ppxscal/embedding_network huggingface dataset:
A generalized strategy eliminability criterion and computational methods for applying it
Authors: Vincent Conitzer, Tuomas Sandholm
Venue: Proceedings of the 20th national conference on Artificial intelligence - Volume 2 (2005)

We define a generalized strategy eliminability criterion for bimatrix games that considers whether a given strategy is eliminable relative to given dominator & eliminee subsets of the players' strategies. We show that this definition spans a spectrum of eliminability criteria from strict dominance (when the sets are as small as possible) to Nash equilibrium (when the sets are as large as possible). We show that checking whether a strategy is eliminable according to this criterion is coNP-complete (both when all the sets are as large as possible and when the dominator sets each have size 1). We then give an alternative definition of the eliminability criterion and show that it is equivalent using the Minimax Theorem. We show how this alternative definition can be translated into a mixed integer program of polynomial size with a number of (binary) integer variables equal to the sum of the sizes of the eliminee sets, implying that checking whether a strategy is eliminable according to the criterion can be done in polynomial time, given that the eliminee sets are small. Finally, we study using the criterion for iterated elimination of strategies.
A secure mechanism of group communication for pervasive grid
Authors: Yunfa Li, Hai Jin, Zongfen Han, Sanmin Liu
Venue: International Journal of Ad Hoc and Ubiquitous Computing (2009)

Cooperative processing is a representative application in pervasive grid and group communication is the key technique in this application. It is a great challenge to ensure the security of group communication in pervasive grid. In this paper, we first describe the service infrastructure of middleware for pervasive grid. Then, we present a secure mechanism of group communication and analyse the correctness and the security of the mechanism. Finally, we verify the validity of this mechanism by experiments. Results show that our proposed mechanism is efficient to ensure the security of group communication in pervasive grid.
A study of direct versus planned 3D camera manipulation on touch-based mobile phones
Authors: Fabrice Decle, Martin Hachet
Venue: Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services (2009)

Mobile interfaces are evolving towards touch-based approaches. This allows users to interact with their thumb directly on the screen. Such kind of direct approaches may be fussy for 3D interaction tasks, in particular because of thumb occlusions. In this paper, we introduce a new 3D user interface for the control of a planned trackball, where the users sketch horizontal or vertical movements to observe an object. A user study revealed no significant difference for error rate between this new approach and a standard trackball control. Despite a better completion time with the direct control, the study showed that the subjects preferred using the planned version of the trackball because it limits disorientation.
The Impact of Change in Software on Satisfaction: Evaluation Using Critical Incident Technique (CIT)
Authors: Akshatha Pandith, Mark Lehto, Vincent G. Duffy
Venue: Proceedings of the 2nd International Conference on Digital Human Modeling: Held as Part of HCI International 2009 (2009)

This paper describes an exploratory study that analyzes the impact of change in software on users by utilizing the Critical Incident Technique (CIT). A total of 102 critical incidents were collected from the survey. 77 participants reported both satisfactory and unsatisfactory experiences; 22 reported only satisfactory experiences; and 3 reported only unsatisfactory experiences. Analysis of satisfactory or unsatisfactory experiences revealed several factors such as expectations of users and mismatch in the behavior between the actual and anticipated system by the users, which can be attributed to automation surprise. The important findings of this study are the agglomeration of user feedback such as, avoiding the changes themselves in the first place, focusing on the factors of change viz. amount of change, speed of change, and finally, to provide better help support, which can be used in the design process when there is a change in software.
Exploiting semantic information for HPSG parse selection
Authors: Sanae Fujita, Francis Bond, Stephan Oepen, Takaaki Tanaka
Venue: Proceedings of the Workshop on Deep Linguistic Processing (2007)

In this paper we present a framework for experimentation on parse selection using syntactic and semantic features. Results are given for syntactic features, dependency relations and the use of semantic classes.
Hypothesis pruning and ranking for large plan recognition problems
Authors: Gita Sukthankar, Katia Sycara
Venue: Proceedings of the 23rd national conference on Artificial intelligence - Volume 2 (2008)

