186 research outputs found
Easily searched encodings for number partitioning
Can stochastic search algorithms outperform existing deterministic heuristics for the NP-hard problem Number Partitioning if given a sufficient, but practically realizable amount of time? In a thorough empirical investigation using a straightforward implementation of one such algorithm, simulated annealing, Johnson et al. (Ref. 1) concluded tentatively that the answer is negative.
In this paper, we show that the answer can be positive if attention is devoted to the issue of problem representation (encoding). We present results from empirical tests of several encodings of Number Partitioning with problem instances consisting of multiple-precision integers drawn from a uniform probability distribution. With these instances and with an appropriate choice of representation, stochastic and deterministic searches can—routinely and in a practical amount of time—find solutions several orders of magnitude better than those constructed by the best heuristic known (Ref. 2), which does not employ searching.
We thank David S. Johnson of AT&T Bell Labs for generously and promptly sharing his test instances. For stimulating discussions, we thank members of the Harvard Animation/Optimization Group (especially Jon Christensen), the Computer Science Department at the University of New Mexico, the Santa Fe Institute, and the Berkeley CAD Group. The anonymous referees made numerous constructive suggestions. We thank Rebecca Hayes for comments concerning the figures. The second author is grateful for a Graduate Fellowship from the Fannie and John Hertz Foundation. We thank the Free Software Foundation for making the GNU Multiple Precision package available.
The research described in this paper was conducted mostly while the third author was at Digital Equipment Corporation Cambridge Research Lab. This work was supported in part by the National Science Foundation, principally under Grants IRI-9157996 and IRI-9350192 to the fourth author, and by matching grants from Digital Equipment Corporation and Xerox Corporation.Engineering and Applied Science
High efficiency realization for a wide-coverage unification grammar
We give a detailed account of an algorithm for efficient tactical generation from underspecified logical-form semantics, using a wide-coverage grammar and a corpus of real-world target utterances. Some earlier claims about chart realization are critically reviewed and corrected in the light of a series of practical experiments. As well as a set of algorithmic refinements, we present two novel techniques: the integration of subsumption-based local ambiguity factoring, and a procedure to selectively unpack the generation forest according to a probability distribution given by a conditional, discriminative model
Easily searched encodings for number partitioning
Can stochastic search algorithms outperform existing deterministic heuristics for the NP-hard problem Number Partitioning if given a sufficient, but practically realizable amount of time? In a thorough empirical investigation using a straightforward implementation of one such algorithm, simulated annealing, Johnson et al. (Ref. 1) concluded tentatively that the answer is negative.
In this paper, we show that the answer can be positive if attention is devoted to the issue of problem representation (encoding). We present results from empirical tests of several encodings of Number Partitioning with problem instances consisting of multiple-precision integers drawn from a uniform probability distribution. With these instances and with an appropriate choice of representation, stochastic and deterministic searches can—routinely and in a practical amount of time—find solutions several orders of magnitude better than those constructed by the best heuristic known (Ref. 2), which does not employ searching.
We thank David S. Johnson of AT&T Bell Labs for generously and promptly sharing his test instances. For stimulating discussions, we thank members of the Harvard Animation/Optimization Group (especially Jon Christensen), the Computer Science Department at the University of New Mexico, the Santa Fe Institute, and the Berkeley CAD Group. The anonymous referees made numerous constructive suggestions. We thank Rebecca Hayes for comments concerning the figures. The second author is grateful for a Graduate Fellowship from the Fannie and John Hertz Foundation. We thank the Free Software Foundation for making the GNU Multiple Precision package available.
