prompt_front: Now, answer the following question based on the text below, only give me the answer and do not output any other words.

Question: How many years has KSTP-FM 102.1 been on the air?

Read the following text and answer briefly.

Context 1: KSTP (1500 AM; SKOR North) is a commercial AM radio station licensed to Saint Paul, Minnesota  It is the flagship AM radio station of Hubbard Broadcasting, which also owns several other television and radio stations across the United States   KSTP has a sports radio format and is the ESPN Radio Network affiliate for Minneapolis-St  Paul   The radio studios are  on University Avenue in Minneapolis, shared with sister stations KSTP-FM, KSTP-TV, KTMY, and KSTC-TV  On weekdays, KSTP airs local sports shows from 9 a m  to 9 p m  and carries ESPN programming weekday mornings, late nights and weekends  Some KSTP shows are simulcast on other sports radio stations in the region 

KSTP runs the maximum power for AM stations, 50,000 watts   It shares clear-channel, Class A status on 1500 AM with WFED in Washington, D C   KSTP broadcasts a directional signal at night, using a three-tower array, with its transmitter on U S  Route 61 at Beam Avenue in Maplewood   Programming is also heard on 250 watt FM translator K235BP at 94 9 MHz in Bemidji 

History

WAMD and KFOY
KSTP's start in 1928 was the product of a merger between two pioneering Twin Cities stations: WAMD ("Where All Minneapolis Dances") in Minneapolis, first licensed on February 16, 1925 to Stanley E  Hubbard, and KFOY in St  Paul, first licensed on March 12, 1924 to the Beacon Radio Service in St  Paul 

Following a few test transmissions, WAMD made its formal debut broadcast on February 22, 1925  (In later interviews Stanley Hubbard traced WAMD's start to April 1924 ) It was located at the Marigold Dance Garden, and featured nightly "Midnight Frolics" broadcasts by the ballroom's orchestra  It is claimed that WAMD was the first radio station to be completely supported by running paid advertisements  Effective June 15, 1927, WAMD was assigned to 1330 kHz 

On November 11, 1927 WAMD's transmitter site at Oxboro Heath on Lyndale Avenue South burned down, two weeks after the station had been sold to the National Battery Company  An initial arrangement was made to carry WAMD's programs over WRHM (now WWTC), transmitting on WAMD's 1330 kHz frequency  Beginning on November 24, 1927 the WAMD broadcasts, still on 1330 kHz, were shifted to KFOY's facility in St  Paul  (At this time KFOY was assigned to 1050 kHz)  The next day it was announced that National Battery had purchased KFOY, and as of December 1, 1927 both KFOY and WAMD were reassigned to 1350 kHz  WAMD continued making regular broadcasts until the end of March 1928, while KFOY, although it continued to be licensed for a few more months on a time-sharing basis with WAMD, ceased operations at this point 

National Battery Company
In mid-December 1927, the National Battery Company announced it had received permission from the Federal Radio Commission (FRC) to build a new station, with the call letters KSTP, operating from a transmitter site to be constructed three miles south of Wescott  The next month it was reported that the new station, still under construction, had been assigned to 1360 kHz  KSTP made its debut broadcast on March 29, 1928  Although technically it was a separate station from WAMD and KFOY, both of which were formally deleted on April 30, 1928, overall KSTP was treated as the direct successor to a consolidated WAMD and KFOY 

Hubbard became the merged station's general manager, acquiring controlling interest in 1941  A month after the merger, KSTP became an affiliate for the NBC Red Network   It remained with NBC for 46 years  On November 11, 1928, under the provisions of the FRC's General Order 40, KSTP was assigned to a "high-powered regional" frequency of 1460 kHz  The only other station assigned to this frequency was WTFF in Mount Vernon Hills, Virginia (later WJSV, now WFED, Washington, D C )  On February 7, 1933, the FRC authorized KSTP to increase its daytime power to 25 KW  In 1938 and 1939 KSTP also operated a high-fidelity AM "experimental audio broadcasting station" Apex station, W9XUP, originally on 25,950 kHz and later on 26,150 kHz  In 1941, as part of the implementation of the North American Regional Broadcasting Agreement, KSTP was assigned to its current "clear channel" frequency of 1500 kHz, with the provision that it and WJSV, as "Class I-B" stations, had to maintain directional antennas at night in order to mutually protect each other from interference  An FM station, KSTP-FM, was founded in 1946 but shut down in 1952 

