282 research outputs found

    Adaptive and Opportunistic Exploitation of Tree-decompositions for Weighted CSPs

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    International audienceWhen solving weighted constraint satisfaction problems , methods based on tree-decompositions constitute an interesting approach depending on the nature of the considered instances. The exploited decompositions often aim to reduce the maximal size of the clusters, which is known as the width of the decomposition. Indeed, the interest of this parameter is related to its importance with respect to the theoretical complexity of these methods. However, its practical interest for the solving of instances remains limited if we consider its multiple drawbacks, notably due to the restrictions imposed on the freedom of the variable ordering heuristic. So, we first propose to exploit new decompositions for solving the constraint optimization problem. These decompositions aim to take into account criteria allowing to increase the solving efficiency. Secondly, we propose to use these decompositions in a more dynamic manner in the sense that the solving of a subprob-lem would be based on the decomposition, totally or locally, only when it seems to be useful. The performed experiments show the practical interest of these new decompositions and the benefit of their dynamic exploitation

    Proceedings of the 2022 XCSP3 Competition

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    This document represents the proceedings of the 2022 XCSP3 Competition. The results of this competition of constraint solvers were presented at FLOC (Federated Logic Conference) 2022 Olympic Games, held in Haifa, Israel from 31th July 2022 to 7th August, 2022.Comment: arXiv admin note: text overlap with arXiv:1901.0183

    Limited discrepancy AND/OR search and its application to optimization tasks in graphical models

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    Many combinatorial problems are solved with a Depth-First search (DFS) guided by a heuristic and it is well-known that this method is very fragile with respect to heuristic mistakes. One standard way to make DFS more robust is to search by increasing number of discrepancies. This approach has been found useful in several domains where the search structure is a height-bounded OR tree. In this paper we investigate the generalization of discrepancy-based search to AND/OR search trees and propose an extension of the Limited Discrepancy Search (LDS) algorithm. We demonstrate the relevance of our proposal in the context of Graphical Models. In these problems, which can be solved with either a standard OR search tree or an AND/OR tree, we show the superiority of our approach. For a fixed number of discrepancies, the search space visited by the AND/OR algorithm strictly contains the search space visited by standard LDS, and many more nodes can be visited due to the multiplicative effect of the AND/OR decomposition. Besides, if the AND/OR tree achieves a significant size reduction with respect to the standard OR tree, the cost of each iteration of the AND/OR algorithm is asymptotically lower than in standard LDS. We report experiments on the minsum problem on different domains and show that the AND/OR version of LDS usually obtains better solutions given the same CPU time.Peer ReviewedPostprint (published version

    Choosing the root of the tree decomposition when solving WCSPs: preliminary results

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    In this paper we analyze the effect of selecting the root in a tree decomposition when using decomposition-based backtracking algorithms. We focus on optimization tasks for Graphical Models using the BTD algorithm. We show that the choice of the root typically has a dramatic effect in the solving performance. Then we investigate different simple measures to predict near optimal roots. Our study shows that correlations are often low, so the automatic selection of a near optimal root will require more sophisticated techniques.Projects RTI2018-094403-B-C33, funded by: FEDER/Ministerio de Ciencia e Innovación Agencia Estatal de Investigación,SpainPeer ReviewedPostprint (published version

    Hybrid Metaheuristics for Stochastic Constraint Programming

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    Combining search strategies for distributed constraint satisfaction.

