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1.
Dr. T. Ström 《Computing》1972,10(1-2):1-7
It is a commonly occurring problem to find good norms · or logarithmic norms (·) for a given matrix in the sense that they should be close to respectively the spectral radius (A) and the spectral abscissa (A). Examples may be the certification thatA is convergent, i.e. (A)A<1 or stable, i.e. (A)(A)<0. Often the ordinary norms do not suffice and one would like to try simple modifications of them such as using an ordinary norm for a diagonally transformed matrix. This paper treats this problem for some of the ordinary norms.
Minimisierung von Normen und Logarithmischen Normen durch Diagonale Transformationen
Zusammenfassung Ein oft vorkommendes praktisches Problem ist die Konstruktion von guten Normen · und logarithmischen Normen (·) für eine gegebene MatrixA. Mit gut wird dann verstanden, daß A den Spektralradius (A)=max |1| und (A) die Spektralabszisse (A)=max Re i gut approximieren. Beispiele findet man für konvergente Matrizen wo (A)A<1 gewünscht ist, und für stabile Matrizen wo (A)(A)<0 zu zeigen ist. Wir untersuchen hier, wie weit man mit Diagonaltransformationen und dengewöhnlichsten Normen kommen kann.
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2.
Exact algorithms for detecting all rotational and involutional symmetries in point sets, polygons and polyhedra are described. The time complexities of the algorithms are shown to be (n) for polygons and (n logn) for two- and three-dimensional point sets. (n logn) time is also required for general polyhedra, but for polyhedra with connected, planar surface graphs (n) time can be achieved. All algorithms are optimal in time complexity, within constants.  相似文献   

3.
Experiment 1 explored the impact of physically touching a virtual object on how realistic the virtual environment (VE) seemed to the user. Subjects in a no touch group picked up a 3D virtual image of a kitchen plate in a VE, using a traditional 3D wand. See and touch subjects physically picked up a virtual plate possessing solidity and weight, using a technique called tactile augmentation. Afterwards, subjects made predictions about the properties of other virtual objects they saw but did not interact with in the VE. See and touch subjects predicted these objects would be more solid, heavier, and more likely to obey gravity than the no touch group. In Experiment 2 (a pilot study), subjects physically bit a chocolate bar in one condition, and imagined biting a chocolate bar in another condition. Subjects rated the event more fun and realistic when allowed to physically bite the chocolate bar. Results of the two experiments converge with a growing literature showing the value of adding physical qualities to virtual objects. This study is the first to empirically demonstrate the effectiveness of tactile augmentation as a simple, safe, inexpensive technique with large freedom of motion for adding physical texture, force feedback cues, smell and taste to virtual objects. Examples of practical applications are discussed.Based in part on Physically touching virtual objects using tactile augmentation enhances the realism of virtual environments' by Hunter Hoffman which appeared in the Proceedings of the IEEE Virtual Reality Annual International Symposium '98, Atlanta GA, pp 59–63. ¢ 1998 IEEE.  相似文献   

4.
Semantics connected to some information based metaphor are well-known in logic literature: a paradigmatic example is Kripke semantic for Intuitionistic Logic. In this paper we start from the concrete problem of providing suitable logic-algebraic models for the calculus of attribute dependencies in Formal Contexts with information gaps and we obtain an intuitive model based on the notion of passage of information showing that Kleene algebras, semi-simple Nelson algebras, three-valued ukasiewicz algebras and Post algebras of order three are, in a sense, naturally and directly connected to partially defined information systems. In this way wecan provide for these logic-algebraic structures a raison dêetre different from the original motivations concerning, for instance, computability theory.  相似文献   

5.
Our starting point is a definition of conditional event EH which differs from many seemingly similar ones adopted in the relevant literature since 1935, starting with de Finetti. In fact, if we do not assign the same third value u (undetermined) to all conditional events, but make it depend on EH, it turns out that this function t(EH) can be taken as a general conditional uncertainty measure, and we get (through a suitable – in a sense, compulsory – choice of the relevant operations among conditional events) the natural axioms for many different (besides probability) conditional measures.  相似文献   

