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1.
Markov chains are a well known tool to model temporal properties of many phenomena, from text structure to fluctuations in economics. Because they are easy to generate, Markovian sequences, i.e. temporal sequences having the Markov property, are also used for content generation applications such as text or music generation that imitate a given style. However, Markov sequences are traditionally generated using greedy, left-to-right algorithms. While this approach is computationally cheap, it is fundamentally unsuited for interactive control. This paper addresses the issue of generating steerable Markovian sequences. We target interactive applications such as games, in which users want to control, through simple input devices, the way the system generates a Markovian sequence, such as a text, a musical sequence or a drawing. To this aim, we propose to revisit Markov sequence generation as a branch and bound constraint satisfaction problem (CSP). We propose a CSP formulation of the basic Markovian hypothesis as elementary Markov Constraints (EMC). We propose algorithms that achieve domain-consistency for the propagators of EMCs, in an event-based implementation of CSP. We show how EMCs can be combined to estimate the global Markovian probability of a whole sequence, and accommodate for different species of Markov generation such as fixed order, variable-order, or smoothing. Such a formulation, although more costly than traditional greedy generation algorithms, yields the immense advantage of being naturally steerable, since control specifications can be represented by arbitrary additional constraints, without any modification of the generation algorithm. We illustrate our approach on simple yet combinatorial chord sequence and melody generation problems and give some performance results.  相似文献   

2.
In this paper, we consider the single machine scheduling problem with quadratic penalties and sequence-dependent (QPSD) setup times. QPSD is known to be NP-Hard. Only a few exact approaches, and to the best of our knowledge, no approximate approaches, have been reported in the literature so far. This paper discusses exact and approximate approaches for solving the problem, and presents empirical findings. We make use of a graph search algorithm, Memory-Based Depth-First Branch-and-Bound (MDFBB), and present an algorithm, QPSD_MDFBB that can optimally solve QPSD, and advances the state of the art for finding exact solutions. For finding approximate solutions to large problem instances, we make use of the idea of greedy stochastic search, and present a greedy stochastic algorithm, QPSD_GSA that provides moderately good solutions very rapidly even for large problems. The major contribution of the current paper is to apply QPSD_GSA to generate a subset of the starting solutions for a new genetic algorithm, QPSD_GEN, which is shown to provide near-optimal solutions very quickly. Owing to its polynomial running time, QPSD_GEN can be used for much larger instances than QPSD_MDFBB can handle. Experimental results have been provided to demonstrate the performances of these algorithms.  相似文献   

3.
Tradeoffs between time complexities and solution optimalities are important when selecting algorithms for an NP-hard problem in different applications. Also, the distinction between theoretical upper bound and actual solution optimality for realistic instances of an NP-hard problem is a factor in selecting algorithms in practice. We consider the problem of partitioning a sequence of n distinct numbers into minimum number of monotone (increasing or decreasing) subsequences. This problem is NP-hard and the number of monotone subsequences can reach [√2n+1/1-1/2]in the worst case. We introduce a new algorithm, the modified version of the Yehuda-Fogel algorithm, that computes a solution of no more than [√2n+1/1-1/2]monotone subsequences in O(n^1.5) time. Then we perform a comparative experimental study on three algorithms, a known approximation algorithm of approximation ratio 1.71 and time complexity O(n^3), a known greedy algorithm of time complexity O(n^1.5 log n), and our new modified Yehuda-Fogel algorithm. Our results show that the solutions computed by the greedy algorithm and the modified Yehuda-Fogel algorithm are close to that computed by the approximation algorithm even though the theoretical worst-case error bounds of these two algorithms are not proved to be within a constant time of the optimal solution. Our study indicates that for practical use the greedy algorithm and the modified Yehuda-Fogel algorithm can be good choices if the running time is a major concern.  相似文献   

4.
In this paper, we present parallel multilevel algorithms for the hypergraph partitioning problem. In particular, we describe for parallel coarsening, parallel greedy k-way refinement and parallel multi-phase refinement. Using an asymptotic theoretical performance model, we derive the isoefficiency function for our algorithms and hence show that they are technically scalable when the maximum vertex and hyperedge degrees are small. We conduct experiments on hypergraphs from six different application domains to investigate the empirical scalability of our algorithms both in terms of runtime and partition quality. Our findings confirm that the quality of partition produced by our algorithms is stable as the number of processors is increased while being competitive with those produced by a state-of-the-art serial multilevel partitioning tool. We also validate our theoretical performance model through an isoefficiency study. Finally, we evaluate the impact of introducing parallel multi-phase refinement into our parallel multilevel algorithm in terms of the trade off between improved partition quality and higher runtime cost.  相似文献   

