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1.
In this research, we propose a novel framework referred to as collective game behavior decomposition where complex collective behavior is assumed to be generated by aggregation of several groups of agents following different strategies and complexity emerges from collaboration and competition of individuals. The strategy of an agent is modeled by certain simple game theory models with limited information. Genetic algorithms are used to obtain the optimal collective behavior decomposition based on history data. The trained model can be used for collective behavior prediction. For modeling individual behavior, two simple games, the minority game and mixed game are investigated in experiments on the real-world stock prices and foreign-exchange rate. Experimental results are presented to show the effectiveness of the new proposed model.  相似文献   
2.
Human mobility prediction is of great advantage in route planning and schedule management. However, mobility data is a high-dimensional dataset in which multi-context prediction is difficult in a single model. Mobility data can usually be expressed as a home event, a work event, a shopping event and a traveling event. Previous works have only been able to learn and predict one type of mobility event and then integrate them. As the tensor model has a strong ability to describe high-dimensional information, we propose an algorithm to predict human mobility in tensors of location context data. Using the tensor decomposition method, we extract human mobility patterns with multiple expressions and then synthesize the future mobility event based on mobility patterns. The experiment is based on real-world location data and the results show that the tensor decomposition method has the highest accuracy in terms of prediction error among the three methods. The results also prove the feasibility of our multi-context prediction model.  相似文献   
3.
Evidence suggests that transient visual information, such as animations, may be more challenging to learn than static visualizations. However, when a procedural-manipulative task is involved, our evolved embodied cognition seems to reverse this transitory challenge. Hence, for object manipulative tasks, instructional animations may be more suitable than statics. We investigated this argument further by comparing animations with statics using a Lego task shown to university students, by examining three potential moderators of effectiveness: (a) the environment of manipulation (virtual or physical), (b) the quality of visual information (focused or unfocused), and (c) the presence of hands (no hands or with hands). In Experiment 1 we found an advantage of animation over statics, and no differences among the environments. In Experiment 2, we again observed an animation advantage, a small advantage of focused static information compared to unfocused static information, and a positive effect of not showing the hands.  相似文献   
4.
本文阐述了通过Friedel-Crafts反应合成邻-(4-乙基苯甲酰基)苯甲酸的方法.研究了影响产物质量的因素,提出了适宜的工艺条件.  相似文献   
5.
Cif2000平台下的核磁共振测井解谱方法研究   总被引:3,自引:0,他引:3  
王才志  李宁 《测井技术》2002,26(5):360-363
介绍了在Cif2000多井解释平台下的核磁共振解谱方法与编程实现。解谱采用加入平滑因子后在特征矩阵的奇异值分解中截去小的非零奇异值的方法,可以在低信噪比时得到稳定的弛豫谱,在油田实际应用中证明了该方法的有效性。根据该方法在Cif2000平台上编制了完整的解谱处理程序,可以直接用于油田的生产实际。  相似文献   
6.
贾乐堂 《河北冶金》2002,(4):3-6,46
分析了河北冶金近期行业发展特别关注的几个问题:钢铁生产发展过快;产业结构缺陷,资源供应和环境压力。同时,文章从分析国内外市场形势和国家宏观政策形势入手,提出了河北冶金工业对产品结构调整,工艺装备调整和组织结构调整的必要性,任务和需注意的问题。  相似文献   
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8.
A stochastic realization problem of a stationary stochastic process is re-visited, and a new stochastically balanced realization algorithm is derived in a Hilbert space generated by second-order stationary processes. The present algorithm computes a stochastically balanced realization by means of the singular value decomposition of a weighted block Hankel matrix derived by a “block LQ decomposition”. Extension to a stochastic subspace identification method explains how the proposed abstract algorithm is implemented in system identification.  相似文献   
9.
根据美国国家标准学会 (ANSI)理事会主席、ISO现任主席OliverR .Smoot在日本东京召开的国际标准化协议会上的讲演整理。  相似文献   
10.
Two important elements in problem solving are the abilities to encode relevant task features and to combine multiple actions to achieve the goal. The authors investigated these 2 elements in a task in which gorillas (Gorilla gorilla) and orangutans (Pongo pygmaeus) had to use a tool to retrieve an out-of-reach reward. Subjects were able to select tools of an appropriate length to reach the reward even when the position of the reward and tools were not simultaneously visible. When presented with tools that were too short to retrieve the reward, subjects were more likely to refuse to use them than when tools were the appropriate length. Subjects were proficient at using tools in sequence to retrieve the reward. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
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