Hubbard reportedly acquired an RCA TV camera in 1939, and started experimenting with television broadcasts   But World War II put a hold on the development of television   In 1948, with the war over, KSTP-TV became the first television station in Minnesota   With KSTP 1500 already associated with NBC Radio, KSTP-TV became an NBC Television Network affiliate   From 1946 to 1952, KSTP also had an FM counterpart   KSTP-FM 102 1 was only on the air four years   There were few radios equipped to receive FM signals in that era, and management decided to discontinue FM broadcasts 

MOR and Top 40
As network programming moved from radio to television, KSTP programmed a full service Middle of the Road (MOR) radio format, in the shadow of its chief competitor, CBS Radio affiliate 830 WCCO  In 1965, a new FM station, reviving the KSTP-FM call sign, was put on the air, largely simulcasting the AM station   But by the late 1960s, KSTP-FM began a separate format of beautiful music   KSTP was the radio home of the Minnesota Vikings football team from 1970 to 1975  

In 1973, KSTP broke away from its longtime adult MOR sound and became one of four area stations at the time to program a Top 40 format  "15 KSTP, The Music Station" competed with Top 40 AM rivals WDGY, KDWB and later, WYOO  The competition would eventually shake itself out, with outrageous rocker WYOO dropping out after being sold in 1976, and then the staid WDGY switching to country music the following year   As for uptempo hits station 15 KSTP, it went from a tight Top 40 format to leaning adult rock in 1978, to leaning adult contemporary in 1979, to evolving into adult contemporary/talk by 1980   In 1982, it officially shifted to talk   Most Top 40 rock music, by this time, had moved to the FM band 

Past Personalities

Notable hosts who have been on KSTP include John Hines, Jesse Ventura, Larry Carolla, Tom Barnard, Big Al Davis, Don Vogel, John MacDougall, Griff, Mike Edwards, Geoff Charles, Joe Soucheray, James Lileks, Leigh Kamman, Barbara Carlson, Peter Thiele, Tom Mischke, Jason Lewis, Chuck Knapp, Machine Gun Kelly, Charle Bush, Mark O'Connell and Paul Brand  These broadcasters were supported by producers such as Bruce Huff, Rob Pendleton, Alison Brown, Jean Bjorgen, David Elvin (who Vogel dubbed the "Steven Spielberg of Talk Radio"), Mitch Berg and others 

The station has, for the most part, emphasized local hosts over the years   But in 1988, KSTP was one of Rush Limbaugh's first affiliates when his conservative talk show was rolled out for national syndication   (Clear Channel-owned KTLK-FM took over rights to Limbaugh's show in January 2006)  Other syndicated hosts previously heard on KSTP include Sean Hannity, Bruce Williams, Larry King, and Owen Spann 

Sports Radio
KSTP switched to Sports Radio on February 15, 2010   As the station had to wait for ESPN's contract with rival KFAN and its sister station KFXN to expire, it did not become an ESPN Radio affiliate until April 12, the same day that the Minnesota Twins were scheduled to play the first game in their new ball park, Target Field, against the Boston Red Sox   As a result Coast to Coast AM and Live on Sunday Night, it's Bill Cunningham were retained during this period   One ESPN Radio network program, The Herd with Colin Cowherd, was picked up by KSTP immediately following the format change 

In 2018, the station was approved for an FM translator on 94 1 FM, broadcasting from a transmitter atop the IDS Center in downtown Minneapolis  The two-watt signal threw most of its power to the west, preventing interference to low powered FM stations on the same channel including WFNU-LP in St  Paul  With only two watts of power, however, the signal was limited to the immediate downtown area surrounding the IDS Center   It later acquired a 250 watt translator, K235BP at 94 9 MHz   The original translator was discontinued 

On January 15, 2019, KSTP rebranded as "SKOR North" (a reference to the Vikings team song/chant, "Skol, Vikings"), with local programming between 12 noon and 7 pm  About a year later, in May of 2020, KSTP suspended most of its local programming and laid off nearly all of its local staff  Station management cited the economic toll of the coronavirus for the changes  Sports broadcasting continues, primarily composed of ESPN radio network broadcasts 

Sports Teams

KSTP-AM served as the radio flagship for the Minnesota Vikings football team from 1970 to 1975 

On August 1, 2006, the station announced that it would be the new flagship station for the Minnesota Twins baseball team, effective with the start of the 2007 season  The Twins had been on rival WCCO since arriving in Minnesota in 1961   KSTP served as the flagship for the Twins until the end of the 2012 season, when games moved to 96 3 KTWN-FM (now KMWA)   The Twins have since returned to WCCO 830 

