4,173 research outputs found

    Tractable Optimization Problems through Hypergraph-Based Structural Restrictions

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    Several variants of the Constraint Satisfaction Problem have been proposed and investigated in the literature for modelling those scenarios where solutions are associated with some given costs. Within these frameworks computing an optimal solution is an NP-hard problem in general; yet, when restricted over classes of instances whose constraint interactions can be modelled via (nearly-)acyclic graphs, this problem is known to be solvable in polynomial time. In this paper, larger classes of tractable instances are singled out, by discussing solution approaches based on exploiting hypergraph acyclicity and, more generally, structural decomposition methods, such as (hyper)tree decompositions

    Structural Decompositions for Problems with Global Constraints

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    A wide range of problems can be modelled as constraint satisfaction problems (CSPs), that is, a set of constraints that must be satisfied simultaneously. Constraints can either be represented extensionally, by explicitly listing allowed combinations of values, or implicitly, by special-purpose algorithms provided by a solver. Such implicitly represented constraints, known as global constraints, are widely used; indeed, they are one of the key reasons for the success of constraint programming in solving real-world problems. In recent years, a variety of restrictions on the structure of CSP instances have been shown to yield tractable classes of CSPs. However, most such restrictions fail to guarantee tractability for CSPs with global constraints. We therefore study the applicability of structural restrictions to instances with such constraints. We show that when the number of solutions to a CSP instance is bounded in key parts of the problem, structural restrictions can be used to derive new tractable classes. Furthermore, we show that this result extends to combinations of instances drawn from known tractable classes, as well as to CSP instances where constraints assign costs to satisfying assignments.Comment: The final publication is available at Springer via http://dx.doi.org/10.1007/s10601-015-9181-

    Tensor decomposition with generalized lasso penalties

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    We present an approach for penalized tensor decomposition (PTD) that estimates smoothly varying latent factors in multi-way data. This generalizes existing work on sparse tensor decomposition and penalized matrix decompositions, in a manner parallel to the generalized lasso for regression and smoothing problems. Our approach presents many nontrivial challenges at the intersection of modeling and computation, which are studied in detail. An efficient coordinate-wise optimization algorithm for (PTD) is presented, and its convergence properties are characterized. The method is applied both to simulated data and real data on flu hospitalizations in Texas. These results show that our penalized tensor decomposition can offer major improvements on existing methods for analyzing multi-way data that exhibit smooth spatial or temporal features

    Improved Optimal and Approximate Power Graph Compression for Clearer Visualisation of Dense Graphs

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    Drawings of highly connected (dense) graphs can be very difficult to read. Power Graph Analysis offers an alternate way to draw a graph in which sets of nodes with common neighbours are shown grouped into modules. An edge connected to the module then implies a connection to each member of the module. Thus, the entire graph may be represented with much less clutter and without loss of detail. A recent experimental study has shown that such lossless compression of dense graphs makes it easier to follow paths. However, computing optimal power graphs is difficult. In this paper, we show that computing the optimal power-graph with only one module is NP-hard and therefore likely NP-hard in the general case. We give an ILP model for power graph computation and discuss why ILP and CP techniques are poorly suited to the problem. Instead, we are able to find optimal solutions much more quickly using a custom search method. We also show how to restrict this type of search to allow only limited back-tracking to provide a heuristic that has better speed and better results than previously known heuristics.Comment: Extended technical report accompanying the PacificVis 2013 paper of the same nam

    Pure Nash Equilibria: Hard and Easy Games

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    We investigate complexity issues related to pure Nash equilibria of strategic games. We show that, even in very restrictive settings, determining whether a game has a pure Nash Equilibrium is NP-hard, while deciding whether a game has a strong Nash equilibrium is SigmaP2-complete. We then study practically relevant restrictions that lower the complexity. In particular, we are interested in quantitative and qualitative restrictions of the way each players payoff depends on moves of other players. We say that a game has small neighborhood if the utility function for each player depends only on (the actions of) a logarithmically small number of other players. The dependency structure of a game G can be expressed by a graph DG(G) or by a hypergraph H(G). By relating Nash equilibrium problems to constraint satisfaction problems (CSPs), we show that if G has small neighborhood and if H(G) has bounded hypertree width (or if DG(G) has bounded treewidth), then finding pure Nash and Pareto equilibria is feasible in polynomial time. If the game is graphical, then these problems are LOGCFL-complete and thus in the class NC2 of highly parallelizable problems
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