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Backwards State-space Reduction for Planning in Dynamic Knowledge Bases 动态知识库中规划的向后状态空间约简
V. Senni, M. Stawowy
In this paper we address the problem of planning in rich domains, where knowledge representation is a key aspect for managing the complexity and size of the planning domain. We follow the approach of Description Logic (DL) based Dynamic Knowledge Bases, where a state of the world is represented concisely by a (possibly changing) ABox and a (fixed) TBox containing the axioms, and actions that allow to change the content of the ABox. The plan goal is given in terms of satisfaction of a DL query. In this paper we start from a traditional forward planning algorithm and we propose a much more efficient variant by combining backward and forward search. In particular, we propose a Backward State-space Reduction technique that consists in two phases: first, an Abstract Planning Graph P is created by using the Abstract Backward Planning Algorithm (ABP), then the abstract planning graph P is instantiated into a corresponding planning graph P by using the Forward Plan Instantiation Algorithm (FPI). The advantage is that in the preliminary ABP phase we produce a symbolic plan that is a pattern to direct the search of the concrete plan. This can be seen as a kind of informed search where the preliminary backward phase is useful to discover properties of the state-space that can be used to direct the subsequent forward phase. We evaluate the effectiveness of our ABP+FPI algorithm in the reduction of the explored planning domain by comparing it to a standard forward planning algorithm and applying both of them to a concrete business case study.
在本文中,我们讨论了在丰富领域中的规划问题,其中知识表示是管理规划领域的复杂性和规模的关键方面。我们遵循基于描述逻辑(DL)的动态知识库的方法,其中世界的状态由一个(可能变化的)ABox和一个(固定的)包含公理和允许改变ABox内容的动作的TBox简明地表示。计划目标是根据深度学习查询的满意度给出的。本文从传统的前向规划算法出发,结合前向搜索和后向搜索,提出了一种更高效的前向规划算法。特别地,我们提出了一种由两个阶段组成的向后状态空间约简技术:首先,使用抽象向后规划算法(ABP)创建抽象规划图P,然后使用前向计划实例化算法(FPI)将抽象规划图P实例化为相应的规划图P。优势在于,在初步的ABP阶段,我们产生一个象征性的计划,这是一个模式,以指导搜索具体的计划。这可以看作是一种知情搜索,其中初步的向后阶段有助于发现状态空间的属性,这些属性可用于指导后续的向前阶段。通过将ABP+FPI算法与标准前向规划算法进行比较,并将两者应用于具体的商业案例研究,我们评估了ABP+FPI算法在减少探索规划域方面的有效性。
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引用次数: 1
Entity-Linking via Graph-Distance Minimization 通过图距离最小化实现实体链接
Roi Blanco, P. Boldi, Andrea Marino
Entity-linking is a natural-language-processing task that consists in identifying the entities mentioned in a piece of text, linking each to an appropriate item in some knowledge base; when the knowledge base is Wikipedia, the problem comes to be known as wikification (in this case, items are wikipedia articles). One instance of entity-linking can be formalized as an optimization problem on the underlying concept graph, where the quantity to be optimized is the average distance between chosen items. Inspired by this application, we define a new graph problem which is a natural variant of the Maximum Capacity Representative Set. We prove that our problem is NP-hard for general graphs; nonetheless, under some restrictive assumptions, it turns out to be solvable in linear time. For the general case, we propose two heuristics: one tries to enforce the above assumptions and another one is based on the notion of hitting distance; we show experimentally how these approaches perform with respect to some baselines on a real-world dataset.
