Abstract Managed multi-context systems (mMCSs) allow for the integration of heterogeneous knowledge sources in a modular and very general way. They were, however, mainly designed for static scenarios and are therefore not well-suited for dynamic environments in which continuous reasoning over such heterogeneous knowledge with constantly arriving streams of data is necessary. In this paper, we introduce reactive multi-context systems (rMCSs), a framework for reactive reasoning in the presence of heterogeneous knowledge sources and data streams. We show that rMCSs are indeed well-suited for this purpose by illustrating how several typical problems arising in the context of stream reasoning can be handled using them, by showing how inconsistencies possibly occurring in the integration of multiple knowledge sources can be handled, and by arguing that the potential non-determinism of rMCSs can be avoided if needed using an alternative, more skeptical well-founded semantics instead with beneficial computational properties. We also investigate the computational complexity of various reasoning problems related to rMCSs. Finally, we discuss related work, and show that rMCSs do not only generalize mMCSs to dynamic settings, but also capture extend relevant approaches w.r.t. dynamics in knowledge representation and stream reasoning.
Closely related to EVOLP are the two frameworks of Reactive ASP, one implemented as a solver @cite_21 and one described in @cite_38 . The system extends an ASP solver for handling external modules provided at runtime by a controller. The output of these external modules can be seen as the observations of EVOLP. Unlike the observations in EVOLP, which can be rules, external modules in are restricted to produce atoms so the evolving capabilities are very restricted. On the other hand, permits committing to a specific answer set at each state for the sake of efficiency, a feature that is not part of EVOLP. Reactive ASP as described in @cite_38 can be seen as a more straightforward generalization of EVOLP where operations other than @math for self-updating a program are permitted. Since EVOLP can be captured by , and since permit several (evolution) operations in the head of bridge rules, it should be clear that Reactive ASP as described in @cite_38 can be captured by .
@cite_38 @cite_21
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We introduce a comprehensive framework for computing diverse (or similar) solutions to logic programs with preferences. Our framework provides a wide spectrum of complete and incomplete methods for solving this task. Apart from proposing several new methods, it also accommodates existing ones and generalizes them to programs with preferences. Interestingly, this is accomplished by integrating and automating several basic ASP techniques - being of general interest even beyond diversification. The enabling factor of this lies in the recent advance of multi-shot ASP solving that provides us with fine-grained control over reasoning processes and abolishes the need for solver modifications and wrappers that were indispensable in previous approaches. Our framework is implemented as an extension to the ASP-based preference handling system asprin. We use the resulting system asprin 2 for an empirical evaluation of the diversification methods comprised in our framework. We introduce the first approach to Reactive Answer Set Programming, aiming at reasoning about real-time dynamic systems running online in changing environments. We start by laying the theoretical foundations by appeal to module theory. With this, we elaborate upon the composition of the various offline and online programs in order to pave the way for stream-driven grounding and solving. Finally, we describe the implementation of a reactive ASP solver, oclingo. The thesis describes a new method for obtaining minimizers for optimal control problems whose minima serve as control policies for guiding nonlinear dynamical systems to achieve prescribed goals under imposed trajectory and actuator constraints. One of the major contributions of the present work resides in the approximation of such minimizers by piecewise polynomial functions expressed in terms of a linear combination of non-uniform rational B-spline (NURBS) basis functions and the judicious exploitation of the properties of the resulting NURBS curves to improve the computational effort often associated with solving optimal control problems for constrained dynamical systems. In particular, by exploiting the two structures combined in a NURBS curve, NURBS basis functions and an associated union of overlapping polytopes constructed from the coefficients of the linear combination, we are able to separate an optimal control problem into two subproblems | guidance and obstacle avoidance, making the original problem tractable. This is accomplished by laying out the union of overlapping polytopes in such a way that they delineate a section of space that avoids all obstacles and then manipulating the NURBS basis functions to obtain trajectories that are guaranteed to remain bounded by this section of space without explicitly including the conjunction of disjunctions naturally induced from obstacles into the guidance problem. In addition, we show how one can construct systematically