The Cut Tool for QCSP

Vincent Barichard, I. Stéphan
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引用次数: 2

Abstract

Quantified Constraint Satisfaction Problems (QCSP) are a generalization of Constraint Satisfaction Problems (CSP) in which variables may be quantified existentially and universally. QCSP offers a natural framework to express PSPACE problems as finite two-player games or planning under uncertainty. State-of-the-art QCSP solvers have an important drawback: they explore much larger combinatorial spaces than the natural search space of the original problem since they are unable to recognize that some sub-problems are necessarily true. We introduce a new tool, inspired by the cut rule of Prolog as a tool under responsibility of the designer of the QCSP, to prune those parts of the search space which are by construction known to be useless. We use this new tool to restore on one hand the annihilator property of true for disjunction in QCSP solver and, on the other hand, to prune the search space in two-player games. It is a simple solution to use efficiently QCSP to design finite two-player games without restricting the QCSP language. This tool does not need to modify the QCSP solver but has only one requirement: be able to tell the QCSP solver that the current QCSP is solved. Our QCSP solver built over Ge Code, a CSP library, obtained very good results compared to state-of-the-art QCSP solvers.
QCSP的切割工具
量化约束满足问题(QCSP)是约束满足问题(CSP)的一种推广,其中变量可以被存在地和普遍地量化。QCSP提供了一个自然的框架,将PSPACE问题表达为有限的双人游戏或不确定性下的计划。最先进的QCSP解决方案有一个重要的缺点:它们探索的组合空间比原始问题的自然搜索空间大得多,因为它们无法识别某些子问题必然为真。我们引入了一个新工具,灵感来自于Prolog的切割规则,作为QCSP设计者负责的工具,来修剪搜索空间中那些构造上已知无用的部分。我们利用这个新工具一方面恢复了QCSP解算器中析取的湮灭子性质为真,另一方面对二人博弈的搜索空间进行了精简。在不限制QCSP语言的情况下,有效地利用QCSP来设计有限的双人游戏是一种简单的解决方案。该工具不需要修改QCSP求解器,但只有一个要求:能够告诉QCSP求解器当前的QCSP已被求解。与目前最先进的QCSP求解器相比,我们的QCSP求解器基于CSP库Ge Code构建,获得了非常好的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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