ppxscal/embedding_network huggingface dataset:
Introducing an agent of a certain persuasion
Authors: Jay Bradley, Gillian R. Hayes
Venue: Proceedings of the second international joint conference on Autonomous agents and multiagent systems (2003)

As the casts of characters in computer games grow bigger, there is a necessity to move away from hand coded behaviours and to employ learning techniques. This paper introduces a new approach to reinforcement learning for large multi-agent systems as found in massively multi-player computer games. It is proposed that, an agent can be assigned one or more action-selection policies simultaneously, policies can be assigned partially, policies can be shared among agents and, agents can switch between policies at any time. Game conductors are used for controlling the plot of a game. An implementation of simple emotions incites changes in the behaviour of characters.
Reuse of process elements-one company's experience
Authors: R. Hitchings, M. Martinez
Venue: Proceedings of the 10th International Software Process Workshop (1996)

This paper provides a summary of our experience, from the perspective of process reuse, in building a new division from the ground up. In the course of building a new organization, we were faced with many choices in the reuse of process elements available from our larger parent organization. First, we give an overview of our organization to provide the context of our software development effort: large, complex and dynamic. Next, we explore our motivations for reuse. We see two primary reasons for and benefits of reuse in our business environment. To support this reasoning, we examine what we are doing today by identifying what works and what does not work in the context of some real examples. We summarize the lessons learned from the examination of our experiences to date and analyze these in the context of what we believe to be the underlying barriers and the actions we believe will enable us to overcome the barriers. Last, we assert our view of the future. In this future, we examine what is required to support our original motivation for reuse and raise some questions that need to be answered to create the future we envision. The intent of the questions is to generate a starting point for further research.
Experiments in Multi-Lingual Information Retrieval
Authors: Gerard Salton
Venue:  (1972)

A comparison was made of the performance in an automatic information retrieval environment of user queries and document abstracts available in natural language form in both English and French. The results obtained indicate that the automatic indexing and retrieval techniques actually used appear equally effective in handling the query and document texts in both languages.
Collectives for multiple resource job scheduling across heterogeneous servers
Authors: Kagan Tumer, John Lawson
Venue: Proceedings of the second international joint conference on Autonomous agents and multiagent systems (2003)

Efficient management of large-scale, distributed data storage and processing systems is a major challenge for many computational applications. Many of these systems are characterized by multi resource tasks processed across a heterogeneous network. Conventional approaches, such as load balancing, work well for centralized, single resource problems, but breakdown in the more general case. In addition, most approaches are often based on heuristics which do not directly attempt to optimize the world utility. In this paper, we propose an agent based control system using the theory of collectives. We configure the servers of our network with agents who make local job scheduling decisions. These decisions are based on local goals which are constructed to be aligned with the objective of optimizing the overall efficiency of the system. We demonstrate that agents configured using collectives outperform both team games and load balancing, by up to four times for the latter.
Arithmetic Circuit Complexity \& Motion Planning
Authors: R S Tate
Venue:  (1992)

This dissertation presents the results of my research in two areas: parallel algorithms/circuit complexity, and algorithmic motion planning. The chapters on circuit complexity examine the parallel complexity of several fundamental problems (such as integer division) in the model of small depth circuits. In the later chapters on motion planning, we turn to the computationally intensive problem of planning efficient trajectories for robots in both cooperative and non-cooperative environments. Specifically, we first examine the complexity of integer division with remainder under the standard model of constant fanin boolean circuits. We restrict our attention to circuits which are logspace uniform, and present a novel algorithm that has better asymptotic complexity bounds than any previously known algorithm. In fact, it matches the best previously known depth bound and the best previously known size bound {\em simultaneously}. Next, we examine circuits where each gate has arbitrary fanin, and can compute the MAJORITY function. Interestingly, while it is impossible to compute integer division with constant depth, unbounded fanin AND/OR circuits, we show that it is possible to compute it with only $O(n^{1+\epsilon})$ gates (for any constant $\epsilon<0$) and constant depth when MAJORITY gates are allowed. Unfortunately, to get a constant depth circuit, we allow the circuit to be only P-uniform (rather than logspace uniform). In the chapters on motion planning, we first give an approximation bound for optimal time motion planning, where the robot is given bounds on the $L_2$ norms of velocity and acceleration. This (and concurrent, independent work by Donald and Xavier) was the first such approximation algorithm for robots with dynamics bounded in the $L_2$ norm. The second chapter on motion planning addresses the following problem: what if a second, non-cooperating (or even adversarial) robot is added to the environment. This problem is referred to as a pursuit game, and we must make a plan that avoids collisions with the second robot. We present both an exponential time lower bound and several polynomial time approximation algorithms for this problem. The lower bound is the first truly intractable lower bound for a robotics problem with perfect information. Despite this lower bound, we present a polynomial time algorithm that gives approximately optimal solutions to an important class of pursuit games --- namely, those where it is possible for our robot to keep a certain ``safety margin'''' between it and its adversary.
Prediction Error as a Quality Metric for Motion and Stereo
Authors: Richard Szeliski
Venue: Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2 (1999)

