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1.
Crowdsourcing applications like Amazon Mechanical Turk (AMT) make it possible to address many difficult tasks (e.g., image tagging and sentiment analysis) on the internet and make full use of the wisdom of crowd, where worker quality is one of the most crucial issues for the task owners. Thus, a challenging problem is how to effectively and efficiently select the high quality workers, so that the tasks online can be accomplished successfully under a certain budget. The existing methods on the crowd worker selection problem mainly based on the quality measurement of the crowd workers, those who have to register on the crowdsourcing platforms. With the connect of the OSNs and the crowdsourcing applications, the social contexts like social relationships and social trust between participants and social positions of participants can assist requestors to select one or a group of trustworthy crowdsourcing workers. In this paper, we first present a contextual social network structure and a concept of Strong Social Component (SSC), which emblems a group of workers who have high social contexts values. Then, we propose a novel index for SSC, and a new efficient and effective algorithm C-AWSA to find trustworthy workers, who can complete the tasks with high quality. The results of our experiments conducted on four real OSN datasets illustrate that the superiority of our method in trustworthy worker selection.  相似文献   

2.
The advent of Big Data era drives data analysts from different domains to use data mining techniques for data analysis. However, performing data analysis in a specific domain is not trivial; it often requires complex task configuration, onerous integration of algorithms, and efficient execution in distributed environments. Few efforts have been paid on developing effective tools to facilitate data analysts in conducting complex data analysis tasks. In this paper, we design and implement FIU-Miner, a Fast, Integrated, and User-friendly system to ease data analysis. FIU-Miner allows users to rapidly configure a complex data analysis task without writing a single line of code. It also helps users conveniently import and integrate different analysis programs. Further, it significantly balances resource utilization and task execution in heterogeneous environments. Case studies of real-world applications demonstrate the efficacy and effectiveness of our proposed system.  相似文献   

3.
According to the proportional allocation mechanism from the network optimization literature, users compete for a divisible resource – such as bandwidth – by submitting bids. The mechanism allocates to each user a fraction of the resource that is proportional to her bid and collects an amount equal to her bid as payment. Since users act as utility-maximizers, this naturally defines a proportional allocation game. Syrgkanis and Tardos (STOC 2013) quantified the inefficiency of equilibria in this game with respect to the social welfare and presented a lower bound of 26.8 % on the price of anarchy over coarse-correlated and Bayes-Nash equilibria in the full and incomplete information settings, respectively. In this paper, we improve this bound to 50 % over both equilibrium concepts. Our analysis is simpler and, furthermore, we argue that it cannot be improved by arguments that do not take the equilibrium structure into account. We also extend it to settings with budget constraints where we show the first constant bound (between 36 and 50 %) on the price of anarchy of the corresponding game with respect to an effective welfare benchmark that takes budgets into account.  相似文献   

4.
5.
We provide a constant time schedulability test for an on-line multiprocessor server handling aperiodic tasks. Dhall's effect is avoided by dividing the tasks in two priority classes based on task utilization: heavy and light. We prove that if the load on the multiprocessor server stays below U threshold = 3 ? √7 ≈ 35.425%, the server can accept an incoming aperiodic task and guarantee that the deadlines of all accepted tasks will be met. The same number 35.425% is also a threshold for a task to be characterized as heavy.The bound U threshold = 3 ? √7≈ 35.425% is easy-to-use, but not sharp if we know the number of processors in the multiprocessor system. Assuming the server to be equipped with m processors, we calculate a formula for the sharp bound U threshold (m), which converges to U threshold from above as m → ∞.The results are based on a utilization function u(x) = 2(1 ? x)/(2 + √2+2x). By using this function, the performance of the multiprocessor server can in some cases be improved beyond U threshold(m) by paying the extra overhead of monitoring the individual utilization of the current tasks.  相似文献   