This paper addresses the problem of plan recognition for multi-agent teams. Complex multi-agent tasks typically require dynamic teams where the team membership changes over time. Teams split into subteams to work in parallel, merge with other teams to tackle more demanding tasks, and disband when plans are completed. We introduce a new multi-agent plan representation that explicitly encodes dynamic team membership and demonstrate the suitability of this formalism for plan recognition. From our multi-agent plan representation, we extract local temporal dependencies that dramatically prune the hypothesis set of potentially-valid team plans. The reduced plan library can be efficiently processed to obtain the team state history. Naive pruning can be inadvisable when low-level observations are unreliable due to sensor noise and classification errors. In such conditions, we eschew pruning in favor of prioritization and show how our scheme can be extended to rank-order the hypotheses. Experiments show that this robust pre-processing approach ranks the correct plan within the top 10%, even under conditions of severe noise.
Quantitative Assessment of Image Segmentation Quality by Random Walk Relaxation Times
Authors: Björn Andres, Ullrich Köthe, Andreea Bonea, Boaz Nadler, Fred A. Hamprecht
Venue: Proceedings of the 31st DAGM Symposium on Pattern Recognition (2009)

The purpose of image segmentation is to partition the pixel grid of an image into connected components termed segments such that (i) each segment is homogenous and (ii) for any pair of adjacent segments, their union is not homogenous. (If it were homogenous the segments should be merged). We propose a rigorous definition of segment homogeneity which is scale-free and adaptive to the geometry of segments. We motivate this definition using random walk theory and show how segment homogeneity facilitates the quantification of violations of the conditions (i) and (ii) which are referred to as under-segmentation and over-segmentation, respectively. We describe the theoretical foundations of our approach and present a proof of concept on a few natural images.
Human Identification Based on Human Skill Models
Authors: Shangchang Ma, Tadanao Zanma, Muneaki Ishida
Venue: Proceedings of the 2009 WRI Global Congress on Intelligent Systems - Volume 01 (2009)

In this paper, a new approach for human identification based on human skill models is proposed. The approach includes two steps: human skill abstraction and human identification. The first step is to abstract the human manipulation skill as a hybrid dynamical system model from experimental data, and the second step is to do personal identification by the obtained models. As an example, human driving skill models of a small radio-controlled vehicle are applied to the proposed approach and simulation results illustrate its effectiveness.
Operator splitting for the numerical solution of free surface flow at low capillary numbers
Authors: Giovanna Guidoboni, Roland Glowinski, Matteo Pasquali
Venue: Journal of Computational and Applied Mathematics (2009)

Free surface flows are pervasive in engineering and biomedical applications. In many interesting cases-particularly when small length scales are involved-surface forces (capillarity) dominate the flow dynamics. In these cases, computing the flow together with the shape of the surfaces, requires specialized solution techniques. This article investigates the capabilities of an operator splitting/finite elements method at handling accurately incompressible viscous flow with free surfaces at low capillary numbers. The test case of flow in the downstream section of a slot coater is used for three reasons: (1) it is an established benchmark; (2) it represents an idealized, yet industrially relevant flow; (3) high-fidelity results obtained with monolithic algorithms are available in literature. The flow and free surface shape attained with the new operator splitting scheme agree very satisfactorily with the results obtained with monolithic solvers. Because of its inherent computational simplicity, the new operator splitting scheme is attractive for large-scale simulations, three-dimensional flows, and flows of complex fluids.
Investigating Decision Making Processes in Distributed Development Teams: Findings of a Comparative Empirical Study
Authors: Ban Al-Ani, David Redmiles
Venue: Proceedings of the 2009 Fourth IEEE International Conference on Global Software Engineering (2009)

