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Logic program proportions 逻辑程序比例
IF 1 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-12-06 DOI: 10.1007/s10472-023-09904-8
Christian Antić

The purpose of this paper is to present a fresh idea on how symbolic learning might be realized via analogical reasoning. For this, we introduce directed analogical proportions between logic programs of the form “P transforms into Q as R transforms into S” as a mechanism for deriving similar programs by analogy-making. The idea is to instantiate a fragment of a recently introduced abstract algebraic framework of analogical proportions in the domain of logic programming. Technically, we define proportions in terms of modularity where we derive abstract forms of concrete programs from a “known” source domain which can then be instantiated in an “unknown” target domain to obtain analogous programs. To this end, we introduce algebraic operations for syntactic logic program composition and concatenation. Interestingly, our work suggests a close relationship between modularity, generalization, and analogy which we believe should be explored further in the future. In a broader sense, this paper is a further step towards a mathematical theory of logic-based analogical reasoning and learning with potential applications to open AI-problems like commonsense reasoning and computational learning and creativity.

本文的目的是提出一个关于如何通过类比推理实现符号学习的新思路。为此,我们引入了“当R转换为S时P转换为Q”形式的逻辑程序之间的定向类比比例,作为通过类比推导类似程序的机制。这个想法是实例化一个最近在逻辑编程领域引入的类比比例抽象代数框架的片段。从技术上讲,我们根据模块化定义比例,其中我们从“已知”源域导出具体程序的抽象形式,然后可以在“未知”目标域实例化以获得类似程序。为此,我们引入了用于语法逻辑程序组合和连接的代数运算。有趣的是,我们的工作表明了模块化、泛化和类比之间的密切关系,我们认为这应该在未来进一步探索。从更广泛的意义上说,这篇论文是朝着基于逻辑的类比推理和学习的数学理论迈出的又一步,具有潜在的应用,可以解决常识推理、计算学习和创造力等人工智能问题。
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引用次数: 0
Tractable representations for Boolean functional synthesis 布尔泛函合成的可处理表示
IF 1.2 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-12-05 DOI: 10.1007/s10472-023-09907-5
S. Akshay, Supratik Chakraborty, Shetal Shah

Given a Boolean relational specification (F(textbf{X}, textbf{Y})), where (textbf{X}) is a vector of inputs and (textbf{Y}) is a vector of outputs, Boolean functional synthesis requires us to compute a vector of (Skolem) functions (varvec{Psi }(textbf{X})), one for each output in (textbf{Y}), such that (F(textbf{X}, varvec{Psi }(textbf{X})) leftrightarrow exists textbf{Y},F(textbf{X},textbf{Y})) holds. This problem lies at the heart of many applications and has received significant attention in recent years. In this paper, we investigate the role of representation of (F(textbf{X}, textbf{Y})) and of (varvec{Psi }(textbf{X})) in determining the computational hardness of Boolean functional synthesis. We start by showing that an efficient way of existentially quantifying variables from a Boolean formula in a given order yields an efficient solution to Boolean functional synthesis and vice versa. We then propose a semantic normal form, called SynNNF, that guarantees polynomial-time synthesis and characterizes polynomial-time existential quantification for a given order of quantification of variables. We show that several syntactic and other semantic normal forms for Boolean formulas studied in the knowledge compilation literature are subsumed by SynNNF, and that SynNNF is exponentially more succinct than most of them. We also investigate how the representation of the synthesized (Skolem) functions (varvec{Psi }(textbf{X})) affects the complexity of Boolean functional synthesis, and present a map of complexity based on the representations of (F(textbf{X},textbf{Y})) and (varvec{Psi }(textbf{X})). Finally, we propose an algorithm to compile a specification represented as a NNF (including CNF) circuit to SynNNF. We present results of an extensive set of experiments conducted using an implementation of the above algorithm, and two other tools available in the public domain.

