Reviewerly/exHarmony huggingface dataset:
Level Difficulty and Player Skill Prediction in Human Computation Games

Human computation games (HCGs) often suffer from low player retention. This may be due to the constraints placed on level and game design from the real-world application of the game. Previous work has suggested using player rating systems (such as Elo, Glicko-2, or TrueSkill) as a basis for matchmaking between HCG levels and players, as a means to improve difficulty balancing and thus player retention. Such rating systems typically start incoming entities with a default rating. However, when applied to HCGs, incoming entities may have useful information associated with them, such as player behavior during tutorials and properties of the tasks underlying the levels. In this work, we examined using features derived from player behavior and level properties to predict their eventual Glicko-2 ratings in the HCG Paradox. We found that using regression produced rating estimates closer to the actual ratings than default or baseline average ratings. The use of rating systems allows a unified approach to predicting both player skill and level difficulty.
Crowdsourced Social Media Poetry

We describe our program of PhD work in which a computer program creates topical poems out of text found on Twitter. These poems are made using a combination of natural language processing and crowdsourcing and are part of a general research plan involving the creation and evaluation of computer-generated poetry, grounded in domain-specific research on human creativity.
An Analysis of the Effectiveness of Using Exclusively Workshop-style Instruction in the College Algebra Classroom, Focused on Engineering and Engineering Technology Undergraduates

In addition to her research in the scholarship of teaching and learning, she does mathematics research in in the area of combinatorics, especially extremal graph theory.
A coesão referencial em textos traduzidos do inglês para o português: a questão dos sujeitos nulos

Understanding and writing a text arise from several factors. Among them, coreference relations, which allow for the identification of the referents of linguistic expressions, are of particular importance, since they ensure referential cohesion and, thus, contribute to text cohesion. One context in which recognizing referential relations is crucial involves reference chains with anaphoric pronouns. Although all languages exhibit coreference relations, the linguistic means to establish them may vary. Thus, in the context of translation, maintaining reference chains often implies the use of adaptation strategies: when working with non-null subject source languages, such as English, and null subject target languages, such as Portuguese, translators should recognize the contexts in which, in the latter, they may or must omit the subject, without affecting interpretation nor creating vagueness, conflict of interpretations or referential ambiguity. In this work, some data about reference chains in the context of English to Portuguese translation is discussed. We identify the main mismatches in translations done by university students and present clues to help train students in translation, promoting their mastering of the grammatical and textual conditions that determine the omission vs. the realization of the subject. The results show that the main problems result either from calque of the source language properties or from the overgeneralization of null subject contexts in the target language.
Pre-Learning Experiences with Co-Creative Agents in Museums

Co-creative agents, or artificially intelligent computer agents that can collaborate creatively in real-time with human partners, have proven successful in being both creatively engaging and fun to interact with. Prior research in museum experience design also indicates that due to their incorporation of embodied interaction, creative narrative construction, and personal identity, co-creative agents have potential to drive pre-learning experiences that motivate participants to learn more about technology in museum settings. However, many co-creative agents fall short in effectively communicating technology-related educational outcomes. My work aims to explore how museum experiences involving co-creative agents can be designed and evaluated such that they both foster creative engagement and facilitate pre-learning experiences, using two interactive installation projects (LuminAI and TuneTable) as technical probes.
Towards Expressive Automated Storytelling Systems

This work addresses the problem of generating narrative fiction by using a plan-based language to model schematic knowledge of storyworld mechanics (fabula) and communicative plans (discourse). The paper outlines an approach to extract fabula and discourse from screenplays as a way to overcoming an authorial bottleneck problem.
Evaluation of a Template-Based Puzzle Generator for an Educational Programming Game

Although there has been much work on procedural content generation for other game genres, very few researchers have tackled automated content generation for educational games. In this paper, we present a template-based, automatic puzzle generator for an educational puzzle programming game called BOTS. Two experts created their own new puzzles and evaluated generator-generated puzzles for meeting the educational goals, the structural and visual novelty. We show that our generator can generate puzzles with expert-designed educational goals while saving experts more than 80% of creation time, and these puzzles exhibit structural and visual novelty compared to expert-created puzzles. The contribution of this work is defined and implemented the first template-based automatic puzzle generator that saves expert time while incorporating expert-designed educational goals and enhancing puzzle.
Algorithm Selection in Zero-Sum Computer Games

Competitive computer games are challenging domains for artificial intelligence techniques. In such games, human players often resort to strategies, or game-playing policies, to guide their low-level actions. In this research, we propose a computational version of this behavior, by modeling game playing as an algorithm selection problem: agents must map game states to algorithms to maximize their performance. By reasoning over algorithms instead of low-level actions, we reduce the complexity of decision making in computer games. With further simplifications on the state space of a game, we were able to discuss game-theoretic concepts over aspects of real-time strategy games, as well as generating a game-playing agent that successfully learns how to select algorithms in AI tournaments. We plan to further extend the approach to handle incomplete-information settings, where we do not know the possible behaviors of the opponent.
Robustness of Real-Time Heuristic Search Algorithms to Read/Write Error in Externally Stored Heuristics

