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1.
Parts, wholes, and part-whole relations: The prospects of mereotopology   总被引:5,自引:0,他引:5  
We can see mereology as a theory of parthood and topology as a theory of wholeness. How can the two be combined to obtain a unified theory of parts and wholes'? This paper examines three main ways of answering this question. On the first account, mereology and topology form two independent (though mutually related) domains. The second account grants priority to topology and characterizes mereology derivatively, by defining parthood in terms of wholeness (more specifically: connectedness). The third approach reverses the order, exploiting the idea that wholeness (connectedness) can be explained in terms of parthood along with other predicates or relations. The analysis and comparison of these strategies is mostly formal (and within the confines of standard first-order theories), but their relevance to spatio-temporal reasoning and representation is emphasized. Some more speculative strategies and directions for further research, such as the development of a unified framework based on a single mereotopological primitive of connected parthood, are also briefly considered.  相似文献   

2.
This paper shows two applications of a theory of part-whole relations that has been introduced in [1] in two different areas: natural language semantics and modelling parts of physical objects. A short overview of the theory will be given, followed by two sections which present results in the two application areas. In Section 2 we provide an analysis of the domain of solid objects like devices, buildings and other artifacts of our daily life. We first examine in more detail the relevant part-whole relations in that domain. The second part describes how these relations can be represented and manipulated in a hybrid system. In Section 3 it will be shown that there is a strong and immediate correspondence between classes of part-whole-relations and syntactically or lexically motivated classes of genitive constructions. The two applications illustrate the generality of the theory as well as its usefulness for representing and reasoning about part-whole information in totally different domains.  相似文献   

3.
In this paper we examine the mechanism of DeLP (Defeasible Logic Programming). We first study the definition of the defeating relation in a formal setting that allows us to uncover some hidden assumptions, and suggest an alternative definition. Then we introduce a game-theoretic characterization of the system. We obtain a new set of truth values arising from games in which arguments for and against a given literal are played out. We study how additional constraints define protocols of admissible attacks. The DeLP protocol ensures the finiteness of the games, and therefore the existence of winning strategies for the corresponding games. The defeating relation among arguments determines the strategies that will win and consequently the truth values of queries. We find that the DeLP protocol also excludes the warranting of a literal and its negation.  相似文献   

4.
Relational databases are the most popular repository for structured data, and is thus one of the richest sources of knowledge in the world. In a relational database, multiple relations are linked together via entity-relationship links. Multirelational classification is the procedure of building a classifier based on information stored in multiple relations and making predictions with it. Existing approaches of inductive logic programming (recently, also known as relational mining) have proven effective with high accuracy in multirelational classification. Unfortunately, most of them suffer from scalability problems with regard to the number of relations in databases. In this paper, we propose a new approach, called CrossMine, which includes a set of novel and powerful methods for multirelational classification, including 1) tuple ID propagation, an efficient and flexible method for virtually joining relations, which enables convenient search among different relations, 2) new definitions for predicates and decision-tree nodes, which involve aggregated information to provide essential statistics for classification, and 3) a selective sampling method for improving scalability with regard to the number of tuples. Based on these techniques, we propose two scalable and accurate methods for multirelational classification: CrossMine-Rule, a rule-based method and CrossMine-Tree, a decision-tree-based method. Our comprehensive experiments on both real and synthetic data sets demonstrate the high scalability and accuracy of the CrossMine approach.  相似文献   

5.
For a game specified on a set of situations by preference relations of players, the individual optimum principle is considered that is a generalization of Nash, Berge, and Pareto optimum principles. On this basis, different types of equilibria and stability of game problems are characterized and investigated. Translated from Kibernetika i Sistemnyi Analiz, No. 1, pp. 171–179, January–February 2009.  相似文献   