6.
With the popularization of wireless networks and mobile intelligent terminals, mobile crowd sensing is becoming a promising sensing paradigm. Tasks are assigned to users with mobile devices, which then collect and submit ambient information to the server. The composition of participants greatly determines the quality and cost of the collected information. This paper aims to select fewest participants to achieve the quality required by a sensing task. The requirement namely “t-sweep k-coverage” means for a target location, every t time interval should at least k participants sense. The participant selection problem for “t-sweep k-coverage” crowd sensing tasks is NP-hard. Through delicate matrix stacking, linear programming can be adopted to solve the problem when it is in small size. We further propose a participant selection method based on greedy strategy. The two methods are evaluated through simulated experiments using users’ call detail records. The results show that for small problems, both the two methods can find a participant set meeting the requirement. The number of participants picked by the greedy based method is roughly twice of the linear programming based method. However, when problems become larger, the linear programming based method performs unstably, while the greedy based method can still output a reasonable solution.  相似文献   

7.
Video games are a peculiar medium, standing at the crossing point between art and software application, and characterized by an active involvement of its audience. The complexity of the product generates a huge challenge for the companies that develop video games. In the development process, level designers play a crucial role: they are in charge of declining the theoretical framework developed by the game designer into game levels, which contain the actual gameplay scenarios. Hence, the final goal of any level designer is to valorize the game design by creating enjoyable gaming experiences while, at the same time, respecting several constraints. To lighten the burden on level designers, several semi-automated approaches to level generation have appeared in time, but the majority of these tools suffer from several drawbacks. In the present work, we tackle the issue of designing, prototyping and testing FUN PLEdGE, a general-purpose automated levels generator and editor for platform video games. Its main goal is to shrink development time while producing – unassisted – levels that are both playable and fun. Moreover, our tool provides the maximum freedom to the level designer, by avoiding to impose unnecessary constraints on the structure of the levels and by guaranteeing the possibility to modify and personalize by hand the generated levels. During this process, the generator assists the designer by suggesting corrections functional to the quality of the player experience. To prove the effectiveness of our prototypal application we have also developed and tested with players a platform game. In the same vein, we asked to a group of game developers to test FUN PLEdGE.  相似文献   

8.
In this paper, an innovative framework labeled as cooperative cognitive maritime big data systems (CCMBDSs) on the sea is developed to provide opportunistic channel access and secure communication. A two-phase frame structure is applied to let Secondary users (SUs) entirely utilize the transmission opportunities for a portion of time as the reward by cooperation with Primary users (PUs). Amplify-and-forward (AF) relaying mode is exploited in SU nodes, and Backward induction method based Stackelberg game is employed to achieve optimal determination of SU, power consumption and time portion of cooperation both for non-secure communication scenario and secure communication. Specifically, a jammer-based secure communications scheme is developed to maximize the secure utility of PU, to confront of the situation that the eavesdropper could overheard the signals from SU i and the jammer. Close-form solutions for the best access time portion as well as the power for SU i and jammer are derived to realize the Nash Equilibrium. Simulation results validate the effectiveness of our proposed strategy.  相似文献   

9.
We investigate a noncooperative bargaining game for partitioning n agents into non-overlapping coalitions. The game has n time periods during which the players are called according to an exogenous agenda to propose offers. With probability \(\delta \), the game ends during any time period \(t<n\). If it does, the first t players on the agenda get a chance to propose but the others do not. Thus, \(\delta \) is a measure of the degree of democracy within the game (ranging from democracy for \(\delta =0\), through increasing levels of authoritarianism as \(\delta \) approaches 1, to dictatorship for \(\delta =1\)). We determine the subgame perfect equilibrium (SPE) and study how a player’s position on the agenda affects his bargaining power. We analyze the relation between the distribution of power of individual players, the level of democracy, and the welfare efficiency of the game. We find that purely democratic games are welfare inefficient and that introducing a degree of authoritarianism into the game makes the distribution of power more equitable and also maximizes welfare. These results remain invariant under two types of player preferences: one where each player’s preference is a total order on the space of possible coalition structures and the other where each player either likes or dislikes a coalition structure. Finally, we show that the SPE partition may or may not be core stable.  相似文献   