This paper presents a new methodology for evaluating the quality of motion estimation and stereo correspondence algorithms. Motivated by applications such as novel view generation and motion-compensated compression, we suggest that the ability to predict new views or frames is a natural metric for evaluating such algorithms.Our new metric has several advantages over comparing algorithm outputs to true motions or depths. First of all, it does not require the knowledge of ground truth data, which may be difficult or laborious to obtain. Second, it more closely matches the ultimate requirements of the application, which are typically tolerant of errors in uniform color regions, but very sensitive to isolated pixel errors or disocclusion errors.In the paper, we develop a number of error metrics based on this paradigm, including forward and inverse prediction errors, residual motion error, and local motion-compensated prediction error. We show results on a number of widely used motion and stereo sequences, many of which do not have associated ground truth data.
Research on the Similarity among Precomplete Sets Preserving m-ary Relations in Partial K-Valued Logic
Authors: Renren Liu
Venue: Proceedings of the Twenty Ninth IEEE International Symposium on Multiple-Valued Logic (1999)

In multiple-valued logic theories, the characterization of Sheffer[1] functions is an important problem, it includes the decision and construction for Sheffer functions in Pk and P*kThe solution of these problems depends on the solution of the decision problem for completeness in Pk and P*k , and reduced to determining the minimal coverings of precomplete sets in Pk and P*k , respectively. this paper studies some similarity among precomplete sets preserving m-ary relation in P*k
Textons, Contours and Regions: Cue Integration in Image Segmentation
Authors: Jitendra Malik, Serge Belongie, Jianbo Shi, Thomas Leung
Venue: Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2 (1999)

This paper makes two contributions. It provides (1) an operational definition of textons, the putative elementary units of texture perception, and (2) an algorithm for partitioning the image into disjoint regions of coherent bright-ness and texture, where boundaries of regions are defined by peaks in contour orientation energy and differences in texton densities across the contour.Julesz introduced the term texton, analogous to a phoneme in speech recognition, but did not provide an operational definition for gray-level images. Here we re-invent textons as frequently co-occurring combinations of oriented linear filter outputs. These can be learned using a K-means approach. By mapping each pixel to its nearest texton, the image can be analyzed into texton channels, each of which is a point set where discrete techniques such as Voronoi diagrams become applicable.Local histograms of texton frequencies can be used with a X2 test for significant differences to find texture boundaries. Natural images contain both textured and untextured regions, so we combine this cue with that of the presence of peaks of contour energy derived from outputs of odd- and even-symmetric oriented Gaussian derivative filters. Each of these cues has a domain of applicability, so to facilitate cue combination we introduce a gating operator based on a statistical test for isotropy of Delaunay neighbors. Having obtained a local measure of how likely two nearby pixels are to belong to the same region, we use the spectral graph theoretic framework of normalized cuts to find partitions of the image into regions of coherent texture and brightness. Experimental results on a wide range of images are shown.
Fault-Tolerance Using Cache-Coherent Distributed Shared Memory Systems
Authors: D. L. Hecht, K. M. Kavi, R. K. Gaede, C. Katsinis
Venue: Proceedings of the 1999 International Symposium on Parallel Architectures, Algorithms and Networks (1999)

In this paper, we describe new protocols augmenting traditional cache coherency mechanisms to implement fault-tolerance based on Recovery Blocks and checkpointing. Concurrent processes compound rollback recovery since the rollback can potentially lead to a "domino effect" whereby the process is rolled back to the beginning. Several approaches have been proposed to limit the domino effect. One set of such techniques requires communicating processes to periodically synchronize in order to checkpoint a globally consistent state. These schemes can be implemented more naturally on distributed shared memory systems using synchronization on shared memory. We have developed extensions to well known cache-coherency methods (e.g., directory-based) for the implementation of checkpointing consistent states.
SOS++: finding smart behaviors using learning and evolution
Authors: Bertrand Mesot, Eduardo Sanchez, Carlos-Andres Peña, Andres Perez-Uribe
Venue: Proceedings of the eighth international conference on Artificial life (2002)

