194,678 research outputs found
Efficient state reduction methods for PLA-based sequential circuits
Experiences with heuristics for the state reduction of finite-state machines are presented and two new heuristic algorithms described in detail. Results on machines from the literature and from the MCNC benchmark set are shown. The area of the PLA implementation of the combinational component and the design time are used as figures of merit. The comparison of such parameters, when the state reduction step is included in the design process and when it is not, suggests that fast state-reduction heuristics should be implemented within FSM automatic synthesis systems
Adaptive Regret Minimization in Bounded-Memory Games
Online learning algorithms that minimize regret provide strong guarantees in
situations that involve repeatedly making decisions in an uncertain
environment, e.g. a driver deciding what route to drive to work every day.
While regret minimization has been extensively studied in repeated games, we
study regret minimization for a richer class of games called bounded memory
games. In each round of a two-player bounded memory-m game, both players
simultaneously play an action, observe an outcome and receive a reward. The
reward may depend on the last m outcomes as well as the actions of the players
in the current round. The standard notion of regret for repeated games is no
longer suitable because actions and rewards can depend on the history of play.
To account for this generality, we introduce the notion of k-adaptive regret,
which compares the reward obtained by playing actions prescribed by the
algorithm against a hypothetical k-adaptive adversary with the reward obtained
by the best expert in hindsight against the same adversary. Roughly, a
hypothetical k-adaptive adversary adapts her strategy to the defender's actions
exactly as the real adversary would within each window of k rounds. Our
definition is parametrized by a set of experts, which can include both fixed
and adaptive defender strategies.
We investigate the inherent complexity of and design algorithms for adaptive
regret minimization in bounded memory games of perfect and imperfect
information. We prove a hardness result showing that, with imperfect
information, any k-adaptive regret minimizing algorithm (with fixed strategies
as experts) must be inefficient unless NP=RP even when playing against an
oblivious adversary. In contrast, for bounded memory games of perfect and
imperfect information we present approximate 0-adaptive regret minimization
algorithms against an oblivious adversary running in time n^{O(1)}.Comment: Full Version. GameSec 2013 (Invited Paper
A Logical Approach to Efficient Max-SAT solving
Weighted Max-SAT is the optimization version of SAT and many important
problems can be naturally encoded as such. Solving weighted Max-SAT is an
important problem from both a theoretical and a practical point of view. In
recent years, there has been considerable interest in finding efficient solving
techniques. Most of this work focus on the computation of good quality lower
bounds to be used within a branch and bound DPLL-like algorithm. Most often,
these lower bounds are described in a procedural way. Because of that, it is
difficult to realize the {\em logic} that is behind.
In this paper we introduce an original framework for Max-SAT that stresses
the parallelism with classical SAT. Then, we extend the two basic SAT solving
techniques: {\em search} and {\em inference}. We show that many algorithmic
{\em tricks} used in state-of-the-art Max-SAT solvers are easily expressable in
{\em logic} terms with our framework in a unified manner.
Besides, we introduce an original search algorithm that performs a restricted
amount of {\em weighted resolution} at each visited node. We empirically
compare our algorithm with a variety of solving alternatives on several
benchmarks. Our experiments, which constitute to the best of our knowledge the
most comprehensive Max-sat evaluation ever reported, show that our algorithm is
generally orders of magnitude faster than any competitor
Graph Orientation and Flows Over Time
Flows over time are used to model many real-world logistic and routing
problems. The networks underlying such problems -- streets, tracks, etc. -- are
inherently undirected and directions are only imposed on them to reduce the
danger of colliding vehicles and similar problems. Thus the question arises,
what influence the orientation of the network has on the network flow over time
problem that is being solved on the oriented network. In the literature, this
is also referred to as the contraflow or lane reversal problem.
We introduce and analyze the price of orientation: How much flow is lost in
any orientation of the network if the time horizon remains fixed? We prove that
there is always an orientation where we can still send of the
flow and this bound is tight. For the special case of networks with a single
source or sink, this fraction is which is again tight. We present
more results of similar flavor and also show non-approximability results for
finding the best orientation for single and multicommodity maximum flows over
time
Rational Deployment of CSP Heuristics
Heuristics are crucial tools in decreasing search effort in varied fields of
AI. In order to be effective, a heuristic must be efficient to compute, as well
as provide useful information to the search algorithm. However, some well-known
heuristics which do well in reducing backtracking are so heavy that the gain of
deploying them in a search algorithm might be outweighed by their overhead.
We propose a rational metareasoning approach to decide when to deploy
heuristics, using CSP backtracking search as a case study. In particular, a
value of information approach is taken to adaptive deployment of solution-count
estimation heuristics for value ordering. Empirical results show that indeed
the proposed mechanism successfully balances the tradeoff between decreasing
backtracking and heuristic computational overhead, resulting in a significant
overall search time reduction.Comment: 7 pages, 2 figures, to appear in IJCAI-2011, http://www.ijcai.org
Stochastic user equilibrium assignment with elastic demand
It is well-known that, in deterministic user equilibrium assignment, it is straightforward to allow for elastic demand. The research described in this paper sets out to show that the same is true for stochastic user equilibrium assignment with elastic demand (SUEED). It presents a new objective function for SUEED, and a simple solution algorithm that can be implemented by only a minor modification to existing assignment software. A numerical example illustrates the working of the algorith
A No-Go Theorem for Derandomized Parallel Repetition: Beyond Feige-Kilian
In this work we show a barrier towards proving a randomness-efficient
parallel repetition, a promising avenue for achieving many tight
inapproximability results. Feige and Kilian (STOC'95) proved an impossibility
result for randomness-efficient parallel repetition for two prover games with
small degree, i.e., when each prover has only few possibilities for the
question of the other prover. In recent years, there have been indications that
randomness-efficient parallel repetition (also called derandomized parallel
repetition) might be possible for games with large degree, circumventing the
impossibility result of Feige and Kilian. In particular, Dinur and Meir
(CCC'11) construct games with large degree whose repetition can be derandomized
using a theorem of Impagliazzo, Kabanets and Wigderson (SICOMP'12). However,
obtaining derandomized parallel repetition theorems that would yield optimal
inapproximability results has remained elusive.
This paper presents an explanation for the current impasse in progress, by
proving a limitation on derandomized parallel repetition. We formalize two
properties which we call "fortification-friendliness" and "yields robust
embeddings." We show that any proof of derandomized parallel repetition
achieving almost-linear blow-up cannot both (a) be fortification-friendly and
(b) yield robust embeddings. Unlike Feige and Kilian, we do not require the
small degree assumption.
Given that virtually all existing proofs of parallel repetition, including
the derandomized parallel repetition result of Dinur and Meir, share these two
properties, our no-go theorem highlights a major barrier to achieving
almost-linear derandomized parallel repetition
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