5.
Recently, iterated greedy algorithms have been successfully applied to solve a variety of combinatorial optimization problems. This paper presents iterated greedy algorithms for solving the blocking flowshop scheduling problem (BFSP) with the makespan criterion. Main contributions of this paper can be summed up as follows. We propose a constructive heuristic to generate an initial solution. The constructive heuristic generates better results than those currently in the literature. We employ and adopt well-known speed-up methods from the literature for both insertion and swap neighborhood structures. In addition, an iteration jumping probability is proposed to change the neighborhood structure from insertion neighborhood to swap neighborhood. Generally speaking, the insertion neighborhood is much more effective than the swap neighborhood for the permutation flowshop scheduling problems. Instead of considering the use of these neighborhood structures in a framework of the variable neighborhood search algorithm, two powerful local search algorithms are designed in such a way that the search process is guided by an iteration jumping probability determining which neighborhood structure will be employed. By doing so, it is shown that some additional enhancements can be achieved by employing the swap neighborhood structure with a speed-up method without jeopardizing the effectiveness of the insertion neighborhood. We also show that the performance of the iterated greedy algorithm significantly depends on the speed-up method employed. The parameters of the proposed iterated greedy algorithms are tuned through a design of experiments on randomly generated benchmark instances. Extensive computational results on Taillard’s well-known benchmark suite show that the iterated greedy algorithms with speed-up methods are equivalent or superior to the best performing algorithms from the literature. Ultimately, 85 out of 120 problem instances are further improved with substantial margins.  相似文献   

6.
This paper presents a greedy algorithm for decomposing convex structuring elements as sequence of Minkowski additions of subsets of the elementary square (i.e., the 3 × 3 square centered at the origin). The technique proposed is very simple and it is based on algebraic and geometric properties of Minkowski additions. Besides its simplicity, the advantage of this new technique over other known algorithms is that it generates a minimal sequence of not necessarily convex subsets of the elementary square. Thus, subsets with smaller cardinality are generated and a faster implementation of the corresponding dilations and erosions can be achieved. Experimental results, proof of correctness and analysis of computational time complexity of the algorithm are also given.  相似文献   

7.
We study the relation between synchronizing sequences and preset distinguishing sequences which are some special sequences used in finite state machine based testing. We show that the problems related to preset distinguishing sequences can be converted into related problems of synchronizing sequences. Using the results existing in the literature for synchronizing sequences, we offer several reflections of these results for preset distinguishing sequences. Although computing a preset distinguishing sequence is PSPACE-hard , we do identify a class of machines for which computing a preset distinguishing sequence can be performed in polynomial time and argue that this class is practically relevant. We also present an experimental study to compare the performance of exponential brute-force and polynomial heuristic algorithms to compute a preset distinguishing sequence.  相似文献   

8.
A key benefit of generic programming is its support for producing modules with clean separation. In particular, generic algorithms are written to work with a wide variety of types without requiring modifications to them. The Runtime concept idiom extends this support by allowing unmodified concrete types to behave in a runtime polymorphic manner. In this paper, we describe one implementation of the runtime concept idiom, in the domain of the C++ standard template library (STL). We complement the runtime concept idiom with an algorithm library that considers both type and concept information to maximize performance when selecting algorithm implementations. We present two implementations, one in ISO C++ and one using an experimental language extension. We use our implementations to describe and measure the performance of runtime-polymorphic analogs of several STL algorithms. The tests demonstrate the effects of different compile-time vs. run-time algorithm selection choices.  相似文献   

9.
社交网络中最小正影响支配集问题是一个NP难度的组合优化问题,针对该问题,目前有2种典型的贪心求解算法求解速度较快,但贪心解的质量却有待提高。轮转贪心策略是在不增加贪心算法时间复杂度的前提下提升贪心解的质量,且通过实验研究表明能有效增强一些NP难度问题效果的贪心算法。本文将轮转贪心策略求解正影响支配集的2个贪心算法进行融合来提升贪心算法解的质量,提出相应的轮转贪心算法。实验表明,在典型的真实社交网络实例上,与原有贪心算法相比,本文的轮转贪心算法所获解的质量有一定的提高。  相似文献   

