Jean-Marc Alliot

2papers

2 Papers

AIOct 16, 2015
Hybridization of Interval CP and Evolutionary Algorithms for Optimizing Difficult Problems

Charlie Vanaret, Jean-Baptiste Gotteland, Nicolas Durand et al.

The only rigorous approaches for achieving a numerical proof of optimality in global optimization are interval-based methods that interleave branching of the search-space and pruning of the subdomains that cannot contain an optimal solution. State-of-the-art solvers generally integrate local optimization algorithms to compute a good upper bound of the global minimum over each subspace. In this document, we propose a cooperative framework in which interval methods cooperate with evolutionary algorithms. The latter are stochastic algorithms in which a population of candidate solutions iteratively evolves in the search-space to reach satisfactory solutions. Within our cooperative solver Charibde, the evolutionary algorithm and the interval-based algorithm run in parallel and exchange bounds, solutions and search-space in an advanced manner via message passing. A comparison of Charibde with state-of-the-art interval-based solvers (GlobSol, IBBA, Ibex) and NLP solvers (Couenne, BARON) on a benchmark of difficult COCONUT problems shows that Charibde is highly competitive against non-rigorous solvers and converges faster than rigorous solvers by an order of magnitude.

AIFeb 19, 2015
The (Final) countdown

Jean-Marc Alliot

The Countdown game is one of the oldest TV show running in the world. It started broadcasting in 1972 on the french television and in 1982 on British channel 4, and it has been running since in both countries. The game, while extremely popular, never received any serious scientific attention, probably because it seems too simple at first sight. We present in this article an in-depth analysis of the numbers round of the countdown game. This includes a complexity analysis of the game, an analysis of existing algorithms, the presentation of a new algorithm that increases resolution speed by a factor of 20. It also includes some leads on how to turn the game into a more difficult one, both for a human player and for a computer, and even to transform it into a probably undecidable problem.