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In this paper we design a dynamic dictionary for the priced information model initiated by Charikar et al. Assume that a set S consisting of n elements is given such that each element has an associated price, a positive real number. The cost of performing an operation on elements of S is a function of their prices. The cost of an algorithm is the sum of the costs of all operations it performs. The objective is to design algorithms which incur low cost. In this model we propose a dynamic dictionary, supporting search, insert and delete, for keys drawn from a linearly ordered set. As an application we show that the dictionary can be used in computing the trapezoidal map of a set of line segments, a fundamental problem in computational geometry.  相似文献   
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Eighty-seven pet dogs (Canis familiaris) were involved in an experiment in which they had to solve a task to obtain a ball. After witnessing a full demonstration by their owner (10 times pushing the handle of the box, which released a ball), most dogs preferred to touch the handle sooner and more frequently in comparison with other parts of the box, and they used the handle to get the ball. In contrast dogs in 3 control groups developed their own respective methods. The lack of emergence of the ball and playing after the demonstration did not affect the learning performance strongly. This suggests that in dogs the outcome of a demonstration plays only a restricted role in the manifestation of social learning. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
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5座斯芬克司住宅的每一栋各容纳了14间为了充分利用地段和阳光而组织起来的公寓。建筑的体量在背向水面的方向被斜切,从而使得从湖岸和公寓所能看到的湖景不被阻隔。当人在从楼里往上走时,公寓的数目逐层递减。结果产生了一种斯芬克司式的轮廓,面向太阳的屋顶退台置于这个神话中的怪兽的脊背上。每个建筑体量的雨篷设计是不同的,从而使其独特的头部产生一种韵律感——从连接新开拓地和现有大陆的stichtse桥上看去的一条激动人心的天际线。  相似文献   
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Topics in Catalysis - An NO2-assisted soot oxidation based filter candidate consists of Pt-coated ceramic foam in combination with a wall-flow monolith is proposed to acquire for an optimal usage...  相似文献   
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Operations research and management science are often confronted with sequential decision making problems with large state spaces. Standard methods that are used for solving such complex problems are associated with some difficulties. As we discuss in this article, these methods are plagued by the so-called curse of dimensionality and the curse of modelling. In this article, we discuss reinforcement learning, a machine learning technique for solving sequential decision making problems with large state spaces. We describe how reinforcement learning can be combined with a function approximation method to avoid both the curse of dimensionality and the curse of modelling. To illustrate the usefulness of this approach, we apply it to a problem with a huge state space—learning to play the game of Othello. We describe experiments in which reinforcement learning agents learn to play the game of Othello without the use of any knowledge provided by human experts. It turns out that the reinforcement learning agents learn to play the game of Othello better than players that use basic strategies.  相似文献   
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This article presents a metamodeling study for Live Sequence Charts (LSCs) and Message Sequence Charts (MSCs) with an emphasis on code generation. The article discusses specifically the following points: the approach to building a metamodel for MSCs and LSCs, a metamodel extension from MSC to LSC, support for model-based code generation, and finally action model and domain-specific data model integration. The metamodel is formulated in metaGME, the metamodel language for the Generic Modeling Environment.
Halit OğuztüzünEmail:
  相似文献   
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This paper addresses the problem of automated code generation for a High Level Architecture compliant federate application given its behavior model. The behavior model is a part of the architectural model of a federation that the federate can participate in. The federate behavior model is based on Live Sequence Charts, adopted as the behavioral specification formalism in the Federation Architecture Metamodel (FAMM). FAMM serves as a formal language for describing federation architectures. An objective is to help the testing of federation architecture by means of its prototype implementation early in the development lifecycle. A further objective is to help developers construct complete federate applications that are well modularized. The approach to achieve these objectives is aspect‐oriented in that the generated code, which handles the federate's interactions with a federation execution, serves as the base code, where the computation logic is to be weaved as an aspect. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   
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In this study the influence of chair characteristics on comfort, discomfort, adjustment time and seat interface pressure is investigated during VDU and non-VDU tasks: The two investigated office chairs, both designed according to European and Dutch standards are different regarding: 1) seat cushioning and shape, 2) backrest angle and 3) controls. Thirty subjects in total, both male and female, participated in two experiments: twenty in the first and ten in the second.Significant differences are found for ease of adjustment and adjustment time of controls, independent of the tasks. Related to tasks, a significant difference was found for the backrest range of motion. For non-VDU tasks a larger range of backrest motion was preferred by 70% of the subjects. The chair design differences were most clear for comfort and adjustment time of controls, followed by comfort of backrest angle. No differences are found between seat pan comfort and discomfort, first impressions and peak interface pressure.  相似文献   
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