The research described in this paper was conducted mostly while the third author was at Digital Equipment Corporation Cambridge Research Lab. This work was supported in part by the National Science Foundation, principally under Grants IRI-9157996 and IRI-9350192 to the fourth author, and by matching grants from Digital Equipment Corporation and Xerox Corporation.Engineering and Applied Science
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Agent Decision-Making in Open Mixed Networks
Computer systems increasingly carry out tasks in mixed networks, that is in group settings in which they interact both with other computer systems and with people. Participants in these heterogeneous human-computer groups vary in their capabilities, goals, and strategies; they may cooperate, collaborate, or compete. The presence of people in mixed networks raises challenges for the design and the evaluation of decision-making strategies for computer agents. This paper describes several new decision-making models that represent, learn and adapt to various social attributes that influence people's decision-making and presents a novel approach to evaluating such models. It identifies a range of social attributes in an open-network setting that influence people's decision-making and thus affect the performance of computer-agent strategies, and establishes the importance of learning and adaptation to the success of such strategies. The settings vary in the capabilities, goals, and strategies that people bring into their interactions. The studies deploy a configurable system called Colored Trails (CT) that generates a family of games. CT is an abstract, conceptually simple but highly versatile game in which players negotiate and exchange resources to enable them to achieve their individual or group goals. It provides a realistic analogue to multi-agent task domains, while not requiring extensive domain modeling. It is less abstract than payoff matrices, and people exhibit less strategic and more helpful behavior in CT than in the identical payoff matrix decision-making context. By not requiring extensive domain modeling, CT enables agent researchers to focus their attention on strategy design, and it provides an environment in which the influence of social factors can be better isolated and studied.Engineering and Applied Science
A seed-growth heuristic for graph bisection
We present a new heuristic algorithm for graph bisection, based on an implicit notion of clustering. We describe how the heuristic can be combined with stochastic search procedures and a postprocess application of the Kernighan-Lin algorithm. In a series of time-equated comparisons with large-sample runs of pure Kernighan-Lin, the new algorithm demonstrates significant superiority in terms of the best bisections found.Engineering and Applied Science
Plan Recognition in Exploratory Domains
This paper describes a challenging plan recognition problem that arises in environments in which agents engage widely in exploratory behavior, and presents new algorithms for effective plan recognition in such settings. In exploratory domains, agentsʼ actions map onto logs of behavior that include switching between activities, extraneous actions, and mistakes. Flexible pedagogical software, such as the application considered in this paper for statistics education, is a paradigmatic example of such domains, but many other settings exhibit similar characteristics. The paper establishes the task of plan recognition in exploratory domains to be NP-hard and compares several approaches for recognizing plans in these domains, including new heuristic methods that vary the extent to which they employ backtracking, as well as a reduction to constraint-satisfaction problems. The algorithms were empirically evaluated on peopleʼs interaction with flexible, open-ended statistics education software used in schools. Data was collected from adults using the software in a lab setting as well as middle school students using the software in the classroom. The constraint satisfaction approaches were complete, but were an order of magnitude slower than the heuristic approaches. In addition, the heuristic approaches were able to perform within 4% of the constraint satisfaction approaches on student data from the classroom, which reflects the intended user population of the software. These results demonstrate that the heuristic approaches offer a good balance between performance and computation time when recognizing peopleʼs activities in the pedagogical domain of interest.Engineering and Applied Science
Personal protective equipment solution for UK military medical personnel working in an Ebola virus disease treatment unit in Sierra Leone.
The combination of personal protective equipment (PPE) together with donning and doffing protocols was designed to protect British and Canadian military medical personnel in the Kerry Town Ebola Treatment Unit (ETU) in Sierra Leone. The PPE solution was selected to protect medical staff from infectious risks, notably Ebola virus, and chemical (hypochlorite) exposure. PPE maximized dexterity, enabled personnel to work in hot temperatures for periods of up to 2h, protected mucosal membranes when doffing outer layers, and minimized potential contamination of the doffing area with infectious material by reducing the requirement to spray PPE with hypochlorite. The ETU was equipped to allow medical personnel to provide a higher level of care than witnessed in many existing ETUs. This assured personnel working as part of the international response that they would receive as close to Western treatment standards as possible if they were to contract Ebola virus disease (EVD). PPE also enabled clinical interventions that are not seen routinely in West African EVD treatment regimens, whilst providing a robust protective barrier. Competency in using PPE was developed during a nine-day pre-deployment training programme. This allowed over 60 clinical personnel per deployment to practice skills in PPE in a simulated ETU and in classrooms. Overall, the training provided: (i) an evidence base underpinning the PPE solution chosen; (ii) skills in donning and doffing of PPE; (iii) personnel confidence in the selected PPE; and (iv) quantifiable testing of each individual's capability to don PPE, perform tasks and doff PPE safely
Diagenetic Crystal Clusters and Dendrites, Lower Mount Sharp, Gale Crater
Since approximately Sol 753 (to sol 840+) the Mars Science Laboratory Curiosity rover has been investigating the Pahrump locality. Mapping of HiRise images suggests that the Pahrup locality represents the first occurrence of strata associated with basal Mount Sharp. Considerable efforts have been made to document the Pahrump locality in detail, in order to constrain both depositional and diagenetic facies. The Pahrump succession consists of approximately 13 meters of recessive-weathering mudstone interbedded with thin (decimeter-scale) intervals of more erosionally resistant mudstone, and crossbedded sandstone in the upper stratigraphic levels. Mudstone textures vary from massive, to poorly laminated, to well-laminated. Here we investigate the distribution and structure of unusual diagenetic features that occur in the lowermost portion of the Pahrump section. These diagenetic features consist of three dimensional crystal clusters and dendrites that are erosionally resistant with respect to the host rock
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