GRASP—A New Search Algorithm for Satisfiability
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“The Church-Turing “Thesis” As a Special Corollary of Gödel's
“The Church-Turing “Thesis” as a Special Corollary of Gödel’s Completeness Theorem,” in Computability: Turing, Gödel, Church, and Beyond, B. J. Copeland, C. Posy, and O. Shagrir (eds.), MIT Press (Cambridge), 2013, pp. 77-104. Saul A. Kripke This is the published version of the book chapter indicated above, which can be obtained from the publisher at https://mitpress.mit.edu/books/computability. It is reproduced here by permission of the publisher who holds the copyright. © The MIT Press The Church-Turing “ Thesis ” as a Special Corollary of G ö del ’ s 4 Completeness Theorem 1 Saul A. Kripke Traditionally, many writers, following Kleene (1952) , thought of the Church-Turing thesis as unprovable by its nature but having various strong arguments in its favor, including Turing ’ s analysis of human computation. More recently, the beauty, power, and obvious fundamental importance of this analysis — what Turing (1936) calls “ argument I ” — has led some writers to give an almost exclusive emphasis on this argument as the unique justification for the Church-Turing thesis. In this chapter I advocate an alternative justification, essentially presupposed by Turing himself in what he calls “ argument II. ” The idea is that computation is a special form of math- ematical deduction. Assuming the steps of the deduction can be stated in a first- order language, the Church-Turing thesis follows as a special case of G ö del ’ s completeness theorem (first-order algorithm theorem). I propose this idea as an alternative foundation for the Church-Turing thesis, both for human and machine computation. Clearly the relevant assumptions are justified for computations pres- ently known. -
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. -
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. -
Logic and Proof
Logic and Proof Computer Science Tripos Part IB Lent Term Lawrence C Paulson Computer Laboratory University of Cambridge [email protected] Copyright c 2018 by Lawrence C. Paulson I Logic and Proof 101 Introduction to Logic Logic concerns statements in some language. The language can be natural (English, Latin, . ) or formal. Some statements are true, others false or meaningless. Logic concerns relationships between statements: consistency, entailment, . Logical proofs model human reasoning (supposedly). Lawrence C. Paulson University of Cambridge I Logic and Proof 102 Statements Statements are declarative assertions: Black is the colour of my true love’s hair. They are not greetings, questions or commands: What is the colour of my true love’s hair? I wish my true love had hair. Get a haircut! Lawrence C. Paulson University of Cambridge I Logic and Proof 103 Schematic Statements Now let the variables X, Y, Z, . range over ‘real’ objects Black is the colour of X’s hair. Black is the colour of Y. Z is the colour of Y. Schematic statements can even express questions: What things are black? Lawrence C. Paulson University of Cambridge I Logic and Proof 104 Interpretations and Validity An interpretation maps variables to real objects: The interpretation Y 7 coal satisfies the statement Black is the colour→ of Y. but the interpretation Y 7 strawberries does not! A statement A is valid if→ all interpretations satisfy A. Lawrence C. Paulson University of Cambridge I Logic and Proof 105 Consistency, or Satisfiability A set S of statements is consistent if some interpretation satisfies all elements of S at the same time. -
Satisfiability 6 the Decision Problem 7
Satisfiability Difficult Problems Dealing with SAT Implementation Klaus Sutner Carnegie Mellon University 2020/02/04 Finding Hard Problems 2 Entscheidungsproblem to the Rescue 3 The Entscheidungsproblem is solved when one knows a pro- cedure by which one can decide in a finite number of operations So where would be look for hard problems, something that is eminently whether a given logical expression is generally valid or is satis- decidable but appears to be outside of P? And, we’d like the problem to fiable. The solution of the Entscheidungsproblem is of funda- be practical, not some monster from CRT. mental importance for the theory of all fields, the theorems of which are at all capable of logical development from finitely many The Circuit Value Problem is a good indicator for the right direction: axioms. evaluating Boolean expressions is polynomial time, but relatively difficult D. Hilbert within P. So can we push CVP a little bit to force it outside of P, just a little bit? In a sense, [the Entscheidungsproblem] is the most general Say, up into EXP1? problem of mathematics. J. Herbrand Exploiting Difficulty 4 Scaling Back 5 Herbrand is right, of course. As a research project this sounds like a Taking a clue from CVP, how about asking questions about Boolean fiasco. formulae, rather than first-order? But: we can turn adversity into an asset, and use (some version of) the Probably the most natural question that comes to mind here is Entscheidungsproblem as the epitome of a hard problem. Is ϕ(x1, . , xn) a tautology? The original Entscheidungsproblem would presumable have included arbitrary first-order questions about number theory. -
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 -
Solving the Boolean Satisfiability Problem Using the Parallel Paradigm Jury Composition
Philosophæ doctor thesis Hoessen Benoît Solving the Boolean Satisfiability problem using the parallel paradigm Jury composition: PhD director Audemard Gilles Professor at Universit´ed'Artois PhD co-director Jabbour Sa¨ıd Assistant Professor at Universit´ed'Artois PhD co-director Piette C´edric Assistant Professor at Universit´ed'Artois Examiner Simon Laurent Professor at University of Bordeaux Examiner Dequen Gilles Professor at University of Picardie Jules Vernes Katsirelos George Charg´ede recherche at Institut national de la recherche agronomique, Toulouse Abstract This thesis presents different technique to solve the Boolean satisfiability problem using parallel and distributed architec- tures. In order to provide a complete explanation, a careful presentation of the CDCL algorithm is made, followed by the state of the art in this domain. Once presented, two proposi- tions are made. The first one is an improvement on a portfo- lio algorithm, allowing to exchange more data without loosing efficiency. The second is a complete library with its API al- lowing to easily create distributed SAT solver. Keywords: SAT, parallelism, distributed, solver, logic R´esum´e Cette th`ese pr´esente diff´erentes techniques permettant de r´esoudre le probl`eme de satisfaction de formule bool´eenes utilisant le parall´elismeet du calcul distribu´e. Dans le but de fournir une explication la plus compl`ete possible, une pr´esentation d´etaill´ee de l'algorithme CDCL est effectu´ee, suivi d'un ´etatde l'art. De ce point de d´epart,deux pistes sont explor´ees. La premi`ereest une am´eliorationd'un algorithme de type portfolio, permettant d'´echanger plus d'informations sans perte d’efficacit´e. -
