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Search indexed arXiv papers on artificial intelligence and machine learning, including cs.AI metadata. Follow the original manuscripts for methods, experiments and version history.

At least 829 records · Page 46Linked to original sources

Dual Modelling of Permutation and Injection Problems

When writing a constraint program, we have to choose which variables should be the decision variables, and how to represent the constraints on these variables. In many cases, there is considerable choice for the decision variables. Consider, for example, permutation problems in which we have as many values as variables, and each variable takes an unique value. In such problems, we can choose between a primal and a dual viewpoint. In the dual viewpoint, each dual variable represents one of the primal values, whilst each dual value represents one of the primal variables. Alternatively, by means of channelling constraints to link the primal and dual variables, we can have a combined model with both sets of variables. In this paper, we perform an extensive theoretical and empirical study of such primal, dual and combined models for two classes of problems: permutation problems and injection problems. Our results show that it often be advantageous to use multiple viewpoints, and to have constraints which channel between them to maintain consistency. They also illustrate a general methodology for comparing different constraint models.

cs.AI↗

Generalizing Boolean Satisfiability I: Background and Survey of Existing Work

This is the first of three planned papers describing ZAP, a satisfiability engine that substantially generalizes existing tools while retaining the performance characteristics of modern high-performance solvers. The fundamental idea underlying ZAP is that many problems passed to such engines contain rich internal structure that is obscured by the Boolean representation used; our goal is to define a representation in which this structure is apparent and can easily be exploited to improve computational performance. This paper is a survey of the work underlying ZAP, and discusses previous attempts to improve the performance of the Davis-Putnam-Logemann-Loveland algorithm by exploiting the structure of the problem being solved. We examine existing ideas including extensions of the Boolean language to allow cardinality constraints, pseudo-Boolean representations, symmetry, and a limited form of quantification. While this paper is intended as a survey, our research results are contained in the two subsequent articles, with the theoretical structure of ZAP described in the second paper in this series, and ZAP's implementation described in the third.

cs.AI↗

PHA*: Finding the Shortest Path with A* in An Unknown Physical Environment

We address the problem of finding the shortest path between two points in an unknown real physical environment, where a traveling agent must move around in the environment to explore unknown territory. We introduce the Physical-A* algorithm (PHA*) for solving this problem. PHA* expands all the mandatory nodes that A* would expand and returns the shortest path between the two points. However, due to the physical nature of the problem, the complexity of the algorithm is measured by the traveling effort of the moving agent and not by the number of generated nodes, as in standard A*. PHA* is presented as a two-level algorithm, such that its high level, A*, chooses the next node to be expanded and its low level directs the agent to that node in order to explore it. We present a number of variations for both the high-level and low-level procedures and evaluate their performance theoretically and experimentally. We show that the travel cost of our best variation is fairly close to the optimal travel cost, assuming that the mandatory nodes of A* are known in advance. We then generalize our algorithm to the multi-agent case, where a number of cooperative agents are designed to solve the problem. Specifically, we provide an experimental implementation for such a system. It should be noted that the problem addressed here is not a navigation problem, but rather a problem of finding the shortest path between two points for future usage.

cs.AI↗

Restricted Value Iteration: Theory and Algorithms

Value iteration is a popular algorithm for finding near optimal policies for POMDPs. It is inefficient due to the need to account for the entire belief space, which necessitates the solution of large numbers of linear programs. In this paper, we study value iteration restricted to belief subsets. We show that, together with properly chosen belief subsets, restricted value iteration yields near-optimal policies and we give a condition for determining whether a given belief subset would bring about savings in space and time. We also apply restricted value iteration to two interesting classes of POMDPs, namely informative POMDPs and near-discernible POMDPs.

cs.AI↗

Phase Transitions and Backbones of the Asymmetric Traveling Salesman Problem

In recent years, there has been much interest in phase transitions of combinatorial problems. Phase transitions have been successfully used to analyze combinatorial optimization problems, characterize their typical-case features and locate the hardest problem instances. In this paper, we study phase transitions of the asymmetric Traveling Salesman Problem (ATSP), an NP-hard combinatorial optimization problem that has many real-world applications. Using random instances of up to 1,500 cities in which intercity distances are uniformly distributed, we empirically show that many properties of the problem, including the optimal tour cost and backbone size, experience sharp transitions as the precision of intercity distances increases across a critical value. Our experimental results on the costs of the ATSP tours and assignment problem agree with the theoretical result that the asymptotic cost of assignment problem is pi ^2 /6 the number of cities goes to infinity. In addition, we show that the average computational cost of the well-known branch-and-bound subtour elimination algorithm for the problem also exhibits a thrashing behavior, transitioning from easy to difficult as the distance precision increases. These results answer positively an open question regarding the existence of phase transitions in the ATSP, and provide guidance on how difficult ATSP problem instances should be generated.