In this paper, we report the findings of an empirical investigation into decision making processes (DMPes) in distributed teams. We conducted the study in a Fortune 500 organization with a total of sixteen respondents who participated in an hour-long interview. Our analysis of the DMP reported by our respondents suggests that there is a strong organizational culture that supersedes local and individual culture. We also found that while decisions are predominately made in consultation with team members, the leader is usually the decision maker regardless of team distribution or size. The role the leader plays in the DMP implies that greater consideration should be given to assigning a team leader and also the DMP in place. It is also significant that we did not find any evidence of support mechanisms to the DMP leading us to conclude that this possibility needs to be explored by the organization. Our data also suggests that the DMP is chosen ad-hoc and is not explicitly articulated in this organization, which may benefit from documentation.
Inactivation and Influnencing Factors of Oxidants on the Fourth Instar Larvae of Chironomus Kiiensis in Drinking Water
Authors: Xingbin Sun, Cui Fuyi
Venue: Proceedings of the 2009 International Conference on Environmental Science and Information Application Technology - Volume 02 (2009)

Chironomus kiiensis larvae which cannot be exterminated by conventional disinfection process propagates prolifically in eutrophic water body, and it therefore turns to be a potential problem encountered in drinking water quality. In this paper, comparative experiments on the inactivation of the fourth instar larvae of Chironomus kiiensis in distilled water by chlorine, ozone and chlorine were conducted. In addition, batch experiments were performed in order to analyze the influence of pH, organic precursor concentration and algae concentration on the inactivation efficiency of the fourth instar larvae of Chironomus kiiensis with ozone and chlorine dioxide. The results showed that ozone possessed better inactivation effect on the fourth instar larvae of Chironomus kiiensis in distilled water compared with chlorine dioxide and chlorine. However, organic precursor and algae concentration significantly affected inactivation of the fourth instar larvae of Chironomus kiiensis with ozone. The inactivation rate rapidly declined as organic precursor and algae concentration increased. Meanwhile, pH in the range of 4-7 did not affect the inactivation rate of ozone, whereas the inactivation rate was reduced by 46.7% when pH increased from 7 to 10.
Short communication: Product-forms and functional rates
Authors: Peter G. Harrison
Venue: Performance Evaluation (2009)

A recent result of Fourneau et al. derives conditions under which the joint state of a set of Markov chains with functional rates has a product-form solution for its equilibrium state probabilities, when they exist. The present note shows how the Reversed Compound Agent Theorem (RCAT) obtains the same result in a few lines. In fact a more general result also follows.
Parallel Approximation of Non-interactive Zero-sum Quantum Games
Authors: Rahul Jain, John Watrous
Venue: Proceedings of the 2009 24th Annual IEEE Conference on Computational Complexity (2009)

This paper studies a simple class of zero-sum games played by two competing quantum players: each player sends a mixed quantum state to a referee, who performs a joint measurement on the two states to determine the players' payoffs. We prove that an equilibrium point of any such game can be approximated by means of an efficient parallel algorithm, which implies that one-turn quantum refereed games, wherein the referee is specified by a quantum circuit, can be simulated in polynomial space.
Learning support vector machines from distributed data sources
Authors: Cornelia Caragea, Doina Caragea, Vasant Honavar
Venue: Proceedings of the 20th national conference on Artificial intelligence - Volume 4 (2005)

In this paper we address the problem of learning Support Vector Machine (SVM) classifiers from distributed data sources. We identify sufficient statistics for learning SVMs and present an algorithm that learns SVMs from distributed data by iteratively computing the set of sufficient statistics. We prove that our algorithm is exact with respect to its centralized counterpart and efficient in terms of time complexity.
Ubikequitous computing: designing interactive experiences for cyclists
Authors: Duncan Rowland, Martin Flintham, Leif Oppermann, Joe Marshall, Alan Chamberlain, Boriana Koleva, Steve Benford, Citlali Perez
Venue: Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services (2009)