6.
Learning to Play Chess Using Temporal Differences   总被引:4,自引:0,他引:4  
Baxter  Jonathan  Tridgell  Andrew  Weaver  Lex 《Machine Learning》2000,40(3):243-263
In this paper we present TDLEAF(), a variation on the TD() algorithm that enables it to be used in conjunction with game-tree search. We present some experiments in which our chess program KnightCap used TDLEAF() to learn its evaluation function while playing on Internet chess servers. The main success we report is that KnightCap improved from a 1650 rating to a 2150 rating in just 308 games and 3 days of play. As a reference, a rating of 1650 corresponds to about level B human play (on a scale from E (1000) to A (1800)), while 2150 is human master level. We discuss some of the reasons for this success, principle among them being the use of on-line, rather than self-play. We also investigate whether TDLEAF() can yield better results in the domain of backgammon, where TD() has previously yielded striking success.  相似文献   

7.
Multimedia database systems have become more and more important as the tool to extract and generate additional values from multimedia Contents. In this paper, four multimedia database systems are proposed from the view point of promising contents sources; the Network multimedia databases, the Stream MM database systems, the Library MM database systems, and the Real world MM database systems. Important problems to be solved, i.e., what to do, are also discussed for each databases. Three concrete multimedia systems by authors' research group, are then introduced and discussed as the embodiments of these multimedia systems; (1) the open Global Image Retrieval and Linking System, GIRLS, for mediation WWW data pace as the network MM database systems, (2) the flexible multimedia database platform GOLS, and (3) the higher level authoring system for the Stream MM environments.  相似文献   

8.
In the world of OTIS, an online Internet School for occupational therapists, students from four European countries were encouraged to work collaboratively through problem-based learning by interacting with each other in a virtual semi-immersive environment. This paper describes, often in their own words, the experience of European occupational therapy students working together across national and cultural boundaries. Collaboration and teamwork were facilitated exclusively through an online environment, since the students never met each other physically during the OTIS pilot course. The aim of the paper is to explore the observations that (1) there was little interaction between students from different tutorial groups and (2) virtual teamwork developed in each of the cross-cultural tutorial groups. Synchronous data from the students was captured during tutorial sessions and peer-booked meetings and analyzed using the qualitative constructs of immersion, presence and reflection in learning. The findings indicate that immersion was experienced only to a certain extent. However, students found both presence and shared presence, within their tutorial groups, to help collaboration and teamwork. Other evidence suggests that communities of interest were established. Further study is proposed to support group work in an online learning environment. It is possible to conclude that collaborative systems can be designed, which encourage students to build trust and teamwork in a cross cultural online learning environment.This revised version was published online in March 2005 with corrections to the cover dateFunded by the European Union through the TENTelecom programme.  相似文献   

9.
Authoring SMIL documents by direct manipulations during presentation   总被引:1,自引:0,他引:1  
Jourdan  Muriel  Roisin  Cécile  Tardif  Laurent  Villard  Lionel 《World Wide Web》1999,2(4):179-190
This paper presents SmilEditor – an authoring environment to write multimedia documents encoded in SMIL. The main feature of SmilEditor is to strongly integrate the presentation view, in which the document is executed, with the editing process. In this view objects can be selected to perform a wide set of editing actions ranging from attributes setting to direct spatial or temporal editions. This way of editing a multimedia document is close to the wellknown WYSIWYG paradigm used by usual wordprocessors. Moreover, in order to help the author to specify the temporal organisation of documents, SmilEditor provides an execution report displayed through a timeline view. This view also contains information which helps the author to understand why such execution occurred. These multiple and synchronised views aim at covering the various needs for authoring multimedia documents.  相似文献   

10.
We give an optimality analysis for computations of complex square roots in real arithmetic by certain computation tress that use real square root operations. Improving standard elementary geometric constructions Schönhage suggests better methods which will be shown to be unimprobable. The iteration of such a procedure for 2 k -th roots is however improvable, and an improved version of it can also be shown to be unimprovable. In particular, repeated usage of an optimal square root procedure does not yield an optimal one for 2 k -th roots.To answer this kind of questions about resolution by real radicals we apply methods of real algebra which lead into the theory of real field, ring, and integral ring extensions.  相似文献   