a feasible region that corresponds to a NURBS parameterization starting from an ordered union of pairwise adjacently overlapping nonempty compact convex sets. Specifically, we show how to setup a nonlinear programming problem to solve for the feasible region in terms of an ordered union of pairwise adjacently overlapping polytopes with nonempty interiors by maximizing the sum of their volumes and starting from a feasible region described by an ordered union of pairwise adjacently overlapping nonempty convex compact simi-algebraic sets. Finally, we show how this strategy can be implemented practically for an autonomous system traversing an urban environment. Finally, this work culminated in the filing of patent US20070179685 on behalf of Northrop Grumman for the Space Technology sector and in the development of the NURBS-based OTG software package. This C++ package contains the theoretical results of this thesis in the form of an object-oriented implementation optimized for real-time trajectory generation. We initiate a study of when the value of mathematical relaxations such as linear and semi-definite programs for constraint satisfaction problems (CSPs) is approximately preserved when restricting the instance to a sub-instance induced by a small random subsample of the variables. Let C be a family of CSPs such as 3SAT, Max-Cut, etc., and let Π be a mathematical program that is a relaxation for C, in the sense that for every instance P ∈ C, Π(P) is a number in [0, 1] upper bounding the maximum fraction of satisfiable constraints of P. Loosely speaking, we say that subsampling holds for C and Π if for every sufficiently dense instance P ∈ C and every e > 0, if we let P' be the instance obtained by restricting P to a sufficiently large constant number of variables, then Π(P') ∈ (1 ± e)Π(P). We say that weak subsampling holds if the above guarantee is replaced with Π(P') = 1 − θ(γ) whenever Π(P) = 1 − γ, where θ hides only absolute constants. We obtain both positive and negative results, showing that: 1. Subsampling holds for the BasicLP and BasicSDP programs. BasicSDP is a variant of the semi-definite program considered by Raghavendra (2008), who showed it gives an optimal approximation factor for every constraint-satisfaction problem under the unique games conjecture. BasicLP is the linear programming analog of BasicSDP. 2. For tighter versions of BasicSDP obtained by adding additional constraints from the Lasserre hierarchy, weak subsampling holds for CSPs of unique games type. 3. There are non-unique CSPs for which even weak subsampling fails for the above tighter semi-definite programs. Also there are unique CSPs for which (even weak) subsampling fails for the Sherali-Adams linear programming hierarchy. As a corollary of our weak subsampling for strong semi-definite programs, we obtain a polynomial-time algorithm to certify that random geometric graphs (of the type considered by Feige and Schechtman, 2002) of max-cut value 1 − γ have a cut value at most 1 − γ 10. More generally, our results give an approach to obtaining average-case algorithms for CSPs using semi-definite programming hierarchies. We introduce a new flexible paradigm of grounding and solving in Answer Set Programming (ASP), which we refer to as multi-shot ASP solving, and present its implementation in the ASP system clingo. Multi-shot ASP solving features grounding and solving processes that deal with continuously changing logic programs. In doing so, they remain operative and accommodate changes in a seamless way. For instance, such processes allow for advanced forms of search, as in optimization or theory solving, or interaction with an environment, as in robotics or query-answering. Common to them is that the problem specification evolves during the reasoning process, either because data or constraints are added, deleted, or replaced. This evolutionary aspect adds another dimension to ASP since it brings about state changing operations. We address this issue by providing an operational semantics that characterizes grounding and solving processes in multi-shot ASP solving. This characterization provides a semantic account of grounder and solver states along with the operations manipulating them. The operative nature of multi-shot solving avoids redundancies in relaunching grounder and solver programs and benefits from the solver's learning capacities. clingo accomplishes this by complementing ASP's declarative input language with control capacities. On the declarative side, a new directive allows for structuring logic programs into named and parameterizable subprograms. The grounding and integration of these subprograms into the solving process is completely modular and fully controllable from the procedural side. To this end, clingo offers a new application programming interface that is conveniently accessible via scripting languages. We propose a new proximal, path-following framework for a class of---possibly non-smooth---constrained convex problems. We consider settings where the non-smooth part is endowed with a proximity operator, and the constraint set is equipped with a self-concordant barrier. Our main contribution is a new re-parametrization of the optimality condition of the barrier problem, that allows us to process the objective function with its