10.
The aim of this paper is to shed light on the dynamics of civic participation, media agency, and data practices. To do so we analyse an investigative journalism story run by The Guardian that combined open data, crowdsourcing and game mechanics with the purpose of engaging readers. The case study highlights how data can be made accessible to people who usually do not have access; how game mechanics can be deployed in order to foster civic participation by offering users a sense of autonomy, competence and relatedness; and how crowdsourcing can organise a large group of people into achieving a common goal. The combination of these three elements resulted in a case for civic participation in the digital era.  相似文献   

11.
We address the problem of how a set of agents can decide to share a resource, represented as a unit-sized pie. The pie can be generated by the entire set but also by some of its subsets. We investigate a finite horizon non-cooperative bargaining game, in which the players take it in turns to make proposals on how the resource should for this purpose be allocated, and the other players vote on whether or not to accept the allocation. Voting is modelled as a Bayesian weighted voting game with uncertainty about the players’ weights. The agenda, (i.e., the order in which the players are called to make offers), is defined exogenously. We focus on impatient players with heterogeneous discount factors. In the case of a conflict, (i.e., no agreement by the deadline), no player receives anything. We provide a Bayesian subgame perfect equilibrium for the bargaining game and conduct an ex-ante analysis of the resulting outcome. We show that the equilibrium is unique, computable in polynomial time, results in an instant Pareto optimal outcome, and, under certain conditions provides a foundation for the core and also the nucleolus of the Bayesian voting game. In addition, our analysis leads to insights on how an individual’s bargained share is influenced by his position on the agenda. Finally, we show that, if the conflict point of the bargaining game changes, then the problem of determining the non-cooperative equilibrium becomes NP-hard even under the perfect information assumption. Our research also reveals how this change in conflict point impacts on the above mentioned results.  相似文献   

12.
In this paper, we identify and solve a multi-join optimization problem for Arbitrary Feature-based social image Similarity JOINs(AFS-JOIN). Given two collections(i.e., R and S) of social images that carry both visual, spatial and textual(i.e., tag) information, the multiple joins based on arbitrary features retrieves the pairs of images that are visually, textually similar or spatially close from different users. To address this problem, in this paper, we have proposed three methods to facilitate the multi-join processing: 1) two baseline approaches(i.e., a naïve join approach and a maximal threshold(MT)-based), and 2) a Batch Similarity Join(BSJ) method. For the BSJ method, given m users’ join requests, they are first conversed and grouped into m″ clusters which correspond to m″ join boxes, where m > m″. To speedup the BSJ processing, a feature distance space is first partitioned into some cubes based on four segmentation schemes; the image pairs falling in the cubes are indexed by the cube tree index; thus BSJ processing is transformed into the searching of the image pairs falling in some affected cubes for m″ AFS-JOINs with the aid of the index. An extensive experimental evaluation using real and synthetic datasets shows that our proposed BSJ technique outperforms the state-of-the-art solutions.  相似文献   

13.
Traditional post-level opinion classification methods usually fail to capture a person’s overall sentiment orientation toward a topic from his/her microblog posts published for a variety of themes related to that topic. One reason for this is that the sentiments connoted in the textual expressions of microblog posts are often obscure. Moreover, a person’s opinions are often influenced by his/her social network. This study therefore proposes a new method based on integrated information of microblog users’ social interactions and textual opinions to infer the sentiment orientation of a user or the whole group regarding a hot topic. A Social Opinion Graph (SOG) is first constructed as the data model for sentiment analysis of a group of microblog users who share opinions on a topic. This represents their social interactions and opinions. The training phase then uses the SOGs of training sets to construct Sentiment Guiding Matrix (SGM), representing the knowledge about the correlation between users’ sentiments, Textual Sentiment Classifier (TSC), and emotion homophily coefficients of the influence of various types of social interaction on users’ mutual sentiments. All of these support a high-performance social sentiment analysis procedure based on the relaxation labeling scheme. The experimental results show that the proposed method has better sentiment classification accuracy than the textual classification and other integrated classification methods. In addition, IMSA can reduce pre-annotation overheads and the influence from sampling deviation.  相似文献   