实体链接是一种自然语言处理任务,它包括识别一段文本中提到的实体,将每个实体链接到某个知识库中的适当项目;当知识库是Wikipedia时,问题就被称为wiki化(在本例中,条目是Wikipedia文章)。实体链接的一个实例可以形式化为基础概念图上的优化问题,其中要优化的数量是所选项目之间的平均距离。受此应用的启发,我们定义了一个新的图问题,它是最大容量代表集的自然变体。我们证明了我们的问题对于一般图是np困难的;然而,在一些限制性的假设下,它在线性时间内是可解的。对于一般情况,我们提出了两种启发式方法:一种尝试执行上述假设,另一种基于击球距离的概念;我们通过实验展示了这些方法在现实世界数据集上的一些基线上的表现。
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引用次数: 4
Specifying and Executing Optimizations for Parallel Programs 指定和执行并行程序的优化
William Mansky, Dennis Griffith, E. Gunter
Compiler optimizations, usually expressed as rewrites on program graphs, are a core part of all modern compilers. However, even production compilers have bugs, and these bugs are difficult to detect and resolve. The problem only becomes more complex when compiling parallel programs; from the choice of graph representation to the possibility of race conditions, optimization designers have a range of factors to consider that do not appear when dealing with single-threaded programs. In this paper we present PTRANS, a domain-specific language for formal specification of compiler transformations, and describe its executable semantics. The fundamental approach of PTRANS is to describe program transformations as rewrites on control flow graphs with temporal logic side conditions. The syntax of PTRANS allows cleaner, more comprehensible specification of program optimizations; its executable semantics allows these specifications to act as prototypes for the optimizations themselves, so that candidate optimizations can be tested and refined before going on to include them in a compiler. We demonstrate the use of PTRANS to state, test, and refine the specification of a redundant store elimination optimization on parallel programs.
编译器优化,通常表示为程序图上的重写,是所有现代编译器的核心部分。然而,即使是生产编译器也有bug,而且这些bug很难检测和解决。当编译并行程序时,问题只会变得更加复杂;从图形表示的选择到竞争条件的可能性,优化设计人员有一系列因素需要考虑,这些因素在处理单线程程序时不会出现。本文提出了一种用于编译器转换形式化规范的领域特定语言PTRANS,并描述了它的可执行语义。PTRANS的基本方法是将程序转换描述为具有时间逻辑侧条件的控制流图上的重写。PTRANS的语法允许更清晰,更易于理解的程序优化规范;它的可执行语义允许这些规范充当优化本身的原型,以便在将候选优化包含在编译器中之前对其进行测试和改进。我们演示了使用PTRANS对并行程序的冗余存储消除优化规范进行状态、测试和改进。
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引用次数: 5
Graph Transformation Planning via Abstraction 通过抽象的图转换计划
Steffen Ziegert
Modern software systems increasingly incorporate self-* behavior to adapt to changes in the environment at runtime. Such adaptations often involve reconfiguring the software architecture of the system. Many systems also need to manage their architecture themselves, i.e., they need a planning component to autonomously decide which reconfigurations to execute to reach a desired target configuration. For the specification of reconfigurations, we employ graph transformations systems (GTS) due to the close relation of graphs and UML object diagrams. We solve the resulting planning problems with a planning system that works directly on a GTS. It features a domain-independent heuristic that uses the solution length of an abstraction of the original problem as an estimate. Finally, we provide experimental results on two different domains, which confirm that our heuristic performs better than another domain-independent heuristic which resembles heuristics employed in related work.
现代软件系统越来越多地采用自我行为来适应运行时环境的变化。这种调整通常涉及到重新配置系统的软件架构。许多系统还需要自己管理它们的体系结构,也就是说,它们需要一个计划组件来自主地决定执行哪些重新配置以达到期望的目标配置。由于图与UML对象图的密切关系,我们采用了图转换系统(GTS)来规范重新配置。我们通过直接在GTS上工作的规划系统来解决由此产生的规划问题。它的特点是一个独立于域的启发式,它使用原始问题抽象的解的长度作为估计。最后,我们提供了两个不同领域的实验结果,证实了我们的启发式算法比另一个类似于相关工作中使用的启发式算法的领域无关启发式算法性能更好。
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引用次数: 7
Strategic Port Graph Rewriting: An Interactive Modelling and Analysis Framework 战略港口图重写:一个交互式建模和分析框架
M. Fernández, H. Kirchner, Bruno Pinaud
We present strategic portgraph rewriting as a basis for the implementation of visual modelling and analysis tools. The goal is to facilitate the specification, analysis and simulation of complex systems, using port graphs. A system is represented by an initial graph and a collection of graph rewriting rules, together with a user-defined strategy to control the application of rules. The strategy language includes constructs to deal with graph traversal and management of rewriting positions in the graph. We give a small-step operational semantics for the language, and describe its implementation in the graph transformation and visualisation tool PORGY.
