13 research outputs found

    Fractional Vertex Arboricity of Graphs

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    Automated Extraction of Problem Structure

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    Abstract. Most problems studied in artificial intelligence possess some form of structure, but a precise way to define such structure is so far lacking. We investigate how the notion of problem structure can be made precise, and propose a formal definition of problem structure. The definition is applicable to problems in which the quality of candidate solutions is evaluated by means of a series of tests. This specifies a wide range of problems: tests can be examples in classification, test sequences for a sorting network, or opponents for board games. Based on our definition of problem structure, we provide an automatic procedure for problem structure extraction, and results of proof-of-concept experiments. The definition of problem structure assigns a precise meaning to the notion of the underlying objectives of a problem, a concept which has been used to explain how one can evaluate individuals in a coevolutionary setting. The ability to analyze and represent problem structure may yield new insight into existing problems, and benefit the design of algorithms for learning and search.

    Focusing versus intransitivity: geometrical aspects of coevolution

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    Abstract. Recently, a minimal domain dubbed the numbers game has been proposed to illustrate well-known issues in co-evolutionary dynamics. The domain permits controlled introduction of features like intransitivity, allowing researchers to understand failings of a co-evolutionary algorithm in terms of the domain. In this paper, we show theoretically that a large class of co-evolution problems closely resemble this minimal domain. In particular, all the problems in this class can be embedded into an ordered, n-dimensional Euclidean space, and so can be construed as greater-than games. Thus, conclusions derived using the numbers game are more widely applicable than might be presumed. In light of this observation, we present a simple algorithm aimed at remedying focusing problems and relativism in the numbers game. With it we show empirically that, contrary to expectations, focusing in transitive games can be more troublesome for co-evolutionary algorithms than intransitivity. Practitioners should therefore be just as wary of focusing issues in application domains.

    Improved Bounds for the Number of (<=k)-Sets, Convex Quadrilaterals, and the Rectilinear Crossing Number of K_n

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    We use circular sequences to give an improved lower bound on the minimum number of (<=k)-sets in a set of points in general position. We then use this to show that if S is a set of n points in general position, then the number (S)\square(S) of convex quadrilaterals determined by the points in S is at least 0.37553(n4)+O(n3)0.37553\binom{n}{4} + O(n^3). This in turn implies that the rectilinear crossing number cr(Kn)\overline{\hbox{\rm cr}}(K_n) of the complete graph K_n is at least 0.37553(n4)+O(n3)0.37553\binom{n}{4} + O(n^3). These improved bounds refine results recently obtained by Ábrego and Fernández-Merchant, and by Lovász, Vesztergombi, Wagner and Welzl
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