The switch to a fairly weak FM station caused dissent among some listeners, particularly in communities that had trouble picking up KSTP 1500   Although KSTP is the state's second most powerful AM station, it must operate directionally at night, delivering a reduced signal to parts of the market  WCCO, by comparison, offers a signal with a wider coverage area during the day than KSTP does, with WCCO's non-directional 50,000 watt signal  In response, the Twins have expanded the number of affiliates 

On March 9, 2011, KSTP announced it would be the new flagship for the University of Minnesota Golden Gophers men's and women's basketball and men's ice hockey, ending a 68-year run on WCCO  The rights have since moved to KFXN-FM, which already aired Gopher football 

On March 2, 2017, KSTP announced it would be the first radio broadcaster for Minnesota United FC   The move brings live soccer action to 1500 AM 

Previous logos

References

External links
KSTP website

FCC History Cards for KSTP (covering 1928-1980)
Radiotapes com Historic Minneapolis/St  Paul airchecks dating back to 1924 including KSTP and other Twin Cities radio stations 
Rick Burnett's TwinCitiesRadioAirchecks com has additional airchecks of KSTP and other Twin Cities radio stations from the '60s and '70s, including Chuck Knapp's 2nd show on KSTP 

Hubbard Broadcasting
ESPN Radio stations
Peabody Award winners
Radio stations in Minneapolis–Saint Paul
Radio stations established in 1925
1925 establishments in Minnesota
Minnesota Kicks
Sports radio stations in the United States
Clear-channel radio stations 
Context 2: Paper Info

Title: Conflict Optimization for Binary CSP Applied to Minimum Partition into Plane Subgraphs and Graph Coloring
Publish Date: 25 Mar 2023
Author List: Loïc Crombez (from LIMOS, Université Clermont Auvergne), Guilherme Da Fonseca (from LIS, Aix-Marseille Université), Florian Fontan (from Independent Researcher), Yan Gerard (from LIMOS, Université Clermont Auvergne), Aldo Gonzalez-Lorenzo (from LIS, Aix-Marseille Université), Pascal Lafourcade (from LIMOS, Université Clermont Auvergne), Luc Libralesso (from LIMOS, Université Clermont Auvergne), Benjamin Momège (from Independent Researcher), Jack Spalding-Jamieson (from David R  Cheriton School of Computer Science, University of Waterloo), Brandon Zhang (from Independent Researcher), Da Zheng (from Department of Computer Science, University of Illinois at Urbana-Champaign)

Figure

Figure 1: A partition of the input graph of the CG:SHOP2022 instance vispecn2518 into 57 plane graphs It is the smallest instance of the challenge with 2518 segments On top left, you see all 57 colors together On top right, you see a clique of size 57, hence the solution is optimal Each of the 57 colors is then presented in small figures 
Figure 2: Number of colors over time for the instance vispecn13806 using different values p The algorithm uses σ = 0 15, easy vertices, q max = 59022, but does not use the BDFS nor any clique 
Figure 3: Number of colors over time with different values of q max obtained on the instance vispecn13806 Parameters are σ = 0 15, p = 1 2, no clique knowledge, and no BDFS 
Figure 4: Number of colors over time with and without clique knowledge and BDFS obtained on the instance vispecn13806 Parameters are σ = 0 15, p = 1 2, and q max = 1500000 
Figure 5: Number of colors over time for the instance vispecn13806 for different values of σ In both figures the algorithm uses p = 1 2, easy vertices, q max = 59022, but does not use the BDFS nor any clique For σ ≥ 0 25, no solution better than 248 colors is found 
Figure 6: Number of colors over time (in hours) for the instance vispecn13806 
Several CG:SHOP 2022 results We compare the size of the largest known clique to the smallest coloring found by each team on a selection of 14 CG:SHOP 2022 instances 
[20][21][22][23][24][25] with state-of-the-art graph coloring algorithms The conflict optimizer underperforms except on the geometric graphs r* and dsjr* CE39-0007), SEVERITAS (ANR-20-CE39-0005) and by the French government IDEX-ISITE initiative 16-IDEX-0001 (CAP[20][21][22][23][24][25] The work of Luc Libralesso is supported by the French ANR PRC grant DECRYPT (ANR-18-CE39-0007) 

abstract

CG:SHOP is an annual geometric optimization challenge and the 2022 edition proposed the problem of coloring a certain geometric graph defined by line segments  Surprisingly, the top three teams used the same technique, called conflict optimization  This technique has been introduced in the 2021 edition of the challenge, to solve a coordinated motion planning problem 
In this paper, we present the technique in the more general framework of binary constraint satisfaction problems (binary CSP)  Then, the top three teams describe their different implementations of the same underlying strategy  We evaluate the performance of those implementations to vertex color not only geometric graphs, but also other types of graphs 

