pinecone/core-2020-05-10-deduplication huggingface dataset:
Forecasting Player Behavioral Data and Simulating in-Game Events

Understanding player behavior is fundamental in game data science. Video
games evolve as players interact with the game, so being able to foresee player
experience would help to ensure a successful game development. In particular,
game developers need to evaluate beforehand the impact of in-game events.
Simulation optimization of these events is crucial to increase player
engagement and maximize monetization. We present an experimental analysis of
several methods to forecast game-related variables, with two main aims: to
obtain accurate predictions of in-app purchases and playtime in an operational
production environment, and to perform simulations of in-game events in order
to maximize sales and playtime. Our ultimate purpose is to take a step towards
the data-driven development of games. The results suggest that, even though the
performance of traditional approaches such as ARIMA is still better, the
outcomes of state-of-the-art techniques like deep learning are promising. Deep
learning comes up as a well-suited general model that could be used to forecast
a variety of time series with different dynamic behaviors
Multiple publications: The main reason for the retraction of papers in computer science

This paper intends to review the reasons for the retraction over the last decade. The paper particularly aims at reviewing these reasons with reference to computer science field to assist authors in comprehending the style of writing. To do that, a total of thirty-six retracted papers found on the Web of Science within Jan 2007 through July 2017 are explored. Given the retraction notices which are based on ten common reasons, this paper classifies the two main categories, namely random and nonrandom retraction. Retraction due to the duplication of publications scored the highest proportion of all other reasons reviewed
Anonymization of System Logs for Privacy and Storage Benefits

System logs constitute valuable information for analysis and diagnosis of
system behavior. The size of parallel computing systems and the number of their
components steadily increase. The volume of generated logs by the system is in
proportion to this increase. Hence, long-term collection and storage of system
logs is challenging. The analysis of system logs requires advanced text
processing techniques. For very large volumes of logs, the analysis is highly
time-consuming and requires a high level of expertise. For many parallel
computing centers, outsourcing the analysis of system logs to third parties is
the only affordable option. The existence of sensitive data within system log
entries obstructs, however, the transmission of system logs to third parties.
Moreover, the analytical tools for processing system logs and the solutions
provided by such tools are highly system specific. Achieving a more general
solution is only possible through the access and analysis system of logs of
multiple computing systems. The privacy concerns impede, however, the sharing
of system logs across institutions as well as in the public domain. This work
proposes a new method for the anonymization of the information within system
logs that employs de-identification and encoding to provide sharable system
logs, with the highest possible data quality and of reduced size. The results
presented in this work indicate that apart from eliminating the sensitive data
within system logs and converting them into shareable data, the proposed
anonymization method provides 25% performance improvement in post-processing of
the anonymized system logs, and more than 50% reduction in their required
storage space.Comment: 8 pages, 5 figures, for demonstration see
  https://www.ghiasvand.net/u/hpcmaspa1
FSL-BM: Fuzzy Supervised Learning with Binary Meta-Feature for
  Classification

This paper introduces a novel real-time Fuzzy Supervised Learning with Binary
Meta-Feature (FSL-BM) for big data classification task. The study of real-time
algorithms addresses several major concerns, which are namely: accuracy, memory
consumption, and ability to stretch assumptions and time complexity. Attaining
a fast computational model providing fuzzy logic and supervised learning is one
of the main challenges in the machine learning. In this research paper, we
present FSL-BM algorithm as an efficient solution of supervised learning with
fuzzy logic processing using binary meta-feature representation using Hamming
Distance and Hash function to relax assumptions. While many studies focused on
reducing time complexity and increasing accuracy during the last decade, the
novel contribution of this proposed solution comes through integration of
Hamming Distance, Hash function, binary meta-features, binary classification to
provide real time supervised method. Hash Tables (HT) component gives a fast
access to existing indices; and therefore, the generation of new indices in a
constant time complexity, which supersedes existing fuzzy supervised algorithms
with better or comparable results. To summarize, the main contribution of this
technique for real-time Fuzzy Supervised Learning is to represent hypothesis
through binary input as meta-feature space and creating the Fuzzy Supervised
Hash table to train and validate model.Comment: FICC201
Model-Based Systems Engineering for Systems Simulation

