Chapter 11 Depth-First Search
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11Th International Conference for Internet Technology and Secured Transactions
Analysis of PRNGs with Large State Spaces and Structural Improvements Gabriele Spenger, Jörg Keller Faculty of Mathematics and Computer Science FernUniversität in Hagen 58084 Hagen, Germany [email protected], [email protected] Abstract usually been subject for a lot of scientific work trying to find any kinds of weaknesses before their standardization. But there are also occasions where the The security of cryptographic functions such as standards do not provide the right tools for an pseudo random number generators (PRNGs) can application. One example is the application on low cost usually not be mathematically proven. Instead, RFID transmitters, which only allow a very low statistical properties of the generator are commonly complexity of the algorithms due to the cost restraints evaluated using standardized test batteries on a (the cost is mostly driven by the required chip area [1]). limited number of output values. This paper In these cases, it might be required to use a non- demonstrates that valuable additional information standardized algorithm. This implies the danger of about the properties of the algorithm can be gathered choosing an algorithm that does not provide the by analyzing the state space. As the state space for necessary security. practical use cases is usually huge, two approaches Besides the algorithms themselves also a couple of are presented to make this analysis manageable. methods for the assessment of the suitability of Results for a practical application of these cryptographic functions have been standardized. approaches to the algorithms AKARI and A5/1 are Examples for methods for assessing the security of provided, giving new insights about the suitability of PRNGs are the Marsaglia suite of Tests of these PRNGs for security applications. -
Using Map Service API for Driving Cycle Detection for Wearable GPS Data: Preprint
Using Map Service API for Driving Cycle Detection for Wearable GPS Data Preprint Lei Zhu and Jeffrey Gonder National Renewable Energy Laboratory To be presented at Transportation Research Board (TRB) 97th Annual Meeting Washington, DC January 7-11, 2018 NREL is a national laboratory of the U.S. Department of Energy Office of Energy Efficiency & Renewable Energy Operated by the Alliance for Sustainable Energy, LLC This report is available at no cost from the National Renewable Energy Laboratory (NREL) at www.nrel.gov/publications. Conference Paper NREL/CP-5400-70474 December 2017 Contract No. DE-AC36-08GO28308 NOTICE The submitted manuscript has been offered by an employee of the Alliance for Sustainable Energy, LLC (Alliance), a contractor of the US Government under Contract No. DE-AC36-08GO28308. Accordingly, the US Government and Alliance retain a nonexclusive royalty-free license to publish or reproduce the published form of this contribution, or allow others to do so, for US Government purposes. This report was prepared as an account of work sponsored by an agency of the United States government. Neither the United States government nor any agency thereof, nor any of their employees, makes any warranty, express or implied, or assumes any legal liability or responsibility for the accuracy, completeness, or usefulness of any information, apparatus, product, or process disclosed, or represents that its use would not infringe privately owned rights. Reference herein to any specific commercial product, process, or service by trade name, trademark, manufacturer, or otherwise does not necessarily constitute or imply its endorsement, recommendation, or favoring by the United States government or any agency thereof. -
Adversarial Search
Adversarial Search In which we examine the problems that arise when we try to plan ahead in a world where other agents are planning against us. Outline 1. Games 2. Optimal Decisions in Games 3. Alpha-Beta Pruning 4. Imperfect, Real-Time Decisions 5. Games that include an Element of Chance 6. State-of-the-Art Game Programs 7. Summary 2 Search Strategies for Games • Difference to general search problems deterministic random – Imperfect Information: opponent not deterministic perfect Checkers, Backgammon, – Time: approximate algorithms information Chess, Go Monopoly incomplete Bridge, Poker, ? information Scrabble • Early fundamental results – Algorithm for perfect game von Neumann (1944) • Our terminology: – Approximation through – deterministic, fully accessible evaluation information Zuse (1945), Shannon (1950) Games 3 Games as Search Problems • Justification: Games are • Games as playground for search problems with an serious research opponent • How can we determine the • Imperfection through actions best next step/action? of opponent: possible results... – Cutting branches („pruning“) • Games hard to solve; – Evaluation functions for exhaustive: approximation of utility – Average branching factor function chess: 35 – ≈ 50 steps per player ➞ 10154 nodes in search tree – But “Only” 1040 allowed positions Games 4 Search Problem • 2-player games • Search problem – Player MAX – Initial state – Player MIN • Board, positions, first player – MAX moves first; players – Successor function then take turns • Lists of (move,state)-pairs – Goal test -