proximal operator within a new path following scheme. In particular, our approach relies on the following two main ideas. First, we re-parameterize the optimality condition as an auxiliary problem, such that a "good" initial point is available. Second, we combine the proximal operator of the objective and path-following ideas to design a single phase, proximal, path-following algorithm. Our method has several advantages. First, it allows handling non-smooth objectives via proximal operators, this avoids lifting the problem dimension via slack variables and additional constraints. Second, it consists of only a single phase as compared to a two-phase algorithm in [43] In this work, we show how to overcome this difficulty in the proximal setting and prove that our scheme has the same O(ν√log(1 e)) worst-case iteration-complexity with standard approaches [30, 33], but our method can handle nonsmooth objectives, where ν is the barrier parameter and e is a desired accuracy. Finally, our framework allows errors in the calculation of proximal-Newton search directions, without sacrificing the worst-case iteration complexity. We demonstrate the merits of our algorithm via three numerical examples, where proximal operators play a key role to improve the performance over off-the-shelf interior-point solvers. This paper presents a bounded model checking tool called @math for hybrid systems. It translates a reachability problem of a nonlinear hybrid system into a predicate logic formula involving arithmetic constraints and checks the satisfiability of the formula based on a satisfiability modulo theories method. We tightly integrate (i) an incremental SAT solver to enumerate the possible sets of constraints and (ii) an interval-based solver for hybrid constraint systems (HCSs) to solve the constraints described in the formulas. The HCS solver verifies the occurrence of a discrete change by using a set of boxes to enclose continuous states that may cause the discrete change. We utilize the existence property of a unique solution in the boxes computed by the HCS solver as (i) a proof of the reachability of a model and (ii) a guide in the over-approximation refinement procedure. Our @math implementation successfully handled several examples including those with nonlinear constraints. Learning, planning, and representing knowledge at multiple levels of temporal ab- straction are key, longstanding challenges for AI. In this paper we consider how these challenges can be addressed within the mathematical framework of reinforce- ment learning and Markov decision processes (MDPs). We extend the usual notion of action in this framework to include options—closed-loop policies for taking ac- tion over a period of time. Examples of options include picking up an object, going to lunch, and traveling to a distant city, as well as primitive actions such as mus- cle twitches and joint torques. Overall, we show that options enable temporally abstract knowledge and action to be included in the reinforcement learning frame- work in a natural and general way. In particular, we show that options may be used interchangeably with primitive actions in planning methods such as dynamic pro- gramming and in learning methods such as Q-learning. Formally, a set of options defined over an MDP constitutes a semi-Markov decision process (SMDP), and the theory of SMDPs provides the foundation for the theory of options. However, the most interesting issues concern the interplay between the underlying MDP and the SMDP and are thus beyond SMDP theory. We present results for three such cases: 1) we show that the results of planning with options can be used during execution to interrupt options and thereby perform even better than planned, 2) we introduce new intra-option methods that are able to learn about an option from fragments of its execution, and 3) we propose a notion of subgoal that can be used to improve the options themselves. All of these results have precursors in the existing literature; the contribution of this paper is to establish them in a simpler and more general setting with fewer changes to the existing reinforcement learning framework. In particular, we show that these results can be obtained without committing to (or ruling out) any particular approach to state abstraction, hierarchy, function approximation, or the macro-utility problem. We investigate the computational complexity of two closely related classes of combinatorial optimization problems for linear systems which arise in various fields such as machine learning, operations research and pattern recognition. In the first class (Min ULR) one wishes, given a possibly infeasible system of linear relations, to find a solution that violates as few relations as possible while satisfying all the others. In the second class (Min RVLS) the linear system is supposed to be feasible and one looks for a solution with as few nonzero variables as possible. For both Min ULR and Min RVLS the four basic types of relational operators =, ⩾, > and ≠ are considered. While Min RVLS with equations was mentioned to be NP-hard in (Garey and Johnson, 1979), we established in (Amaldi; 1992; Amaldi and Kann, 1995) that min ULR with equalities and inequalities are NP-hard even when restricted to homogeneous systems with bipolar