Real-time heuristic search algorithms follow the agent-centered search paradigm wherein the agent has access only to information local to the agent’s current position in the environment. This allows agents with constant-bounded computational faculties (e.g., memory) to take on search problems of progressively increasing sizes. As the agent’s memory does not scale with the size of the search problem, the heuristic must necessarily be stored externally, in the environment. Storing the heuristic in the environment brings the extra challenge of read/write errors. In video games, introducing error artificially to the heuristics can make the non-player characters (NPC) behave more naturally. In this paper, we evaluate effects of such errors on real-time heuristic search algorithms. In particular, we empirically study the effects of heuristic read redundancy on algorithm performance and compare its effects to the existing technique of using weights in heuristic learning. Finally, we evaluate a recently proposed technique of correcting the heuristic with a one-step error term in the presence of read/write error.
Navigating between packings of graphic sequences

Let $\pi_1=(d_1^{(1)}, \ldots,d_n^{(1)})$ and $\pi_2=(d_1^{(2)},\ldots,d_n^{(2)})$ be graphic sequences. We say they \emph{pack} if there exist edge-disjoint realizations $G_1$ and $G_2$ of $\pi_1$ and $\pi_2$, respectively, on vertex set $\{v_1,\dots,v_n\}$ such that for $j\in\{1,2\}$, $d_{G_j}(v_i)=d_i^{(j)}$ for all $i\in\{1,\ldots,n\}$. In this case, we say that $(G_1,G_2)$ is a $(\pi_1,\pi_2)$-\textit{packing}. A clear necessary condition for graphic sequences $\pi_1$ and $\pi_2$ to pack is that $\pi_1+\pi_2$, their componentwise sum, is also graphic. It is known, however, that this condition is not sufficient, and furthermore that the general problem of determining if two sequences pack is $NP$- complete. S.~Kundu proved in 1973 that if $\pi_2$ is almost regular, that is each element is from $\{k-1, k\}$, then $\pi_1$ and $\pi_2$ pack if and only if $\pi_1+\pi_2$ is graphic. In this paper we will consider graphic sequences $\pi$ with the property that $\pi+\mathbf{1}$ is graphic. By Kundu's theorem, the sequences $\pi$ and $\mathbf{1}$ pack, and there exist edge-disjoint realizations $G$ and $\mathcal{I}$, where $\mathcal{I}$ is a 1-factor. We call such a $(\pi,\mathbf{1})$ packing a {\em Kundu realization}. Assume that $\pi$ is a graphic sequence, in which each term is at most $n/24$, that packs with $\mathbf{1}$. This paper contains two results. On one hand, any two Kundu realizations of the degree sequence $\pi+\mathbf{1}$ can be transformed into each other through a sequence of other Kundu realizations by swap operations. On the other hand, the same conditions ensure that any particular 1-factor can be part of a Kundu realization of $\pi+\mathbf{1}$.
Dream Machine: A Creative and Autonomous Machine for Creating Stories and Worlds

Video games presents an immense dissonance between its narrative and interactive sections. These two elements are commonly presented in a format where each occurs at a certain time, but rarely simultaneously. Besides, other elements, such as the background music, are also usually pre-defined, denying for the users the condition to establish new forms of creative expression within the system. This work, therefore, intends to propose new systems and algorithms to fit this paradigm.
JSON binding of IODEF

The Incident Object Description Exchange Format defined in RFC 7970provides an information model and a corresponding XML data model forexchanging incident and indicator information. This draft givesimplementers and operators an alternative format to exchange the sameinformation by defining an alternative data model implementation inJSON and its encoding in CBOR.
Trial Results From A Personalized Wireless On Site Reference Distance Learning Solution

This paper provides results from an implementation trial of a mobile, wireless, streamingvideo instructional-delivery system developed by the authors.Specifically, the authors present their findings from their experiment to determine the effectiveness of using wireless PDA's for on-site instructional delivery.The authors have subjects attempt to perform a procedural task that is foreign to them.They measure the time and number of mistakes made by the subjects in five different scenarios.From a technical perspective, the authors employ a system capable of delivering fullscreen full-motion streaming video, and hyperlinked context sensitive illustrations and schematics to learners over an 11-megabit IEEE 802.11 wireless network.
UsingWomb Grammars for Inducing the Grammar of a Subset of Yorùbá Noun Phrases