给定一个布尔关系规范(F(textbf{X}, textbf{Y})),其中(textbf{X})是输入向量,(textbf{Y})是输出向量,布尔函数合成要求我们计算一个(Skolem)函数向量(varvec{Psi }(textbf{X})),对应(textbf{Y})中的每个输出,这样(F(textbf{X}, varvec{Psi }(textbf{X})) leftrightarrow exists textbf{Y},F(textbf{X},textbf{Y}))就可以保存。这个问题是许多应用程序的核心问题,近年来受到了极大的关注。在本文中,我们研究了(F(textbf{X}, textbf{Y}))和(varvec{Psi }(textbf{X}))的表示在确定布尔泛函综合的计算硬度中的作用。我们首先展示了从给定顺序的布尔公式中存在量化变量的有效方法,可以产生布尔泛函综合的有效解,反之亦然。然后,我们提出了一个语义范式,称为SynNNF,它保证了多项式时间合成,并表征了给定量级的变量量化的多项式时间存在量化。我们证明了在知识汇编文献中所研究的布尔公式的几种语法和其他语义范式被纳入了SynNNF,并且SynNNF比它们中的大多数要指数地简洁。我们还研究了合成(Skolem)函数(varvec{Psi }(textbf{X}))的表示如何影响布尔泛函合成的复杂性,并基于(F(textbf{X},textbf{Y}))和(varvec{Psi }(textbf{X}))的表示给出了复杂性映射。最后,我们提出了一种算法,将表示为NNF(包括CNF)电路的规范编译为SynNNF。我们展示了一组广泛的实验结果,这些实验使用了上述算法的实现,以及公共领域中可用的另外两个工具。
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引用次数: 0
An improvement of Random Node Generator for the uniform generation of capacities 基于随机节点生成器的容量均匀生成改进
IF 1.2 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-12-01 DOI: 10.1007/s10472-023-09911-9
Peiqi Sun, Michel Grabisch, Christophe Labreuche

Capacity is an important tool in decision-making under risk and uncertainty and multi-criteria decision-making. When learning a capacity-based model, it is important to be able to generate uniformly a capacity. Due to the monotonicity constraints of a capacity, this task reveals to be very difficult. The classical Random Node Generator (RNG) algorithm is a fast-running speed capacity generator, however with poor performance. In this paper, we firstly present an exact algorithm for generating a n elements’ general capacity, usable when (n < 5). Then, we present an improvement of the classical RNG by studying the distribution of the value of each element of a capacity. Furthermore, we divide it into two cases, the first one is the case without any conditions, and the second one is the case when some elements have been generated. Experimental results show that the performance of this improved algorithm is much better than the classical RNG while keeping a very reasonable computation time.

能力是风险不确定性和多准则下决策的重要工具。在学习基于容量的模型时,能够统一地生成容量是很重要的。由于容量的单调性约束,这一任务显得非常困难。经典的随机节点生成器(RNG)算法是一种运行速度快的容量生成器,但性能较差。在本文中,我们首先提出了一个精确的算法来生成n个元素的一般容量,可用于(n < 5)。然后,我们通过研究容量的每个元素值的分布,对经典RNG进行了改进。进一步,我们将其分为两种情况,第一种是没有任何条件的情况,第二种是已经生成了一些元素的情况。实验结果表明,改进后的算法在保持合理的计算时间的同时,性能大大优于经典的RNG算法。
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引用次数: 0
Modeling and shadowing paraconsistent BDI agents 建模和跟踪不一致的BDI代理
IF 1.2 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-11-23 DOI: 10.1007/s10472-023-09902-w
Barbara Dunin-Kęplicz, Andrzej Szałas

The Bdi model of rational agency has been studied for over three decades. Many robust multiagent systems have been developed, and a number of Bdi logics have been studied. Following this intensive development phase, the importance of integrating Bdi models with inconsistency handling and revision theory have been emphasized. There is also a demand for a tighter connection between Bdi-based implementations and Bdi logics. In this paper, we address these postulates by introducing a novel, paraconsistent logical Bdi model close to implementation, with building blocks that can be represented as Sql/rule-based databases. Importantly, tractability is achieved by reasoning as querying. This stands in a sharp contrast to the high complexity of known Bdi logics. We also extend belief shadowing, a shallow and lightweight alternative to deep and computationally demanding belief revision, to encompass agents’ motivational attitudes.

