176,958 research outputs found

    Algorithms for Game Metrics

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    Simulation and bisimulation metrics for stochastic systems provide a quantitative generalization of the classical simulation and bisimulation relations. These metrics capture the similarity of states with respect to quantitative specifications written in the quantitative {\mu}-calculus and related probabilistic logics. We first show that the metrics provide a bound for the difference in long-run average and discounted average behavior across states, indicating that the metrics can be used both in system verification, and in performance evaluation. For turn-based games and MDPs, we provide a polynomial-time algorithm for the computation of the one-step metric distance between states. The algorithm is based on linear programming; it improves on the previous known exponential-time algorithm based on a reduction to the theory of reals. We then present PSPACE algorithms for both the decision problem and the problem of approximating the metric distance between two states, matching the best known algorithms for Markov chains. For the bisimulation kernel of the metric our algorithm works in time O(n^4) for both turn-based games and MDPs; improving the previously best known O(n^9\cdot log(n)) time algorithm for MDPs. For a concurrent game G, we show that computing the exact distance between states is at least as hard as computing the value of concurrent reachability games and the square-root-sum problem in computational geometry. We show that checking whether the metric distance is bounded by a rational r, can be done via a reduction to the theory of real closed fields, involving a formula with three quantifier alternations, yielding O(|G|^O(|G|^5)) time complexity, improving the previously known reduction, which yielded O(|G|^O(|G|^7)) time complexity. These algorithms can be iterated to approximate the metrics using binary search.Comment: 27 pages. Full version of the paper accepted at FSTTCS 200

    Computing fuzzy rough approximations in large scale information systems

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    Rough set theory is a popular and powerful machine learning tool. It is especially suitable for dealing with information systems that exhibit inconsistencies, i.e. objects that have the same values for the conditional attributes but a different value for the decision attribute. In line with the emerging granular computing paradigm, rough set theory groups objects together based on the indiscernibility of their attribute values. Fuzzy rough set theory extends rough set theory to data with continuous attributes, and detects degrees of inconsistency in the data. Key to this is turning the indiscernibility relation into a gradual relation, acknowledging that objects can be similar to a certain extent. In very large datasets with millions of objects, computing the gradual indiscernibility relation (or in other words, the soft granules) is very demanding, both in terms of runtime and in terms of memory. It is however required for the computation of the lower and upper approximations of concepts in the fuzzy rough set analysis pipeline. Current non-distributed implementations in R are limited by memory capacity. For example, we found that a state of the art non-distributed implementation in R could not handle 30,000 rows and 10 attributes on a node with 62GB of memory. This is clearly insufficient to scale fuzzy rough set analysis to massive datasets. In this paper we present a parallel and distributed solution based on Message Passing Interface (MPI) to compute fuzzy rough approximations in very large information systems. Our results show that our parallel approach scales with problem size to information systems with millions of objects. To the best of our knowledge, no other parallel and distributed solutions have been proposed so far in the literature for this problem
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