Introduction

The CG:SHOP challenge (Computational Geometry: Solving Hard Optimization Problems) is an annual geometric optimization competition, whose first edition took place in 2019  The 2022 edition proposed a problem called minimum partition into plane subgraphs  The input is a graph G embedded in the plane with edges drawn as straight line segments, and the goal is to partition the set of edges into a small number of plane graphs (Fig  )  
This goal can be formulated as a vertex coloring problem on a graph G defined as follows  The vertices of G are the segments defining the edges of G, and the edges of G correspond to pairs of crossing segments (segments that intersect only at a common endpoint are not considered crossing)  The three top-ranking teams (Lasa, Gitastrophe, and Shadoks) on the CG:SHOP 2022 challenge all used a common approach called conflict optimization while the fourth team used a SAT-Boosted Tabu Search  
Conflict optimization is a technique used by Shadoks to obtain the first place in the CG:SHOP 2021 challenge for low-makespan coordinated motion planning , and the main ideas of the technique lent themselves well to the 2022 challenge  Next, we describe the conflict optimizer as a metaheuristic to solve constraint satisfaction problems (CSP)  
We start by describing a CSP  A CSP is a triple of • variables X = (x 1 ,       , x n ), Each of the 57 colors is then presented in small figures  • domains D = (D 1 ,       , D n ), and • constraints R  Each variable x i must be assigned a value in the corresponding domain D i such that all constraints are satisfied 
In general, the constraints may forbid arbitrary subsets of values  We restrict our attention to a particular type of constraints (binary CSP ), which only involve pairs of assignments  A partial evaluation is an assignment of a subset of the variables, called evaluated, with the remaining variables called non-evaluated 
All constraints involving a non-evaluated variable are satisfied by default  We only consider assignments and partial assignments that satisfy all constraints  The conflict optimizer iteratively modifies a partial evaluation with the goal of emptying the set S of non-evaluated variables, at which point it stops 
At each step, a variable x i is removed from S  If there exists a value x ∈ D i that satisfies all constraints, then we assign the value x to the variable x i   Otherwise, we proceed as follows  For each possible value x ∈ D i , we consider the set K(i, x) of variables (other than x i ) that are part of constraints violated by the assignment x i = x 
We assign to x i the value x that minimizes where w(j) is a weight function to be described later  The variables x j ∈ K(i, x) become non-evaluated and added to S  The weight function should be such that w(j) increases each time x j is added to S, in order to avoid loops that keep moving the same variables back and forth from S  Let q(j) be the number of times x j became non-evaluated 
A possible weight function is w(j) = q(j)  More generally, we can have w(j) = q(j) p for some exponent p (typically between 1 and 2)  Of course, several details of the conflict optimizer are left open  For example, which element to choose from S, whether some random noise should be added to w, and the decision to restart the procedure from scratch after a certain time 
The CSP as is, does not apply to optimization problems  However, we can, impose a maximum value k of the objective function in order to obtain a CSP  The conflict optimizer was introduced in a low makespan coordinated motion planning setting  In that setting, the variables are the robots, the domains are their paths (of length at most k) and the constraints forbid collisions between two paths 
In the graph coloring setting, the domains are the k colors of the vertices and the constraints forbid adjacent vertices from having the same color  The conflict optimizer can be adapted to non-binary CSP, but in that case multiple variables may be unassigned for a single violated constraint  The strategy has some resemblance to the similarly named min-conflicts algorithm , but notable differences are that a partial evaluation is kept instead of an invalid evaluation and the weight function that changes over time 
While the conflict optimization strategy is simple, there are different ways to apply it to the graph coloring problem  The goal of the paper is to present how the top three teams applied it or complemented it with additional strategies  We compare the relative benefits of each variant on the instances given in the CG:SHOP 2022 challenge 
We also compare them to baselines on some instances issued from graph coloring benchmarks  The paper is organized as follows  Section 2 presents the details of the conflict optimization strategy applied to graph coloring  In the three sections that follow, the three teams Lasa, Gitastrophe, and Shadoks present the different parameters and modified strategies that they used to make the algorithm more efficient for the CG:SHOP 2022 challenge 
The last section is devoted to the experimental results 

