194,678 research outputs found

    Efficient state reduction methods for PLA-based sequential circuits

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    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

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    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

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    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

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    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 13\frac{1}{3} of the flow and this bound is tight. For the special case of networks with a single source or sink, this fraction is 12\frac12 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

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    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

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    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

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    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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