Model-Based Systems Engineering and early simulation based Validation & Verification are now key enablers for managing the complexity in the development of modern complex systems like Cyber- Physical Systems. Models provide a formal account of system require- ments and design decisions. Model simulation enables both design ex- ploration and design versus requirements correctness assessment. Model simulation activities rely on Simulation Systems (i.e. systems that exe- cute the model simulation). System execution environment models play a key role during these activities. Appropriate models must be devel- oped for each kind of analysis conducted during Validation & Verifica- tion. More and more often, complex Systems Engineering is conducted in Extended Enterprises and the simulation activities are performed us- ing partial models that must be completed with mock-up models for missing parts of the system. The development of Simulation Systems is thus costly and error prone and would benefit from the same Systems Engineering principles that are applied to the product. We propose a methodology for a seamless integration of the Simulation Systems devel- opment in the Products Systems Engineering. This method imports the available elements from the models of the system and its environment, from the Systems Engineering for Product space to a dedicated Systems Engineering for Simulation space. The required mock-up models are then defined in the Systems Engineering for Simulation space. As a result, we target a better management and reuse of the various environment and mock-up models in the various simulation activities during the devel- opment of the same product. This proposal is independent both of the actual methods and tools used to model the system and of the simulation environment
Towards Enriching DBpedia from Vertical Enumerative Structures Using  a Distant Learning Approach

Automatic construction of semantic resources at large scale usually relies on general purpose corpora as Wikipedia. This resource, by nature rich in encyclopedic knowledge, exposes part of this knowledge with strongly structured elements (infoboxes, categories, etc.). Several extractors have targeted these structures in order to enrich or to populate semantic resources as DBpedia, YAGO or BabelNet. The remain semi-structured textual structures, such as vertical enumerative structures (those using typographic and dispositional layout) have been however under-exploited. However, frequent in corpora, they are rich sources of specific semantic relations, such as hypernyms. This paper presents a distant learning approach for extracting hypernym relations from vertical enumerative structures of Wikipedia, with the aim of enriching DBpedia. Our relation extraction approach achieves an overall precision of 62%, and 99% of the extracted relations can enrich DBpedia, with respect to a reference corpus
Agile Manifesto and Practices Selection for Tailoring Software Development: A Systematic Literature Review

Agile methods have been largely used for many years to provide developers with a flexible software development process leading to software quality improvement. To get the best results and eliminate unnecessary efforts, the development team should select the most appropriate methods and techniques. The fundamental core of an agile method has to be well-understood before deciding which parts of the method need to be adopted. We believe that the quickest way to do so is to understand the prescripts of the Agile Manifesto. Many researches have proposed different tailoring approaches based on the relation and straight-forward interpretation between each agile practice and agile values or principles. We however have observed that agile practitioners do not dedicate the necessary attention to the Agile Manifesto before adopting agile methods or practices and directly use them. It is because the importance of Agile Manifesto in tailoring context is not obvious enough to the community. This study aims at doing a systematic literature review on the existing case studies, to verify the relation between the Agile Manifesto and agile practice selection.Peer reviewe
Porous Structure Design in Tissue Engineering Using Anisotropic Radial
  Basis Function

Development of additive manufacturing in last decade greatly improves tissue
engineering. During the manufacturing of porous scaffold, simplified but
functionally equivalent models are getting focused for practically reasons.
Scaffolds can be classified into regular porous scaffolds and irregular porous
scaffolds. Several methodologies are developed to design these scaffolds. A
novel method is proposed in this paper using anisotropic radial basis function
(ARBF) interpolation. This is method uses geometric models such as volumetric
meshes as input and proves to be flexible because geometric models are able to
capture the characteristics of complex tissues easily. Moreover, this method is
straightforward and easy to implement.Comment: Department of Computer Science, University of Wisconsin Milwauke
BitView : using blockchain technology to validate and diffuse global usage data for academic publications

We suggest that blockchain technology could be used to underpin a validated, reliable, and transparent usage metric for research outputs. Previous attempts to create online usage metrics have been unsuccessful largely because it has been difficult to co-ordinate agreement between all parties on the rules of data collection and the distribution of the workload of data synthesis and dissemination. Blockchain technology can be utilized to bypass this co-ordination problem. We propose the creation of a bibliometric blockchain (called BitView) which forms a decentralized ledger of the online usage of scholarly research outputs. By means of a worked example, we demonstrate how this blockchain could ensure that all parties adhere to the same rules of data collection, and that the workload of data synthesis is distributed equitably. Moreover, we outline how public-private key cryptography could ensure that users’ data remains private while librarians, academics, publishers, and research funders retain open access to all the data they require. It is concluded that a usage metric underpinned by blockchain technology may lead to a richer and healthier ecosystem in which publishers and academics are incentivized to widen access to their research.Postprin
Solving Hard Stable Matching Problems Involving Groups of Similar Agents

