97 research outputs found

    A reusable iterative optimization software library to solve combinatorial problems with approximate reasoning

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    Real world combinatorial optimization problems such as scheduling are typically too complex to solve with exact methods. Additionally, the problems often have to observe vaguely specified constraints of different importance, the available data may be uncertain, and compromises between antagonistic criteria may be necessary. We present a combination of approximate reasoning based constraints and iterative optimization based heuristics that help to model and solve such problems in a framework of C++ software libraries called StarFLIP++. While initially developed to schedule continuous caster units in steel plants, we present in this paper results from reusing the library components in a shift scheduling system for the workforce of an industrial production plant.Comment: 33 pages, 9 figures; for a project overview see http://www.dbai.tuwien.ac.at/proj/StarFLIP

    Endgame problems of Sim-like graph Ramsey avoidance games are PSPACE-complete

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    AbstractIn Sim, two players compete on a complete graph of six vertices (K6). The players alternate in coloring one as yet uncolored edge using their color. The player who first completes a monochromatic triangle (K3) loses. Replacing K6 and K3 by arbitrary graphs generalizes Sim to graph Ramsey avoidance games. Given an endgame position in these games, the problem of deciding whether the player who moves next has a winning strategy is shown to be PSPACE-complete. It can be reduced from the problem of whether the first player has a winning strategy in the game Gpos(POSCNF) (Schaefer, J. Comput. System Sci. 16 (2) (1978) 185–225). The following game variants are also shown to have PSPACE-complete endgame problems: (1) completing a monochromatic subgraph isomorphic to A is forbidden and the player who is first unable to move loses, (2) both players are allowed to color one or more edges in each move, (3) more than two players take part in the game, and (4) each player has to avoid a separate graph. In all results, the graphs to be avoided can be restricted to the bowtie graph (β‹ˆ, i.e., two triangles with one common vertex)

    On the Lengths of Symmetry Breaking-Preserving Games on Graphs

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    Given a graph GG, we consider a game where two players, AA and BB, alternatingly color edges of GG in red and in blue respectively. Let l(G)l(G) be the maximum number of moves in which BB is able to keep the red and the blue subgraphs isomorphic, if AA plays optimally to destroy the isomorphism. This value is a lower bound for the duration of any avoidance game on GG under the assumption that BB plays optimally. We prove that if GG is a path or a cycle of odd length nn, then Ξ©(log⁑n)≀l(G)≀O(log⁑2n)\Omega(\log n)\le l(G)\le O(\log^2 n). The lower bound is based on relations with Ehrenfeucht games from model theory. We also consider complete graphs and prove that l(Kn)=O(1)l(K_n)=O(1).Comment: 20 page
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