Literature Review

The study of graph coloring goes back to the 4-color problem (1852) and it has been intensively studied since the 1970s (see for surveys)  Many heuristics have been proposed , as well as exact algorithms   We briefly present two classes of algorithms: greedy algorithms and exact algorithms  Greedy algorithms 
These algorithms are used to find good quality initial solutions in a short amount of time  The classic greedy heuristic considers the vertices in arbitrary order and colors each vertex with the smallest non-conflicting color  The two most famous modern greedy heuristics are DSATUR and Recursive Largest First (RLF )  
At each step (until all vertices are colored), DSATUR selects the vertex v that has the largest number of different colors in its neighbourhood  Ties are broken by selecting a vertex with maximum degree  The vertex v is colored with the smallest non-conflicting color  RLF searches for a large independent set I, assigns the vertices I the same color, removes I from G , and repeats until all vertices are colored 
Exact algorithms  Some exact methods use a branch-and-bound strategy, for example extending the DSATUR heuristic by allowing it to backtrack   Another type of exact method (branch-and-cut-and-price) decomposes the vertex coloring problem into an iterative resolution of two sub-problems   The "master problem" maintains a small set of valid colors using a set-covering formulation 
The "pricing problem" finds a new valid coloring that is promising by solving a maximum weight independent set problem  Exact algorithms are usually able to find the optimal coloring for graphs with a few hundred vertices  However, even the smallest CG:SHOP 2022 competition instances involve at least a few thousands vertices 

Conflict Optimization for Graph Coloring

Henceforth, we will only refer to the intersection conflict graph G induced by the instance  Vertices will refer to the vertices V (G ), and edges will refer to the edges E(G )  Our goal is to partition the vertices using a minimum set of k color classes C = {C 1 ,       , C k }, where no two vertices in the same color class C i are incident to a common edge 

Conflict Optimization

TABUCOL inspired neighbourhood One classical approach for the vertex coloring involves allowing solutions with conflicting vertices (two adjacent vertices with the same color)  It was introduced in 1987 and called TABUCOL  It starts with an initial solution, removes a color (usually the one with the least number of vertices), and assigns uncolored vertices with a new color among the remaining ones 
This is likely to lead to some conflicts (i e  two adjacent vertices sharing a same color)  The local search scheme selects a conflicting vertex, and tries to swap its color, choosing the new coloring that minimises the number of conflicts  If it reaches a state with no conflict, it provides a solution with one color less than the initial solution 
The process is repeated until the stopping criterion is met
Context 3: Football Club Urartu (, translated Futbolayin Akumb Urartu), commonly known as Urartu, is an Armenian professional football team based in the capital Yerevan that currently plays in the Armenian Premier League  The club won the Armenian Cup three times, in 1992, 2007 and 2016  In 2013–2014, they won the Armenian Premier League for the first time in their history 

In early 2016, the Russia-based Armenian businessman Dzhevan Cheloyants became a co-owner of the club after purchasing the major part of the club shares  The club was known as FC Banants until 1 August 2019, when it was officially renamed FC Urartu 

History

Kotayk
Urartu FC were founded as FC Banants by Sarkis Israelyan on 21 January 1992 in the village of Kotayk, representing the Kotayk Province  He named the club after his native village of Banants (currently known as Bayan)  Between 1992 and 1995, the club was commonly referred to as Banants Kotayk  During the 1992 season, the club won the first Armenian Cup  At the end of the 1995 transitional season, Banants suffered a financial crisis  The club owners decided that it was better to merge the club with FC Kotayk of Abovyan, rather than disband it  In 2001, Banants demerged from FC Kotayk, and was moved from Abovyan to the capital Yerevan 

Yerevan

FC Banants was relocated to Yerevan in 2001



ground_truth: Four years.

prompt_front: Now, answer the following question based on the text below, only give me the answer and do not output any other words.

Question: What are the three teams that used conflict optimization in the challenge?

Read the following text and answer briefly.