Many important stable matching problems are known to be NP-hard, even when
strong restrictions are placed on the input. In this paper we seek to identify
structural properties of instances of stable matching problems which will allow
us to design efficient algorithms using elementary techniques. We focus on the
setting in which all agents involved in some matching problem can be
partitioned into k different types, where the type of an agent determines his
or her preferences, and agents have preferences over types (which may be
refined by more detailed preferences within a single type). This situation
would arise in practice if agents form preferences solely based on some small
collection of agents' attributes. We also consider a generalisation in which
each agent may consider some small collection of other agents to be
exceptional, and rank these in a way that is not consistent with their types;
this could happen in practice if agents have prior contact with a small number
of candidates. We show that (for the case without exceptions), several
well-studied NP-hard stable matching problems including Max SMTI (that of
finding the maximum cardinality stable matching in an instance of stable
marriage with ties and incomplete lists) belong to the parameterised complexity
class FPT when parameterised by the number of different types of agents needed
to describe the instance. For Max SMTI this tractability result can be extended
to the setting in which each agent promotes at most one `exceptional' candidate
to the top of his/her list (when preferences within types are not refined), but
the problem remains NP-hard if preference lists can contain two or more
exceptions and the exceptional candidates can be placed anywhere in the
preference lists, even if the number of types is bounded by a constant.Comment: Results on SMTI appear in proceedings of WINE 2018; Section 6
  contains work in progres
Using Task Descriptions with Explicit Representation of Allocation of Functions, Authority and Responsibility to Design and Assess Automation

Automation can be considered as a design alternative that brings the benefits of reducing the potential for human error and of increasing performance. However, badly designed automations, of which some of them are called automation surprises, can have a very negative impact on the overall performance of the couple operator/system. Automation design requires the definition of three specific aspects defining the relationship between the user and the system: allocation of functions, authority and responsibility. While these abstract concepts are usually well understood at a high level of abstraction, their integration within a development process is cumbersome. This paper presents an approach based on task models to explicitly handle those concepts. We show how such concepts can be integrated in a task modeling notation and illustrate on a case study how this notation can be used to describe design alternatives with different allocation of functions, authority and responsibility between the user and the system. Exploiting the case study, we demonstrate that embedding explicitly these concepts in a notation supports analysis and assessment of automation designs
How grossone can be helpful to iteratively compute negative curvature directions

We consider an iterative computation of negative curvature directions, in large scale optimization frameworks. We show that to the latter purpose, borrowing the ideas in [1, 3] and [4], we can fruitfully pair the Conjugate Gradient (CG) method with a recently introduced numerical approach involving the use of grossone [5]. In particular, though in principle the CG method is well-posed only on positive definite linear systems, the use of grossone can enhance the performance of the CG, allowing the computation of negative curvature directions, too. The overall method in our proposal significantly generalizes the theory proposed for [1] and [3], and straightforwardly allows the use of a CG-based method on indefinite Newton’s equations
Full-commanding a network: The dictator

A network of chaotic dynamical systems may synchronize.
For some networks there is the possibility that, coupling a new node to
the network, the synchronization will be commanded by that new node.
That possibility depends on the network and on the way the new node is
coupled to the network.We consider a coupling that can provide what we
call a full-commanding and we define the corresponding full-commandwindow.
The limit situations corresponding to a completely connected
network and to a completely disconnected one provide us some understanding
about what makes a network more receptive or more resistant
to commanding
Optimal control rules for random Boolean networks

A random Boolean network (RBN) may be controlled through the use\ud
of a learning classifier system (LCS) – an eXtended Classifier System (XCS) can\ud
evolve a rule set that directs an RBN from any state to a target state. However,\ud
the rules evolved may not be optimal, in terms of minimising the total cost of the\ud
paths used to direct the network from any state to a specified attractor. Here we\ud
uncover the optimal set of control rules via an exhaustive algorithm. The performance\ud
of an LCS (XCS) on the RBN control problem is assessed in light of the\ud
newly uncovered optimal rule set
Hidden power shifts : multilevel governance and interstitial institutional change in Europe

