Reviewerly/exHarmony huggingface dataset:
A Novel Technique for Compressing Pattern Databases in the Pancake Sorting Problems

In this paper we present a lossless technique to compress pattern databases (PDBs) in the Pancake Sorting problems. This compression technique together with the choice of zero-cost operators in the construction of additive PDBs reduces the memory requirement for PDBs in these problems to a great extent, thus making otherwise intractable problems able to be efficiently handled. Also, using this method, we can construct some problem-size independent PDBs. This precludes the necessity of constructing new PDBs for new problems with different numbers of pancakes. In addition to our compression technique, by maximizing over the heuristic value of additive PDBs and the modified version of the gap heuristic, we have obtained powerful heuristics for the burnt pancake problem.
KECERDASAN EMOSIONAL TOKOH TOTTO CHAN DALAM NOVEL MADOGIWA NO TOTTO CHAN KARYA TETSUKO KUROYANAGI MENURUT TEORI GOLEMAN SEBUAH ANALISIS PSIKOLOGI

This research is a descriptive psychological analysis study according to Goleman's theory of the emotional intelligence of Totto Chan in the novel Madogiwa no Totto chan by Tetsuko Kuroyanagi. The purpose of this study was to determine the level of emotional intelligence of Totto Chan in the novel Madogiwa No Totto Chan by Tetsuko Kuroyanagi. The results of the analysis in this study indicate that the character of Totto Chan has seven elements of emotional intelligence. This is indicated by the confidence to succeed very high, always trying to find out and try new things, the main character plans well and does not despair to achieve goals when intending to do something, the main character has self-control in adjusting his desires to the demands of the environment, the main character has a very high relationship with other people where the main character is able to understand their situations and conditions, the main character communicates well, the main character can be cooperative with others. Therefore Totto Chan's emotional intelligence is high.Â
It Takes a Team!

In spring 2020, the pandemic caused many universities to move abruptly to online instruction midsemester.This article is about the partnership of a core team of two librarians and a business professor and their efforts to provide seamless library instruction at that time.
Identifying Hierarchies for Fast Optimal Search

For some search problems, the graph is known beforehand and there is time to preprocess the graph to make the search faster. One such example is video games, where one can often preprocess maps before a game is released or while a map is loaded into memory. The data produced by preprocessing should use only a small amount of memory, and, in case they are generated during runtime, preprocessing should be fast. Search with Subgoal Graphs (Uras, Koenig, and Hernandez 2013) was a non-dominated optimal path-planning algorithm in the Grid-Based Path Planning Competitions 2012 and 2013. During a preprocessing phase, it computes a Simple Subgoal Graph from a given grid, which is analogous to a visibility graph for continuous terrain, and then partitions the vertices into global and local subgoals to obtain a Two-Level Subgoal Graph. During the path-planning phase, it performs an A* search over the subgoal graph that ignores local subgoals that are not relevant to the search, which significantly reduces the size of the graph being searched. This paper is an abstract of (Uras and Koenig 2014), which generalizes this partitioning process to any undirected graph and shows that it can be recursively applied to generate more than two levels, which reduces the size of the graph being searched even further. We call these graphs N-Level Graphs.
Areca: Online Comparison of Research Results

To experiment properly, scientists from many researchareas need large sets of real world data. Information re-trieval scientists for example often need to evaluate theiralgorithms on a dataset or a gold standard. The availabil-ity of these datasets often is insufﬁcient and authors withthe same goal do not evaluate their approaches on thesame data. To make research results more transparentand comparable, we introduce Areca, an online portalfor sharing datasets and/or the results that were reachedwith the author’s algorithms on these datasets. Havingsuch an online comparison makes it easier to grasp thestate-of-the-art on certain tasks and drive research toimprove the results.
Improving Students’ Speaking Skill Through Role Plays: A Classroom Action Research at MTs Mualimin Muhammadiyah Yogyakarta in Academic Year 2011/2012

The aim of this research is to find out how the implementation of role plays can improve the students’ speaking skill of grade VII of MTs Mualimin Muhammadiyah Yogyakarta in academic year 2011/2012 and how students respond to the use of role plays methods in teaching and learning process. This research is an action research. In this study the researcher uses action research theory proposed by Kemmis and McTaggart. The participants of the research are the students of grade VII of MTs Mualimin Muhammadiyah Yogyakarta in academic year 2011/2012. The research instrument used by the writer is in the form of observation checklist and test. The data in the research are mainly gathered through the use of pre-test, observation, questionnaires, and post-test. After the data are collected, the researcher analyzes them. The researcher uses the pre-test as the basis for measuring the students’ reading skill. The finding of the research shows that the implementation of translation and discussion can improve students’ speaking skill of grade VII of MTs Muhammmadiyah Yogyakarta in academic year 2011/2012. In the pre-test result, in which they formerly did not learn using discussion and translation, the mean of the pre-test was 55.64. After they learnt English using discussion and translation, the mean of the post-test was 63.3. The students’ response was positive when role plays methods were applied in teaching speaking.
A State Of Practice On Teaching Software Verification And Validation