理性代理的Bdi模型已经被研究了三十多年。已经开发了许多健壮的多智能体系统,并且研究了许多Bdi逻辑。在这个密集的开发阶段之后,强调了将Bdi模型与不一致处理和修订理论集成的重要性。还需要在基于Bdi的实现和Bdi逻辑之间建立更紧密的连接。在本文中,我们通过引入一种接近实现的新颖的、准一致的逻辑Bdi模型来解决这些假设,该模型具有可以表示为基于Sql/规则的数据库的构建块。重要的是,可追溯性是通过推理作为查询来实现的。这与已知Bdi逻辑的高复杂性形成鲜明对比。我们还扩展了信念阴影,这是一种浅而轻的替代深度和计算要求的信念修正,以包含代理的动机态度。
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引用次数: 0
Socially conscious stability for tiered coalition formation games 分层联盟形成博弈的社会意识稳定性
IF 1.2 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-11-15 DOI: 10.1007/s10472-023-09897-4
Nathan Arnold, Sarah Snider, Judy Goldsmith

We investigate Tiered Coalition Formation Games (TCFGs), a cooperative game inspired by the stratification of Pokémon on the fan website, Smogon. It is known that, under match-up oriented preferences, Nash and core stability are equivalent. We previously introduced a notion of socially conscious stability for TCFGs, and introduced a game variant with fixed k-length tier lists. In this work we show that in tier lists under match-up oriented preferences, socially conscious stability is equivalent to Nash stability and to core stability, but in k-tier lists, the three stability notions are distinct. We also give a necessary condition for tier list stability in terms of robustness (the minimum in-tier utility of an agent). We introduce a notion of approximate Nash stability and approximately socially conscious stability, and provide experiments on the empirical run time of our k-tier local search algorithm, and the performance of our algorithms for generating approximately socially consciously stable tier lists.

我们研究了分层联盟形成游戏(TCFGs),这是一种受粉丝网站Smogon上的poksammon分层启发的合作游戏。我们知道,在匹配导向偏好下,纳什与核心稳定性是等价的。我们之前在tcfg中引入了社会意识稳定性的概念,并引入了具有固定k长度层列表的游戏变体。在本研究中,我们证明了在配对导向偏好下的层表中,社会意识稳定等同于纳什稳定和核心稳定,但在k层表中,这三个稳定概念是不同的。我们还根据鲁棒性(代理的最小层内效用)给出了层列表稳定性的必要条件。我们引入了近似纳什稳定性和近似社会意识稳定性的概念,并提供了我们的k层局部搜索算法的经验运行时间实验,以及我们的算法在生成近似社会意识稳定的层列表方面的性能。
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引用次数: 0
On the benefits of knowledge compilation for feature-model analyses 论知识汇编对特征模型分析的益处
IF 1.2 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-11-06 DOI: 10.1007/s10472-023-09906-6
Chico Sundermann, Elias Kuiter, Tobias Heß, Heiko Raab, Sebastian Krieter, Thomas Thüm

Feature models are commonly used to specify the valid configurations of product lines. As industrial feature models are typically complex, researchers and practitioners employ various automated analyses to study the configuration spaces. Many of these automated analyses require that numerous complex computations are executed on the same feature model, for example by querying a SAT or #SATsolver. With knowledge compilation, feature models can be compiled in a one-time effort to a target language that enables polynomial-time queries for otherwise more complex problems. In this work, we elaborate on the potential of employing knowledge compilation on feature models. First, we gather various feature-model analyses and study their computational complexity with regard to the underlying computational problem and the number of solver queries required for the respective analysis. Second, we collect knowledge-compilation target languages and map feature-model analyses to the languages that make the analysis tractable. Third, we empirically evaluate publicly available knowledge compilers to further inspect the potential benefits of knowledge-compilation target languages.