The chapter focuses on how multilevel governance affects interstitial institutional change in decision-making in the EU. Interstitial institutional change occurs if formal institutional rules are ambiguous, and in consequence, when applied, are renegotiated by actors. Each concerned actor seeks to strengthen its own institutional power in these renegotiations in order to influence policy outcomes. This leads to an informal institutional change between formal treaty revisions. Héritier argues that MLG and multi-arena governance offer additional opportunities for actors to strengthen their institutional powers in the re-negotiation of incomplete formal rules during implementation, but may also set limits to such endeavours. The chapter analyses in three cases of European politics, the nomination and investiture of the Commission President, the nomination and investiture of individual Commissioners and the Transatlantic Trade and Investment Partnership (TTIP) negotiations, the conditions in which multilevel and multi-arena strategies of the European Parliament bring about an informal interstitial institutional change. All these cases imply a power shift between European institutional actors in favour of the parliament
Fashion police: towards semantic indexing of clothing information In surveillance data

Indexing and retrieval of clothing based on style, similarity and colour has been extensively studied in the field of fashion with good results.\ud
However, retrieval of real-world clothing examples based on witness descriptions is of great interest in for security and law enforcement applications.\ud
Manually searching databases or CCTV footage to identify matching examples is time consuming and ineffective.\ud
Therefore we propose using machine learning to automatically index video footage based on general clothing types and evaluate the performance using existing public datasets.\ud
The challenge is that these datasets are highly sanitised with clean backgrounds and front-facing examples and are insufficient for training detectors and classifiers for real-world video footage.\ud
In this paper we highlight the deficiencies of using these datasets for security applications and propose a methodology for collecting a new dataset, as well as examining several ethical issues
User interaction for visual lifelog retrieval in a virtual environment

Efficient retrieval of lifelog information is an ongoing area of research due to the multifaceted nature, and ever increasing size of lifelog datasets. Previous studies have examined lifelog exploration on conventional hardware platforms, but in this paper we describe a novel approach to lifelog retrieval using virtual reality. The focus of this research is to identify what aspects of lifelog retrieval can be effectively translated from a conventional to a virtual environment and if it provides any benefit to the user. The most widely available lifelog datasets for research are primarily image-based and focus on continuous capture from a first-person perspective. These large image corpora are often enhanced by image processing techniques and various other metadata. Despite the rapidly maturing nature of virtual reality as a platform, there has been very little investigation into user interaction within the context of lifelogging. The experiment outlined in this work seeks to evaluate four different virtual reality user interaction approaches to lifelog retrieval. The prototype system used in this experiment also competed at the Lifelog Search Challenge at ACM ICMR 2018 where it ranked first place
A Test collection for interactive lifelog retrieval

There is a long history of repeatable and comparable evaluation in Information Retrieval (IR). However, thus far, no shared test collection exists that has been designed to support interactive lifelog retrieval. In this paper we introduce the LSC2018 collection, that is de- signed to evaluate the performance of interactive retrieval systems. We describe the features of the dataset and we report on the outcome of the first Lifelog Search Challenge (LSC), which used the dataset in an interactive competition at ACM ICMR 2018
Appropriate control methods for mobile virtual exhibitions

It is becoming popular to render art exhibitions in Virtual Reality (VR). Many of these are used to deliver at-home experiences on peoples’ own mobile devices, however, control options on mobile VR systems are necessarily less flexible than those of situated VR fixtures. In this paper, we present a study that explores aspects of control in such VR exhibitions - specifically comparing ‘on rails’ movement with ‘free’ movement.We also expand the concept of museum audio guides to better suit the VR medium, exploring the possibility of embodied characterguides. We compare these controllable guides with a more traditional audio-guide. The study uses interviews to explore users’ experience qualitatively, as well as questionnaires addressing both user experience and simulator sickness. The results suggest that users generally prefer to have control over both their movement and the guide, however, if relinquishing movement control, they prefer the uncontrolled guide. The paper presents three key findings: (1) users prefer to be able to directly control their movement; (2) this does not make a notable difference to simulator sickness; (3) embodied guides are potentially a good way to deliver additional information in VR exhibition settings
Rationalizing the Need of Architecture-Driven Testing of Interactive Systems

Testing interactive systems is known to be a complex task that cannot be exhaustive. Indeed, the infinite number of combination of user input and the complexity of information presentation exceed the practical limits of exhaustive and analytical approach to testing [31]. Most interactive software testing techniques are produced by applying and tuning techniques from the field of software testing to try to address the specificities of interactive applications. When some elements cannot be taken into account by the software testing technique, they are usually ignored. In this paper we propose to follow an opposite approach, starting from a generic architecture for interactive systems (including both software and hardware elements) for identifying in a systematic way, testing problems and testing needs. This architecture-driven approach makes it possible to identify how software testing knowledge and techniques can support interactive systems testing but also where the interactive systems engineering community should invest in order to test their idiosyncrasies too