Context 2:  While the original TABUCOL algorithm includes a "tabu-list" mechanism to avoid cycling, it is not always sufficient, and requires some hyper-parameter tuning in order to obtain a good performance on a large variety of instances  To overcome this issue, we use a neighbourhood, but replace the "tabu-list" by the conflict optimizer scheme presented above 
PARTIALCOL inspired neighbourhood PARTIALCOL another local search algorithm solving the vertex coloring problem was introduced in 2008  This algorithm proposes a new local search scheme that allows partial coloring (thus allowing uncolored vertices)  The goal is to minimize the number of uncolored vertices 
Similarly to TABUCOL, PARTIALCOL starts with an initial solution, removes one color (unassigning its vertices), and performs local search iterations until no vertex is left uncolored  When coloring a vertex, the adjacent conflicting vertices are uncolored  Then, the algorithm repeats the process until all vertices are colored, or the stopping criterion is met 
This neighbourhood was also introduced alongside a tabu-search procedure  The tabu-search scheme is also replaced by a conflict-optimization scheme  Note that this neighbourhood was predominantly used by the other teams 

Finding Initial Solutions

Lasa team used two approaches to find initial solutions: 1  DSATUR is the classical graph coloring algorithm presented in Section 1  2  Orientation greedy is almost the only algorithm where the geometry of the segments is used  If segments are almost parallel, it is likely that they do not intersect (thus forming an independent set) 
This greedy algorithm first sorts the segments by orientation, ranging from − π 2 to π 2   For each segment in this order, the algorithm tries to color it using the first available color  If no color has been found, a new color is created for coloring the considered segment  This algorithm is efficient, produces interesting initial solutions and takes into account the specificities of the competition 

Solution Initialization

The gitastrophe team uses the traditional greedy algorithm of Welsh and Powell to obtain initial solutions: order the vertices in decreasing order of degree, and assign each vertex the minimum-label color not used by its neighbors  During the challenge Gitastrophe attempted to use different orderings for the greedy algorithm, such as sorting by the slope of the line segment associated with each vertex (as the orientation greedy initialization presented in Section 3), and also tried numerous other strategies 
Ultimately, after running the solution optimizer for approximately the same amount of time, all initializations resulted in an equal number of colors 

Modifications to the Conflict Optimizer

Taking inspiration from memetic algorithms, which alternate between an intensification and a diversification stage, the algorithm continually switched between a phase using the above conflict score, and one minimizing only the number of conflicts  Thus during the conflict-minimization phase, the random variables f (C j ) and w(u) are both fixed equal to 1 leading to a conflict score
Each phase lasted for 10 5 iterations  Adding the conflict-minimization phase gave minor improvements to some of the challenge instances 

Shadoks

In this section, we describe the choices used by the Shadoks team for the options described in Section 2 1  The Shadoks generally chose to eliminate the color with the smallest number of elements  However, if the multistart option is toggled on, then a random color is used each time  The conflict set S is stored in a queue 
The Shadoks tried other strategies, but found that the queue gives the best results  The weight function used is w(u) = 1 + q(u) p , mostly with p = 1 2  The effect of the parameter p is shown in Fig    Notice that in all figures, the number of colors shown is the average of ten executions of the code using different random seeds 
The algorithm uses σ = 0 15, easy vertices, q max = 59022, but does not use the BDFS nor any clique  If q(u) is larger than a threshold q max , the Shadoks set w(u) = ∞ so that the vertex u never reenters S  If at some point an uncolored vertex v is adjacent to some vertex u of infinite weight in every color class, then the conflict optimizer is restarted 
When restarting, the initial coloring is shuffled by moving some vertices from their initial color class to a new one  Looking at Fig  , the value of q max does not seem to have much influence as long as it is not too small  Throughout the challenge the Shadoks almost exclusively used q max = 2000 • (75000/m) 2 , where m is the number of vertices 
This value roughly ensures a restart every few hours  q max =0 5k q max =5k q max =50k q max =100k q max =250k The Shadoks use the function f as a Gaussian random variable of mean 1 and variance σ  A good default value is σ = 0 15  The effect of the variance is shown in Fig    Notice that setting σ = 0 gives much worse results 
Option (e) The goal of BDFS is to further optimize very good solutions that the conflict optimizer is not able to improve otherwise  Fig  shows the influence of BDFS  While on this figure, the advantages of BDFS cannot be noticed, its use near the end of the challenge improved about 30 solutions  The bounded depth-first search (BDFS) algorithm tries to improve the dequeuing process 
The goal is to prevent a vertex in conflict with some adjacent colored vertices from entering in the conflict set  At the first level, the algorithm searches for a recoloring of some adjacent vertices which allows us to directly recolor the conflict vertex  If no solution is found, the algorithm  In both figures the algorithm uses p = 1 2, easy vertices, q max = 59022, but does not use the BDFS nor any clique 
For σ ≥ 0 25, no solution better than 248 colors is found  could recolor some vertices at larger distances from the conflict vertex  To do so, a local search is performed by trying to recolor vertices at a bounded distance from the conflict vertex in the current partial solution  The BDFS algorithm has two parameters: adjacency bound a max and depth d 
In order to recolor a vertex v, BDFS gets the set C of color classes with at most a max neighbors of v  If a class in C has no neighbor of v, v is assigned to C  Otherwise, for each class C ∈ C, BDFS tries to recolor the vertices in C which are adjacent to v by recursively calling itself with depth d − 1 
At depth d = 0 the algorithm stops trying to color the vertices  During the challenge the Shadoks used BDFS with parameters a max = 3 and d = 3  The depth was increased to 5 (resp  7) when the number of vertices in the queue was 2 (resp  1)  Degeneracy order Given a target number of colors k, we call easy vertices a set of vertices Y such that, if the remainder of the vertices of G are colored using k colors, then we are guaranteed to be able to color all vertices of G with k colors 
This is obtained using the degeneracy order Y   To obtain Y we iteratively remove from the graph a vertex v that has at most k − 1 neighbors, appending v to the end of Y   We repeat until no other vertex can be added to Y   Notice that, once we color the remainder of the graph with at least k colors, we can use a greedy coloring for Y in order from last to first without increasing the number of colors used 
Removing the easy vertices reduces the total number of vertices, making the conflict optimizer more effective  The Shadoks always toggle this option on (the challenge instances contain from 0 to 23% easy vertices) 

