable strategies by integrating strategic frameworks with decision heuristics through semantic analysis. While strategy frameworks provide systematic models for assessment and planning, and decision heuristics encode experiential knowledge,these traditions have historically remained separate. Our methodology bridges this gap using advanced natural language processing (NLP), demonstrated through integrating frameworks like the 6C model with the Thirty-Six Stratagems. The approach employs vector space representations and semantic similarity calculations to map framework parameters to heuristic patterns, supported by a computational architecture that combines deep semantic processing with constrained use of Large Language Models. By processing both primary content and secondary elements (diagrams, matrices) as complementary linguistic representations, we demonstrate effectiveness through corporate strategy case studies. The methodology generalizes to various analytical frameworks and heuristic sets, culminating in a plug-and-play architecture for generating recommender systems that enable cohesive integration of strategic frameworks and decision heuristics into actionable guidance.


Linear Decision Rule as Aspiration for Simple Decision Heuristics

Neural Information Processing Systems

Several attempts to understand the success of simple decision heuristics have examined heuristics as an approximation to a linear decision rule. This research has identified three environmental structures that aid heuristics: dominance, cumulative dominance, and noncompensatoriness. This paper develops these ideas further and examines their empirical relevance in 51 natural environments. The results show that all three structures are prevalent, making it possible for simple rules to reach, and occasionally exceed, the accuracy of the linear decision rule, using less information and less computation.


Learning From Small Samples: An Analysis of Simple Decision Heuristics

Neural Information Processing Systems

Simple decision heuristics are models of human and animal behavior that use few pieces of information--perhaps only a single piece of information--and integrate the pieces in simple ways, for example, by considering them sequentially, one at a time, or by giving them equal weight. We focus on three families of heuristics: single-cue decision making, lexicographic decision making, and tallying. It is unknown how quickly these heuristics can be learned from experience. We show, analytically and empirically, that substantial progress in learning can be made with just a few training samples. When training samples are very few, tallying performs substantially better than the alternative methods tested. Our empirical analysis is the most extensive to date, employing 63 natural data sets on diverse subjects.


Do Large Language Models Show Decision Heuristics Similar to Humans? A Case Study Using GPT-3.5

arXiv.org Artificial Intelligence

A Large Language Model (LLM) is an artificial intelligence system that has been trained on vast amounts of natural language data, enabling it to generate human-like responses to written or spoken language input. GPT-3.5 is an example of an LLM that supports a conversational agent called ChatGPT. In this work, we used a series of novel prompts to determine whether ChatGPT shows heuristics, biases, and other decision effects. We also tested the same prompts on human participants. Across four studies, we found that ChatGPT was influenced by random anchors in making estimates (Anchoring Heuristic, Study 1); it judged the likelihood of two events occurring together to be higher than the likelihood of either event occurring alone, and it was erroneously influenced by salient anecdotal information (Representativeness and Availability Heuristic, Study 2); it found an item to be more efficacious when its features were presented positively rather than negatively - even though both presentations contained identical information (Framing Effect, Study 3); and it valued an owned item more than a newly found item even though the two items were identical (Endowment Effect, Study 4). In each study, human participants showed similar effects. Heuristics and related decision effects in humans are thought to be driven by cognitive and affective processes such as loss aversion and effort reduction. The fact that an LLM - which lacks these processes - also shows such effects invites consideration of the possibility that language may play a role in generating these effects in humans.


Learning From Small Samples: An Analysis of Simple Decision Heuristics

Neural Information Processing Systems

Simple decision heuristics are models of human and animal behavior that use few pieces of information--perhaps only a single piece of information--and integrate the pieces in simple ways, for example, by considering them sequentially, one at a time, or by giving them equal weight. We focus on three families of heuristics: single-cue decision making, lexicographic decision making, and tallying. It is unknown how quickly these heuristics can be learned from experience. We show, analytically and empirically, that substantial progress in learning can be made with just a few training samples. When training samples are very few, tallying performs substantially better than the alternative methods tested. Our empirical analysis is the most extensive to date, employing 63 natural data sets on diverse subjects.


Linear decision rule as aspiration for simple decision heuristics

Neural Information Processing Systems

Many attempts to understand the success of simple decision heuristics have examined heuristics as an approximation to a linear decision rule. This research has identified three environmental structures that aid heuristics: dominance, cumulative dominance, and noncompensatoriness. Here, we further develop these ideas and examine their empirical relevance in 51 natural environments. We find that all three structures are prevalent, making it possible for some simple rules to reach the accuracy levels of the linear decision rule using less information.


Message passing for quantified Boolean formulas

arXiv.org Artificial Intelligence

We introduce two types of message passing algorithms for quantified Boolean formulas (QBF). The first type is a message passing based heuristics that can prove unsatisfiability of the QBF by assigning the universal variables in such a way that the remaining formula is unsatisfiable. In the second type, we use message passing to guide branching heuristics of a Davis-Putnam Logemann-Loveland (DPLL) complete solver. Numerical experiments show that on random QBFs our branching heuristics gives robust exponential efficiency gain with respect to the state-of-art solvers. We also manage to solve some previously unsolved benchmarks from the QBFLIB library. Apart from this our study sheds light on using message passing in small systems and as subroutines in complete solvers.


Heuristics for Ordering Cue Search in Decision Making

Neural Information Processing Systems

Simple lexicographic decision heuristics that consider cues one at a time in a particular order and stop searching for cues as soon as a decision can be made have been shown to be both accurate and frugal in their use of information. But much of the simplicity and success of these heuristics comes from using an appropriate cue order. For instance, the Take The Best heuristic uses validity order for cues, which requires considerable computation, potentially undermining the computational advantages of the simple decision mechanism. But many cue orders can achieve good decision performance, and studies of sequential search for data records have proposed a number of simple ordering rules that may be of use in constructing appropriate decision cue orders as well. Here we consider a range of simple cue ordering mechanisms, including tallying, swapping, and move-to-front rules, and show that they can find cue orders that lead to reasonable accuracy and considerable frugality when used with lexicographic decision heuristics.