Parallel Technique for the Metaheuristic Algorithms Using Devoted Local Search and Manipulating the Solutions Space
applied sciences Article Parallel Technique for the Metaheuristic Algorithms Using Devoted Local Search and Manipulating the Solutions Space Dawid Połap 1,* ID , Karolina K˛esik 1, Marcin Wo´zniak 1 ID and Robertas Damaševiˇcius 2 ID 1 Institute of Mathematics, Silesian University of Technology, Kaszubska 23, 44-100 Gliwice, Poland; [email protected] (K.K.); [email protected] (M.W.) 2 Department of Software Engineering, Kaunas University of Technology, Studentu 50, LT-51368, Kaunas, Lithuania; [email protected] * Correspondence: [email protected] Received: 16 December 2017; Accepted: 13 February 2018 ; Published: 16 February 2018 Abstract: The increasing exploration of alternative methods for solving optimization problems causes that parallelization and modification of the existing algorithms are necessary. Obtaining the right solution using the meta-heuristic algorithm may require long operating time or a large number of iterations or individuals in a population. The higher the number, the longer the operation time. In order to minimize not only the time, but also the value of the parameters we suggest three proposition to increase the efficiency of classical methods. The first one is to use the method of searching through the neighborhood in order to minimize the solution space exploration. Moreover, task distribution between threads and CPU cores can affect the speed of the algorithm and therefore make it work more efficiently. The second proposition involves manipulating the solutions space to minimize the number of calculations. In addition, the third proposition is the combination of the previous two. All propositions has been described, tested and analyzed due to the use of various test functions. -
Backtracking Search (Csps) ■Chapter 5 5.3 Is About Local Search Which Is a Very Useful Idea but We Won’T Cover It in Class
CSC384: Intro to Artificial Intelligence Backtracking Search (CSPs) ■Chapter 5 5.3 is about local search which is a very useful idea but we won’t cover it in class. 1 Hojjat Ghaderi, University of Toronto Constraint Satisfaction Problems ● The search algorithms we discussed so far had no knowledge of the states representation (black box). ■ For each problem we had to design a new state representation (and embed in it the sub-routines we pass to the search algorithms). ● Instead we can have a general state representation that works well for many different problems. ● We can build then specialized search algorithms that operate efficiently on this general state representation. ● We call the class of problems that can be represented with this specialized representation CSPs---Constraint Satisfaction Problems. ● Techniques for solving CSPs find more practical applications in industry than most other areas of AI. 2 Hojjat Ghaderi, University of Toronto Constraint Satisfaction Problems ●The idea: represent states as a vector of feature values. We have ■ k-features (or variables) ■ Each feature takes a value. Domain of possible values for the variables: height = {short, average, tall}, weight = {light, average, heavy}. ●In CSPs, the problem is to search for a set of values for the features (variables) so that the values satisfy some conditions (constraints). ■ i.e., a goal state specified as conditions on the vector of feature values. 3 Hojjat Ghaderi, University of Toronto Constraint Satisfaction Problems ●Sudoku: ■ 81 variables, each representing the value of a cell. ■ Values: a fixed value for those cells that are already filled in, the values {1-9} for those cells that are empty. -
Best-First Minimax Search Richard E
Artificial Intelligence ELSEVIER Artificial Intelligence 84 ( 1996) 299-337 Best-first minimax search Richard E. Korf *, David Maxwell Chickering Computer Science Department, University of California, Los Angeles, CA 90024, USA Received September 1994; revised May 1995 Abstract We describe a very simple selective search algorithm for two-player games, called best-first minimax. It always expands next the node at the end of the expected line of play, which determines the minimax value of the root. It uses the same information as alpha-beta minimax, and takes roughly the same time per node generation. We present an implementation of the algorithm that reduces its space complexity from exponential to linear in the search depth, but at significant time cost. Our actual implementation saves the subtree generated for one move that is still relevant after the player and opponent move, pruning subtrees below moves not chosen by either player. We also show how to efficiently generate a class of incremental random game trees. On uniform random game trees, best-first minimax outperforms alpha-beta, when both algorithms are given the same amount of computation. On random trees with random branching factors, best-first outperforms alpha-beta for shallow depths, but eventually loses at greater depths. We obtain similar results in the game of Othello. Finally, we present a hybrid best-first extension algorithm that combines alpha-beta with best-first minimax, and performs significantly better than alpha-beta in both domains, even at greater depths. In Othello, it beats alpha-beta in two out of three games. 1. Introduction and overview The best chess machines, such as Deep-Blue [lo], are competitive with the best humans, but generate billions of positions per move.