This paper charts the distinctive challenges of designing mobile experiences for cyclists and presents two studies of mobile cycle-based experiences: one a heritage tour; the other an exploration of a city at dusk involving recording and listening to personal stories. To understand the cyclists' experiences questionnaires, interviews and observations are drawn on to derive eight lessons for designing cycle-based interaction including: cycling proficiency, physicality, impact of the environment, media and hardware design, collaboration, and safety. The conclusion is that design has to respect the distinctive nature of cycling as a mode of transport and needs to carefully interweave moments of interaction with it.
PERMUTATION: A Corpus-Based Approach for Modeling Personality and Multimodal Expression of Affects in Virtual Characters
Authors: Céline Clavel, Jean-Claude Martin
Venue: Proceedings of the 2nd International Conference on Digital Human Modeling: Held as Part of HCI International 2009 (2009)

In order to improve the consistency of their affective multimodal behaviors, interactive virtual agents might benefit from a model of personality inspired from psychology. In this paper, we revisit the different approaches considered in personality psychology. We show that previous efforts to endow virtual agents with personality made only a limited use of these approaches. Finally, we introduce our PERMUTATION corpus-based framework.
Datastructures for Capturing Dynamic Scenes with a Time-of-Flight Camera
Authors: Ingo Schiller, Reinhard Koch
Venue: Proceedings of the DAGM 2009 Workshop on Dynamic 3D Imaging (2009)

To capture 3D dynamic scenes, a suitable 3D data structure is needed that can represent the dynamic scene content. In this contribution we analyse and evaluate different data structures for capturing time-varying depth and color data of a dynamic scene obtained with Time-of-Flight and color cameras. The comparison of depth-panoramas, layered depth images and volumetric structures shows that a volumetric octree is best suited to fuse time-varying 3D scene data. We exploit the octree data fusion capabilities for different application scenarios, like 3D environment building, volumetric object reconstruction, and geometric interaction.
Exploring the Elements and Design Criteria of Massively-Multiplayer Online Role-Playing Game (MMORPG) Interfaces
Authors: Chun-Cheng Hsu, Elvis Chih-Hsien Chen
Venue: Proceedings of the 13th International Conference on Human-Computer Interaction. Part IV: Interacting in Various Application Domains (2009)

A great many people play online games and sales of online games are considerable, but research has further shown that a major reason behind the failure of games in the market is poor user interface design or usability, highlighting even more the importance of these issues in games design. This research uses surveys and focus groups to explore the factors influencing the usability and interface design of online games. First the definition and different types of game are discussed, and then the composition and features of online game interfaces analyzed. Second, a review is made of Human-Computer Interaction (HCI) research literature relating to design criteria for game interfaces. Finally, in discussion with experts, this study isolates the design criteria that should be emphasized when designing each key element of an online game interface.
Not everybody needs help to seek help: Surprising effects of metacognitive instructions to foster help-seeking in an online-learning environment
Authors: Elmar Stahl, Rainer Bromme
Venue: Computers Education (2009)

Offering help functions is a standard feature of computer-based interactive learning environments (ILE). Nevertheless, a number of recent studies indicate that learners are not using such help facilities effectively. We compared the effects of different metacognitive supports to foster learners' help-seeking behavior in an ILE for plant identification. Four groups of university students (n=51), each receiving a different metacognitive instruction, had to determine living plants. They had to think-aloud and were video recorded during the experiment. At the end of the session they completed a knowledge test. The surprising effect was that students in all groups were effective help-seekers. They adapted their help-seeking behavior to the complexity of the plants in an effective way. The results indicate that for students on university level effective help-seeking seems to depend largely on motivational factors.
Scaling the Level of Difficulty in Single Player Video Games
Authors: Maria-Virginia Aponte, Guillaume Levieux, Stéphane Natkin
Venue: Proceedings of the 8th International Conference on Entertainment Computing (2009)