We present SOS++, a bioinspired method combining evolution and learning, allowing the automatic design of the controller of autonomous agents, described as a finite-state machine. The application of this method to well-known problems, for example the follow-up of a trail or the resolution of a maze, led to the emergence of some behaviors we could qualify as intelligent. Moreover, it is possible to use the method in a hierarchical way in order to obtain complex behaviors starting from a set of basic actions. We have used an algorithm which is a variation of reinforcement learning with a reward adapted to the degree of uncertainty of the performed prediction.
An Affine Scaling Algorithm for Minimizing Total Variation in Image Enhancement
Authors: Yuying Li, Fadil Santosa
Venue:  (1994)

A computational algorithm is proposed for image enhancement based on total variation minimization with constraints. This constrained minimization problem is introduced by Rudin et al \cite{osher1,osher3,osher2} to enhance blurred and noisy images. Our computational algorithm solves the constrained minimization problem directly by adapting the affine scaling method for the unconstrained $l_1$ problem \cite{CL89}. The resulting computational scheme, when viewed as an image enhancement process, has the feature that it can be used in an interactive manner in situations where knowledge of the noise level is either unavailable or unreliable. This computational algorithm can be implemented with a conjugate gradient method. It is further demonstrated that the iterative enhancement process is efficient.
Hyperclones on a finite set
Authors: B. A. Romov
Venue: Proceedings of the 27th International Symposium on Multiple-Valued Logic (1997)

The composition-closed sets of multivalued operations, called hyperclones, defined on the finite set E(k)={0, 1, ..., k-1} (k/spl ges/2) are investigated. It is shown that the lattice of all hyperclones on E(k) is dual atomic and has only the finite number of dual atoms (maximal hyperclones). Some of them are described in this paper. The full list of hyperclones defined on the set E(2) which are closed under an arbitrary restriction of their elements is obtained.
Theories of the Information Society, 2 edition
Authors: Frank Webster
Venue:  (2002)

:"Popular opinion suggests that information has become a distinguishing feature of the modern world. Where once economies were built on industry and conquest, we are now instead said to be part of a global information economy. In the first edition of Theories of the Information Society Frank Webster set out to make sense of the information explosion, taking a sceptical look at what thinkers mean when they refer to the information society, and critically examining all the major post-war theories and approaches to informational development. In this new and thoroughly revised edition the author brings his study right up to date both with new theoretical work and with social and technological changes - such as the rapid growth of the Internet and accelerated globalisation - and reassesses the work of key theorists in light of these changes." This book will be essential reading for students of contemporary social theory and anybody interested in social and technological change in the post-war era.
A delay-tolerant network architecture for challenged internets
Authors: Kevin Fall
Venue: Proceedings of the 2003 conference on Applications, technologies, architectures, and protocols for computer communications (2003)

The highly successful architecture and protocols of today's Internet may operate poorly in environments characterized by very long delay paths and frequent network partitions. These problems are exacerbated by end nodes with limited power or memory resources. Often deployed in mobile and extreme environments lacking continuous connectivity, many such networks have their own specialized protocols, and do not utilize IP. To achieve interoperability between them, we propose a network architecture and application interface structured around optionally-reliable asynchronous message forwarding, with limited expectations of end-to-end connectivity and node resources. The architecture operates as an overlay above the transport layers of the networks it interconnects, and provides key services such as in-network data storage and retransmission, interoperable naming, authenticated forwarding and a coarse-grained class of service.
Research of the Mobile-Code-Based File System for Portable Information Device
Authors: Yurong Xu, Shouqian Sun, Yunhe Pan
Venue: Proceedings of the 2001 International Conference on Computer Networks and Mobile Computing (ICCNMC'01) (2001)

While the mobile communication device is developing into the portable information device, it is necessary to design a distributed file-system in such a mobile environment. In order to do it, we must consider the relative shortage of the portable storage and low computation ability of aportable information device as well as unreliable and low-performance networks. By using mobile code technology, we separate a traditional file-system into two parts: one part, which includes the operations and some temporary files that need low computation ability, isimplemented in the client, while the other part(lots operations and services need high computation) are carried out in the server. At first, we define "mobile-file", which includes the "context" and the partition of a special file. Then by constructing an actual file-system in server, which integrates the file-systems of clients in the network, the paper shows how to implement a practical file system and its operations on "mobile-file" and files for a portaldevice. The file-system of a portal device is stored as a part of the file-system of a server, as well as only several partitions of some files, which are using in the portal device (client), and their "context" are temporarily stored in the client. After a client finished a partition, thecorresponding in the server will be updated, and at the same time the present partition will be changed to the next partition. At end of the paper, we provide some simulated experiment results briefly.
Adobe Premier 6.5 Bible
Authors: Adele Droblas, Seth Greenberg
Venue:  (2002)

