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Gianluigi Greco

Publications and source records attributed to Gianluigi Greco.

At least 19 recordsLinked to original sources

The Theory and Practice of Computing the Bus-Factor

The bus-factor is a measure of project risk with respect to personnel availability, informally defined as the number of people whose sudden unavailability would cause a project to stall or experience severe delays. Despite its intuitive appeal, existing bus-factor measures rely on heterogeneous modeling assumptions, ambiguous definitions of failure, and domain-specific artifacts, limiting their generality, comparability, and ability to capture project fragmentation. In this paper, we develop a unified, domain-agnostic framework for bus-factor estimation by modeling projects as bipartite graphs of people and tasks and casting the computation of the bus-factor as a family of combinatorial optimization problems. Within this framework, we formalize and reconcile two complementary interpretations of the bus-factor, redundancy and criticality, corresponding to the Maximum Redundant Set and the Minimum Critical Set, respectively, and prove that both formulations are NP-hard. Building on this theoretical foundation, we introduce a novel bus-factor measure inspired by network robustness. Unlike prior approaches, the proposed measure captures both loss of coverage and increasing project fragmentation by tracking the largest connected set of tasks under progressive contributor removal. The resulting measure is normalized, threshold-free, and applicable across domains; we show that its exact computation is NP-hard as well. We further propose efficient linear-time approximation algorithms for all considered measures. Finally, we evaluate their behavior through a sensitivity analysis based on controlled perturbations of project structures, guided by expectations derived from project management theory. Our results show that the robustness-based measure behaves consistently with these expectations and provides a more informative and stable assessment of project risk than existing alternatives.

cs.SI

Advancing Wildfire Risk Prediction via Morphology-Aware Curriculum Contrastive Learning

Wildfires significantly impact natural ecosystems and human health, leading to biodiversity loss, increased hydrogeological risks, and elevated emissions of toxic substances. Climate change exacerbates these effects, particularly in regions with rising temperatures and prolonged dry periods, such as the Mediterranean. This requires the development of advanced risk management strategies that utilize state-of-the-art technologies. However, in this context, the data show a bias toward an imbalanced setting, where the incidence of wildfire events is significantly lower than typical situations. This imbalance, coupled with the inherent complexity of high-dimensional spatio-temporal data, poses significant challenges for training deep learning architectures. Moreover, since precise wildfire predictions depend mainly on weather data, finding a way to reduce computational costs to enable more frequent updates using the latest weather forecasts would be beneficial. This paper investigates how adopting a contrastive framework can address these challenges through enhanced latent representations for the patch's dynamic features. We thus introduce a new morphology-based curriculum contrastive learning that mitigates issues associated with diverse regional characteristics and enables the use of smaller patch sizes without compromising performance. An experimental analysis is performed to validate the effectiveness of the proposed modeling strategies.

cs.LG

Fair Division with Social Impact

In this paper, we consider the problem of fair division of indivisible goods when the allocation of goods impacts society. Specifically, we introduce a second valuation function for each agent, determining the social impact of allocating a good to the agent. Such impact is considered desirable for the society -- the higher, the better. Our goal is to understand how to allocate goods fairly from the agents' perspective while maintaining society as happy as possible. To this end, we measure the impact on society using the utilitarian social welfare and provide both possibility and impossibility results. Our findings reveal that achieving good approximations, better than linear in the number of agents, is not possible while ensuring fairness to the agents. These impossibility results can be attributed to the fact that agents are completely unconscious of their social impact. Consequently, we explore scenarios where agents are socially aware, by introducing related fairness notions, and demonstrate that an appropriate definition of fairness aligns with the goal of maximizing the social objective.

cs.GT

Comparison of three reconstruction algorithms for low-dose phase-contrast computed tomography of the breast with synchrotron radiation