14.
Recently, researches on smart phones have received attentions because the wide potential applications. One of interesting and useful topic is mining and predicting the users’ mobile application (App) usage behaviors. With more and more Apps installed in users’ smart phone, the users may spend much time to find the Apps they want to use by swiping the screen. App prediction systems benefit for reducing search time and launching time since the Apps which may be launched can preload in the memory before they are actually used. Although some previous studies had been proposed on the problem of App usage analysis, they recommend Apps for users only based on the frequencies of App usages. We consider that the relationship between App usage demands and users’ recent spatial and temporal behaviors may be strong. In this paper, we propose Spatial and Temporal App Recommender (STAR), a novel framework to predict and recommend the Apps for mobile users under a smart phone environment. The STAR framework consists of four major modules. We first find the meaningful and semantic location movements from the geographic GPS trajectory data by the Spatial Relation Mining Module and generate the suitable temporal segments by the Temporal Relation Mining Module. Then, we design Spatial and Temporal App Usage Pattern Mine (STAUP-Mine) algorithm to efficiently discover mobile users’ Spatial and Temporal App Usage Patterns (STAUPs). Furthermore, an App Usage Demand Prediction Module is presented to predict the following App usage demands according to the discovered STAUPs and spatial/temporal relations. To our knowledge, this is the first study to simultaneously consider the spatial movements, temporal properties and App usage behavior for mining App usage pattern and demand prediction. Through rigorous experimental analysis from two real mobile App datasets, STAR framework delivers an excellent prediction performance.  相似文献   

15.
We consider a two-person nonantagonistic positional differential game (NPDG) whose dynamics is described by an ordinary nonlinear vector differential equation. Constraints on values of players’ controls are geometric. Final time of the game is fixed. Payoff functionals of both players are terminal. The formalization of positional strategies in an NPDG is based on the formalization and results of the general theory of antagonistic positional differential games (APDGs) (see monographs by N.N. Krasovskii and A.I. Subbotin [3, 4]). Additionally, in the present paper we assume that each player, together with the usual, normal (nor), type of behavior aimed at maximizing his own functional, can use other behavior types introduced in [2, 5]. In particular, these may be altruistic (alt), aggressive (agg), and paradoxical (par) types. It is assumed that in the course of the game players can switch their behavior from one type to another. Using the possibility of such switches in a repeated bimatrix 2 × 2 game in [5, 6] allowed to obtain new solutions of this game. In the present paper, extension of this approach to NPDGs leads to a new formulation of the problem. In particular, of interest is the question of how players’ outcomes at Nash solutions are transformed. An urgent problem is minimizing the time of “abnormal” behavior while achieving a good result. The paper proposes a formalization of an NPDG with behavior types (NPDGwBT). It is assumed that in an NPDGwBT each player, simultaneously with choosing a positional strategy, chooses also his own indicator function defined on the whole game horizon and taking values in the set {normal, altruistic, aggressive, paradoxical}. The indicator function of a player shows the dynamics of changes in the behavior type demonstrated by the player. Thus, in this NPDGwBT each player controls the choice of a pair {positional strategy, indicator function}. We define the notion of a BT-solution of such a game. It is expected that using behavior types in the NPDGwBT which differ from the normal one (so-called abnormal types) in some cases may lead to more favorable outcomes for the players than in the NPDG. We consider two examples of an NPDGwBT with simple dynamics in the plane in each of which one player keeps to altruistic behavior type over some time period. It is shown that in the first example payoffs of both players increase on a BT-solution as compared to the game with the normal behavior type, and in the second example, the sum of players’ payoffs is increased.  相似文献   

16.
This paper proposes a strengthening of the author’s core-accessibility theorem for balanced TU-cooperative games. The obtained strengthening relaxes the influence of the nontransitivity of classical domination αv on the quality of the sequential improvement of dominated imputations in a game v. More specifically, we establish the k-accessibility of the core C v ) of any balanced TU-cooperative game v for all natural numbers k: for each dominated imputation x, there exists a converging sequence of imputations x0, x1,..., such that x0 = x, lim x r C v ) and xr?m is dominated by any successive imputation x r with m ∈ [1, k] and rm. For showing that the TU-property is essential to provide the k-accessibility of the core, we give an example of an NTU-cooperative game G with a ”black hole” representing a nonempty closed subset B ? G(N) of dominated imputations that contains all the α G -monotonic sequential improvement trajectories originating at any point xB.  相似文献   