coefficients. The latter problems have been shown hard to approximate in (, 1993). In this paper we determine strong bounds on the approximability of various variants of Min RVLS and min ULR, including constrained ones where the variables are restricted to take binary values or where some relations are mandatory while others are optional. The various NP-hard versions turn out to have different approximability properties depending on the type of relations and the additional constraints, but none of them can be approximated within any constant factor, unless P = NP. Particular attention is devoted to two interesting special cases that occur in discriminant analysis and machine learning. In particular, we disprove a conjecture of van Horn and Martinez (1992) regarding the existence of a polynomial-time algorithm to design linear classifiers (or perceptrons) that involve a close-to-minimum number of features. The problem of obtaining the maximum a posteriori estimate of a general discrete Markov random field (i.e., a Markov random field defined using a discrete set of labels) is known to be NP-hard. However, due to its central importance in many applications, several approximation algorithms have been proposed in the literature. In this paper, we present an analysis of three such algorithms based on convex relaxations: (i) LP-S: the linear programming (LP) relaxation proposed by Schlesinger (1976) for a special case and independently in (2001), (1998), and (2005) for the general case; (ii) QP-RL: the quadratic programming (QP) relaxation of Ravikumar and Lafferty (2006); and (iii) SOCP-MS: the second order cone programming (SOCP) relaxation first proposed by Muramatsu and Suzuki (2003) for two label problems and later extended by (2006) for a general label set. We show that the SOCP-MS and the QP-RL relaxations are equivalent. Furthermore, we prove that despite the flexibility in the form of the constraints objective function offered by QP and SOCP, the LP-S relaxation strictly dominates (i.e., provides a better approximation than) QP-RL and SOCP-MS. We generalize these results by defining a large class of SOCP (and equivalent QP) relaxations which is dominated by the LP-S relaxation. Based on these results we propose some novel SOCP relaxations which define constraints using random variables that form cycles or cliques in the graphical model representation of the random field. Using some examples we show that the new SOCP relaxations strictly dominate the previous approaches. Robots deployed to assist and collaborate with humans in complex domains need the ability to represent and reason with incomplete domain knowledge, and to learn from minimal feedback obtained from non-expert human participants. This paper presents an architecture that combines the complementary strengths of Reinforcement Learning (RL) and declarative programming to support such commonsense reasoning and incremental learning of the rules governing the domain dynamics. Answer Set Prolog (ASP), a declarative language, is used to represent domain knowledge. The robot’s current beliefs, obtained by inference in the ASP program, are used to formulate the task of learning previously unknown domain rules as an RL problem. The learned rules are, in turn, encoded in the ASP program and used to plan action sequences for subsequent tasks. The architecture is illustrated and evaluated in the context of a simulated robot that plans action sequences to arrange tabletop objects in desired configurations. Functional Reactive Programming , or FRP , is a general framework for programming hybrid systems in a high-level, declarative manner. The key ideas in FRP are its notions of behaviors and events . Behaviors are time-varying, reactive values, while events are time-ordered sequences of discrete-time event occurrences. FRP is the essence of Fran , a domain-specific language embedded in Haskell for programming reactive animations, but FRP is now also being used in vision, robotics and other control systems applications. In this paper we explore the formal semantics of FRP and how itrelates to an implementation based on streams that represent (and therefore only approximate) continuous behaviors. We show that, in the limit as the sampling interval goes to zero, the implementation is faithful to the formal, continuous semantics, but only when certain constraints on behaviors are observed. We explore the nature of these constraints, which vary amongst the FRP primitives. Our results show both the power and limitations of this approach to language design and implementation. As an example of a limitation, we show that streams are incapable of representing instantaneous predicate events over behaviors. We present two algorithms for dynamically maintaining a spanning forest of a graph undergoing edge insertions and deletions. Our algorithms guarantee worst-case update time and work against an adaptive adversary, meaning that an edge update can depend on previous outputs of the algorithms. We provide the first polynomial improvement over the long-standing O(√n) bound of [Frederickson STOC'84, Eppstein, Galil, Italiano and Nissenzweig FOCS'92] for such type of algorithms. The previously best improvement was O(√n (loglogn)2 logn) [Kejlberg-Rasmussen, Kopelowitz, Pettie and Thorup ESA'16]. We note