cs.AI↗

Towards Understanding and Harnessing the Potential of Clause Learning

Efficient implementations of DPLL with the addition of clause learning are the fastest complete Boolean satisfiability solvers and can handle many significant real-world problems, such as verification, planning and design. Despite its importance, little is known of the ultimate strengths and limitations of the technique. This paper presents the first precise characterization of clause learning as a proof system (CL), and begins the task of understanding its power by relating it to the well-studied resolution proof system. In particular, we show that with a new learning scheme, CL can provide exponentially shorter proofs than many proper refinements of general resolution (RES) satisfying a natural property. These include regular and Davis-Putnam resolution, which are already known to be much stronger than ordinary DPLL. We also show that a slight variant of CL with unlimited restarts is as powerful as RES itself. Translating these analytical results to practice, however, presents a challenge because of the nondeterministic nature of clause learning algorithms. We propose a novel way of exploiting the underlying problem structure, in the form of a high level problem description such as a graph or PDDL specification, to guide clause learning algorithms toward faster solutions. We show that this leads to exponential speed-ups on grid and randomized pebbling problems, as well as substantial improvements on certain ordering formulas.

cs.AI↗

Graduality in Argumentation

Argumentation is based on the exchange and valuation of interacting arguments, followed by the selection of the most acceptable of them (for example, in order to take a decision, to make a choice). Starting from the framework proposed by Dung in 1995, our purpose is to introduce 'graduality' in the selection of the best arguments, i.e., to be able to partition the set of the arguments in more than the two usual subsets of 'selected' and 'non-selected' arguments in order to represent different levels of selection. Our basic idea is that an argument is all the more acceptable if it can be preferred to its attackers. First, we discuss general principles underlying a 'gradual' valuation of arguments based on their interactions. Following these principles, we define several valuation models for an abstract argumentation system. Then, we introduce 'graduality' in the concept of acceptability of arguments. We propose new acceptability classes and a refinement of existing classes taking advantage of an available 'gradual' valuation.

cs.AI↗

Explicit Learning Curves for Transduction and Application to Clustering and Compression Algorithms

Inductive learning is based on inferring a general rule from a finite data set and using it to label new data. In transduction one attempts to solve the problem of using a labeled training set to label a set of unlabeled points, which are given to the learner prior to learning. Although transduction seems at the outset to be an easier task than induction, there have not been many provably useful algorithms for transduction. Moreover, the precise relation between induction and transduction has not yet been determined. The main theoretical developments related to transduction were presented by Vapnik more than twenty years ago. One of Vapnik's basic results is a rather tight error bound for transductive classification based on an exact computation of the hypergeometric tail. While tight, this bound is given implicitly via a computational routine. Our first contribution is a somewhat looser but explicit characterization of a slightly extended PAC-Bayesian version of Vapnik's transductive bound. This characterization is obtained using concentration inequalities for the tail of sums of random variables obtained by sampling without replacement. We then derive error bounds for compression schemes such as (transductive) support vector machines and for transduction algorithms based on clustering. The main observation used for deriving these new error bounds and algorithms is that the unlabeled test points, which in the transductive setting are known in advance, can be used in order to construct useful data dependent prior distributions over the hypothesis space.

cs.AI↗

Decentralized Control of Cooperative Systems: Categorization and Complexity Analysis

Decentralized control of cooperative systems captures the operation of a group of decision makers that share a single global objective. The difficulty in solving optimally such problems arises when the agents lack full observability of the global state of the system when they operate. The general problem has been shown to be NEXP-complete. In this paper, we identify classes of decentralized control problems whose complexity ranges between NEXP and P. In particular, we study problems characterized by independent transitions, independent observations, and goal-oriented objective functions. Two algorithms are shown to solve optimally useful classes of goal-oriented decentralized processes in polynomial time. This paper also studies information sharing among the decision-makers, which can improve their performance. We distinguish between three ways in which agents can exchange information: indirect communication, direct communication and sharing state features that are not controlled by the agents. Our analysis shows that for every class of problems we consider, introducing direct or indirect communication does not change the worst-case complexity. The results provide a better understanding of the complexity of decentralized control problems that arise in practice and facilitate the development of planning algorithms for these problems.