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    Many real-life problems such as distributed meeting scheduling, mobile frequency allocation and resource allocation can be solved using multi-agent paradigms. Distributed constraint satisfaction problems (DisCSPs) is a framework for describing such problems in terms of related subproblems, called a complex local problem (CLP), which are dispersed over a number of locations, each with its own constraints on the values their variables can take. An agent knows the variables in its CLP plus the variables (and their current value) which are directly related to one of its own variables and the constraints relating them. It knows little about the rest of the problem. Thus, each CLP is solved by an agent which cooperates with other agents to solve the overall problem. Algorithms for solving DisCSPs can be classified as either systematic or local search with the former being complete and the latter incomplete. The algorithms generally assume that each agent has only one variable as they can solve DisCSP with CLPs using virtual agents. However, in large DisCSPs where it is appropriate to trade completeness off against timeliness, systematic search algorithms can be expensive when compared to local search algorithms which generally converge quicker to a solution (if a solution is found) when compared to systematic algorithms. A major drawback of local search algorithms is getting stuck at local optima. Significant researches have focused on heuristics which can be used in an attempt to either escape or avoid local optima. This thesis makes significant contributions to local search algorithms for DisCSPs. Firstly, we present a novel combination of heuristics in DynAPP (Dynamic Agent Prioritisation with Penalties), which is a distributed synchronous local search algorithm for solving DisCSPs having one variable per agent. DynAPP combines penalties on values and dynamic agent prioritisation heuristics to escape local optima. Secondly, we develop a divide and conquer approach that handles DisCSP with CLPs by exploiting the structure of the problem. The divide and conquer approach prioritises the finding of variable instantiations which satisfy the constraints between agents which are often more expensive to satisfy when compared to constraints within an agent. The approach also exploits concurrency and combines the following search strategies: (i) both systematic and local searches; (ii) both centralised and distributed searches; and (iii) a modified compilation strategy. We also present an algorithm that implements the divide and conquer approach in Multi-DCA (Divide and Conquer Algorithm for Agents with CLPs). DynAPP and Multi-DCA were evaluated on several benchmark problems and compared to the leading algorithms for DisCSPs and DisCSPs with CLPs respectively. The results show that at the region of difficult problems, combining search heuristics and exploiting problem structure in distributed constraint satisfaction achieve significant benefits (i.e. generally used less computational time and communication costs) over existing competing methods

    A Unified Framework for Solving Multiagent Task Assignment Problems

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    Multiagent task assignment problem descriptors do not fully represent the complex interactions in a multiagent domain, and algorithmic solutions vary widely depending on how the domain is represented. This issue is compounded as related research fields contain descriptors that similarly describe multiagent task assignment problems, including complex domain interactions, but generally do not provide the mechanisms needed to solve the multiagent aspect of task assignment. This research presents a unified approach to representing and solving the multiagent task assignment problem for complex problem domains. Ideas central to multiagent task allocation, project scheduling, constraint satisfaction, and coalition formation are combined to form the basis of the constrained multiagent task scheduling (CMTS) problem. Basic analysis reveals the exponential size of the solution space for a CMTS problem, approximated by O(2n(m+n)) based on the number of agents and tasks involved in a problem. The shape of the solution space is shown to contain numerous discontinuous regions due to the complexities involved in relational constraints defined between agents and tasks. The CMTS descriptor represents a wide range of classical and modern problems, such as job shop scheduling, the traveling salesman problem, vehicle routing, and cooperative multi-object tracking. Problems using the CMTS representation are solvable by a suite of algorithms, with varying degrees of suitability. Solution generating methods range from simple random scheduling to state-of-the-art biologically inspired approaches. Techniques from classical task assignment solvers are extended to handle multiagent task problems where agents can also multitask. Additional ideas are incorporated from constraint satisfaction, project scheduling, evolutionary algorithms, dynamic coalition formation, auctioning, and behavior-based robotics to highlight how different solution generation strategies apply to the complex problem space

    Applications of CSP solving in computer games (camera control)

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    While camera control systems of commercial 3D games have improved greatly in recent years, they are not as fully developed as are other game components such as graphics and physics engines. Bourne and Sattar (2006) have proposed a reactive constraint based third person perspective camera control system. We have extended the capability of their system to handle occlusion while following the main character, and have used camera cuts to find appropriate camera positions for a few difficult situations. We have developed a reactive constraint based third person perspective chase camera control system to follow a character in a 3D environment. The camera follows the character from (near) optimal positions defined by a camera profile. The desired values of the height and distance constraints of the camera profile are changed appropriately whenever the character enters a semi-enclosed or an enclosed area, and the desired value of the orientation constraint of the camera profile is changed incrementally whenever theoptimal camera view is obstructed. Camera cuts are used whenever the main character backs up to a wall or any other obstructions, or comes out of a semi-enclosed or an enclosed area. Two auxiliary cameras to observe the main camera positions from top and side views have been added. The chase camera control system achieved real-time performance while following the main character in a typical 3D environment, and maintained an optimal view based on a user specified/selected camera profile
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