We address the problem of inducing the grammar of an under-resourced language, Yorùbá, from the grammar of English using an efficient and, linguistically savvy, constraint solving model of grammar induction –Womb Grammars (WG). Our proposed methodology adapts WG for parsing a subset of noun phrases of the target language Yorùbá, from the grammar of the source language English, which is described as properties between pairs of constituents. Our model is implemented in CHRG (Constraint Handling Rule Grammar) and, it has been used for inducing the grammar of a useful subset of Yorùbá Noun Phrases. Interesting extensions to the original Womb Grammar model are presented, motivated by the specific needs of Yorùbá and, similar tone languages.
D-Branes and Gauge Fields

In this chapter we will explore the consequences of having Dirichlet boundary conditions for open strings. It will imply the existence of objects called D-branes, that have gauge fields on their “worldvolume”.
Complete solving the quadratic equation mod 2^n

Quadratic functions have applications in cryptography.In this paper, we investigate the modular quadratic equationand provide a complete analysis of it.More precisely, we determine when this equation has a solution and in the case that it has a solution, we give not only the number of solutions, but also the set of solutions, in O(n) time.One of the interesting results of our research is that, if this equation has a solution, then the number of solutions is a power of two.Most notably, as an application, we characterize the number of fixed-points of quadratic permutation polynomials over Z 2 n , which are used in symmetric cryptography.
THE REALIZATION OF GENDER ARGUMENTS OF INSTAGRAM PARTICIPANTS IN ARGUING ABOUT THE GOVERNOR ELECTION OF DKI JAKARTA 2017

This research deals with the way of male and female participants of different social status in delivering argumentation on instagram. The purpose of this study was to explain the way male and female instagram participants in arguing on instagram, to describe how social status affects the languages of male and female instagram participants of different social status communicating in instagram and to explain the reason of male and female instagram participants use the language in the way they are. This research is conducted by applying qualitative descriptive research. The data in this study are nine arguments from male instagram participants who have higher status, lower and equal with female and nine arguments from female instagram participants who have higher status, lower and equal with male which has been selected in about two months. The findings indicate that male instagram participants tend to use conjunction, conditional and biconditional to convey their arguments in instagram, whereas female instagram participants tend to use the five types of argumentation ie negation, conjunction, dicjunction, conditional and biconditional in instagram. Male with higher social status argue in conditional with female and male of equal status, male of equal status argue conjunction with female and male of equal status, lower status male argue conjunction with male and female whose status is higher. Female with higher social status argue negation, disjunction and biconditional with female and male of lower status, female of equal status argue negation and conditional with equal status of female and male, male with status lower use conjunction and conditional with male and female whose status is higher. The reason why male and female instagram participants differ in their arguing is that instagram participants with high social status tend to be affected by their social status, they tend to use the argument to show that they are competitive and wise in arguing. While instagram participants who are of equal social status, tend to show solidarity and maintain communication. Participants with lower social status tend to be selfish by giving arguments that seem undeniable or responsive. Keywords: gender language, instagram participants, social status
A Hierarchical System for Autonomous Musical Creation

We describe work in progress on the development of a new hierarchical model of machine creativity operating in the domain of music. Similar to the way human brains work, our system separates low-level components associated with pattern recognition and analysis from the high-level creative components in two extensible layers. Separating this functionality in different layers of our system provides better visibility into the behavior of the creative component. This increased visibility has led to many improvements over previous iterations including the reward calculation for the creative component. Additionally, the design of an abstract input feature layer allows for greater flexibility in the number and combination of low-level features that can be used within our system.
PEMBELAJARAN MENULIS ARGUMENTASI (STUDI KASUS PADA SISWA SMA MUHAMMADIYAH 1 KARANGANYAR KELAS X ICT)

&lt;em&gt;The aims of this research was: (1) describe the planning of learning to write argumentation, (2) describe the implementation of learning to write argumentation, (3) describe the learning appraisal of argumentation, (4) describe the problems faced in learning to write argumentation, (5) In overcoming the problems encountered in learning to write arguments. This research is a kind of qualitative research with case study approach. The conclusions of this study are as follows. First, the planning of learning to write argumentation consists of syllabus and learning implementation plan. Second, the implementation of learning to write argumentation is quite optimal. Third, the assessment is conducted in two ways: direct and indirect assessment. Fourth, the problems experienced when the implementation of learning took place include: the limited allocation of learning time, the low interest of students, students difficult to pour ideas and ideas into the form of writing, low student vocabulary, and limited facilities and infrastructure. Fourth, the teacher's effort to overcome the problems in the implementation of learning to write argumentation that teachers maximize the delivery of materials, teachers seek a new atmosphere, teachers ask students to create a framework of writing, teachers ask students to make a reading summary, and teachers carry out learning in the language or library laboratory.&lt;/em&gt;
Arithmetic Progression Hypergraphs: Examining the Second Moment Method

