27,014 research outputs found

    Game Refinement Relations and Metrics

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    We consider two-player games played over finite state spaces for an infinite number of rounds. At each state, the players simultaneously choose moves; the moves determine a successor state. It is often advantageous for players to choose probability distributions over moves, rather than single moves. Given a goal, for example, reach a target state, the question of winning is thus a probabilistic one: what is the maximal probability of winning from a given state? On these game structures, two fundamental notions are those of equivalences and metrics. Given a set of winning conditions, two states are equivalent if the players can win the same games with the same probability from both states. Metrics provide a bound on the difference in the probabilities of winning across states, capturing a quantitative notion of state similarity. We introduce equivalences and metrics for two-player game structures, and we show that they characterize the difference in probability of winning games whose goals are expressed in the quantitative mu-calculus. The quantitative mu-calculus can express a large set of goals, including reachability, safety, and omega-regular properties. Thus, we claim that our relations and metrics provide the canonical extensions to games, of the classical notion of bisimulation for transition systems. We develop our results both for equivalences and metrics, which generalize bisimulation, and for asymmetrical versions, which generalize simulation

    Strong Equivalence Relations for Iterated Models

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    The Iterated Immediate Snapshot model (IIS), due to its elegant geometrical representation, has become standard for applying topological reasoning to distributed computing. Its modular structure makes it easier to analyze than the more realistic (non-iterated) read-write Atomic-Snapshot memory model (AS). It is known that AS and IIS are equivalent with respect to \emph{wait-free task} computability: a distributed task is solvable in AS if and only if it solvable in IIS. We observe, however, that this equivalence is not sufficient in order to explore solvability of tasks in \emph{sub-models} of AS (i.e. proper subsets of its runs) or computability of \emph{long-lived} objects, and a stronger equivalence relation is needed. In this paper, we consider \emph{adversarial} sub-models of AS and IIS specified by the sets of processes that can be \emph{correct} in a model run. We show that AS and IIS are equivalent in a strong way: a (possibly long-lived) object is implementable in AS under a given adversary if and only if it is implementable in IIS under the same adversary. %This holds whether the object is one-shot or long-lived. Therefore, the computability of any object in shared memory under an adversarial AS scheduler can be equivalently investigated in IIS

    Distributional Equivalence and Structure Learning for Bow-free Acyclic Path Diagrams

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    We consider the problem of structure learning for bow-free acyclic path diagrams (BAPs). BAPs can be viewed as a generalization of linear Gaussian DAG models that allow for certain hidden variables. We present a first method for this problem using a greedy score-based search algorithm. We also prove some necessary and some sufficient conditions for distributional equivalence of BAPs which are used in an algorithmic ap- proach to compute (nearly) equivalent model structures. This allows us to infer lower bounds of causal effects. We also present applications to real and simulated datasets using our publicly available R-package

    Spatial Aggregation: Theory and Applications

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    Visual thinking plays an important role in scientific reasoning. Based on the research in automating diverse reasoning tasks about dynamical systems, nonlinear controllers, kinematic mechanisms, and fluid motion, we have identified a style of visual thinking, imagistic reasoning. Imagistic reasoning organizes computations around image-like, analogue representations so that perceptual and symbolic operations can be brought to bear to infer structure and behavior. Programs incorporating imagistic reasoning have been shown to perform at an expert level in domains that defy current analytic or numerical methods. We have developed a computational paradigm, spatial aggregation, to unify the description of a class of imagistic problem solvers. A program written in this paradigm has the following properties. It takes a continuous field and optional objective functions as input, and produces high-level descriptions of structure, behavior, or control actions. It computes a multi-layer of intermediate representations, called spatial aggregates, by forming equivalence classes and adjacency relations. It employs a small set of generic operators such as aggregation, classification, and localization to perform bidirectional mapping between the information-rich field and successively more abstract spatial aggregates. It uses a data structure, the neighborhood graph, as a common interface to modularize computations. To illustrate our theory, we describe the computational structure of three implemented problem solvers -- KAM, MAPS, and HIPAIR --- in terms of the spatial aggregation generic operators by mixing and matching a library of commonly used routines.Comment: See http://www.jair.org/ for any accompanying file
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