Software testing is an essential activity in the software development process.Moreover, it covers a large part of the development costs involved.And, as the software tester is a key player in the testing activities that occur throughout the software lifecycle, the efficacy of such testing depends very much on his or her experience, efficiency, skills, and intuition.Given this importance of software testing, educators face a significant challenge when teaching and equipping students with the testing methodologies, skills, and knowledge that are in line with industry needs.The aim of this paper is to examine the current state-of-practice with respect to teaching Software Verification and Validation (V&V) in the accredited Bachelor of Software Engineering (BSE) programs offered in Australian universities.An online survey was conducted to obtain the required data from these universities.The same online survey was used to obtain data from the Certified Software Test Professional (CSTP) program.Nine universities responded and the data obtained are compared to the data relating to the CSTP program.Consequently, this paper reports on the differences between the two programs by focusing on the methods of teaching and the coverage of those topics specified within the area of Software V&V Knowledge as it is stated in the ACM Curriculum Guidelines.The survey's results and analysis facilitate the discussion of further details concerning what is lacking in the teaching of each topic for each category.An initial suggestion that would contribute to overcoming this educational shortfall is explained briefly in the Future Work section.
Designing Mixed-Signal Programmable Fuzzy Logic Controllers as Embedded Subsystems in Standard CMOS Technologies

A digitally programmable analog Fuzzy Logic Controller (FLC) is presented. Input and output signals are processed in the analog domain whereas the parameters of the controller are stored in a built-in digital memory. Some new functional blocks have been designed whereas others were improved towards the optimization of the power consumption, the speed and the modularity while keeping a reasonable accuracy, as it is needed in several analogue signal processing applications. A nine-rules, two-inputs and one-output prototype was fabricated and successfully tested using a standard CMOS 2.4μ technology, showing good agreement with the expected performances, namely: a 2.7% RMSE, from 2.22 to 5.26 Mflips (Mega fuzzy logic inferences per second) at the pin terminals (@CL=13pF), 933 μW power consumption per rule (@Vdd=5V) and 5 bits of resolution. Since the circuit is intended for a subsystem embedded in an application chip (@CL≤ 5pF) up to 8 Mflips may be expected.
Blog Link Classification

Blog links raise three key questions: Why did the author make the link, what exactly is he pointing at, and what does he feel about it? In response to these questions we introduce a link model with three fundamental descriptive dimensions where each dimension is designed to answer one question. We believe the answers to these questions can be utilized to improve search engine results for blogs. While proving this is outside the scope of this paper, we do prove that knowing the rhetorical role of a link helps determine what the author was pointing at and how he feels about it.
RoleModelVis: A Visualization of Logical Story Models

In this demo we present a visualization of formalized representations of story. Introducing the interactive to storytelling requires the management of experiences that a user creates by their decisions. These sorts of variations can have impact on not only the user, but also the retrievable content appropriate to present to the user. The overall contribution of this work is to identify the player impact of story variation by modeling supplementary variations, and systematically responding to player interaction through supplementary variation, while respecting the author’s intentions by maintaining the integrity of the core story skeleton.
Position Paper: The Collapse Macro in Best-First Search Algorithms and an Iterative Variant of RBFS

This paper makes two pedagogical contributions. First, we describe two macrooperators for best-first search algorithms: the collapse macro where asubtree is deleted from memory and its best frontier value is stored in itsroot, and, the restore macro (the inverse of collapse) where thesubtree is restored to its previous structure. We show that many known searchalgorithms can be easily described by using these macros. The secondcontribution is an algorithm called Iterative Linear Best-first Search (ILBFS). ILBFS is equivalent to RBFS. While RBFS uses a recursive structure,ILBFS uses the regular structure of BFS with occasionally using the collapseand restore macros. ILBFS and RBFS are identical in the nodes that they visitand have identical properties. But, I believe that ILBFS is pedagogicallysimpler to describe and understand; it could at least serve as a pedagogicaltool for RBFS.
Language technology tools and the Phrasal Lexicon