特征模型通常用于指定产品线的有效配置。由于工业特征模型通常比较复杂,研究人员和从业人员采用各种自动分析方法来研究配置空间。其中许多自动分析需要在同一特征模型上执行大量复杂计算,例如查询 SAT 或 #SATsolver。有了知识编译,特征模型就可以一次性编译成目标语言,从而实现对其他更复杂问题的多项式时间查询。在这项工作中,我们将详细阐述在特征模型上采用知识编译的潜力。首先,我们收集了各种特征模型分析,并根据基础计算问题和相应分析所需的求解器查询次数,研究了它们的计算复杂度。其次,我们收集知识编译目标语言,并将特征模型分析映射到能使分析变得简单的语言中。第三,我们对公开可用的知识编译器进行了实证评估,以进一步检验知识编译目标语言的潜在优势。
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引用次数: 0
Formalization of geometry, automated and interactive geometric reasoning 几何形式化,自动化和交互式几何推理
IF 1.2 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-11-06 DOI: 10.1007/s10472-023-09909-3
Zoltán Kovács, Predrag Janičić
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引用次数: 0
A novel method for solving universum twin bounded support vector machine in the primal space 原始空间中求解全和双有界支持向量机的新方法
IF 1.2 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-11-02 DOI: 10.1007/s10472-023-09896-5
Hossein Moosaei, Saeed Khosravi, Fatemeh Bazikar, Milan Hladík, Mario Rosario Guarracino

In supervised learning, the Universum, a third class that is not a part of either class in the classification task, has proven to be useful. In this study we propose (N( mathfrak {U} )TBSVM), a Newton-based approach for solving in the primal space the optimization problems related to Twin Bounded Support Vector Machines with Universum data (( mathfrak {U} )TBSVM). In the N( mathfrak {U} )TBSVM, the constrained programming problems of ( mathfrak {U} )TBSVM are converted into unconstrained optimization problems, and a generalization of Newton’s method for solving the unconstrained problems is introduced. Numerical experiments on synthetic, UCI, and NDC data sets show the ability and effectiveness of the proposed N( mathfrak {U} )TBSVM. We apply the suggested method for gender detection from face images, and compare it with other methods.

在监督式学习中,第三类Universum(不属于分类任务中的任何一类)已被证明是有用的。在本研究中,我们提出了一种基于牛顿的方法(N ( mathfrak {U} ) TBSVM),用于在原始空间中解决与Universum数据(( mathfrak {U} ) TBSVM)相关的双界支持向量机优化问题。在N ( mathfrak {U} ) TBSVM中,将( mathfrak {U} ) TBSVM的约束规划问题转化为无约束优化问题,并推广牛顿法求解无约束问题。在合成数据集、UCI数据集和NDC数据集上的数值实验表明了所提出的N ( mathfrak {U} ) TBSVM的能力和有效性。我们将该方法应用于人脸图像的性别检测,并与其他方法进行了比较。
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引用次数: 0
Families of multi-level Legendre-like arrays 多级 Legendre-like 阵列族
IF 1.2 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-11-02 DOI: 10.1007/s10472-023-09903-9
Timothy Petersen, Benjamin Cavy, David Paganin, Imants Svalbe

Families of new, multi-level integer 2D arrays are introduced here as an extension of the well-known binary Legendre sequences that are derived from quadratic residues. We present a construction, based on Fourier and Finite Radon Transforms, for families of periodic perfect arrays, each of size (ptimes p) for many prime values p. Previously delta functions were used as the discrete projections which, when back-projected, build 2D perfect arrays. Here we employ perfect sequences as the discrete projected views. The base family size is (p+1). All members of these multi-level array families have perfect autocorrelation and constant, minimal cross-correlation. Proofs are given for four useful and general properties of these new arrays. 1) They are comprised of odd integers, with values between at most (-p) and (+p), with a zero value at just one location. 2) They have the property of ‘conjugate’ spatial symmetry, where the value at location (ij) is always the negative of the value at location ((p-i, p-j)). 3) Any change in the value assigned to the array’s origin leaves all of its off-peak autocorrelation values unchanged. 4) A family of (p+1), (ptimes p) arrays can be compressed to size ((p+1)^2) and each family member can be exactly and rapidly unpacked in a single (ptimes p) decompression pass.

