996,044 research outputs found

    Abstract Modular Inference Systems and Solvers

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    Integrating diverse formalisms into modular knowledge representation systems offers increased expressivity, modeling convenience and computational benefits. We introduce the concepts of abstract inference modules and abstract modular inference systems to study general principles behind the design and analysis of model-generating programs, or solvers, for integrated multilogic systems.We show how modules and modular systems give rise to transition graphs, which are a natural and convenient representation of solvers, an idea pioneered by the SAT community. We illustrate our approach by showing how it applies to answer-set programming and propositional logic, and to multi-logic systems based on these two formalisms

    On Abstract Modular Inference Systems and Solvers

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    Integrating diverse formalisms into modular knowledge representation systems offers increased expressivity, modeling convenience, and computational benefits. We introduce the concepts of abstract inference modules and abstract modular inference systems to study general principles behind the design and analysis of model generating programs, or solvers, for integrated multi-logic systems. We show how modules and modular systems give rise to transition graphs, which are a natural and convenient representation of solvers, an idea pioneered by the SAT community. These graphs lend themselves well to extensions that capture such important solver design features as learning. In the paper, we consider two flavors of learning for modular formalisms, local and global. We illustrate our approach by showing how it applies to answer set programming, propositional logic, multi-logic systems based on these two formalisms and, more generally, to satisfiability modulo theories

    Automated Theorem Proving for General Game Playing

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    While automated game playing systems like Deep Blue perform excellent within their domain, handling a different game or even a slight change of rules is impossible without intervention of the programmer. Considered a great challenge for Artificial Intelligence, General Game Playing is concerned with the development of techniques that enable computer programs to play arbitrary, possibly unknown n-player games given nothing but the game rules in a tailor-made description language. A key to success in this endeavour is the ability to reliably extract hidden game-specific features from a given game description automatically. An informed general game player can efficiently play a game by exploiting structural game properties to choose the currently most appropriate algorithm, to construct a suited heuristic, or to apply techniques that reduce the search space. In addition, an automated method for property extraction can provide valuable assistance for the discovery of specification bugs during game design by providing information about the mechanics of the currently specified game description. The recent extension of the description language to games with incomplete information and elements of chance further induces the need for the detection of game properties involving player knowledge in several stages of the game. In this thesis, we develop a formal proof method for the automatic acquisition of rich game-specific invariance properties. To this end, we first introduce a simple yet expressive property description language to address knowledge-free game properties which may involve arbitrary finite sequences of successive game states. We specify a semantic based on state transition systems over the Game Description Language, and develop a provably correct formal theory which allows to show the validity of game properties with respect to their semantic across all reachable game states. Our proof theory does not require to visit every single reachable state. Instead, it applies an induction principle on the game rules based on the generation of answer set programs, allowing to apply any off-the-shelf answer set solver to practically verify invariance properties even in complex games whose state space cannot totally be explored. To account for the recent extension of the description language to games with incomplete information and elements of chance, we correctly extend our induction method to properties involving player knowledge. With an extensive evaluation we show its practical applicability even in complex games

    Massively parallel reasoning in transitive relationship hierarchies

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    This research focuses on building a parallel knowledge representation and reasoning system for the purpose of making progress in realizing human-like intelligence. To achieve human-like intelligence, it is necessary to model human reasoning processes by programs. Knowledge in the real world is huge in size, complex in structure, and is also constantly changing even in limited domains. Unfortunately, reasoning algorithms are very often intractable, which means that they are too slow for any practical applications. One technique to deal with this problem is to design special-purpose reasoners. Many past Al systems have worked rather nicely for limited problem sizes, but attempts to extend them to realistic subsets of world knowledge have led to difficulties. Even special purpose reasoners are not immune to this impasse. In this work, to overcome this problem, we are combining special purpose reasoners with massive We have developed and implemented a massively parallel transitive closure reasoner, called Hydra, that can dynamically assimilate any transitive, binary relation and efficiently answer queries using the transitive closure of all those relations. Within certain limitations, we achieve constant-time responses for transitive closure queries. Hydra can dynamically insert new concepts or new links into a. knowledge base for realistic problem sizes. To get near human-like reasoning capabilities requires the possibility of dynamic updates of the transitive relation hierarchies. Our incremental, massively parallel, update algorithms can achieve almost constant time updates of large knowledge bases. Hydra expands the boundaries of Knowledge Representation and Reasoning in a number of different directions: (1) Hydra improves the representational power of current systems. We have developed a set-based representation for class hierarchies that makes it easy to represent class hierarchies on arrays of processors. Furthermore, we have developed and implemented two methods for mapping this set-based representation onto the processor space of a Connection Machine. These two representations, the Grid Representation and the Double Strand Representation successively improve transitive closure reasoning in terms of speed and processor utilization. (2) Hydra allows fast rerieval and dynamic update of a large knowledge base. New fast update algorithms are formulated to dynamically insert new concepts or new relations into a knowledge base of thousands of nodes. (3) Hydra provides reasoning based on mixed hierarchical representations. We have designed representational tools and massively parallel reasoning algorithms to model reasoning in combined IS-A, Part-of, and Contained-in hierarchies. (4) Hydra\u27s reasoning facilities have been successfully applied to the Medical Entities Dictionary, a large medical vocabulary of Columbia Presbyterian Medical Center. As a result of (1) - (3), Hydra is more general than many current special-purpose reasoners, faster than currently existing general-purpose reasoners, and its knowledge base can be updated dynamically

    The Design of the Fifth Answer Set Programming Competition

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    Answer Set Programming (ASP) is a well-established paradigm of declarative programming that has been developed in the field of logic programming and nonmonotonic reasoning. Advances in ASP solving technology are customarily assessed in competition events, as it happens for other closely-related problem-solving technologies like SAT/SMT, QBF, Planning and Scheduling. ASP Competitions are (usually) biennial events; however, the Fifth ASP Competition departs from tradition, in order to join the FLoC Olympic Games at the Vienna Summer of Logic 2014, which is expected to be the largest event in the history of logic. This edition of the ASP Competition series is jointly organized by the University of Calabria (Italy), the Aalto University (Finland), and the University of Genova (Italy), and is affiliated with the 30th International Conference on Logic Programming (ICLP 2014). It features a completely re-designed setup, with novelties involving the design of tracks, the scoring schema, and the adherence to a fixed modeling language in order to push the adoption of the ASP-Core-2 standard. Benchmark domains are taken from past editions, and best system packages submitted in 2013 are compared with new versions and solvers. To appear in Theory and Practice of Logic Programming (TPLP).Comment: 10 page

    Identification of Design Principles

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    This report identifies those design principles for a (possibly new) query and transformation language for the Web supporting inference that are considered essential. Based upon these design principles an initial strawman is selected. Scenarios for querying the Semantic Web illustrate the design principles and their reflection in the initial strawman, i.e., a first draft of the query language to be designed and implemented by the REWERSE working group I4
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