Artificial Intelligence Spring 2019 Homework 2: Adversarial Search
Artificial Intelligence Spring 2019 Homework 2: Adversarial Search PROGRAMMING In this assignment, you will create an adversarial search agent to play the 2048-puzzle game. A demo of the game is available here: gabrielecirulli.github.io/2048. I. 2048 As A Two-Player Game II. Choosing a Search Algorithm: Expectiminimax III. Using The Skeleton Code IV. What You Need To Submit V. Important Information VI. Before You Submit I. 2048 As A Two-Player Game 2048 is played on a 4×4 grid with numbered tiles which can slide up, down, left, or right. This game can be modeled as a two player game, in which the computer AI generates a 2- or 4-tile placed randomly on the board, and the player then selects a direction to move the tiles. Note that the tiles move until they either (1) collide with another tile, or (2) collide with the edge of the grid. If two tiles of the same number collide in a move, they merge into a single tile valued at the sum of the two originals. The resulting tile cannot merge with another tile again in the same move. Usually, each role in a two-player games has a similar set of moves to choose from, and similar objectives (e.g. chess). In 2048 however, the player roles are inherently asymmetric, as the Computer AI places tiles and the Player moves them. Adversarial search can still be applied! Using your previous experience with objects, states, nodes, functions, and implicit or explicit search trees, along with our skeleton code, focus on optimizing your player algorithm to solve 2048 as efficiently and consistently as possible. -
Exact Learning of Sequences from Queries and Trackers
UNIVERSITY OF CALIFORNIA, IRVINE Exact Learning of Sequences from Queries and Trackers DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Computer Science by Pedro Ascens~ao Ferreira Matias Dissertation Committee: Distinguished Professor Michael T. Goodrich, Chair Distinguished Professor David Eppstein Professor Sandy Irani 2021 Chapter 2 c 2020 Springer Chapter 4 c 2021 Springer All other materials c 2021 Pedro Ascens~aoFerreira Matias DEDICATION To my parents Margarida and Lu´ıs,to my sister Ana and to my brother Luisito, for the encouragement in choosing my own path, and for always being there. { Senhorzinho Doutorzinho ii TABLE OF CONTENTS Page COVER DEDICATION ii TABLE OF CONTENTS iii LIST OF FIGURES v ACKNOWLEDGMENTS vii VITA ix ABSTRACT OF THE DISSERTATION xii 1 Introduction 1 1.1 Learning Strings . .3 1.2 Learning Paths in a Graph . .4 1.3 Literature Overview on Exact Learning and Other Learning Models . .5 2 Learning Strings 12 2.1 Introduction . 12 2.1.1 Related Work . 14 2.1.2 Our Results . 18 2.1.3 Preliminaries . 19 2.2 Substring Queries . 20 2.2.1 Uncorrupted Periodic Strings of Known Size . 22 2.2.2 Uncorrupted Periodic Strings of Unknown Size . 25 2.2.3 Corrupted Periodic Strings . 30 2.3 Subsequence Queries . 36 2.4 Jumbled-index Queries . 39 2.5 Conclusion and Open Questions . 46 3 Learning Paths in Planar Graphs 48 3.1 Introduction . 48 3.1.1 Related Work . 50 3.1.2 Definitions . 52 iii 3.2 Approximation algorithm . 53 3.2.1 Lower bound on OPT ......................... -
Matroid Theory
MATROID THEORY HAYLEY HILLMAN 1 2 HAYLEY HILLMAN Contents 1. Introduction to Matroids 3 1.1. Basic Graph Theory 3 1.2. Basic Linear Algebra 4 2. Bases 5 2.1. An Example in Linear Algebra 6 2.2. An Example in Graph Theory 6 3. Rank Function 8 3.1. The Rank Function in Graph Theory 9 3.2. The Rank Function in Linear Algebra 11 4. Independent Sets 14 4.1. Independent Sets in Graph Theory 14 4.2. Independent Sets in Linear Algebra 17 5. Cycles 21 5.1. Cycles in Graph Theory 22 5.2. Cycles in Linear Algebra 24 6. Vertex-Edge Incidence Matrix 25 References 27 MATROID THEORY 3 1. Introduction to Matroids A matroid is a structure that generalizes the properties of indepen- dence. Relevant applications are found in graph theory and linear algebra. There are several ways to define a matroid, each relate to the concept of independence. This paper will focus on the the definitions of a matroid in terms of bases, the rank function, independent sets and cycles. Throughout this paper, we observe how both graphs and matrices can be viewed as matroids. Then we translate graph theory to linear algebra, and vice versa, using the language of matroids to facilitate our discussion. Many proofs for the properties of each definition of a matroid have been omitted from this paper, but you may find complete proofs in Oxley[2], Whitney[3], and Wilson[4]. The four definitions of a matroid introduced in this paper are equiv- alent to each other. -
Matroids You Have Known