however that these bounds were obtained by deterministic algorithms while our algorithms are randomized. Our first algorithm is Monte Carlo and guarantees an O(n0.4+o(1)) worst-case update time, where the o(1) term hides the O(√loglogn logn) factor. Our second algorithm is Las Vegas and guarantee an O(n0.49306) worst-case update time with high probability. Algorithms with better update time either needed to assume that the adversary is oblivious (e.g. [Kapron, King and Mountjoy SODA'13]) or can only guarantee an amortized update time. Our second result answers an open problem by To the best of our knowledge, our algorithms are among a few non-trivial randomized dynamic algorithms that work against adaptive adversaries. The key to our results is a decomposition of graphs into subgraphs that either have high expansion or sparse. This decomposition serves as an interface between recent developments on (static) flow computation and many old ideas in dynamic graph algorithms: On the one hand, we can combine previous dynamic graph techniques to get faster dynamic spanning forest algorithms if such decomposition is given. On the other hand, we can adapt flow-related techniques (e.g. those from [Khandekar, Rao and Vazirani STOC'06], [Peng SODA'16], and [Orecchia and Zhu SODA'14]) to maintain such decomposition. To the best of our knowledge, this is the first time these flow techniques are used in fully dynamic graph algorithms. Improving on the Voronoi cell based techniques of Micciancio and Voulgaris (SIAM J. Comp. 13), and Sommer, Feder and Shalvi (SIAM J. Disc. Math. 09), we give a Las Vegas @math expected time and space algorithm for CVPP (the preprocessing version of the Closest Vector Problem, CVP). This improves on the @math deterministic runtime of the Micciancio Voulgaris algorithm, henceforth MV, for CVPP (which also solves CVP) at the cost of a polynomial amount of randomness (which only affects runtime, not correctness). As in MV, our algorithm proceeds by computing a short path on the Voronoi graph of the lattice, where lattice points are adjacent if their Voronoi cells share a common facet, from the origin to a closest lattice vector. Our main technical contribution is a randomized procedure that given the Voronoi relevant vectors of a lattice - the lattice vectors inducing facets of the Voronoi cell - as preprocessing and any "close enough" lattice point to the target, computes a path to a closest lattice vector of expected polynomial size. This improves on the @math path length given by the MV algorithm. Furthermore, as in MV, each edge of the path can be computed using a single iteration over the Voronoi relevant vectors. As a byproduct of our work, we also give an optimal relationship between geometric and path distance on the Voronoi graph, which we believe to be of independent interest. We consider a class of restless multi-armed bandit (RMAB) problems with unknown arm dynamics. At each time, a player chooses an arm out of @math arms to play, referred to as an active arm, and receives a random reward from a finite set of reward states. The reward state of the active arm transits according to an unknown Markovian dynamic. The reward state of passive arms (which are not chosen to play at time t) evolves according to an arbitrary unknown random process. The objective is an arm-selection policy that minimizes the regret, defined as the reward loss with respect to a player that always plays the most rewarding arm. This class of RMAB problems has been studied recently in the context of communication networks and financial investment applications. We develop a strategy that selects arms to be played in a consecutive manner in which the selection sequencing rules are adaptively updated controlled by the current sample reward means, referred to as Adaptive Sequencing Rules (ASR) algorithm. By designing judiciously the adaptive sequencing rules of the chosen arms, we show that ASR algorithm achieves a logarithmic regret order with time and a finite-sample bound on the regret is established. Although existing methods have shown a logarithmic regret order with time in this RMAB setting, the theoretical analysis presents significant improvement in the regret scaling with respect to the system parameters under ASR. Extensive simulation results support the theoretical study and demonstrate strong performance of the algorithm as compared to existing methods. This paper presents a new approach for automatically deriving worst-case resource bounds for C programs. The described technique combines ideas from amortized analysis and abstract interpretation in a unified framework to address four challenges for state-of-the-art techniques: compositionality, user interaction, generation of proof certificates, and scalability. Compositionality is achieved by incorporating the potential method of amortized analysis. It enables the derivation of global whole-program bounds with local derivation rules by naturally tracking size changes of variables in sequenced loops and function calls. The resource consumption of functions is described abstractly and a function call can be analyzed without access to the function body. User interaction is supported with a new mechanism that clearly separates qualitative and quantitative verification. A user can guide