In many data structure settings, it has been shown that using “double hashing” in place of standard hashing, by which we mean choosing multiple hash values according to an arithmetic progression instead of choosing each hash value independently, has asymptotically negligible difference in performance. We attempt to extend these ideas beyond data structure settings by considering how threshold arguments based on second moment methods can be generalized to “arithmetic progression” versions of problems. With this motivation, we define a novel “quasi-random” hypergraph model, random arithmetic progression (AP) hypergraphs, which is based on edges that form arithmetic progressions and unifies many previous problems. Our main result is to show that second moment arguments for 3-NAE-SAT and 2-coloring of 3-regular hypergraphs extend to the double hashing setting. We can generalize these results to larger sized hyperedges, when randomly chosen hyperedges satisfy an appropriate notion limited independence. We leave several open problems related to these quasi-random hypergraphs and the thresholds of associated problem variations.
Combining logical and distributional methods in type-logical grammars

We propose a low-level way of combining distributional and logical ideas into a single formal system. This will be an instantiation of a more general system, adding weights to proof rules. These weights will not measure some sort of "confidence the proof is valid", but rather act as a way to prefer some proofs over others, where preference can mean "easier to process (for humans)" or "more coherent (combining words that make sense together)". The resulting system of weighted theorem proving can be implemented either as a best-first proof search strategy or as a polynomial-time approximation of proof search for NP-complete parsing problems.
Evaluation of two-photon polarization density matrix of polarization-entangled photon pairs generated through biexciton resonant hyper-parametric scattering

We have investigated the excitation-power dependence of polarization-entangled photon-pairs generated from a CuCl single crystal using biexciton resonant hyper-parametric scattering. The measured two-photon polarization density matrix which corresponds to the two-photon polarization state changes with increasing the excitation power. The evaluation of the tangle and the linear entropy obtained from the measured density matrix indicates that the two-photon polarization density matrix can be expressed as the mixed state of an ideal state and a totally mixed state, and the mixture ratio of the totally mixed state increases as the excitation density increases. The variations of the density matrix and the mixture ratio with the excitation power originate from the generation of the multiple photon pairs.
EFFECTS OF GROUP WORK WITH CREATIVE WRITING TECHNIQUE ON STUDENTS’ NARRATIVE WRITING AT DAYANU IKHSANUDDIN UNIVERSITY BAUBAU

The aims of this research were to find out whether the use of Group Work with Creative Writing Technique improves the students’ writing skills and interest of students’. Quasi-experimental design was applied in this research. The experiment of this research was third semester students of English Educational Study Program of Dayanu Ikhsanuddin Baubau, in 2014/2015 academic years. The sample of the research was 80 students which consist of two classes; in experimental 40 students and control class 40 students. There were two instruments in getting the data on this research : the test on narrative writing as well as questionaires to get the interest. The researcher used descriptive and inferential for test data analysis. Meanwhile , likert cale for interest. The findings were: (1) the application of Group Work with Creative Writing technique got the students’ writing performance improved, (2) the application of Group Work with Creative Writing technique is interesting to the students on writing class. On the other hand, the application of Group Work with Creative Writing technique improved the students’ writing performance on content, organization, vocabulary, language use and mechanics and they got very high interest on the application of Group Work with Creative Writing technique in teaching writing.
STUDI PENYUSUNAN PROFIL DAERAH IRIGASI JAMBO REUHAT

The purpose of compilation study of Jambo Reuhat irrigation area profile was to collect correct and actual data and information as input in planning P3A organizational empowerment/”Keujruen Blang” program to improve the management of participatory irrigation in Jambo Reuhat Irrigation Area based on potential local resources. Jambo Reuhat Irrigation Area is located in the administrative area of East Aceh Regency which includes Idi Rayeuk, Idi Tunong, Darul Ihsan and Banda Alam Sub-districts. The method used was descriptive research which is case study and field study. SWOT analysis was performed to formulate strategy and policy which would be used. This study also distributed questionnaires to 12 (twelve) P3A in Jambo Reuhat Irrigation Area. The socio-economic aspect in Jambo Reuhat Irrigation Area should increase business opportunity for productive economy which could be developed optimally by agricultural intensification, improving technology mastery pre- and post-harvest, agronomy and agricultural business diversification. In organizational aspect, the status of P3A/”Keujruen Blang” should be raised to legal entity and have legality in performing works related to improving the performance of Jambo Reuhat Irrigation Area. In technical aspect, damaged irrigation channels and buildings with decreased functions should be. In agricultural business aspect, mastery and application method of efficient technology in crop processing, crop preparation to post-harvest should be improved. Potential local resource which should be developed was animal farming to support agricultural activities and to be integrated optimally with activities to improve farmers’ economy.