我们提出战略portgraph重写作为实现可视化建模和分析工具的基础。目标是使用端口图促进复杂系统的规范、分析和仿真。系统由一个初始图和一组图重写规则以及用户定义的策略来控制规则的应用来表示。策略语言包括处理图遍历和管理图中的重写位置的构造。我们给出了该语言的一种小步操作语义,并描述了它在图形转换和可视化工具PORGY中的实现。
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引用次数: 18
Generating and Solving Symbolic Parity Games 生成和解决符号奇偶游戏
G. Kant, J. Pol
We present a new tool for verification of modal mu-calculus formulae for process specifications, based on symbolic parity games. It enhances an existing method, that first encodes the problem to a Parameterised Boolean Equation System (PBES) and then instantiates the PBES to a parity game. We improved the translation from specification to PBES to preserve the structure of the specification in the PBES, we extended LTSmin to instantiate PBESs to symbolic parity games, and implemented the recursive parity game solving algorithm by Zielonka for symbolic parity games. We use Multi-valued Decision Diagrams (MDDs) to represent sets and relations, thus enabling the tools to deal with very large systems. The transition relation is partitioned based on the structure of the specification, which allows for efficient manipulation of the MDDs. We performed two case studies on modular specifications, that demonstrate that the new method has better time and memory performance than existing PBES based tools and can be faster (but slightly less memory efficient) than the symbolic model checker NuSMV.
我们提出了一个新的工具来验证模态模微积分公式的工艺规范,基于符号奇偶对策。它改进了现有的方法,首先将问题编码为参数化布尔方程系统(PBES),然后将PBES实例化为奇偶博弈。我们改进了从规范到PBES的转换,以保持PBES中规范的结构,我们扩展了LTSmin以实例化pess到符号奇偶博弈,并实现了Zielonka用于符号奇偶博弈的递归奇偶博弈求解算法。我们使用多值决策图(mdd)来表示集合和关系,从而使工具能够处理非常大的系统。转换关系是基于规范的结构进行划分的,这允许对mdd进行有效的操作。我们对模块化规范进行了两个案例研究,结果表明,新方法比现有的基于PBES的工具具有更好的时间和内存性能,并且比符号模型检查器NuSMV更快(但内存效率略低)。
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引用次数: 15
Graph- versus Vector-Based Analysis of a Consensus Protocol 基于图与向量的共识协议分析
G. Delzanno, A. Rensink, Riccardo Traverso
The Paxos distributed consensus algorithm is a challenging case-study for standard, vector-based model checking techniques. Due to asynchronous communication, exhaustive analysis may generate very large state spaces already for small model instances. In this paper, we show the advantages of graph transformation as an alternative modelling technique. We model Paxos in a rich declarative transformation language, featuring (among other things) nested quantifiers, and we validate our model using the GROOVE model checker, a graph-based tool that exploits isomorphism as a natural way to prune the state space via symmetry reductions. We compare the results with those obtained by the standard model checker Spin on the basis of a vector-based encoding of the algorithm.
Paxos分布式一致性算法是标准的、基于向量的模型检查技术的一个具有挑战性的案例研究。由于异步通信,详尽的分析可能已经为小型模型实例生成了非常大的状态空间。在本文中,我们展示了图变换作为一种替代建模技术的优点。我们用一种丰富的声明性转换语言对Paxos建模,其中包括嵌套量词,我们使用GROOVE模型检查器验证我们的模型,GROOVE模型检查器是一种基于图的工具,它利用同构作为一种自然的方式,通过对称约简来修剪状态空间。在基于向量的编码算法的基础上,我们将结果与标准模型检查器Spin获得的结果进行了比较。
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引用次数: 3
Reachability in Cooperating Systems with Architectural Constraints is PSPACE-Complete 具有体系结构约束的协作系统中的可达性是pspace完备的
M. Majster-Cederbaum, Nils Semmelrock
The reachability problem in cooperating systems is known to be PSPACE-complete. We show here that this problem remains PSPACE-complete when we restrict the communication structure between the subsystems in various ways. For this purpose we introduce two basic and incomparable subclasses of cooperating systems that occur often in practice and provide respective reductions. The subclasses we consider consist of cooperating systems the communication structure of which forms a line respectively a star.