Results

We provide the results of the experiments performed with the code from the three teams on two classes of instances  First, we present the results on some selected CG:SHOP 2022 instances  These instances are intersection graphs of line segments  Second, we execute the code on graphs that are not intersection graphs, namely the classic DIMACS graphs , comparing the results of our conflict optimizer implementations to previous solutions 
The source code for the three teams is available at: • Lasa: https://github com/librallu/dogs-color • Gitastrophe: https://github com/jacketsj/cgshop2022-gitastrophe • Shadoks: https://github com/gfonsecabr/shadoks-CGSHOP2022

CG:SHOP 2022 Instances

We selected 14 instances (out of 225) covering the different types of instances given in the CG:SHOP 2022 challenge  The results are presented in Table   For comparison, we executed the HEAD code on some instances using the default parameters  The table shows the smallest number of colors for which HEAD found a solution 
We ran HEAD for 1 hour of repetitions for each target number of colors on a single CPU core (the HEAD solver takes the target number of colors as a parameter and we increased this parameter one by one)  At the end of the challenge, 8 colorings computed by Lasa, 11 colorings computed by Gitastrophe, and 23 colorings computed by Shadoks over 225 instances have been proved optimal (their number of colors is equal to the size of a clique) 
In order to compare the efficiency of the algorithms, we executed the different implementations on the CG:SHOP instance vispecn13806  The edge density of this graph is 19%, the largest clique that we found has 177 vertices and the best coloring found during the challenge uses 218 colors  Notice that vispecn13806 is the same instance used in other Shadoks experiments in Section 5  Notice also that HEAD algorithm provides 283 colors after one hour compared to less than 240 colors for the conflict optimizers 
We ran the three implementations on three different servers and compared the results shown in Figure   For each implementation, the x coordinate is the running time in hours, while the y coordinate is the smallest number of colors found at that time 

Results on DIMACS Graphs

We tested the implementation of each team on the DIMACS instances to gauge the performance of the conflict optimizer on other classes of graphs  We compared our results to the best known bounds and to the state of the art coloring algorithms HEAD and QACOL   The time limit for Lasa's algorithms is 1 hour 
CWLS is Lasa's conflict optimizer with the neighbourhood presented in TABUCOL , while PWLS is the optimizer with the neighbourhood presented in PARTIALCOL   Gitastrophe algorithm ran 10 minutes after which the number of colors no longer decreases  Shadoks algorithm ran for 1 hour without the BDFS option (results with BDFS are worse) 
Results are presented in Table   We only kept the difficult DIMACS instances  For the other instances, all the results match the best known bounds  The DIMACS instances had comparatively few edges (on the order of thousands or millions); the largest intersection graphs considered in the CG:SHOP challenge had over 1 5 billion edges 
We notice that the conflict optimizer works extremely poorly on random graphs, but it is fast and appears to perform well on geometric graphs (r250 5, r1000 1c, r1000 5, dsjr500 1c and dsjr500 5), matching the best-known results   Interestingly, these geometric graphs are not intersection graphs as in the CG:SHOP challenge, but are generated based on a distance threshold 
On the DIMACS graphs, Lasa implementation shows better performance than the other implementations 
Context 3:  At the beginning of 2003, Banants merged with FC Spartak Yerevan, but was able to limit the name of the new merger to FC Banants  Spartak became Banants's youth academy and later changed the name to Banants-2  Because of the merger, Banants acquired many players from Spartak Yerevan, including Samvel Melkonyan  After the merger, Banants took a more serious approach and have finished highly in the league table ever since  The club managed to lift the Armenian Cup in 2007 
Experience is making way for youth for the 2008 and 2009 seasons  The departures of most of the experienced players have left the club's future to the youth  Along with two Ukrainian players, Ugandan international, Noah Kasule, has been signed 