In this this paper, we discuss the interest and the need to evaluate the difficulty of single player video games. We first show the importance of difficulty, drawing from semiotics to explain the link between tension-resolution cycles, and challenge with the player's enjoyment. Then, we report related work on automatic gameplay analysis. We show through a simple experimentation that automatic video game analysis is both practicable and can lead to interesting results. We argue that automatic analysis tools are limited if they do not consider difficulty from the player point of view. The last section provides a player and Game Design oriented definition of the challenge and difficulty notions in games. As a consequence we derive the property that must fulfill a measurable definition of difficulty.
Are ECAs More Persuasive than Textual Messages?
Authors: Irene Mazzotta, Nicole Novielli, Berardina Carolis
Venue: Proceedings of the 9th International Conference on Intelligent Virtual Agents (2009)

Embodied Conversational Agents (ECAs) are commonly accepted as a new metaphor of Human Computer Interaction in several application domains. They are also used with the roles of influence and behavior change. We present an empirical evaluation study to compare the motivational impact of a persuasive message when conveyed by Valentina (a female young character [1]) and when presented through a text. The believability of our agent has been successfully evaluated in our previous research.
Determining tutorial remediation strategies from a corpus of human-human tutoring dialogues
Authors: Charles B. Callaway, Johanna D. Moore
Venue: Proceedings of the Eleventh European Workshop on Natural Language Generation (2007)

We present an empirical approach to adaptively selecting a tutoring system's remediation strategy based on an annotated corpus of human-human tutorial dialogues. We are interested in the remediation selection problem, that of generating the best remediation strategy given a diagnosis for an incorrect answer and the current problem solving context. By comparing the use of individual remediation strategies to their success in varying contexts, we can empirically extract and implement tutoring rules for the content planner of an intelligent tutoring system. We describe a methodology for analyzing a tutoring corpus and using the resulting data to inform a content planning model.
The Application of RS in the Evidence of a Large Alluvial-Lacustrine Basin in Late Pleistocene
Authors: Ben-hua Liu, Hong-han Chen, Yan-wei Zhong
Venue: Proceedings of the 2009 International Conference on Environmental Science and Information Application Technology - Volume 02 (2009)

In the process of water resources investigation, a basin like landform in Xilinguole league in Southeastern Inner Mongolia is founded, which is embraced by the Yinshan Mountain, Yanshan Mountain and Daxing’anling-Xiaoxing’anling mountain. A series of large rivers originated from these mountains. Sand lands and lakes are distributed in the large basin. The large basin is discovered by field investigation and the application of “3S” technology. It is determined that the large basin existed in Late Pleistocene, and it was the headstream of a series of big rivers in North China.
Modular Visitor Components
Authors: Bruno C. Oliveira
Venue: Proceedings of the 23rd European Conference on ECOOP 2009 --- Object-Oriented Programming (2009)

The expression families problem can be defined as the problem of achieving reusability and composability across the components involved in a family of related datatypes and corresponding operations over those datatypes. Like the traditional expression problem, adding new components (either variants or operations) should be possible while preserving modular and static type-safety. Moreover, different combinations of components should have different type identities and the subtyping relationships between components should be preserved. By generalizing previous work exploring the connection between type-theoretic encodings of datatypes and visitors, we propose two solutions for this problem in Scala using modular visitor components. These components can be grouped into features that can be easily composed in a feature-oriented programming style to obtain customized datatypes and operations.
High-order accurate thin layer approximations for time-domain electromagnetics. Part I: General metal backed coatings
Authors: S. Chun, J. S. Hesthaven
Venue: Journal of Computational and Applied Mathematics (2009)

We present a family of high-order accurate thin layer approximations for time-domain electromagnetics. The thin layer approximations are valid for metal backed coatings of general isotropic materials and certain classes of anisotropic materials on smooth curvilinear backgrounds. Both dielectric and magnetic materials can be considered. These models are non-trivial and we discuss their properties and implementation in the context of discontinuous Galerkin methods which are particularly well suited for these models. The range of validity, accuracy, and stability of the resulting schemes is demonstrated through one- and two-dimensional examples.