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Francesca Rossi

Publications and source records attributed to Francesca Rossi.

64 records · Page 4Linked to original sources

Dealing with incomplete agents' preferences and an uncertain agenda in group decision making via sequential majority voting

We consider multi-agent systems where agents' preferences are aggregated via sequential majority voting: each decision is taken by performing a sequence of pairwise comparisons where each comparison is a weighted majority vote among the agents. Incompleteness in the agents' preferences is common in many real-life settings due to privacy issues or an ongoing elicitation process. In addition, there may be uncertainty about how the preferences are aggregated. For example, the agenda (a tree whose leaves are labelled with the decisions being compared) may not yet be known or fixed. We therefore study how to determine collectively optimal decisions (also called winners) when preferences may be incomplete, and when the agenda may be uncertain. We show that it is computationally easy to determine if a candidate decision always wins, or may win, whatever the agenda. On the other hand, it is computationally hard to know wheth er a candidate decision wins in at least one agenda for at least one completion of the agents' preferences. These results hold even if the agenda must be balanced so that each candidate decision faces the same number of majority votes. Such results are useful for reasoning about preference elicitation. They help understand the complexity of tasks such as determining if a decision can be taken collectively, as well as knowing if the winner can be manipulated by appropriately ordering the agenda.

cs.AI↗

Elicitation strategies for fuzzy constraint problems with missing preferences: algorithms and experimental studies

Fuzzy constraints are a popular approach to handle preferences and over-constrained problems in scenarios where one needs to be cautious, such as in medical or space applications. We consider here fuzzy constraint problems where some of the preferences may be missing. This models, for example, settings where agents are distributed and have privacy issues, or where there is an ongoing preference elicitation process. In this setting, we study how to find a solution which is optimal irrespective of the missing preferences. In the process of finding such a solution, we may elicit preferences from the user if necessary. However, our goal is to ask the user as little as possible. We define a combined solving and preference elicitation scheme with a large number of different instantiations, each corresponding to a concrete algorithm which we compare experimentally. We compute both the number of elicited preferences and the "user effort", which may be larger, as it contains all the preference values the user has to compute to be able to respond to the elicitation requests. While the number of elicited preferences is important when the concern is to communicate as little information as possible, the user effort measures also the hidden work the user has to do to be able to communicate the elicited preferences. Our experimental results show that some of our algorithms are very good at finding a necessarily optimal solution while asking the user for only a very small fraction of the missing preferences. The user effort is also very small for the best algorithms. Finally, we test these algorithms on hard constraint problems with possibly missing constraints, where the aim is to find feasible solutions irrespective of the missing constraints.

cs.AI↗

Reasoning about soft constraints and conditional preferences: complexity results and approximation techniques

Many real life optimization problems contain both hard and soft constraints, as well as qualitative conditional preferences. However, there is no single formalism to specify all three kinds of information. We therefore propose a framework, based on both CP-nets and soft constraints, that handles both hard and soft constraints as well as conditional preferences efficiently and uniformly. We study the complexity of testing the consistency of preference statements, and show how soft constraints can faithfully approximate the semantics of conditional preference statements whilst improving the computational complexity

cs.AI↗

Controlled growth of InAs nanowires on engineered substrates

We demonstrate the Au-assisted growth of semiconductor nanowires on different engineered substrates. Two relevant cases are investigated: GaAs/AlGaAs heterostructures capped by a $50 {\rm nm}$-thick InAs layer grown by molecular beam epitaxy and a $2 {\rm μm}$-thick InAs buffer layer on Si(111) obtained by vapor phase epitaxy. Morphological and structural properties of substrates and nanowires are analyzed by atomic force and transmission electron microscopy. Our results indicate a promising direction for the integration of III-V nanostructures on Si-based electronics as well as for the development of novel micromechanical structures.

cond-mat.mtrl-sci↗

A comparison of the notions of optimality in soft constraints and graphical games

