1604
How Good Is PSK for Peak-Limited Fading Channels in the Low-SNR Regime?
This paper investigates the achievable information rate of phase-shift keying (PSK) over frequency nonselective Rayleigh and Rician fading channels without channel state information (CSI). The fading process exhibits general temporal correlation characterized by its spectral density function. We consider both discrete-time and continuous-time channels, and find their asymptotics at low signal-to-noise ratio (SNR). Compared to known capacity upper bounds under peak constraints, these asymptotics lead to negligible rate loss in the low-SNR regime for slowly time-varying fading channels. We further specialize to case studies of Gauss-Markov and Clarke's fading models
1905684
An induced additive-noise model for memoryless Rayleigh-fading channels
This correspondence investigates a noncoherent discrete-time memoryless Rayleigh-fading channel. A logarithmic transform converts it into an induced channel with additive noise that is independent of the channel input. From this perspective, it is natural and convenient for us to revisit several known results and gain new insights. In particular, we specify a class of simple, log-scale uniform channel input distributions that performs well for moderate to high signal-to-noise ratio (SNR). Furthermore, a continuous-amplitude log-scale uniform distribution is asymptotically capacity-achieving in the sense that the difference between the resulting mutual information and the channel capacity approaches zero as SNR becomes large. We also extend the induced additive-noise channel approach to memoryless multiple-antenna channels possibly with transmit, but without receive, spatial correlation.
2214133
A Novel Local Search Algorithm for the Traveling Salesman Problem that Exploits Backbones
We present and investigate a new method for the Traveling Salesman Problem (TSP) that incorporates backbone information into the well known and widely applied Lin-Kernighan (LK) local search family of algorithms for the problem. We consider how heuristic backbone information can be obtained and develop methods to make biased local perturbations in the LK algorithm and its variants by exploiting heuristic backbone information to improve their efficacy. We present extensive experimental results, using large instances from the TSP Challenge suite and real-world instances in TSPLIB, showing the significant improvement that the new method can provide over the original algorithms.
18652922
An Area-Efficient Approach to Improving Register File Reliability against Transient Errors
This paper studies approaches to exploiting the space both within or across registers efficiently for improving the register file reliability against transient errors. The idea of our approach is based on the fact that a large number of register values are narrow (i.e., less than or equal to 16 bits for a 32-bit architecture); therefore, the upper 16 bits of the registers can be used to replicate the short operands for enhancing register integrity. This paper also adapts a prior register replication approach by selectively copying register values (i.e., long operands only) to the unused physical registers for enhancing reliability without incurring significant hardware cost. Our experiments indicate that on average, 993% register reads (regardless of short or long operands) can find their replicas available, implying significant improvement of register file integrity against transient errors.
16889617
Forward Estimation for Game-Tree Search
It is known that bounds on the mmnnax values of nodes in a game tree can be used to reduce the computational complexity of minimax search for two-player games. We describe a very simple method to estimate bounds on the minimax values of interior nodes of a game tree, and use the bounds to improve minimax search. The new algorithm, called forward estimation, does not require additional domain knowledge other than a static node evaluation function, and has small constant overhead per node expansion. We also propose a variation of forward estimation, which provides a tradeoff between computational complexity and decision quality. Our experimental results show that forward estimation outperforms alpha-beta pruning on random game trees and the game of Othello.
18832812
Depth-First vs. Best-First Search: New Results
Best-first search (BFS) expands the fewest nodes among all admissible algorithms using the same cost function, but typically requires exponential space. Depth-first search needs space only linear in the maximum search depth, but expands more nodes than BFS. Using a random tree, we analytically show that the expected number of nodes expanded by depth-first branch-and-bound (DFBnB) is no more than O(d ċ N), where d is the goal depth and N is the expected number of nodes expanded by BFS. We also show that DFBnB is asymptotically optimal when BFS runs in exponential time. We then consider how to select a linear-space search algorithm, from among DFBnB, iterative-deepening (ID) and recursive best first search (RBFS). Our experimental results indicate that DFBnB is preferable on problems that can be represented by bounded-depth trees and require exponential computation; and RBFS should be applied to problems that cannot be represented by bounded-depth trees, or problems that can be solved in polynomial time.
76909
Heuristic search in artificial intelligence
In February of this year, Claude E. Shannon and Herbert A. Simon passed away, both at age 84. In his 1950 paper entitled, “Programming a Computer to Play Chess” [3], Shannon laid out the theory of minimax search with bounded lookahead and static heuristic evaluation, the basis of almost all subsequent work on two-player games. Along with Allen Newell, Herbert Simon established the idea of heuristic search in a problem space as one of the fundamental paradigms of problem solving in artificial intelligence [1]. We feel a deep sorrow for the loss of these two giants of our field. Both men are also known for their deep scientific contributions to other fields as well. Shannon was the father of information and communication theory, and Simon was a founding father of organizational behavior and the information processing model of cognitive psychology. Although Simon and Shannon are no longer with us, their work continues as a source of inspiration in virtually every field they touched. We dedicate this special issue on heuristic search in artificial intelligence to Claude Shannon and Herbert Simon. Heuristic search remains as a core area of artificial intelligence (AI). The use of a good search algorithm is often a critical factor in the performance of an intelligent system. As with most areas of AI, there has been steady progress in heuristic search research over the years. This progress can be measured by several different yardsticks, including finding optimal solutions to larger problems, making higher quality decisions in fixedsize problems, handling more complex domains including dynamic environments with incomplete and uncertain information, being able to analyze and predict the performance of heuristic search algorithms, and the increasing deployment of real-world applications of search algorithms. The success of the Deep Blue Chess machine in defeating Gary Kasparov, the human world champion, in an exhibition match in 1997 was a landmark in the field of AI, the achievement of a goal that had been pursued for almost 50 years. By coincidence, this special issue contains the same number of papers as the Artificial Intelligence Journal special issue on Search and Heuristics, published in 1983. What Judea