Three different computed tomography (CT) reconstruction algorithms: Filtered Back Projection (FBP), Unified Tomographic Reconstruction (UTR) and customized Simultaneous Algebraic Reconstruction Technique (cSART), have been systematically compared and evaluated using experimental data from CT scans of ten fresh mastectomy samples collected at the Imaging and Medical beamline of the Australian Synchrotron. All the scans were collected at the mean glandular dose of 2 mGy, using monochromatic X-rays with 32 keV energy, flat-panel detectors with 0.1 mm pixels and 6 meter distance between the rotation stage and the detector. Paganin's phase retrieval method was used in conjunction with all three CT reconstruction algorithms. The reconstructed images were compared in terms of the objective image quality characteristics, including spatial resolution, contrast, signal-to-noise, and contrast-to-noise ratios. The images were also evaluated by seven experienced medical imaging specialists, rating perceptible contrast, sharpness of tissue interfaces, image noise, calcification visibility and overall image quality. Of the three compared algorithms, cSART was clearly superior to UTR and FBP in terms of most measured objective image quality characteristics. At the same time, the results of the subjective quality evaluation consistently favoured the images reconstructed by FBP, followed by UTR, with cSART receiving lower scores on average. We argue that this apparent disagreement between the objective and subjective assessments of image quality can be explained by the importance assigned to image contrast in the subjective assessment, while the signal-to-noise ratio seemed to receive relatively low weighting. This study was conducted in preparation for phase-contrast breast CT imaging of live patients at Australian Synchrotron (Melbourne, Australia).

physics.med-ph

Counting Solutions to Conjunctive Queries: Structural and Hybrid Tractability

Counting the number of answers to conjunctive queries is a fundamental problem in databases that, under standard assumptions, does not have an efficient solution. The issue is inherently #P-hard, extending even to classes of acyclic instances. To address this, we pinpoint tractable classes by examining the structural properties of instances and introducing the novel concept of #-hypertree decomposition. We establish the feasibility of counting answers in polynomial time for classes of queries featuring bounded #-hypertree width. Additionally, employing novel techniques from the realm of fixed-parameter computational complexity, we prove that, for bounded arity queries, the bounded #-hypertree width property precisely delineates the frontier of tractability for the counting problem. This result closes an important gap in our understanding of the complexity of such a basic problem for conjunctive queries and, equivalently, for constraint satisfaction problems (CSPs). Drawing upon #-hypertree decompositions, a ''hybrid'' decomposition method emerges. This approach leverages both the structural characteristics of the query and properties intrinsic to the input database, including keys or other (weaker) degree constraints that limit the permissible combinations of values. Intuitively, these features may introduce distinct structural properties that elude identification through the ''worst-possible database'' perspective inherent in purely structural methods.

cs.DB

μ-Net: A Deep Learning-Based Architecture for μ-CT Segmentation

X-ray computed microtomography (μ-CT) is a non-destructive technique that can generate high-resolution 3D images of the internal anatomy of medical and biological samples. These images enable clinicians to examine internal anatomy and gain insights into the disease or anatomical morphology. However, extracting relevant information from 3D images requires semantic segmentation of the regions of interest, which is usually done manually and results time-consuming and tedious. In this work, we propose a novel framework that uses a convolutional neural network (CNN) to automatically segment the full morphology of the heart of Carassius auratus. The framework employs an optimized 2D CNN architecture that can infer a 3D segmentation of the sample, avoiding the high computational cost of a 3D CNN architecture. We tackle the challenges of handling large and high-resoluted image data (over a thousand pixels in each dimension) and a small training database (only three samples) by proposing a standard protocol for data normalization and processing. Moreover, we investigate how the noise, contrast, and spatial resolution of the sample and the training of the architecture are affected by the reconstruction technique, which depends on the number of input images. Experiments show that our framework significantly reduces the time required to segment new samples, allowing a faster microtomography analysis of the Carassius auratus heart shape. Furthermore, our framework can work with any bio-image (biological and medical) from μ-CT with high-resolution and small dataset size

eess.IV

A New Deep Learning and XAI-Based Algorithm for Features Selection in Genomics

In the field of functional genomics, the analysis of gene expression profiles through Machine and Deep Learning is increasingly providing meaningful insight into a number of diseases. The paper proposes a novel algorithm to perform Feature Selection on genomic-scale data, which exploits the reconstruction capabilities of autoencoders and an ad-hoc defined Explainable Artificial Intelligence-based score in order to select the most informative genes for diagnosis, prognosis, and precision medicine. Results of the application on a Chronic Lymphocytic Leukemia dataset evidence the effectiveness of the algorithm, by identifying and suggesting a set of meaningful genes for further medical investigation.