6.
The notions of symmetry and anonymity in strategic games have been formalized in different ways in the literature. We propose a combinatorial framework to analyze these notions, using group actions. Then, the same framework is used to define partial symmetries in payoff matrices. With this purpose, we introduce the notion of the role a player plays with respect to another one, and combinatorial relations between roles are studied. Building on them, we define relations directly between players, which provide yet another characterization of structural symmetries in the payoff matrices of strategic games.  相似文献   

7.
We present the new version of the Mathematica code FIRE and ideas behind it. It can be applied together with the recently developed code LiteRed by Lee in order to provide an integration by parts reduction to master integrals for quite complicated families of Feynman integrals. As an example, we consider four-loop massless propagator integrals for which LiteRed provides reduction rules and FIRE assists to apply these rules. So, as a by-product one obtains a four-loop variant of the well-known algorithm MINCER. The existence of these explicit reduction rules shows that any four-loop massless propagator integral can be reduced to a linear combination of master integrals in the sense of a mathematical theorem. We also describe various algebraic ways to find additional relations between master integrals associated with several families of Feynman integrals.  相似文献   

8.
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10.
We review both theoretical and experimental developments in the area of quantum games since the inception of the subject circa 1999. We will also offer a narrative on the controversy that surrounded the subject in its early days, and how this controversy has affected the development of the subject.  相似文献   

11.
As the problem of spam email increases, we examined users’ attitudes toward and experience with spam as a function of gender and age. College-age, working-age, and retirement-age men and women were surveyed. Most respondents strongly disliked receiving spam yet took few actions against it. There were fewer gender differences than predicted, but age was a significant predictor of several responses. Retirement age men rated themselves as significantly lower in expertise than did working age men, and the oldest and youngest age groups took fewer actions against spam, used the computer less often, and spent fewer hours online than did the working age respondents. Older respondents were more likely than younger ones to report making a purchase as a result of a spam email and received the same amount of spam as other age groups in spite of lower overall use of the computer. The results suggest both that older computer users may be more vulnerable to spam, and that the usability of email for all users may be threatened by the inability of users to effectively take action against spam.  相似文献   

12.
Human computation games (HCGs) utilise human intelligence for the purpose of problem solving through games. Recently, HCGs have increased in popularity within various application areas. A proper system of describing such games is necessary in order to obtain a better understanding of the current body of work and identify new opportunities for future research directions. To date, however, there is little research conducted in understanding how such games could be classified in a systematic manner. Past classification schemes rely either on quality or entertainment aspects of these games. In order to have a deeper understanding of such games, this study argues that they should be classified via different dimensions. As a starting point, this paper reviews existing literature on HCGs and then develops a typology consisting of 12 dimensions and related strategies. This typology provides a holistic view of HCGs, and provides a common understanding of the domain among researchers and designers. The typology will help researchers to better understand the nature and consequences of HCGs, and designers better identify strengths and weaknesses of different strategies for each dimension, thus facilitating the creation of entertaining and effective HCGs.  相似文献   

13.
We propose a method for decomposing pattern classification problems based on the class relations among training data. By using this method, we can divide a K-class classification problem into a series of ((2)(K)) two-class problems. These two-class problems are to discriminate class C(i) from class C(j) for i=1, ..., K and j=i+1, while the existence of the training data belonging to the other K-2 classes is ignored. If the two-class problem of discriminating class C(i) from class C(j) is still hard to be learned, we can further break down it into a set of two-class subproblems as small as we expect. Since each of the two-class problems can be treated as a completely separate classification problem with the proposed learning framework, all of the two-class problems can be learned in parallel. We also propose two module combination principles which give practical guidelines in integrating individual trained network modules. After learning of each of the two-class problems with a network module, we can easily integrate all of the trained modules into a min-max modular (M(3)) network according to the module combination principles and obtain a solution to the original problem. Consequently, a large-scale and complex K-class classification problem can be solved effortlessly and efficiently by learning a series of smaller and simpler two-class problems in parallel.  相似文献   