10.
Summary Existing iterative algorithms for global dataflow analysis have demonstrable shortcomings; either they can be used only for a limited class of problems or they are needlessly inefficient in some cases. We review several algorithms, pointing out weaknesses and develop a new algorithm that can be used for a wide class of problems and has a runtime that compares favorably ro runtimes of existing algorithms.  相似文献   

11.
We investigate the problem of a robot searching for an object. This requires reasoning about both perception and manipulation: some objects are moved because the target may be hidden behind them, while others are moved because they block the manipulator’s access to other objects. We contribute a formulation of the object search by manipulation problem using visibility and accessibility relations between objects. We also propose a greedy algorithm and show that it is optimal under certain conditions. We propose a second algorithm which takes advantage of the structure of the visibility and accessibility relations between objects to quickly generate plans. Our empirical evaluation strongly suggests that our algorithm is optimal under all conditions. We support this claim with a partial proof. Finally, we demonstrate an implementation of both algorithms on a real robot using a real object detection system.  相似文献   

12.
We present a heuristically certified form of floating-point arithmetic and its implementation in CoCoALib. This arithmetic is intended to act as a fast alternative to exact rational arithmetic, and is developed from the idea of paired floats expounded by Traverso and Zanoni (2002). As prerequisites we need a source of (pseudo-)random numbers, and an underlying floating-point arithmetic system where the user can set the precision. Twin-float arithmetic can be used only where the input data are exact, or can be obtained at high enough precision. Our arithmetic includes a total cancellation heuristic for sums and differences, and so can be used in classical algebraic algorithms such as Buchberger’s algorithm. We also present a (new) algorithm for recovering an exact rational value from a twin-float, so in some cases an exact answer can be obtained from an approximate computation.  相似文献   

13.
Algorithm selection methods can be speeded-up substantially by incorporating multi-objective measures that give preference to algorithms that are both promising and fast to evaluate. In this paper, we introduce such a measure, A3R, and incorporate it into two algorithm selection techniques: average ranking and active testing. Average ranking combines algorithm rankings observed on prior datasets to identify the best algorithms for a new dataset. The aim of the second method is to iteratively select algorithms to be tested on the new dataset, learning from each new evaluation to intelligently select the next best candidate. We show how both methods can be upgraded to incorporate a multi-objective measure A3R that combines accuracy and runtime. It is necessary to establish the correct balance between accuracy and runtime, as otherwise time will be wasted by conducting less informative tests. The correct balance can be set by an appropriate parameter setting within function A3R that trades off accuracy and runtime. Our results demonstrate that the upgraded versions of Average Ranking and Active Testing lead to much better mean interval loss values than their accuracy-based counterparts.  相似文献   

14.
Pure greedy algorithm (PGA), orthogonal greedy algorithm (OGA) and relaxed greedy algorithm (RGA) are three widely used greedy type algorithms in both nonlinear approximation and supervised learning. In this paper, we apply another variant of greedy-type algorithm, called the truncated greedy algorithm (TGA) in the realm of supervised learning and study its learning performance. We rigorously prove that TGA is better than PGA in the sense that TGA possesses the faster learning rate than PGA. Furthermore, in some special cases, we also prove that TGA outperforms OGA and RGA. All these theoretical assertions are verified by both toy simulations and real data experiments.  相似文献   

15.
0-1背包问题作为经典的NP完全问题一直得到广泛的关注和研究.研究发现,经典回溯算法在解决0-1背包问题时的算法时间复杂度较高,尤其是在物品数量较多时,短时间内不能得到问题的解,导致算法的适用性较差.虽然经典贪心算法和现阶段涌现出的大量新型算法能够极大地缩减算法的运行时间,但普遍是以牺牲算法的准确性为代价的,不能保证可...  相似文献   

16.
In this paper we present a new iterative greedy algorithm for distributed compressed sensing (DCS) problem based on the backtracking technique, which can reconstruct several input signals simultaneously by processing column by column of the compressed signals, even when the measurements are contaminated with noise and without any prior information of their sparseness. This makes it a promising candidate for many practical applications when the number of non-zero (significant) coefficients of a signal is not available. Our algorithm can provide a fast runtime while also offers comparably theoretical guarantees as the best optimization-based approach in both the noiseless and noisy regime. Numerical experiments are performed to demonstrate the validity and high performance of the proposed algorithm.  相似文献   