q-bio.GN

Greedy Strategies and Larger Islands of Tractability for Conjunctive Queries and Constraint Satisfaction Problems

Structural decomposition methods have been developed for identifying tractable classes of instances of fundamental problems in databases, such as conjunctive queries and query containment, of the constraint satisfaction problem in artificial intelligence, or more generally of the homomorphism problem over relational structures. Most structural decomposition methods can be characterized through hypergraph games that are variations of the Robber and Cops graph game that characterizes the notion of treewidth. In particular, decomposition trees somehow correspond to monotone winning strategies, where the escape space of the robber on the hypergraph is shrunk monotonically by the cops. In fact, unlike the treewidth case, there are hypergraphs where monotonic strategies do not exist, while the robber can be captured by means of more complex non-monotonic strategies. However, these powerful strategies do not correspond in general to valid decompositions. The paper provides a general way to exploit the power of non-monotonic strategies, by allowing a "disciplined" form of non-monotonicity, characteristic of cops playing in a greedy way. It is shown that deciding the existence of a (non-monotone) greedy winning strategy (and compute one, if any) is tractable. Moreover, despite their non-monotonicity, such strategies always induce valid decomposition trees, which can be computed efficiently based on them. As a consequence, greedy strategies allow us to define new islands of tractability for the considered problems properly including all previously known classes of tractable instances.

cs.DB

Ride Sharing with a Vehicle of Unlimited Capacity

A ride sharing problem is considered where we are given a graph, whose edges are equipped with a travel cost, plus a set of objects, each associated with a transportation request given by a pair of origin and destination nodes. A vehicle travels through the graph, carrying each object from its origin to its destination without any bound on the number of objects that can be simultaneously transported. The vehicle starts and terminates its ride at given nodes, and the goal is to compute a minimum-cost ride satisfying all requests. This ride sharing problem is shown to be tractable on paths by designing a $O(h \log h+n)$ algorithm, with $h$ being the number of distinct requests and with $n$ being the number of nodes in the path. The algorithm is then used as a subroutine to efficiently solve instances defined over cycles, hence covering all graphs with maximum degree $2$. This traces the frontier of tractability, since $\bf NP$-hard instances are exhibited over trees whose maximum degree is $3$.

cs.DM

Non-Transferable Utility Coalitional Games via Mixed-Integer Linear Constraints

Coalitional games serve the purpose of modeling payoff distribution problems in scenarios where agents can collaborate by forming coalitions in order to obtain higher worths than by acting in isolation. In the classical Transferable Utility (TU) setting, coalition worths can be freely distributed amongst agents. However, in several application scenarios, this is not the case and the Non-Transferable Utility setting (NTU) must be considered, where additional application-oriented constraints are imposed on the possible worth distributions. In this paper, an approach to define NTU games is proposed which is based on describing allowed distributions via a set of mixed-integer linear constraints applied to an underlying TU game. It is shown that such games allow non-transferable conditions on worth distributions to be specified in a natural and succinct way. The properties and the relationships among the most prominent solution concepts for NTU games that hold when they are applied on (mixed-integer) constrained games are investigated. Finally, a thorough analysis is carried out to assess the impact of issuing constraints on the computational complexity of some of these solution concepts.

cs.GT

Tree Projections and Structural Decomposition Methods: The Power of Local Consistency and Larger Islands of Tractability