26 MATHEMATICS MAGAZINE Matroids You Have Known DAVID L. NEEL Seattle University Seattle, Washington 98122 [email protected] NANCY ANN NEUDAUER Pacific University Forest Grove, Oregon 97116 nancy@pacificu.edu Anyone who has worked with matroids has come away with the conviction that matroids are one of the richest and most useful ideas of our day. —Gian Carlo Rota [10] Why matroids? Have you noticed hidden connections between seemingly unrelated mathematical ideas? Strange that finding roots of polynomials can tell us important things about how to solve certain ordinary differential equations, or that computing a determinant would have anything to do with finding solutions to a linear system of equations. But this is one of the charming features of mathematics—that disparate objects share similar traits. Properties like independence appear in many contexts. Do you find independence everywhere you look? In 1933, three Harvard Junior Fellows unified this recurring theme in mathematics by defining a new mathematical object that they dubbed matroid [4]. Matroids are everywhere, if only we knew how to look. What led those junior-fellows to matroids? The same thing that will lead us: Ma- troids arise from shared behaviors of vector spaces and graphs. We explore this natural motivation for the matroid through two examples and consider how properties of in- dependence surface. We first consider the two matroids arising from these examples, and later introduce three more that are probably less familiar. Delving deeper, we can find matroids in arrangements of hyperplanes, configurations of points, and geometric lattices, if your tastes run in that direction. -
Incremental Dynamic Construction of Layered Polytree Networks )
440 Incremental Dynamic Construction of Layered Polytree Networks Keung-Chi N g Tod S. Levitt lET Inc., lET Inc., 14 Research Way, Suite 3 14 Research Way, Suite 3 E. Setauket, NY 11733 E. Setauket , NY 11733 [email protected] [email protected] Abstract Many exact probabilistic inference algorithms1 have been developed and refined. Among the earlier meth ods, the polytree algorithm (Kim and Pearl 1983, Certain classes of problems, including per Pearl 1986) can efficiently update singly connected ceptual data understanding, robotics, discov belief networks (or polytrees) , however, it does not ery, and learning, can be represented as incre work ( without modification) on multiply connected mental, dynamically constructed belief net networks. In a singly connected belief network, there is works. These automatically constructed net at most one path (in the undirected sense) between any works can be dynamically extended and mod pair of nodes; in a multiply connected belief network, ified as evidence of new individuals becomes on the other hand, there is at least one pair of nodes available. The main result of this paper is the that has more than one path between them. Despite incremental extension of the singly connect the fact that the general updating problem for mul ed polytree network in such a way that the tiply connected networks is NP-hard (Cooper 1990), network retains its singly connected polytree many propagation algorithms have been applied suc structure after the changes. The algorithm cessfully to multiply connected networks, especially on is deterministic and is guaranteed to have networks that are sparsely connected. These methods a complexity of single node addition that is include clustering (also known as node aggregation) at most of order proportional to the number (Chang and Fung 1989, Pearl 1988), node elimination of nodes (or size) of the network. -
A Framework for the Evaluation and Management of Network Centrality ∗
A Framework for the Evaluation and Management of Network Centrality ∗ Vatche Ishakiany D´oraErd}osz Evimaria Terzix Azer Bestavros{ Abstract total number of shortest paths that go through it. Ever Network-analysis literature is rich in node-centrality mea- since, researchers have proposed different measures of sures that quantify the centrality of a node as a function centrality, as well as algorithms for computing them [1, of the (shortest) paths of the network that go through it. 2, 4, 10, 11]. The common characteristic of these Existing work focuses on defining instances of such mea- measures is that they quantify a node's centrality by sures and designing algorithms for the specific combinato- computing the number (or the fraction) of (shortest) rial problems that arise for each instance. In this work, we paths that go through that node. For example, in a propose a unifying definition of centrality that subsumes all network where packets propagate through nodes, a node path-counting based centrality definitions: e.g., stress, be- with high centrality is one that \sees" (and potentially tweenness or paths centrality. We also define a generic algo- controls) most of the traffic. rithm for computing this generalized centrality measure for In many applications, the centrality of a single node every node and every group of nodes in the network. Next, is not as important as the centrality of a group of we define two optimization problems: k-Group Central- nodes. For example, in a network of lobbyists, one ity Maximization and k-Edge Centrality Boosting. might want to measure the combined centrality of a In the former, the task is to identify the subset of k nodes particular group of lobbyists. -
