2,713 research outputs found
An Empirical Analysis of Search in GSAT
We describe an extensive study of search in GSAT, an approximation procedure
for propositional satisfiability. GSAT performs greedy hill-climbing on the
number of satisfied clauses in a truth assignment. Our experiments provide a
more complete picture of GSAT's search than previous accounts. We describe in
detail the two phases of search: rapid hill-climbing followed by a long plateau
search. We demonstrate that when applied to randomly generated 3SAT problems,
there is a very simple scaling with problem size for both the mean number of
satisfied clauses and the mean branching rate. Our results allow us to make
detailed numerical conjectures about the length of the hill-climbing phase, the
average gradient of this phase, and to conjecture that both the average score
and average branching rate decay exponentially during plateau search. We end by
showing how these results can be used to direct future theoretical analysis.
This work provides a case study of how computer experiments can be used to
improve understanding of the theoretical properties of algorithms.Comment: See http://www.jair.org/ for any accompanying file
The Winnability of Klondike Solitaire and Many Other Patience Games
Our ignorance of the winnability percentage of the game in the Windows
Solitaire program, more properly called 'Klondike', has been described as "one
of the embarrassments of applied mathematics". Klondike is just one of many
single-player card games, generically called 'patience' or 'solitaire' games,
for which players have long wanted to know how likely a particular game is to
be winnable. A number of different games have been studied empirically in the
academic literature and by non-academic enthusiasts. Here we show that a single
general purpose Artificial Intelligence program, called "Solvitaire", can be
used to determine the winnability percentage of 45 different single-player card
games with a 95% confidence interval of +/- 0.1% or better. For example, we
report the winnability of Klondike as 81.956% +/- 0.096% (in the 'thoughtful'
variant where the player knows the location of all cards), a 30-fold reduction
in confidence interval over the best previous result. Almost all our results
are either entirely new or represent significant improvements on previous
knowledge
Scalable Parallel Numerical Constraint Solver Using Global Load Balancing
We present a scalable parallel solver for numerical constraint satisfaction
problems (NCSPs). Our parallelization scheme consists of homogeneous worker
solvers, each of which runs on an available core and communicates with others
via the global load balancing (GLB) method. The parallel solver is implemented
with X10 that provides an implementation of GLB as a library. In experiments,
several NCSPs from the literature were solved and attained up to 516-fold
speedup using 600 cores of the TSUBAME2.5 supercomputer.Comment: To be presented at X10'15 Worksho
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