Evaluating conjunctive queries and solving constraint satisfaction problems are fundamental problems in database theory and artificial intelligence, respectively. These problems are NP-hard, so that several research efforts have been made in the literature for identifying tractable classes, known as islands of tractability, as well as for devising clever heuristics for solving efficiently real-world instances. Many heuristic approaches are based on enforcing on the given instance a property called local consistency, where (in database terms) each tuple in every query atom matches at least one tuple in every other query atom. Interestingly, it turns out that, for many well-known classes of queries, such as for the acyclic queries, enforcing local consistency is even sufficient to solve the given instance correctly. However, the precise power of such a procedure was unclear, but for some very restricted cases. The paper provides full answers to the long-standing questions about the precise power of algorithms based on enforcing local consistency. The classes of instances where enforcing local consistency turns out to be a correct query-answering procedure are however not efficiently recognizable. In fact, the paper finally focuses on certain subclasses defined in terms of the novel notion of greedy tree projections. These latter classes are shown to be efficiently recognizable and strictly larger than most islands of tractability known so far, both in the general case of tree projections and for specific structural decomposition methods.

cs.DB

Tree Projections and Structural Decomposition Methods: Minimality and Game-Theoretic Characterization

Tree projections provide a mathematical framework that encompasses all the various (purely) structural decomposition methods that have been proposed in the literature to single out classes of nearly-acyclic (hyper)graphs, such as the tree decomposition method, which is the most powerful decomposition method on graphs, and the (generalized) hypertree decomposition method, which is its natural counterpart on arbitrary hypergraphs. The paper analyzes this framework, by focusing in particular on "minimal" tree projections, that is, on tree projections without useless redundancies. First, it is shown that minimal tree projections enjoy a number of properties that are usually required for normal form decompositions in various structural decomposition methods. In particular, they enjoy the same kind of connection properties as (minimal) tree decompositions of graphs, with the result being tight in the light of the negative answer that is provided to the open question about whether they enjoy a slightly stronger notion of connection property, defined to speed-up the computation of hypertree decompositions. Second, it is shown that tree projections admit a natural game-theoretic characterization in terms of the Captain and Robber game. In this game, as for the Robber and Cops game characterizing tree decompositions, the existence of winning strategies implies the existence of monotone ones. As a special case, the Captain and Robber game can be used to characterize the generalized hypertree decomposition method, where such a game-theoretic characterization was missing and asked for. Besides their theoretical interest, these results have immediate algorithmic applications both for the general setting and for structural decomposition methods that can be recast in terms of tree projections.

cs.DM

Mechanisms for Fair Allocation Problems: No-Punishment Payment Rules in Fully Verifiable Settings

Mechanism design is addressed in the context of fair allocations of indivisible goods with monetary compensation. Motivated by a real-world social choice problem, mechanisms with verification are considered in a setting where (i) agents' declarations on allocated goods can be fully verified before payments are performed, and where (ii) verification is not used to punish agents whose declarations resulted in incorrect ones. Within this setting, a mechanism is designed that is shown to be truthful, efficient, and budget-balanced, and where agents' utilities are fairly determined by the Shapley value of suitable coalitional games. The proposed mechanism is however shown to be #P-complete. Thus, to deal with applications with many agents involved, two polynomial-time randomized variants are also proposed: one that is still truthful and efficient, and which is approximately budget-balanced with high probability, and another one that is truthful in expectation, while still budget-balanced and efficient.

cs.GT

Tractable Optimization Problems through Hypergraph-Based Structural Restrictions

Several variants of the Constraint Satisfaction Problem have been proposed and investigated in the literature for modelling those scenarios where solutions are associated with some given costs. Within these frameworks computing an optimal solution is an NP-hard problem in general; yet, when restricted over classes of instances whose constraint interactions can be modelled via (nearly-)acyclic graphs, this problem is known to be solvable in polynomial time. In this paper, larger classes of tractable instances are singled out, by discussing solution approaches based on exploiting hypergraph acyclicity and, more generally, structural decomposition methods, such as (hyper)tree decompositions.

cs.AI

Bounding the Uncertainty of Graphical Games: The Complexity of Simple Requirements, Pareto and Strong Nash Equilibria