The notion of optimality naturally arises in many areas of applied mathematics and computer science concerned with decision making. Here we consider this notion in the context of two formalisms used for different purposes and in different research areas: graphical games and soft constraints. We relate the notion of optimality used in the area of soft constraint satisfaction problems (SCSPs) to that used in graphical games, showing that for a large class of SCSPs that includes weighted constraints every optimal solution corresponds to a Nash equilibrium that is also a Pareto efficient joint strategy.

cs.AI↗

Unicast and Multicast Qos Routing with Soft Constraint Logic Programming

We present a formal model to represent and solve the unicast/multicast routing problem in networks with Quality of Service (QoS) requirements. To attain this, first we translate the network adapting it to a weighted graph (unicast) or and-or graph (multicast), where the weight on a connector corresponds to the multidimensional cost of sending a packet on the related network link: each component of the weights vector represents a different QoS metric value (e.g. bandwidth, cost, delay, packet loss). The second step consists in writing this graph as a program in Soft Constraint Logic Programming (SCLP): the engine of this framework is then able to find the best paths/trees by optimizing their costs and solving the constraints imposed on them (e.g. delay < 40msec), thus finding a solution to QoS routing problems. Moreover, c-semiring structures are a convenient tool to model QoS metrics. At last, we provide an implementation of the framework over scale-free networks and we suggest how the performance can be improved.

cs.LO↗

Comparing the notions of optimality in CP-nets, strategic games and soft constraints

The notion of optimality naturally arises in many areas of applied mathematics and computer science concerned with decision making. Here we consider this notion in the context of three formalisms used for different purposes in reasoning about multi-agent systems: strategic games, CP-nets, and soft constraints. To relate the notions of optimality in these formalisms we introduce a natural qualitative modification of the notion of a strategic game. We show then that the optimal outcomes of a CP-net are exactly the Nash equilibria of such games. This allows us to use the techniques of game theory to search for optimal outcomes of CP-nets and vice-versa, to use techniques developed for CP-nets to search for Nash equilibria of the considered games. Then, we relate the notion of optimality used in the area of soft constraints to that used in a generalization of strategic games, called graphical games. In particular we prove that for a natural class of soft constraints that includes weighted constraints every optimal solution is both a Nash equilibrium and Pareto efficient joint strategy. For a natural mapping in the other direction we show that Pareto efficient joint strategies coincide with the optimal solutions of soft constraints.

cs.AI↗

CP-nets and Nash equilibria

We relate here two formalisms that are used for different purposes in reasoning about multi-agent systems. One of them are strategic games that are used to capture the idea that agents interact with each other while pursuing their own interest. The other are CP-nets that were introduced to express qualitative and conditional preferences of the users and which aim at facilitating the process of preference elicitation. To relate these two formalisms we introduce a natural, qualitative, extension of the notion of a strategic game. We show then that the optimal outcomes of a CP-net are exactly the Nash equilibria of an appropriately defined strategic game in the above sense. This allows us to use the techniques of game theory to search for optimal outcomes of CP-nets and vice-versa, to use techniques developed for CP-nets to search for Nash equilibria of the considered games.

cs.GT↗

An interactive semantics of logic programming

We apply to logic programming some recently emerging ideas from the field of reduction-based communicating systems, with the aim of giving evidence of the hidden interactions and the coordination mechanisms that rule the operational machinery of such a programming paradigm. The semantic framework we have chosen for presenting our results is tile logic, which has the advantage of allowing a uniform treatment of goals and observations and of applying abstract categorical tools for proving the results. As main contributions, we mention the finitary presentation of abstract unification, and a concurrent and coordinated abstract semantics consistent with the most common semantics of logic programming. Moreover, the compositionality of the tile semantics is guaranteed by standard results, as it reduces to check that the tile systems associated to logic programs enjoy the tile decomposition property. An extension of the approach for handling constraint systems is also discussed.

cs.LO↗