scholarly journals A Multilevel Greedy Algorithm for the Satisfiability Problem

10.5772/6350 ◽  
2008 ◽  
Author(s):  
Noureddine Bouhmala ◽  
Xing Cai
Author(s):  
Samuel Kolb ◽  
Stefano Teso ◽  
Andrea Passerini ◽  
Luc De Raedt

We introduce the problem of learning SMT(LRA) constraints from data. SMT(LRA) extends propositional logic with (in)equalities between numerical variables. Many relevant formal verification problems can be cast as SMT(LRA) instances and SMT(LRA) has supported recent developments in optimization and counting for hybrid Boolean and numerical domains. We introduce SMT(LRA) learning, the task of learning SMT(LRA) formulas from examples of feasible and infeasible instances, and we contribute INCAL, an exact non-greedy algorithm for this setting. Our approach encodes the learning task itself as an SMT(LRA) satisfiability problem that can be solved directly by SMT solvers. INCAL is an incremental algorithm that achieves exact learning by looking only at a small subset of the data, leading to significant speed-ups. We empirically evaluate our approach on both synthetic instances and benchmark problems taken from the SMT-LIB benchmarks repository.


CCIT Journal ◽  
2019 ◽  
Vol 12 (2) ◽  
pp. 170-176
Author(s):  
Anggit Dwi Hartanto ◽  
Aji Surya Mandala ◽  
Dimas Rio P.L. ◽  
Sidiq Aminudin ◽  
Andika Yudirianto

Pacman is one of the labyrinth-shaped games where this game has used artificial intelligence, artificial intelligence is composed of several algorithms that are inserted in the program and Implementation of the dijkstra algorithm as a method of solving problems that is a minimum route problem on ghost pacman, where ghost plays a role chase player. The dijkstra algorithm uses a principle similar to the greedy algorithm where it starts from the first point and the next point is connected to get to the destination, how to compare numbers starting from the starting point and then see the next node if connected then matches one path with the path). From the results of the testing phase, it was found that the dijkstra algorithm is quite good at solving the minimum route solution to pursue the player, namely by getting a value of 13 according to manual calculations


2013 ◽  
Vol 33 (12) ◽  
pp. 3321-3325
Author(s):  
Jin MA ◽  
Jiang XIE ◽  
Dongbo DAI ◽  
Jun TAN ◽  
Wu ZHANG

2001 ◽  
Vol 63 (2) ◽  
Author(s):  
Federico Ricci-Tersenghi ◽  
Martin Weigt ◽  
Riccardo Zecchina

Sign in / Sign up

Export Citation Format

Share Document