This paper explores the possibility of resorting to language technology to automatically extract lists of phrasal items instead of terms.Such items come in multiple and varied forms and constitute a very large part of what we say and write.Two types of tools, concordancing software (Lexicon feature in Déjà Vu) and automatic terminology extraction software (MultiTerm Extract and PhraseFinder from SDL Trados, PlusExtract from Wordfast, Araya, ExtPhr32), were tested on a purpose-built corpus, and their performance was compared to manually extracting the items.The results of the experiments suggest that many of these tools can yield high recall and that since phrases are highly variable, compared to terms, any software designed for phrases should take such variability into account.
No One SATPlan Encoding To Rule Them All

Solving planning problems via translation to propositional satisfiability (SAT) is one of the most successful approaches to automated planning. An important aspect of this approach is the encoding, i.e., the construction of a propositional formula from a given planning problem instance. Numerous encoding schemes have been proposed in the recent years each aiming to outperform the previous encodings on the majority of the benchmark problems. In this paper we take a different approach. Instead of trying to develop a new encoding that is better for all kinds of benchmarks we take recently developed specialized encoding schemes and design a method to automatically select the proper encoding for a given planning problem instance. In the paper we also examine ranking heuristics for the Relaxed Relaxed Exists-Step encoding, which plays an important role in our algorithm. Experiments show that our new approach significantly outperforms the state-of-the-art encoding schemes when compared on the benchmarks of the 2011 International Planning Competition.
Improved Heuristic Search for Sparse Motion Planning Data Structures

Sampling-based methods provide efficient, flexible solutions for motion planning, even for complex, high-dimensional systems. Asymptotically optimal planners ensure convergence to the optimal solution, but produce dense structures. This work shows how to extend sparse methods achieving asymptotic near-optimality using multiple-goal heuristic search during graph constuction. The resulting method produces identical output to the existing Incremental Roadmap Spanner approach but in an order of magnitude less time.
Exploring the Synergy between Two Modular Learning Techniques for Automated Planning

In the last decade the emphasis on improving the operational performance of domain independent automated planners has been in developing complex techniques which merge a range of different strategies. This quest for operational advantage, driven by the regular international planning competitions, has not made it easy to study, understand and predict what combinations of techniques will have what effect on a planner’s behaviour in a particular application domain. In this paper, we consider two machine learning techniques for planner performance improvement, and exploit a modular approach to their combination in order to facilitate the analysis of the impact of each individual component. We believe this can contribute to the development of more transparent planning engines, which are designed using modular, interchangeable, and well-founded components. Specifically, we combined two previously unrelated learning techniques, entanglements and relational decision trees, to guide a “vanilla” search algorithm. We report on a large experimental analysis which demonstrates the effectiveness of the approach in terms of performance improvements, resulting in a very competitive planning configuration despite the use of a more modular and transparent architecture. This gives insights on the strengths and weaknesses of the considered approaches, that will help their future exploitation.
Tight Bounds for HTN Planning with Task Insertion (Extended Abstract)

Hierarchical Task Network (HTN) planning with task insertion (TIHTN planning) is a variant of HTN planning. In HTN planning, the only means to alter task networks is to decompose compound tasks. In TIHTN planning, tasks may also be inserted directly. In this paper we provide tight complexity bounds for TIHTN planning along two axis: whether variables are allowed and whether methods must be totally ordered.
UNIVERSITY AS AN ACTOR OF A REGIONAL DEVELOPMENT PROCESSES: PRACTICES OF THE SOUTHERN FEDERAL DISTRICT OF RUSSIA

Author analyzed the ways of overcoming the negative tendency to the degradation of the human capital in the provincial regions of Russia and other countries of the Eastern Europe.It's shown that the important role in the processes of solving the problem should be played by the technical universities, situated in the small towns of the region.The development of the universities should be carried on according to the specific strategy, which's goal is a training of the qualified specialists, and to take as the students the local young people, which are going to live and get a job in the region in future.There are also presented a set of requirements for this kind of the strategy, which are based on the idea of the institutional projecting of the University Technopolis.
Pengaruh Model Pembelajaran Teams Games Tournament dan Disiplin Belajar Terhadap Hasil Belajar Siswa Kelas X SMAN 16 Kota Padang