The club headquarters are located on Jivani Street 2 of the Malatia-Sebastia District, Yerevan 

Domestic

European

Stadium

The construction of the Banants Stadium was launched in 2006 in the Malatia-Sebastia District of Yerevan, with the assistance of the FIFA goal programme  It was officially opened in 2008 with a capacity of 3,600 seats  Further developments were implemented later in 2011, when the playing pitch was modernized and the capacity of the stadium was increased up to 4,860 seats (2,760 at the northern stand, 1,500 at the southern stand and 600 at the western stand) 

Training centre/academy
Banants Training Centre is the club's academy base located in the Malatia-Sebastia District of Yerevan



ground_truth: Lasa, Gitastrophe, and Shadoks.

prompt_front: Now, answer the following question based on the text below, only give me the answer and do not output any other words.

Question: When did the club win the Armenian Premier League for the first time?

Read the following text and answer briefly.

Context 3:  In addition to the main stadium, the centre houses 3 full-size training pitches, mini football pitches as well as an indoor facility  The current technical director of the academy is the former Russian footballer Ilshat Faizulin 

Fans
The most active group of fans is the South West Ultras fan club, mainly composed of residents from several neighbourhoods within the Malatia-Sebastia District of Yerevan, since the club is a de facto representer of the district  Members of the fan club benefit from events organized by the club and many facilities of the Banants training centre, such as the mini football pitch, the club store and other entertainments 

Achievements
 Armenian Premier League
 Winner (1): 2013–14 
 Runner-up (5): 2003, 2006, 2007, 2010, 2018 

 Armenian Cup
 Winner (3): 1992, 2007, 2016 
 Runner-up (6): 2003, 2004, 2008, 2009, 2010, 2021–22

 Armenian Supercup
 Winner (1): 2014 
 Runner-up (5): 2004, 2007, 2009, 2010, 2016 

Current squad

Out on loan

Personnel

Technical staff

Management

Urartu-2

FC Banants' reserve squad play as FC Banants-2 in the Armenian First League  They play their home games at the training field with artificial turf of the Urartu Training Centre 

Managerial history
 Varuzhan Sukiasyan (1992–94)
 Poghos Galstyan (July 1, 1996 – June 30, 1998)
 Oganes Zanazanyan (2001–05)
 Ashot Barseghyan (2005–06)
 Nikolay Kiselyov (2006–07)
 Jan Poštulka (2007)
 Nikolay Kostov (July 1, 2007 – April 8, 2008)
 Nedelcho Matushev (April 8, 2008 – June 30, 2008)
 Kim Splidsboel (2008)
 Armen Gyulbudaghyants (Jan 1, 2009 – Dec 1, 2009)
 Ashot Barseghyan (interim) (2009)
 Stevica Kuzmanovski (Jan 1, 2010 – Dec 31, 2010)
 Rafael Nazaryan (Jan 1, 2011 – Jan 15, 2012)
 Volodymyr Pyatenko (Jan 17, 2013 – June 30, 2013)
 Zsolt Hornyák (July 1, 2013 – May 30, 2015)
 Aram Voskanyan (July 1, 2015 – Oct 11, 2015)
 Tito Ramallo (Oct 12, 2015 – Oct 3, 2016)
 Artur Voskanyan (Oct 3, 2016 – Aug 11, 2018)
 Ilshat Faizulin (Aug 12, 2018 –Nov 24, 2019)
 Aleksandr Grigoryan (Nov 25, 2019 –Mar 10, 2021)
 Robert Arzumanyan (10 March 2021–24 June 2022)
 Dmitri Gunko (27 June 2022–)

References

External links
 Official website 
 Banants at Weltfussball de  

 
Urartu
Urartu
Urartu
Urartu



ground_truth: In the 2013-2014 season.