cs.AI↗

Reinforcement Learning for Agents with Many Sensors and Actuators Acting in Categorizable Environments

In this paper, we confront the problem of applying reinforcement learning to agents that perceive the environment through many sensors and that can perform parallel actions using many actuators as is the case in complex autonomous robots. We argue that reinforcement learning can only be successfully applied to this case if strong assumptions are made on the characteristics of the environment in which the learning is performed, so that the relevant sensor readings and motor commands can be readily identified. The introduction of such assumptions leads to strongly-biased learning systems that can eventually lose the generality of traditional reinforcement-learning algorithms. In this line, we observe that, in realistic situations, the reward received by the robot depends only on a reduced subset of all the executed actions and that only a reduced subset of the sensor inputs (possibly different in each situation and for each action) are relevant to predict the reward. We formalize this property in the so called 'categorizability assumption' and we present an algorithm that takes advantage of the categorizability of the environment, allowing a decrease in the learning time with respect to existing reinforcement-learning algorithms. Results of the application of the algorithm to a couple of simulated realistic-robotic problems (landmark-based navigation and the six-legged robot gait generation) are reported to validate our approach and to compare it to existing flat and generalization-based reinforcement-learning approaches.

cs.AI↗

Additive Pattern Database Heuristics

We explore a method for computing admissible heuristic evaluation functions for search problems. It utilizes pattern databases, which are precomputed tables of the exact cost of solving various subproblems of an existing problem. Unlike standard pattern database heuristics, however, we partition our problems into disjoint subproblems, so that the costs of solving the different subproblems can be added together without overestimating the cost of solving the original problem. Previously, we showed how to statically partition the sliding-tile puzzles into disjoint groups of tiles to compute an admissible heuristic, using the same partition for each state and problem instance. Here we extend the method and show that it applies to other domains as well. We also present another method for additive heuristics which we call dynamically partitioned pattern databases. Here we partition the problem into disjoint subproblems for each state of the search dynamically. We discuss the pros and cons of each of these methods and apply both methods to three different problem domains: the sliding-tile puzzles, the 4-peg Towers of Hanoi problem, and finding an optimal vertex cover of a graph. We find that in some problem domains, static partitioning is most effective, while in others dynamic partitioning is a better choice. In each of these problem domains, either statically partitioned or dynamically partitioned pattern database heuristics are the best known heuristics for the problem.

cs.AI↗

On Prediction Using Variable Order Markov Models

This paper is concerned with algorithms for prediction of discrete sequences over a finite alphabet, using variable order Markov models. The class of such algorithms is large and in principle includes any lossless compression algorithm. We focus on six prominent prediction algorithms, including Context Tree Weighting (CTW), Prediction by Partial Match (PPM) and Probabilistic Suffix Trees (PSTs). We discuss the properties of these algorithms and compare their performance using real life sequences from three domains: proteins, English text and music pieces. The comparison is made with respect to prediction quality as measured by the average log-loss. We also compare classification algorithms based on these predictors with respect to a number of large protein classification tasks. Our results indicate that a "decomposed" CTW (a variant of the CTW algorithm) and PPM outperform all other algorithms in sequence prediction tasks. Somewhat surprisingly, a different algorithm, which is a modification of the Lempel-Ziv compression algorithm, significantly outperforms all algorithms on the protein classification problems.

cs.AI↗

Ordered Landmarks in Planning

Many known planning tasks have inherent constraints concerning the best order in which to achieve the goals. A number of research efforts have been made to detect such constraints and to use them for guiding search, in the hope of speeding up the planning process. We go beyond the previous approaches by considering ordering constraints not only over the (top-level) goals, but also over the sub-goals that will necessarily arise during planning. Landmarks are facts that must be true at some point in every valid solution plan. We extend Koehler and Hoffmann's definition of reasonable orders between top level goals to the more general case of landmarks. We show how landmarks can be found, how their reasonable orders can be approximated, and how this information can be used to decompose a given planning task into several smaller sub-tasks. Our methodology is completely domain- and planner-independent. The implementation demonstrates that the approach can yield significant runtime performance improvements when used as a control loop around state-of-the-art sub-optimal planning systems, as exemplified by FF and LPG.

cs.AI↗

Learning Symbolic Models of Stochastic Domains

In this article, we work towards the goal of developing agents that can learn to act in complex worlds. We develop a probabilistic, relational planning rule representation that compactly models noisy, nondeterministic action effects, and show how such rules can be effectively learned. Through experiments in simple planning domains and a 3D simulated blocks world with realistic physics, we demonstrate that this learning algorithm allows agents to effectively model world dynamics.

