5 research outputs found

    Finding Similar/Diverse Solutions in Answer Set Programming

    Full text link
    For some computational problems (e.g., product configuration, planning, diagnosis, query answering, phylogeny reconstruction) computing a set of similar/diverse solutions may be desirable for better decision-making. With this motivation, we studied several decision/optimization versions of this problem in the context of Answer Set Programming (ASP), analyzed their computational complexity, and introduced offline/online methods to compute similar/diverse solutions of such computational problems with respect to a given distance function. All these methods rely on the idea of computing solutions to a problem by means of finding the answer sets for an ASP program that describes the problem. The offline methods compute all solutions in advance using the ASP formulation of the problem with an ASP solver, like Clasp, and then identify similar/diverse solutions using clustering methods. The online methods compute similar/diverse solutions following one of the three approaches: by reformulating the ASP representation of the problem to compute similar/diverse solutions at once using an ASP solver; by computing similar/diverse solutions iteratively (one after other) using an ASP solver; by modifying the search algorithm of an ASP solver to compute similar/diverse solutions incrementally. We modified Clasp to implement the last online method and called it Clasp-NK. In the first two online methods, the given distance function is represented in ASP; in the last one it is implemented in C++. We showed the applicability and the effectiveness of these methods on reconstruction of similar/diverse phylogenies for Indo-European languages, and on several planning problems in Blocks World. We observed that in terms of computational efficiency the last online method outperforms the others; also it allows us to compute similar/diverse solutions when the distance function cannot be represented in ASP.Comment: 57 pages, 17 figures, 4 tables. To appear in Theory and Practice of Logic Programming (TPLP

    Smoke Test Planning using Answer Set Programming

    Get PDF
    Smoke testing is an important method to increase stability and reliability of hardware- gramming, Testing depending systems. Due to concurrent access to the same physical resource and the impracticality of the use of virtualization, smoke testing requires some form of planning. In this paper, we propose to decompose test cases in terms of atomic actions consisting of preconditions and effects. We present a solution based on answer set programming with multi-shot solving that automatically generates short parallel test plans. Experiments suggest that the approach is feasible for non-inherently sequential test cases and scales up to thousands of test cases

    Enriching Solutions to Combinatorial Problems via Solution Engineering

    Get PDF
    International audienceExisting approaches to identify multiple solutions to combinatorial problems in practice are at best limited in their ability to simultaneously incorporate both diversity among generated solutions, as well as problem-specific desires that may only be discovered or articulated by the user after further analysis of solver output. We propose a general framework for problems of a combinatorial nature that can generate a set of of multiple (near-)optimal, diverse solutions, that are further infused with desirable features. We call our approach solution engineering. A key novelty is that desirable solution properties need not be explicitly modeled in advance. We customize the framework to both the mathematical programming and constraint programming technologies, and subsequently demonstrate its prac-ticality by implementing and then conducting computational experiments on existing test instances from the literature. Our computational results confirm the very real possibility of generating sets of solutions infused with features that might otherwise remain undiscovered

    Qualitative and Quantitative Solution Diversity in Heuristic-Search and Case-Based Planning

    Get PDF
    Planning is a branch of Artificial Intelligence (AI) concerned with projecting courses of actions for executing tasks and reaching goals. AI Planning helps increase the autonomy of artificially intelligent agents and decrease the cognitive load burdening human planners working in challenging domains, such as the Mars exploration projects. Approaches to AI planning include first-principles heuristic search planning and case-based planning. The former conducts a heuristic-guided search in the solution space, while the latter generates new solutions by adapting solutions to previously-solved problems.The ability to generate not just one solution, but a set of meaningfully diverse solutions to each planning problem helps cater to a wider variety of user preferences and needs (which it may be difficult or even unfeasible to acquire and/or represent in their entirety), produce viable alternative courses of action to fall back on in case of failure, counter varied threats in intrusion detection, render computer games more compelling, and provide representative samples of the vast search spaces of planning problems.This work describes a general framework for generating diverse sets of solutions (i.e. courses of action) to planning problems. The general diversity-aware planning algorithm consists of iteratively generating solutions using a composite candidate-solution evaluation criterion taking into account both how promising the candidate solutions appear in their own right and on how likely they are to increase the overall diversity of the final set of solutions. This estimate of diversity is based on distance metrics, i.e. measures of the dissimilarity between two solutions. Distance metrics can be quantitative or qualitative.Quantitative distance measures are domain-independent. They require minimum knowledge engineering, but may not reflect dissimilarities that are truly meaningful. Qualitative distance metrics are domain-specific and reflect, based on the domain knowledge encoded within them, the kind of meaningful dissimilarities that might be identified by a person familiar with the domain.Based on the general framework for diversity-aware planning, three domain-independent planning algorithms have been implemented and are described and evaluated herein. DivFF is a diverse heuristic search planner for deterministic planning domains (i.e. domains for which the assumption is made that any action can only have one possible outcome). DivCBP is a diverse case-based planner, also for deterministic planning domains. DivNDP is a heuristic search planner for nondeterministic planning domains (i.e. domains the descriptions of which include actions with multiple possible outcomes). The experimental evaluation of the three algorithms is conducted on a computer game domain, chosen for its challenging characteristics, which include nondeterminism and dynamism. The generated courses of action are run in the game in order to ascertain whether they affect the game environment in diverse ways. This constitutes the test of their genuine diversity, which cannot be evaluated accurately based solely on their low-level structure.It is shown that all proposed planning systems successfully generate sets of diverse solutions using varied criteria for assessing solution dissimilarity. Qualitatively-diverse solution sets are demonstrated to constantly produce more diverse effects in the game environment than quantitatively-diverse solution sets.A comparison between the two planning systems for deterministic domains, DivCBP and DivFF, reveals the former to be more successful at consistently generating diverse sets of solutions. The reasons for this are investigated, thus contributing to the literature of comparative studies of first-principles and case-based planning approaches. Finally, an application of diversity in planning is showcased: simulating personality-trait variation in computer game characters. Sets of diverse solutions to both deterministic and nondeterministic planning problems are shown to successfully create diverse character behavior in the evaluation environment
    corecore