We formulate a conjecture from graph theory that is equivalent to Nash-solvability of the finite two-person shortest path games with positive local costs. For the three-person games such conjecture fails.
In many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents. Such patterns or features often represent particular configurations of pieces, empty positions, etc., which may be relevant for a game's strategies. Their use has been particularly prevalent in the game of Go, but also many other games used as benchmarks for AI research. Simple, linear policies of such features are unlikely to produce state-of-the-art playing strength like the deep neural networks that have been more commonly used in recent years do. However, they typically require significantly fewer resources to train, which is paramount for large-scale studies of hundreds to thousands of distinct games. In this paper, we formulate a design and efficient implementation of spatial state-action features for general games. These are patterns that can be trained to incentivise or disincentivise actions based on whether or not they match variables of the state in a local area around action variables. We provide extensive details on several design and implementation choices, with a primary focus on achieving a high degree of generality to support a wide variety of different games using different board geometries or other graphs. Secondly, we propose an efficient approach for evaluating active features for any given set of features. In this approach, we take inspiration from heuristics used in problems such as SAT to optimise the order in which parts of patterns are matched and prune unnecessary evaluations. An empirical evaluation on 33 distinct games in the Ludii general game system demonstrates the efficiency of this approach in comparison to a naive baseline, as well as a baseline based on prefix trees.
In this paper, we study a non-local approximation of the time-dependent (local) Eikonal equation with Dirichlet-type boundary conditions, where the kernel in the non-local problem is properly scaled. Based on the theory of viscosity solutions, we prove existence and uniqueness of the viscosity solutions of both the local and non-local problems, as well as regularity properties of these solutions in time and space. We then derive error bounds between the solution to the non-local problem and that of the local one, both in continuous-time and Backward Euler time discretization. We then turn to studying continuum limits of non-local problems defined on random weighted graphs with $n$ vertices. In particular, we establish that if the kernel scale parameter decreases at an appropriate rate as $n$ grows, then almost surely, the solution of the problem on graphs converges uniformly to the viscosity solution of the local problem as the time step vanishes and the number vertices $n$ grows large.
Recently, random walks on dynamic graphs have been studied because of their adaptivity to the time-varying structure of real-world networks. In general, there is a tremendous gap between static and dynamic graph settings for the lazy simple random walk: Although $O(n^3)$ cover time was shown for any static graphs of $n$ vertices, there is an edge-changing dynamic graph with an exponential hitting time. On the other hand, previous works indicate that the random walk on a dynamic graph with a time-homogeneous stationary distribution behaves almost identically to that on a static graph. In this paper, we strengthen this insight by obtaining general and improved bounds. Specifically, we consider a random walk according to a sequence $(P_t)_{t\geq 1}$ of irreducible and reversible transition matrices such that all $P_t$ have the same stationary distribution. We bound the mixing, hitting, and cover times in terms of the hitting and relaxation times of the random walk according to the worst fixed $P_t$. Moreover, we obtain the first bounds of the hitting and cover times of multiple random walks and the coalescing time on dynamic graphs. These bounds can be seen as an extension of the well-known bounds of random walks on static graphs. Our results generalize the previous upper bounds for specific random walks on dynamic graphs, e.g., lazy simple random walks and $d_{\max}$-lazy walks, and give improved and tight upper bounds in various cases. As an interesting consequence of our generalization, we obtain tight bounds for the lazy Metropolis walk [Nonaka, Ono, Sadakane, and Yamashita, TCS10] on any dynamic graph: $O(n^2)$ mixing time, $O(n^2)$ hitting time, and $O(n^2\log n)$ cover time. Additionally, our coalescing time bound implies the consensus time bound of the pull voting on a dynamic graph.
The problem of $d$-Path Vertex Cover, $d$-PVC lies in determining a subset $F$ of vertices of a given graph $G=(V,E)$ such that $G \setminus F$ does not contain a path on $d$ vertices. The paths we aim to cover need not to be induced. It is known that the $d$-PVC problem is NP-complete for any $d \ge 2$. When parameterized by the size of the solution $k$, 5-PVC has direct trivial algorithm with $\mathcal{O}(5^kn^{\mathcal{O}(1)})$ running time and, since $d$-PVC is a special case of $d$-Hitting Set, an algorithm running in $\mathcal{O}(4.0755^kn^{\mathcal{O}(1)})$ time is known. In this paper we present an iterative compression algorithm that solves the 5-PVC problem in $\mathcal{O}(4^kn^{\mathcal{O}(1)})$ time.
We consider the problem of in-order packet transmission over a cascade of packet-erasure links with acknowledgment (ACK) signals, interconnected by relays. We treat first the case of transmitting a single packet, in which ACKs are unnecessary, over links with independent identically distributed erasures. For this case, we derive tight upper and lower bounds on the probability of arrive failure within an allowed end-to-end communication delay over a given number of links. When the number of links is commensurate with the allowed delay, we determine the maximal ratio between the two -- coined information velocity -- for which the arrive-failure probability decays to zero; we further derive bounds on the arrive-failure probability when the ratio is below the information velocity, determine the exponential arrive-failure decay rate, and extend the treatment to links with different erasure probabilities. We then elevate all these results for a stream of packets with independent geometrically distributed interarrival times, and prove that the information velocity and the exponential decay rate remain the same for any stationary ergodic arrival process and for deterministic interarrival times. We demonstrate the significance of the derived fundamental limits -- the information velocity and the arrive-failure exponential decay rate -- by comparing them to simulation results.