17.
Rapid advances in image acquisition and storage technology underline the need for real-time algorithms that are capable of solving large-scale image processing and computer-vision problems. The minimum st cut problem, which is a classical combinatorial optimization problem, is a prominent building block in many vision and imaging algorithms such as video segmentation, co-segmentation, stereo vision, multi-view reconstruction, and surface fitting to name a few. That is why finding a real-time algorithm which optimally solves this problem is of great importance. In this paper, we introduce to computer vision the Hochbaum’s pseudoflow (HPF) algorithm, which optimally solves the minimum st cut problem. We compare the performance of HPF, in terms of execution times and memory utilization, with three leading published algorithms: (1) Goldberg’s and Tarjan’s Push-Relabel; (2) Boykov’s and Kolmogorov’s augmenting paths; and (3) Goldberg’s partial augment-relabel. While the common practice in computer-vision is to use either BK or PRF algorithms for solving the problem, our results demonstrate that, in general, HPF algorithm is more efficient and utilizes less memory than these three algorithms. This strongly suggests that HPF is a great option for many real-time computer-vision problems that require solving the minimum st cut problem.  相似文献   

18.
This paper suggests ways to facilitate creativity and innovation in software development. The paper applies four perspectives – Product, Project, Process, and People – to identify an outlook for software innovation. The paper then describes a new facility – Software Innovation Research Lab (SIRL) – and a new method concept for software innovation – Essence – based on views, modes, and team roles. Finally, the paper reports from an early experiment using SIRL and Essence and identifies further research.  相似文献   

19.
With the progress of mobile devices and wireless broadband, a new eMarket platform, termed spatial crowdsourcing is emerging, which enables workers (aka crowd) to perform a set of spatial tasks (i.e., tasks related to a geographical location and time) posted by a requester. In this paper, we study a version of the spatial crowdsourcing problem in which the workers autonomously select their tasks, called the worker selected tasks (WST) mode. Towards this end, given a worker, and a set of tasks each of which is associated with a location and an expiration time, we aim to find a schedule for the worker that maximizes the number of performed tasks. We first prove that this problem is NP-hard. Subsequently, for small number of tasks, we propose two exact algorithms based on dynamic programming and branch-and-bound strategies. Since the exact algorithms cannot scale for large number of tasks and/or limited amount of resources on mobile platforms, we propose different approximation algorithms. Finally, to strike a compromise between efficiency and accuracy, we present a progressive algorithms. We conducted a thorough experimental evaluation with both real-world and synthetic data on desktop and mobile platforms to compare the performance and accuracy of our proposed approaches.  相似文献   

20.
In agents that operate in environments where decision-making needs to take into account, not only the environment, but also the minimizing actions of an opponent (as in games), it is fundamental that the agent is endowed with the ability of progressively tracing the profile of its adversaries, in such a manner that this profile aids in the process of selecting appropriate actions. However, it would be unsuitable to construct an agent with a decision-making system based only on the elaboration of such a profile, as this would prevent the agent from having its “own identity,” which would leave the agent at the mercy of its opponent. Following this direction, this study proposes an automatic Checkers player, called ACE-RL-Checkers, equipped with a dynamic decision-making module, which adapts to the profile of the opponent over the course of the game. In such a system, the action selection process is conducted through a composition of multilayer perceptron neural network and case library. In this case, the neural network represents the “identity” of the agent, i.e., it is an already trained static decision-making module. On the other hand, the case library represents the dynamic decision-making module of the agent, which is generated by the Automatic Case Elicitation technique. This technique has a pseudo-random exploratory behavior, which allows the dynamic decision-making of the agent to be directed either by the opponent’s game profile or randomly. In order to avoid a high occurrence of pseudo-random decision-making in the game initial phases—in which the agent counts on very little information about its opponent—this work proposes a new module based on sequential pattern mining for generating a base of experience rules extracted from human expert’s game records. This module will improve the agent’s move selection in the game initial phases. Experiments carried out in tournaments involving ACE-RL-Checkers and other agents correlated to this work, confirm the superiority of the dynamic architecture proposed herein.  相似文献   

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