协作系统中的可达性问题已知是pspace完备的。我们在这里表明,当我们以各种方式限制子系统之间的通信结构时,这个问题仍然是pspace完备的。为此,我们介绍了在实践中经常出现的两个基本的、不可比较的合作系统子类,并提供了各自的约简。我们所考虑的子类由通信结构呈直线或星形的协作系统组成。
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引用次数: 0
A Comparison of Sequential and GPU Implementations of Iterative Methods to Compute Reachability Probabilities 计算可达概率的迭代方法的顺序实现和GPU实现的比较
Elise Cormie-Bowins
We consider the problem of computing reachability probabilities: given a Markov chain, an initial state of the Markov chain, and a set of goal states of the Markov chain, what is the probability of reaching any of the goal states from the initial state? This problem can be reduced to solving a linear equation Ax = b for x, where A is a matrix and b is a vector. We consider two iterative methods to solve the linear equation: the Jacobi method and the biconjugate gradient stabilized (BiCGStab) method. For both methods, a sequential and a parallel version have been implemented. The parallel versions have been implemented on the compute unified device architecture (CUDA) so that they can be run on a NVIDIA graphics processing unit (GPU). From our experiments we conclude that as the size of the matrix increases, the CUDA implementations outperform the sequential implementations. Furthermore, the BiCGStab method performs better than the Jacobi method for dense matrices, whereas the Jacobi method does better for sparse ones. Since the reachability probabilities problem plays a key role in probabilistic model checking, we also compared the implementations for matrices obtained from a probabilistic model checker. Our experiments support the conjecture by Bosnacki et al. that the Jacobi method is superior to Krylov subspace methods, a class to which the BiCGStab method belongs, for probabilistic model checking.
我们考虑可达概率的计算问题:给定一个马尔可夫链,一个马尔可夫链的初始状态,以及一组马尔可夫链的目标状态,从初始状态到达任意一个目标状态的概率是多少?这个问题可以简化为求解x的线性方程Ax = b,其中a是一个矩阵,b是一个向量。我们考虑了求解线性方程的两种迭代方法:Jacobi法和双共轭梯度稳定法(BiCGStab)。对于这两种方法,已经实现了顺序和并行版本。并行版本已经在计算统一设备架构(CUDA)上实现,因此它们可以在NVIDIA图形处理单元(GPU)上运行。从我们的实验中我们得出结论,随着矩阵大小的增加,CUDA实现的性能优于顺序实现。此外,对于密集矩阵,BiCGStab方法比Jacobi方法性能更好,而对于稀疏矩阵,Jacobi方法性能更好。由于可达性概率问题在概率模型检查中起着关键作用,我们还比较了从概率模型检查器获得的矩阵的实现。我们的实验支持Bosnacki等人的猜想,即Jacobi方法优于Krylov子空间方法(BiCGStab方法所属的一类方法),用于概率模型检查。
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引用次数: 15
Efficient Instantiation of Parameterised Boolean Equation Systems to Parity Games 参数化布尔方程组对奇偶对策的有效实例化
G. Kant, J. Pol
Parameterised Boolean Equation Systems (PBESs) are sequences of Boolean fixed point equations with data variables, used for, e.g., verification of modal mu-calculus formulae for process algebraic specifications with data. Solving a PBES is usually done by instantiation to a Parity Game and then solving the game. Practical game solvers exist, but the instantiation step is the bottleneck. We enhance the instantiation in two steps. First, we transform the PBES to a Parameterised Parity Game (PPG), a PBES with each equation either conjunctive or disjunctive. Then we use LTSmin, that offers transition caching, efficient storage of states and both distributed and symbolic state space generation, for generating the game graph. To that end we define a language module for LTSmin, consisting of an encoding of variables with parameters into state vectors, a grouped transition relation and a dependency matrix to indicate the dependencies between parts of the state vector and transition groups. Benchmarks on some large case studies, show that the method speeds up the instantiation significantly and decreases memory usage drastically.
参数化布尔方程系统(pess)是具有数据变量的布尔不动点方程序列,用于验证具有数据的过程代数规范的模态模微积分公式。解决PBES通常是通过实例化奇偶校验游戏,然后解决游戏来完成的。实际的游戏解决方案是存在的,但实例化步骤是瓶颈。我们分两步增强实例化。首先,我们将PBES转换为一个参数化奇偶对策(PPG),一个每个方程都是合取或析取的PBES。然后我们使用LTSmin,它提供了转换缓存,有效的状态存储以及分布式和符号状态空间生成,用于生成游戏图。为此,我们为LTSmin定义了一个语言模块,该模块由带参数的变量编码到状态向量、分组转换关系和依赖矩阵组成,以指示状态向量和转换组部分之间的依赖关系。一些大型案例研究的基准测试表明,该方法显著加快了实例化速度,并大幅降低了内存使用。
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引用次数: 15
期刊
Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia
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