:Capture dynamic images in digital video for output to PC, CD-ROM, or the WebExplore Premiere 6.5's many enhanced features for incorporating different media filesEnhance your presentations and video projects with unforgettable special effectsIf Adobe Premiere 6.5 can do it, you can do it too . . .Here's your authoritative, cross-platform guide to editing and refining dynamic digital video with Adobe Premiere, the world's leading desktop digital video application. Packed with tutorials, tips, and tricks for getting the most from Premiere's amazing capabilities, it introduces you to Premiere 6.5 with a special Quickstart project and then takes you all the way to advanced techniques and special effects. With comprehensive coverage of all the enhancements in the newest version, this all-inclusive guidebook leads you from the basics to the secrets every digital video pro should know.Inside, you'll find complete coverage of Adobe Premiere 6.5Develop digital movies, documentaries, sales presentations, and music videos directly from your desktop computer or laptopOutput your digital video production to PC, CD-ROM, the Web, or videotapeIntegrate narration, music, and sound effects with moving imagesDiscover how Premiere 6.5 works with Photoshop, Illustrator, After Effects, and GoLiveTurn movies shot with a camcorder into exciting digital video productionsBuild a production using JPEG and TIFF graphics as well as digital video and audio filesBonus cross-platform CD-ROMTryout version of Adobe Premiere, raw video clips from lessons in the book, a library of usable video clips, and more
Buffer Queries
Authors: Edward P. F. Chan
Venue: IEEE Transactions on Knowledge and Data Engineering (2003)

A class of commonly asked queries in a spatial database is known as buffer queries. An example of such a query is to “find house-power line pairs that are within 50 meters of each other.” A buffer query involves two spatial data sets and a distance d. The answer to this query are pairs of objects, one from each input set, that are within distance d of each other. Given nonpoint spatial objects, evaluation of buffer queries could be a costly operation, even when the numbers of objects in the input data sets are relatively small. This paper addresses the problem of how to evaluate this class of queries efficiently. A fundamental problem with buffer query evaluation is to find an efficient algorithm for solving the minimum distance (minDist) problem for lines and regions. An efficient minDist algorithm, which only requires a subsequence of segments from each object to be examined, is derived. Finding a fast minDist algorithm is the first step in evaluating a buffer query efficiently. It is observed that many, and sometimes even most, candidates can be proven in the answer without resorting to the relatively expensive minDist operation. A candidate is first evaluated with a least expensive technique—called 0-object filtering. If it fails, a more costly operation, called 1-object filtering, is applied. Finally, if both filterings fail, the most expensive minDist algorithm is invoked. To show the effectiveness of the these techniques, they are incorporated into the well-known tree join algorithm and tested with real-life as well as artificial data sets. Extensive experiments show that the proposed algorithm outperforms existing techniques by a wide margin in both execution time as well as IO accesses. More importantly, the performance gain improves drastically with the increase of distance values.
QMC methods for the solution of delay differential equations
Authors: Reinhold Kainhofer
Venue: Journal of Computational and Applied Mathematics (2003)

In this paper the quasi-Monte Carlo methods for Runge-Kutta solution techniques of differential equations, which were developed by Stengle, Lécot, Coulibaly and Koudiraty, are extended to delay differential equations of the form y'(t) = f(t,y(t),y(t-τ(t))). The retarded argument is approximated by interpolation, after which the conventional (quasi-)Monte Carlo Runge-Kutta methods can be applied. We give a proof of the convergence of this method and its order in a general form, which does not depend on a specific quasi-Monte Carlo Runge-Kutta method. Finally, a numerical investigation shows that similar to ordinary differential equations, this quasi-randomized method leads to an improvement for heavily oscillating delay differential equations, compared even to high-order Runge-Kutta schemes.
Multiprocessor Out-of-Core FFTs with Distributed Memory and Parallel Disks
Authors: Thomas H. Cormen, Jake Wegmann, David M. Nicol
Venue:  (1997)

This paper extends an earlier out-of-core Fast Fourier Transform (FFT) method for a uniprocessor with the Parallel Disk Model (PDM) to use multiple processors. Four out-of-core multiprocessor methods are examined. Operationally, these methods differ in the size of "mini-butterfly" computed in memory and how the data are organized on the disks and in the distributed memory of the multiprocessor. The methods also perform differing amounts of I/O and communication. Two of them have the remarkable property that even though they are computing the FFT on a multiprocessor, all interprocessor communication occurs outside the mini-butterfly computations. Performance results on a small workstation cluster indicate that except for unusual combinations of problem size and memory size, the methods that do not perform interprocessor communication during the mini-butterfly computations require approximately 86% of the time of those that do. Moreover, the faster methods are much easier to implement.