11.
Games such as CHESS, GO and OTHELLO can be represented by minimax game trees. Among various search procedures to solve such game trees,- and SSS* are perhaps most well known. Although it is proved that SSS* explores only a subset of the nodes explored by-, - is commonly believed to be faster in real applications, since it requires very little memory space and hence its storage management cost is low. Contrary to this folklore, however, this paper reports, using the OTHELLO game as an example, that SSS* is much faster than-. It is also demonstrated that SSS* can be modified to make the required memory space controllable to some extent, while retaining the high efficiency of the original SSS*.This research was partially supported by the Ministry of Education, Science and Culture of Japan, under a Scientific Grant-in-Aid.  相似文献   

12.
We define an identity to be hypersatisfied by a variety V if, whenever the operation symbols of V, are replaced by arbitrary terms (of appropriate arity) in the operations of V, the resulting identity is satisfied by V in the usual sense. Whenever the identity is hypersatisfied by a variety V, we shall say that is a V hyperidentity. For example, the identity x + x y = x (x + y) is hypersatisfied by the variety L of all lattices. A proof of this consists of a case-by-case examination of { + , } {x, y, x y, x y}, the set of all binary lattice terms. In an earlier work, we exhibited a hyperbase L for the set of all binary lattice (or, equivalently, quasilattice) hyperidentities of type 2, 2. In this paper we provide a greatly refined hyperbase L . The proof that L is a hyperbase was obtained by using the automated reasoning program Otter 3.0.4.  相似文献   

13.
The temporal property to-always has been proposed for specifying progress properties of concurrent programs. Although the to-always properties are a subset of the leads-to properties for a given program, to-always has more convenient proof rules and in some cases more accurately describes the desired system behavior. In this paper, we give a predicate transformerwta, derive some of its properties, and use it to define to-always. Proof rules for to-always are derived from the properties ofwta. We conclude by briefly describing two application areas, nondeterministic data flow networks and self-stabilizing systems where to-always properties are useful.  相似文献   

14.
I argue that psychologists interested in human causal judgment should understand and adopt a representation of causal mechanisms by directed graphs that encode conditional independence (screening off) relations. I illustrate the benefits of that representation, now widely used in computer science and increasingly in statistics, by (i) showing that a dispute in psychology between mechanist and associationist psychological theories of causation rests on a false and confused dichotomy; (ii) showing that a recent, much-cited experiment, purporting to show that human subjects, incorrectly let large causes overshadow small causes, misrepresents the most likely, and warranted, causal explanation available to the subjects, in the light of which their responses were normative; (iii) showing how a recent psychological theory (due to P. Cheng) of human judgment of causal power can be considerably generalized: and (iv) suggesting a range of possible experiments comparing human and computer abilities to extract causal information from associations.  相似文献   

15.
This paper examines WiInf-Central, the virtual homeplace of a student community (on Information Systems) at the University of Hamburg, and focuses on processes of social identity and community-building. Drawing on social-identity theory and communities of practice as our theoretical basis, we illustrate that the processes of identity-building and positive in-group evaluation triggered by WiInf-Central serve as a means for students of Information Systems to assert themselves against faculty members and students of other disciplines. While our study reveals strong mechanisms of social exclusion, inclusion mechanisms have to be assessed in a more differentiated way. In particular, our study shows the emergence of several subgroups, which appear largely closed to other community members. We ascribe this to both the self-organized and the hybrid – half virtual, half real – nature of the community based on WiInf-Central. This paper is a revised and extended version of our contribution to the International ACM SIGGROUP Conference on Supporting Group Work – Group 03 (Pape et al., 2003).  相似文献   

16.
Unification algorithms have been constructed for semigroups and commutative semigroups. This paper considers the intermediate case of partially commutative semigroups. We introduce classesN and of such semigroups and justify their use. We present an equation-solving algorithm for any member of the classN. This algorithm is relative to having an algorithm to determine all non-negative solutions of a certain class of diophantine equations of degree 2 which we call -equations. The difficulties arising when attempting to solve equations in members of the class are discussed, and we present arguments that strongly suggest that unification in these semigroups is undecidable.  相似文献   

17.
In a model for a measure of computational complexity, , for a partial recursive functiont, letR t denote all partial recursive functions having the same domain ast and computable within timet. Let = {R t |t is recursive} and let = { |i is actually the running time function of a computation}. and are partially ordered under set-theoretic inclusion. These partial orderings have been extensively investigated by Borodin, Constable and Hopcroft in [3]. In this paper we present a simple uniform proof of some of their results. For example, we give a procedure for easily calculating a model of computational complexity for which is not dense while is dense. In our opinion, our technique is so transparent that it indicates that certain questions of density are not intrinsically interesting for general abstract measures of computational complexity, . (This is not to say that similar questions are necessarily uninteresting for specific models.)Supported by NSF Research Grants GP6120 and GJ27127.  相似文献   