This study aims to analyze the Influence of the Use of Team Games Tournament Models and Learning Disciplines on the Economic Learning Outcomes of Class X Students of SMAN 16 Padang City. Based on the analysis of data it is known that both classes of samples are usually distributed and homogeneous. The results of hypothesis testing through two-way ANOVA obtained the following results: 1) obtained a sig value of 0.011, this means that the sig value. less than the value a = 0.05 (sig. &lt; ) then thus the H0 accepted Ha rejected, so it can be concluded that the learning outcomes of students taught using the teams games tournament method are higher than the classes taught using conventional learning methods (discovery learning). 2) the second hypothesis, obtained a sig value of 0.016, this means that the sig value. less than the value (a = 0.05 (sig.&lt;) then thus the H accepted Ha rejected, So that it can be concluded that the learning outcomes of students taught using the teams games tournament method with higher learning discipline are higher than the classes taught using conventional learning methods (discovery learning) with learning discipline. 3) obtained a sig. value of 0.023, this means that the value of the sig. less than the value (a = 0.05 (sig.&lt; ) then thus the Ho accepted Ha is rejected, so it can be concluded that students who have low learning discipline are taught with the teams games tournament model have high learning outcomes than the learning outcomes of students who have low learning discipline using a conventional learning model. 4) (discovery learning)) the third hypothesis is obtained sig level value = 0.401, this means that the value is a sig level value. = 0.843, this means that the value of the sig. greater than the value (α = 0.05 (sig. &lt; α) then thus H0 rejected Ha accepted, so that there is no interaction of the learning model teams games tournament and learning discipline on student learning outcomesKeywords: Learning Outcomes, learning discipline, Model Teams Games Tournament, Discovery Learning
HUBUNGAN SELF MANAGEMENT DENGAN KECANDUAN GAME ONLINE SISWA KELAS XI DI SMAN 1 PRAYA BARAT KABUPATEN LOMBOK TENGAH TAHUN PELAJARAN 2021/2022

Self-management is self-control of thoughts, words, and actions that are carried out, and encourage oneself to do things that are not good and increase good and right actions. Addiction Online Game is one of the problems that gets the attention of the wider community because this problem will have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects and financial aspects. The aim of this research is to determine the relationship between self management with addiction online game in class XI students at SMAN 1 Praya Barat, Central Lombok Regency, in the 2021/2022 academic year. In this case the researcher will use quantitative research methods with the type of correlational research. In this study , the research population was 191 students and the sample used by this researcher was some students of SMAN 1 Praya Barat in class XI IPS with a total of 87 students. The sampling technique used in this research is purposive sampling. While the data collection techniques used are questionnaires, observations, interviews, and documentation.Correlation formula Product Moment, where the results of the t-count data analysis are 0.841 with a t-table value with db (N-1) = 87-1 = 86 with a significant level of 5% is 0.213. Thus, the t-count value is greater than the t value in the table (0.841 &gt; 0.213), so it can be concluded that there is a relationship between self management with addiction online game in class XI students at SMAN 1 Praya Barat, Central Lombok Regency, in the 2021/2022 academic year. So the results of this study were declared "Significant".
Analisis Pengembangan Instrumen Observasi Minat Belajar Anak Usia 5-6 Tahun

The main purpose of this study is to provide information related to how to develop an instrument to measure learning interest in children aged 5-6 years. The specific objectives are: 1) knowing the concept of instrument development, 2) knowing the instrument development procedure, 3) and knowing the testing method. This study uses a qualitative research type. The results of the study show that; First, the instrument plays a very important role in determining a research, as well as a tool used by researchers to collect data by measuring. Second, the instrument development procedure goes through several stages, starting from the definition development stage, giving the scale, reviewing item justification, preparing draft instruments, collecting test data, and analyzing test data. Third, the test method used to develop the instrument is factor analysis using SPSS and Microsoft excel software.
Bercerita di Depan Kelas untuk Meningkatkan Kemampuan Bahasa Anak Usia 5-6 tahun

Language advancements that occur in childhood, provide a foundation for further child development in elementary school To use language effectively, you need to know how to combine words to form meaningful expressions. This research was carried out on the basis of improving the language skills of group children. B3 Kindergarten M NU Maryithob 0S Banyurip Alit, Pekalongan City, which is diverse and classified as old, has not lived up to expectations. Therefore, one of the solutions offered is to use the storytelling method in front of the class to provide a more enjoyable and meaningful learning experience. This research is a qualitative research, with data collection techniques sourced from observation, interviews, documentation, and data triangulation. The purpose of this study was to describe and analyze storytelling in front of the class to improve language skills in early childhood. The results of the study concluded that storytelling activities in front of the class can improve the language skills of students in the B3 group of TK M NU Masyithoh 05 Banyunp Alit. In addition, storytelling activities in front of the class are interrelated in improving children's language skills. Storytelling activities in front of the class can improve language skills in group B3 TKM NU Masyithoh 05 Banyurip Alit students. This can be seen from the results of increased abilities in the four aspects of the assessment, namely large vocabulary, fluency in pronunciation, word pronunciation, and simple sentence formation