the analysis to derive complex non-linear bounds by using auxiliary variables and assertions. The assertions are separately proved using established qualitative techniques such as abstract interpretation or Hoare logic. Proof certificates are automatically generated from the local derivation rules. A soundness proof of the derivation system with respect to a formal cost semantics guarantees the validity of the certificates. Scalability is attained by an efficient reduction of bound inference to a linear optimization problem that can be solved by off-the-shelf LP solvers. The analysis framework is implemented in the publicly-available tool C4B. An experimental evaluation demonstrates the advantages of the new technique with a comparison of C4B with existing tools on challenging micro benchmarks and the analysis of more than 2900 lines of C code from the cBench benchmark suite. We consider in this chapter a class of two-player nonzero-sum stochastic games with incomplete information, which is inspired by recent applications of game theory in network security. We develop fully distributed reinforcement learning algorithms, which require for each player a minimal amount of information regarding the other player. At each time, each player can be in an active mode or in a sleep mode. If †This material is based upon work supported in part by the U.S. Air Force Office of Scientific Research (AFOSR) under grant number AFOSR MURI FA9550-09-1-0249. D R A F T October 2, 2011, 1:59am D R A F T 2 HYBRID LEARNING IN STOCHASTIC GAMES AND ITS APPLICATION IN NETWORK SECURITY a player is in an active mode, she updates her strategy and estimates of unknown quantities using a specific pure or hybrid learning pattern. The players’ intelligence and rationality are captured by the weighted linear combination of different learning patterns. We use stochastic approximation techniques to show that, under appropriate conditions, the pure or hybrid learning schemes with random updates can be studied using their deterministic ordinary differential equation (ODE) counterparts. Convergence to state-independent equilibria is analyzed for special classes of games, namely, games with two actions, and potential games. Results are applied to network security games between an intruder and an administrator, where the noncooperative behaviors are well characterized by the features of distributed hybrid learning. Many applications in science and engineering lead to models which require solving large-scale fixed point problems, or equivalently, systems of nonlinear equations. Several successful techniques for handling such problems are based on quasi-Newton methods that implicitly update the approximate Jacobian or inverse Jacobian to satisfy a certain secant condition. We present two classes of multisecant methods which allows to take into account a variable number of secant equations at each iteration. The first is the Broyden-like class, of which Broyden’s family is a subclass, and Anderson mixing is a particular member. The second class is that of the nonlinear Eirola-Nevanlinna-type methods. This work was motivated by a problem in electronic structure calculations, whereby a fixed point iteration, known as the self-consistent field (SCF) iteration, is accelerated by various strategies termed ‘mixing’. This paper presents a novel stochastic optimisation approach to determining the feasible optimal solution of the economic dispatch (ED) problem considering various generator constraints. Many practical constraints of generators, such as ramp rate limits, prohibited operating zones and the valve point effect, are considered. These constraints make the ED problem a non-smooth non-convex minimisation problem with constraints. The proposed optimisation algorithm is called self-tuning hybrid differential evolution (self-tuning HDE). The self-tuning HDE utilises the concept of the 1 5 success rule of evolution strategies (ESs) in the original HDE to accelerate the search for the global optimum. Three test power systems, including 3-, 13- and 40-unit power systems, are applied to compare the performance of the proposed algorithm with genetic algorithms, the differential evolution algorithm and the HDE algorithm. Numerical results indicate that the entire performance of the proposed self-tuning HDE algorithm outperforms the other three algorithms. Successive overrelaxation (SOR) for symmetric linear complementarity problems and quadratic programs is used to train a support vector machine (SVM) for discriminating between the elements of two massive datasets, each with millions of points. Because SOR handles one point at a time, similar to Platt's sequential minimal optimization (SMO) algorithm (1999) which handles two constraints at a time and Joachims' SVM sup light (1998) which handles a small number of points at a time, SOR can process very large datasets that need not reside in memory. The algorithm converges linearly to a solution. Encouraging numerical results are presented on datasets with up to 10 000 000 points. Such massive discrimination problems cannot be processed by conventional linear or quadratic programming methods, and to our knowledge have not been solved by other methods. On smaller problems, SOR was faster than SVM sup light and comparable or faster than SMO.