17.
3D reconstruction of a dynamic scene from features in two cameras usually requires synchronization and correspondences between the cameras. These may be hard to achieve due to occlusions, different orientation, different scales, etc. In this work we present an algorithm for reconstructing a dynamic scene from sequences acquired by two uncalibrated non-synchronized fixed affine cameras. It is assumed that (possibly) different points are tracked in the two sequences. The only constraint relating the two cameras is that every 3D point tracked in one sequence can be described as a linear combination of some of the 3D points tracked in the other sequence. Such constraint is useful, for example, for articulated objects. We may track some points on an arm in the first sequence, and some other points on the same arm in the second sequence. On the other extreme, this model can be used for generally moving points tracked in both sequences without knowing the correct permutation. In between, this model can cover non-rigid bodies with local rigidity constraints. We present linear algorithms for synchronizing the two sequences and reconstructing the 3D points tracked in both views. Outlier points are automatically detected and discarded. The algorithm can handle both 3D objects and planar objects in a unified framework, therefore avoiding numerical problems existing in other methods. This work was done while the authors were PhD students in the School of Computer Science and Engineering, the Hebrew University of Jerusalem.  相似文献   

18.
In a general context, the sharing of intermediate service results among different processes is seldom feasible because parameters are often different and there may be transactional and side effects. However, in a streaming video multicast environment, a large number of users often request various similar processing on the same stream. Therefore, service sharing is feasible, with a large potential of savings in processing cost. In this paper, we study the problem of determining the service invocation orders for multiple service composition requests in a streaming video multicast with the aim of maximizing the service sharing. We first formally define the problem. After proving the problem is NP-Complete, we develop an optimal algorithm for the base case of two requests. Then for the general case, we develop two heuristic algorithms, namely, a global greedy algorithm and a local greedy algorithm using the optimal algorithm for the base case as the building block. The global greedy algorithm is designed for a system where the existing service composition requests can be recomposed with the arrival of a new request. The local greedy algorithm can be used in a system where the existing service composition requests do not change their service composition solutions with the arrival of a new request. We prove that the global greedy algorithm is a 2-approximation algorithm in terms of maximizing service sharing. Simulation results show that the greedy algorithms can save more service costs compared with a naive algorithm, and are effective compared with the cost lower bound.   相似文献   

19.
We present a new highly parallel algorithm for fast determination of near-optimal solutions to the NP-hard problem of identifying a maximum distance-2 matching in arbitrary graphs. This problem, known as D2EMIS, has important applications such as determining the maximum capacity of the media access (MAC) layer in wireless ad-hoc networks [1]. It can also be seen as a maximum 2-packing problem [2] on the edge-to-vertex dual graph of the original graph. Our algorithm extends the GRASP [3] philosophy in that partial solutions are constructed by adding in a greedy adaptive manner the “best” nodes that can be found; however, when there are multiple alternatives that can be selected in an iteration, the algorithm branches into as many paths as there are (greedy) alternatives. The algorithm, using appropriate bounds to prune partial solutions that cannot be optimal, produces very fast near-optimal solutions that compare very well against other distributed algorithms and random greedy heuristics proposed before or variants thereof, or exact methods (Integer Programming or Maximum Satisfiability state-of-the-art solvers).  相似文献   

20.
Foreign keys form one of the most fundamental constraints for relational databases. Since they are not always defined in existing databases, the discovery of foreign keys turns out to be an important and challenging task. The underlying problem is known to be the inclusion dependency (IND) inference problem. In this paper, data-mining algorithms are devised for IND inference in a given database. We propose a two-step approach. In the first step, unary INDs are discovered thanks to a new preprocessing stage which leads to a new algorithm and to an efficient implementation. In the second step, n-ary IND inference is achieved. This step fits in the framework of levelwise algorithms used in many data-mining algorithms. Since real-world databases can suffer from some data inconsistencies, approximate INDs, i.e. INDs which almost hold, are considered. We show how they can be safely integrated into our unary and n-ary discovery algorithms. An implementation of these algorithms has been achieved and tested against both synthetic and real-life databases. Up to our knowledge, no other algorithm does exist to solve this data-mining problem.  相似文献   

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