18.
We describe a technique for automatically adapting to the rate of an incoming signal. We first build a model of the signal using a recurrent network trained to predict the input at some delay, for a typical rate of the signal. Then, fixing the weights of this network, we adapt the time constant of the network using gradient descent, adapting the delay appropriately as well. We have found that on simple signals, the network adapts rapidly to new inputs varying in rate from being twice as fast as the original signal, down to ten times as slow. So far our results are based on linear rate changes. We discuss the possibilities of the application of this idea to speech.  相似文献   

19.
Modular Control and Coordination of Discrete-Event Systems   总被引:1,自引:0,他引:1  
In the supervisory control of discrete-event systems based on controllable languages, a standard way to handle state explosion in large systems is by modular supervision: either horizontal (decentralized) or vertical (hierarchical). However, unless all the relevant languages are prefix-closed, a well-known potential hazard with modularity is that of conflict. In decentralized control, modular supervisors that are individually nonblocking for the plant may nevertheless produce blocking, or even deadlock, when operating on-line concurrently. Similarly, a high-level hierarchical supervisor that predicts nonblocking at its aggregated level of abstraction may inadvertently admit blocking in a low-level implementation. In two previous papers, the authors showed that nonblocking hierarchical control can be guaranteed provided high-level aggregation is sufficiently fine; the appropriate conditions were formalized in terms of control structures and observers. In this paper we apply the same technique to decentralized control, when specifications are imposed on local models of the global process; in this way we remove the restriction in some earlier work that the plant and specification (marked) languages be prefix-closed. We then solve a more general problem of coordination: namely how to determine a high level coordinator that forestalls conflict in a decentralized architecture when it potentially arises, but is otherwise minimally intrusive on low-level control action. Coordination thus combines both vertical and horizontal modularity. The example of a simple production process is provided as a practical illustration. We conclude with an appraisal of the computational effort involved.  相似文献   

20.
On the Morality of Artificial Agents   总被引:4,自引:0,他引:4  
Artificial agents (AAs), particularly but not only those in Cyberspace, extend the class of entities that can be involved in moral situations. For they can be conceived of as moral patients (as entities that can be acted upon for good or evil) and also as moral agents (as entities that can perform actions, again for good or evil). In this paper, we clarify the concept of agent and go on to separate the concerns of morality and responsibility of agents (most interestingly for us, of AAs). We conclude that there is substantial and important scope, particularly in Computer Ethics, for the concept of moral agent not necessarily exhibiting free will, mental states or responsibility. This complements the more traditional approach, common at least since Montaigne and Descartes, which considers whether or not (artificial) agents have mental states, feelings, emotions and so on. By focussing directly on mind-less morality we are able to avoid that question and also many of the concerns of Artificial Intelligence. A vital component in our approach is the Method of Abstraction for analysing the level of abstraction (LoA) at which an agent is considered to act. The LoA is determined by the way in which one chooses to describe, analyse and discuss a system and its context. The Method of Abstraction is explained in terms of an interface or set of features or observables at a given LoA. Agenthood, and in particular moral agenthood, depends on a LoA. Our guidelines for agenthood are: interactivity (response to stimulus by change of state), autonomy (ability to change state without stimulus) and adaptability (ability to change the transition rules by which state is changed) at a given LoA. Morality may be thought of as a threshold defined on the observables in the interface determining the LoA under consideration. An agent is morally good if its actions all respect that threshold; and it is morally evil if some action violates it. That view is particularly informative when the agent constitutes a software or digital system, and the observables are numerical. Finally we review the consequences for Computer Ethics of our approach. In conclusion, this approach facilitates the discussion of the morality of agents not only in Cyberspace but also in the biosphere, where animals can be considered moral agents without their having to display free will, emotions or mental states, and in social contexts, where systems like organizations can play the role of moral agents. The primary cost of this facility is the extension of the class of agents and moral agents to embrace AAs.  相似文献   

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