We investigate the complexity of bounding the uncertainty of graphical games, and we provide new insight into the intrinsic difficulty of computing Nash equilibria. In particular, we show that, if one adds very simple and natural additional requirements to a graphical game, the existence of Nash equilibria is no longer guaranteed, and computing an equilibrium is an intractable problem. Moreover, if stronger equilibrium conditions are required for the game, we get hardness results for the second level of the polynomial hierarchy. Our results offer a clear picture of the complexity of mixed Nash equilibria in graphical games, and answer some open research questions posed by Conitzer and Sandholm (2003).

cs.GT

Magic Sets for Disjunctive Datalog Programs

In this paper, a new technique for the optimization of (partially) bound queries over disjunctive Datalog programs with stratified negation is presented. The technique exploits the propagation of query bindings and extends the Magic Set (MS) optimization technique. An important feature of disjunctive Datalog is nonmonotonicity, which calls for nondeterministic implementations, such as backtracking search. A distinguishing characteristic of the new method is that the optimization can be exploited also during the nondeterministic phase. In particular, after some assumptions have been made during the computation, parts of the program may become irrelevant to a query under these assumptions. This allows for dynamic pruning of the search space. In contrast, the effect of the previously defined MS methods for disjunctive Datalog is limited to the deterministic portion of the process. In this way, the potential performance gain by using the proposed method can be exponential, as could be observed empirically. The correctness of MS is established thanks to a strong relationship between MS and unfounded sets that has not been studied in the literature before. This knowledge allows for extending the method also to programs with stratified negation in a natural way. The proposed method has been implemented in DLV and various experiments have been conducted. Experimental results on synthetic data confirm the utility of MS for disjunctive Datalog, and they highlight the computational gain that may be obtained by the new method w.r.t. the previously proposed MS methods for disjunctive Datalog programs. Further experiments on real-world data show the benefits of MS within an application scenario that has received considerable attention in recent years, the problem of answering user queries over possibly inconsistent databases originating from integration of autonomous sources of information.

cs.AI

On the Complexity of Core, Kernel, and Bargaining Set

Coalitional games are mathematical models suited to analyze scenarios where players can collaborate by forming coalitions in order to obtain higher worths than by acting in isolation. A fundamental problem for coalitional games is to single out the most desirable outcomes in terms of appropriate notions of worth distributions, which are usually called solution concepts. Motivated by the fact that decisions taken by realistic players cannot involve unbounded resources, recent computer science literature reconsidered the definition of such concepts by advocating the relevance of assessing the amount of resources needed for their computation in terms of their computational complexity. By following this avenue of research, the paper provides a complete picture of the complexity issues arising with three prominent solution concepts for coalitional games with transferable utility, namely, the core, the kernel, and the bargaining set, whenever the game worth-function is represented in some reasonable compact form (otherwise, if the worths of all coalitions are explicitly listed, the input sizes are so large that complexity problems are---artificially---trivial). The starting investigation point is the setting of graph games, about which various open questions were stated in the literature. The paper gives an answer to these questions, and in addition provides new insights on the setting, by characterizing the computational complexity of the three concepts in some relevant generalizations and specializations.

cs.GT

On The Power of Tree Projections: Structural Tractability of Enumerating CSP Solutions

The problem of deciding whether CSP instances admit solutions has been deeply studied in the literature, and several structural tractability results have been derived so far. However, constraint satisfaction comes in practice as a computation problem where the focus is either on finding one solution, or on enumerating all solutions, possibly projected to some given set of output variables. The paper investigates the structural tractability of the problem of enumerating (possibly projected) solutions, where tractability means here computable with polynomial delay (WPD), since in general exponentially many solutions may be computed. A general framework based on the notion of tree projection of hypergraphs is considered, which generalizes all known decomposition methods. Tractability results have been obtained both for classes of structures where output variables are part of their specification, and for classes of structures where computability WPD must be ensured for any possible set of output variables. These results are shown to be tight, by exhibiting dichotomies for classes of structures having bounded arity and where the tree decomposition method is considered.

cs.AI