Understanding the effects of built environment on physical activity is important for promoting healthy lifestyles in cities. Yet, very few studies have used objective continuous location data and measures of physical activity while addressing biases to causal inference. In addition, the effect of the environment on body postures during trips, albeit of physiological importance, is rarely addressed. Using mixed models for compositional data on sensor-derived physical activity information, we estimated the effects of greenery, destination density, public transport time e ciency, and average area education among 692 homework journeys made by 121 healthy adults (80 men, 41 women). Higher levels of greenery, public transport time e ciency, and average area education along the shortest network path between home and workplaces were found to reduce contemporaneous sedentary postures and increase physical activity. These relationships suggest that decision makers should consider greening cities and improving public transport e ciency as an effective way to reduce the prevalence of sedentary behaviors in our societies.
Efficient contact tracing and isolation is an effective strategy to control epidemics. It was used effectively during the Ebola epidemic and successfully implemented in several parts of the world during the ongoing COVID-19 pandemic. An important consideration in contact tracing is the budget on the number of individuals asked to quarantine -- the budget is limited for socioeconomic reasons. In this paper, we present a Markov Decision Process (MDP) framework to formulate the problem of using contact tracing to reduce the size of an outbreak while asking a limited number of people to quarantine. We formulate each step of the MDP as a combinatorial problem, MinExposed, which we demonstrate is NP-Hard; as a result, we develop an LP-based approximation algorithm. Though this algorithm directly solves MinExposed, it is often impractical in the real world due to information constraints. To this end, we develop a greedy approach based on insights from the analysis of the previous algorithm, which we show is more interpretable. A key feature of the greedy algorithm is that it does not need complete information of the underlying social contact network. This makes the heuristic implementable in practice and is an important consideration. Finally, we carry out experiments on simulations of the MDP run on real-world networks, and show how the algorithms can help in bending the epidemic curve while limiting the number of isolated individuals. Our experimental results demonstrate that the greedy algorithm and its variants are especially effective, robust, and practical in a variety of realistic scenarios, such as when the contact graph and specific transmission probabilities are not known. All code can be found in our GitHub repository: //github.com/gzli929/ContactTracing.
The solution of the shortest path problem on a surface is not only a theoretical problem to be solved in the field of mathematics, but also problems that need to be solved in very different fields such as medicine, defense and construction technologies. When it comes to the land specific, solution algorithms for these problems are also of great importance in terms of determination of the shortest path in an open area where the road will pass in the field of civil engineering, or route determination of manned or unmanned vehicles for various logistic needs, especially in raw terrains. In addition, path finding problems in the raw terrains are also important for manned and unmanned ground vehicles (UGV) used in the defense industry. Within the scope of this study, a method that can be used for instant route determinations within sight range or for route determinations covering wider areas is proposed. Although the examples presented within the scope of the study are land-based, the method can be applied to almost all problem types of similar nature. The approach used in the study can be briefly described as the mechanical analysis of a surface transformed into a structural load bearing system based on mechanical analogies. In this approach, the determination of the shortest path connecting two points can be realized by following the stress-strain values that will occur by moving the points away from each other or by following a linear line that will be formed between two points during the mechanical analysis. If the proposed approach is to be carried out with multiple rigid body dynamics approaches instead of flexible bodies mechanics, it can be carried out easily and very quickly by determining the shortest path between two points or by tracking the forces. However, the proposed approach in this study is presented by simulating examples of flexible bodies using FEM.
We study the problem of learning in the stochastic shortest path (SSP) setting, where an agent seeks to minimize the expected cost accumulated before reaching a goal state. We design a novel model-based algorithm EB-SSP that carefully skews the empirical transitions and perturbs the empirical costs with an exploration bonus to guarantee both optimism and convergence of the associated value iteration scheme. We prove that EB-SSP achieves the minimax regret rate $\widetilde{O}(B_{\star} \sqrt{S A K})$, where $K$ is the number of episodes, $S$ is the number of states, $A$ is the number of actions and $B_{\star}$ bounds the expected cumulative cost of the optimal policy from any state, thus closing the gap with the lower bound. Interestingly, EB-SSP obtains this result while being parameter-free, i.e., it does not require any prior knowledge of $B_{\star}$, nor of $T_{\star}$ which bounds the expected time-to-goal of the optimal policy from any state. Furthermore, we illustrate various cases (e.g., positive costs, or general costs when an order-accurate estimate of $T_{\star}$ is available) where the regret only contains a logarithmic dependence on $T_{\star}$, thus yielding the first horizon-free regret bound beyond the finite-horizon MDP setting.
M. Christandl conjectured that the composition of any trace preserving PPT map with itself is entanglement breaking. We prove that Christandl's conjecture holds asymptotically by showing that the distance between the iterates of any unital or trace preserving PPT map and the set of entanglement breaking maps tends to zero. Finally, for every graph we define a one-parameter family of maps on matrices and determine the least value of the parameter such that the map is variously, positive, completely positive, PPT and entanglement breaking in terms of properties of the graph. Our estimates are sharp enough to conclude that Christandl's conjecture holds for these families.