本文介绍了新的、多层次的整数二维阵列族,作为著名的二元 Legendre 序列的扩展,这些序列来自二次残差。我们以傅里叶变换和有限拉顿变换为基础,介绍了周期性完美阵列族的构造,对于许多素值 p,每个阵列的大小都是(ptimes p) 。以前,delta 函数被用作离散投影,当反向投影时,就会建立二维完美阵列。在这里,我们使用完美序列作为离散投影视图。基本族的大小是 (p+1)。这些多级阵列族的所有成员都具有完美的自相关性和恒定的最小交叉相关性。本文给出了这些新阵列的四个有用的一般特性的证明。1)它们由奇数整数组成,其值最多在(-p)和(+p)之间,只有一个位置的值为零。2)它们具有 "共轭 "空间对称性,即位置(i,j)上的值总是位置((p-i,p-j))上值的负值。3) 阵列原点值的任何变化都会使其所有非峰值自相关值保持不变。4) (p+1)、(p/times p) 数组的族可以被压缩到大小为 ((p+1)^2),并且每个族成员都可以在一次 (p/times p) 解压缩中被精确快速地解压缩。
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引用次数: 0
Hedonic Expertise Games 享乐专长游戏
IF 1.2 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-10-16 DOI: 10.1007/s10472-023-09900-y
Bugra Caskurlu, Fatih Erdem Kizilkaya, Berkehan Ozen

We introduce a hedonic game form, Hedonic Expertise Games (HEGs), that naturally models a variety of settings where agents with complementary qualities would like to form groups. Students forming groups for class projects, and hackathons in which software developers, graphic designers, project managers, and other domain experts collaborate on software projects, are typical scenarios modeled by HEGs. This game form possesses the common ranking property, and additionally, the coalitional utility function is monotone. We present comprehensive results for the existence/nonexistence of stable and efficient partitions of HEGs with respect to the most common stability and optimality concepts used in the literature. Specifically, we show that an HEG instance may not have a strict core stable partition, and yet every HEG instance has a strong Nash stable and Pareto optimal partition. Furthermore, it may be the case that none of the socially-optimal partitions of an HEG instance is Nash stable or core stable. However, it is guaranteed that every socially-optimal partition is contractually Nash stable. We show that all these existence/nonexistence results also hold for the monotone hedonic games with common ranking property (monotone HGCRP). We also present several results for HEGs from the computational complexity perspective, some of which are as follows: A contractually Nash stable partition (and a Nash stable partition in a restricted setting) can be found in polynomial time. A strong Nash stable partition can be approximated within a factor of (1-1/e), and this bound is tight even for approximating core stable partitions. We present a natural game dynamics for monotone HGCRP that converges to a Nash stable partition in a relatively low number of moves.

我们介绍了一种享乐游戏形式--享乐专业知识游戏(Hedonic Expertise Games,HEGs),它可以自然地模拟具有互补素质的代理希望组成团体的各种情况。学生们为班级项目组成小组,软件开发人员、平面设计师、项目经理和其他领域专家在软件项目上进行合作的黑客马拉松,都是 HEGs 所模拟的典型场景。这种博弈形式具有共同排名属性,而且联盟效用函数是单调的。针对文献中最常用的稳定性和最优性概念,我们给出了 HEG 的稳定和高效分区存在/不存在的综合结果。具体来说,我们证明了 HEG 实例可能没有严格的核心稳定分区,但每个 HEG 实例都有强纳什稳定分区和帕累托最优分区。此外,HEG 实例的社会最优分区中可能没有一个是纳什稳定或核心稳定的。但是,可以保证每个社会最优分区都是契约纳什稳定的。我们证明,所有这些存在/不存在结果对于具有共同排名属性的单调享乐博弈(单调享乐博弈)也是成立的。我们还从计算复杂性的角度提出了几个关于 HEG 的结果,其中一些如下:可以在多项式时间内找到契约纳什稳定分区(以及受限环境下的纳什稳定分区)。一个强纳什稳定分区可以在一个因子(1-1/e/)的范围内被近似,甚至对于近似核心稳定分区来说,这个约束也很紧。我们提出了单调 HGCRP 的自然博弈动力学,它能在相对较少的步数内收敛到纳什稳定分区。
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引用次数: 0
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