Best-First and Depth-First Minimax Search in Practice
Best-First and Depth-First Minimax Search in Practice Aske Plaat, Erasmus University, [email protected] Jonathan Schaeffer, University of Alberta, [email protected] Wim Pijls, Erasmus University, [email protected] Arie de Bruin, Erasmus University, [email protected] Erasmus University, University of Alberta, Department of Computer Science, Department of Computing Science, Room H4-31, P.O. Box 1738, 615 General Services Building, 3000 DR Rotterdam, Edmonton, Alberta, The Netherlands Canada T6G 2H1 Abstract Most practitioners use a variant of the Alpha-Beta algorithm, a simple depth-®rst pro- cedure, for searching minimax trees. SSS*, with its best-®rst search strategy, reportedly offers the potential for more ef®cient search. However, the complex formulation of the al- gorithm and its alleged excessive memory requirements preclude its use in practice. For two decades, the search ef®ciency of ªsmartº best-®rst SSS* has cast doubt on the effectiveness of ªdumbº depth-®rst Alpha-Beta. This paper presents a simple framework for calling Alpha-Beta that allows us to create a variety of algorithms, including SSS* and DUAL*. In effect, we formulate a best-®rst algorithm using depth-®rst search. Expressed in this framework SSS* is just a special case of Alpha-Beta, solving all of the perceived drawbacks of the algorithm. In practice, Alpha-Beta variants typically evaluate less nodes than SSS*. A new instance of this framework, MTD(ƒ), out-performs SSS* and NegaScout, the Alpha-Beta variant of choice by practitioners. 1 Introduction Game playing is one of the classic problems of arti®cial intelligence. -
General Branch and Bound, and Its Relation to A* and AO*
ARTIFICIAL INTELLIGENCE 29 General Branch and Bound, and Its Relation to A* and AO* Dana S. Nau, Vipin Kumar and Laveen Kanal* Laboratory for Pattern Analysis, Computer Science Department, University of Maryland College Park, MD 20742, U.S.A. Recommended by Erik Sandewall ABSTRACT Branch and Bound (B&B) is a problem-solving technique which is widely used for various problems encountered in operations research and combinatorial mathematics. Various heuristic search pro- cedures used in artificial intelligence (AI) are considered to be related to B&B procedures. However, in the absence of any generally accepted terminology for B&B procedures, there have been widely differing opinions regarding the relationships between these procedures and B &B. This paper presents a formulation of B&B general enough to include previous formulations as special cases, and shows how two well-known AI search procedures (A* and AO*) are special cases o,f this general formulation. 1. Introduction A wide class of problems arising in operations research, decision making and artificial intelligence can be (abstractly) stated in the following form: Given a (possibly infinite) discrete set X and a real-valued objective function F whose domain is X, find an optimal element x* E X such that F(x*) = min{F(x) I x ~ X}) Unless there is enough problem-specific knowledge available to obtain the optimum element of the set in some straightforward manner, the only course available may be to enumerate some or all of the elements of X until an optimal element is found. However, the sets X and {F(x) [ x E X} are usually tThis work was supported by NSF Grant ENG-7822159 to the Laboratory for Pattern Analysis at the University of Maryland. -
Trees, Binary Search Trees, Heaps & Applications Dr. Chris Bourke
Trees Trees, Binary Search Trees, Heaps & Applications Dr. Chris Bourke Department of Computer Science & Engineering University of Nebraska|Lincoln Lincoln, NE 68588, USA [email protected] http://cse.unl.edu/~cbourke 2015/01/31 21:05:31 Abstract These are lecture notes used in CSCE 156 (Computer Science II), CSCE 235 (Dis- crete Structures) and CSCE 310 (Data Structures & Algorithms) at the University of Nebraska|Lincoln. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License 1 Contents I Trees4 1 Introduction4 2 Definitions & Terminology5 3 Tree Traversal7 3.1 Preorder Traversal................................7 3.2 Inorder Traversal.................................7 3.3 Postorder Traversal................................7 3.4 Breadth-First Search Traversal..........................8 3.5 Implementations & Data Structures.......................8 3.5.1 Preorder Implementations........................8 3.5.2 Inorder Implementation.........................9 3.5.3 Postorder Implementation........................ 10 3.5.4 BFS Implementation........................... 12 3.5.5 Tree Walk Implementations....................... 12 3.6 Operations..................................... 12 4 Binary Search Trees 14 4.1 Basic Operations................................. 15 5 Balanced Binary Search Trees 17 5.1 2-3 Trees...................................... 17 5.2 AVL Trees..................................... 17 5.3 Red-Black Trees.................................. 19 6 Optimal Binary Search Trees 19 7 Heaps 19