cs.LG↗

GraphDx: A Cost-Aware Knowledge-Enhanced Multi-Agent Framework for Sequential Diagnosis

Sequential diagnosis requires balancing diagnostic accuracy against resource costs through iterative information gathering. Existing Large Language Model (LLM) approaches exhibit a critical knowledge-reasoning gap: despite encoding extensive medical knowledge, they struggle to reason systematically under cost constraints, often resorting to excessive testing. We propose GraphDx, a knowledge-enhanced framework with two core innovations. First, we design an automated pipeline that leverages LLMs to construct Medical Diagnosis Knowledge Graphs (MDKGs) with quantized typicality, action-centric topology, and dual-objective attributes for both diagnostic relevance and cost-sensitivity. Second, we introduce three collaborative agents (Perception, Reasoning, and Decision) where the Perception and Decision Agents handle language understanding and generation, while the Reasoning Agent performs deterministic evidence scoring and cost-aware planning on the MDKG. Experiments on MedQA and MIMIC-IV across three LLM backbones (DeepSeek-V3, Kimi-k2, Llama-3.3) show that GraphDx improves diagnostic success rates from 50--68% to 79--93% while reducing test costs by 20--54%, providing a robust, economical, and interpretable solution for automated clinical diagnosis.

cs.AI↗

Concept Tokens: Learning Behavioral Embeddings Through Concept Definitions

We propose Concept Tokens, a lightweight method that adds a new special token to a pretrained LLM and learns only its embedding from multiple natural language definitions of a target concept, where occurrences of the concept are replaced by the new token. The LLM is kept frozen and the embedding is optimized with the standard language-modeling objective. We evaluate Concept Tokens in three settings. First, we study hallucinations in closed-book question answering on HotpotQA and find a directional effect: negating the hallucination token reduces hallucinated answers mainly by increasing abstentions, whereas asserting it increases hallucinations and lowers precision. Second, we induce recasting, a pedagogical feedback strategy for second language teaching, and observe the same directional effect. Moreover, compared to providing the full definitional corpus in-context, concept tokens better preserve compliance with other instructions (e.g., asking follow-up questions). Finally, we include a qualitative study with the Eiffel Tower and a fictional "Austral Tower" to illustrate what information the learned embeddings capture and where their limitations emerge. Overall, Concept Tokens provide a compact control signal learned from definitions that can steer behavior in frozen LLMs.

cs.CL↗

Beyond Single Plots: A Benchmark for Question Answering on Multi-Charts

Charts are widely used to present complex information. Deriving meaningful insights in real-world contexts often requires interpreting multiple related charts together. Research on understanding multi-chart images has not been extensively explored. We introduce PolyChartQA, a mid-scale dataset specifically designed for question answering over multi-chart images. PolyChartQA comprises 534 multi-chart images (with a total of 2,297 sub-charts) sourced from peer-reviewed computer science research publications and 2,694 QA pairs. We evaluate the performance of nine state-of-the-art Multimodal Language Models (MLMs) on PolyChartQA across question type, difficulty, question source, and key structural characteristics of multi-charts. Our results show a 27.4% LLM-based accuracy (L-Accuracy) drop on human-authored questions compared to MLM-generated questions, and a 5.39% L-accuracy gain with our proposed prompting method.

cs.CL↗

PrinciplismQA: A Philosophy-Grounded Approach to Assessing LLM-Human Clinical Medical Ethics Alignment

As medical LLMs transition to clinical deployment, assessing their ethical reasoning capability becomes critical. While achieving high accuracy on knowledge benchmarks, LLMs lack validated assessment for navigating ethical trade-offs in clinical decision-making where multiple valid solutions exist. Existing benchmarks lack systematic approaches to incorporate recognized philosophical frameworks and expert validation for ethical reasoning assessment. We introduce PrinciplismQA, a philosophy-grounded approach to assessing LLM clinical medical ethics alignment. Grounded in Principlism, our approach provides a systematic methodology for incorporating clinical ethics philosophy into LLM assessment design. PrinciplismQA comprises 3,648 expert-validated questions spanning knowledge assessment and clinical reasoning. Our expert-calibrated pipeline enables reproducible evaluation and models ethical biases. Evaluating recent models reveals significant ethical reasoning gaps despite high knowledge accuracy, demonstrating that knowledge-oriented training does not ensure clinical ethical alignment. PrinciplismQA provides a validated tool for assessing clinical AI deployment readiness. Our data and test scripts are fully released on https://github.com/FreedomIntelligence/PrinciplismQA.

cs.CL↗