14.
面向中日关系论坛的情感分类问题研究   总被引:1,自引:0,他引:1       下载免费PDF全文
针对中日论坛的情感分类问题,研究了特定领域(中日关系论坛)语料的特点,考察了不同特征维数、不同特征权重计算、不同特征选取方法以及限定词类词语对情感分类结果的影响。最后通过对2006年1月份到5月份的中日论坛语料的自动情感分类,推断出该阶段中日关系走势。  相似文献   

15.
Multivariable stream data is becoming increasingly common as diverse types of sensor devices and networks are deployed. Building accurate classification models for such data has attracted a lot of attention from the research community. Most of the previous works, however, relied on features extracted from individual streams, and did not take into account the dependency relations among the features within and across the streams. In this work, we propose new classification models that exploit temporal relations among features. We showed that consideration of such dependencies does significantly improve the classification accuracy. Another benefit of employing temporal relations is the improved interpretability of the resulting classification models, as the set of temporal relations can be easily translated to a rule using a sequence of inter-dependent events characterizing the class. We evaluated the proposed scheme using different classification models including the Naive Bayesian, TFIDF, and vector distance models. We showed that the proposed model can be a useful addition to the set of existing stream classification algorithms.  相似文献   

16.
We consider various well-known, equivalent complexity measures for graphs such as elimination orderings, kk-trees and cops and robber games and study their natural translations to digraphs. We show that on digraphs the translations of these measures are also equivalent and induce a natural connectivity measure. We introduce a decomposition for digraphs and an associated width, Kelly-width, which is equivalent to the aforementioned measure. We demonstrate its usefulness by exhibiting potential applications including polynomial-time algorithms for NP-complete problems on graphs of bounded Kelly-width, and complexity analysis of asymmetric matrix factorization. Finally, we compare the new width to other known decompositions of digraphs.  相似文献   

17.
To structure a music education program in Canada based on the Hungarian model, Bartók's grammatical principle was adopted to define the musical characteristics of British-Canadian children's traditional songs. A computer-aided methodology analyzed a sample of singing games from a personal collection to identify 4-phrase variants, and extracted and tabulated by phrasal position their common phrase patterns of equal length. Future programs will complete the phrase analysis and analyze other musical characteristics, grouping variants successively to determine the styles of the entire collection.Ann Osborn has studied in Canada, Hungary and the United States. After six years at the University of Western Ontario, she was recently appointed associate professor at Lakehead University.  相似文献   

18.
The evolution of wearable computing and advances in wearable sensor devices has motivated various applications of Body Area Sensor Networks (BASN). In the last few years body areas sensor networks have emerged as a major type of wireless sensor networks (WSN). This emerging networking technology can be used in various walks of life. A number of surveys have been published on MAC or the physical layer mechanism of BASN but very few have focused on studying it from the application point of view. In this paper, we first review, from literature, existing use of body area sensor network and classify and then its application domain. Within these application domains of BASN, we propose a feasibility of scenarios where BASN can be used for both application and technical aspects. In addition, we classify the use of BASN from literature, based on certain parameters. Finally, we discuss and highlight issues where further research can be conducted in the future.  相似文献   

19.
To structure a music education program in Canada based on the Hungarian model, Bartók's “grammatical principle” was adopted to define the musical characteristics of British-Canadian children's traditional songs. A computer-aided methodology analyzed a sample of singing games from a personal collection to identify 4-phrase variants, and extracted and tabulated by phrasal position their common phrase patterns of equal length. Future programs will complete the phrase analysis and analyze other musical characteristics, grouping variants successively to determine the styles of the entire collection.  相似文献   

20.
This paper presents a systematic review of electroencephalography (EEG)-based brain–computer interfaces (BCIs) used in the video games, a vibrant field of research that touches upon all relevant questions concerning the future directions of BCI. The paper examines the progress of BCI research with regard to games and shows that gaming applications offer numerous advantages by orienting BCI to concerns and expectations of a gaming application. Different BCI paradigms are investigated, and future directions are discussed.  相似文献   

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