waashk/acm huggingface dataset:
intelligence report generation based on computer intensive data analysis (abstract only)  computer intensive methods of data analyses provide a basis for automatic production of expert interpretations expressed in english. these methods exploit monte carlo sampling techniques along with the bootstrap and the jackknife methods to replace ones previously developed to minimize computation. the attractiveness of these methods grows at rates dictated by the fall in the cost of computation and the limits on the amount of data to be analyzed. computer intensive techniques produce parameter-free estimates of multi-component statistical quantities, for which the error in each component is estimated. such estimations, along with expressions of confidence interval serve to both characterize the amount of order present in a table of raw data and generate an english report.  alvin j. surkan quen pin-ngern
the project approach to simulation language comparison  we present a new approach to comparing simulation software which is based on the use of a representative project. we introduce our approach and the need for it. we then demonstrate it by considering space and communication group's dock-to-stores system and six simulation languages (map/1, siman, simfactory, slam ii, witness, xcell +). finally, we summarize our results and provide a perspective on the work performed.  f. bradley armstrong scott sumner
a case study of verification, validation, and accreditation for advanced distributed simulation  the techniques and methodologies for verification and validation of software- based systems have arguably realized their greatest utility within the context of simulation. advanced distributed simulation (ads), a major initiative within the defense modeling and simulation community, presents a variety of challenges to the classical approaches. a case study of the development process and concomitant verification and validation activities for the joint training confederation (jtc) is presented. the jtc is one of the largest current ads efforts, and the primary application of the aggregate level simulation protocol. a dichotomy between classical verification and validation approaches and the requirements of a prototypical ads environment is illustrated. mechanisms and research directions to resolve these differences are briefly discussed.  ernest h. page bradford s. canova john a. tufarolo
on learning read-k-satisfy-j dnf  we study the learnability of read-k-satisfy-j (rksj) dnf formulae. these are dnf formulae in which the maximal number of occurrences of a variable is bounded by k, and the number of terms satisfied by any assignment is at most j. we show that this class of functions is learnable in polynomial time, using equivalence and membership queries, as long as k•j=on/loglogn). learnability was previously known only in case that both k and j are constants. we also present a family of boolean functions that have short (poly(n)) read-2-satisfy-1 dnf formulae but require cnf formulae of size > 2w< it>n . therefore, our result does not seem to follow from the recent learnability result of [bsh93].  avrim blum roni khardon eyal kushilevitz leonard pitt dan roth
using rat navigation models to learn orientation from visual input on a mobile robot  rodents possess extraordinary navigation abilities that are far in excess of what current state- of- the- art robot agents are capable of. this paper describes research that is part of larger project aimed at developing a robot navigation system that is capable of robust autonomous navigation in real- time by using biologically plausible constructs inspired from the many neurological and behavioral studies conducted on freely navigating rats. specifically, this paper discusses the implementation of a ratinspired system that allows a robot to learn and recognize its allocentric orientation based on what it perceives. the system described here is a pragmatic, minimalist implementation of recently proposed models of the rat head direction system. the rat head direction system are collectively, the neural assemblies that neuroscientific studies suggest are responsible for encoding the orientation of the rat's head in a global reference frame. this paper describes an implementation of the system on an autonomous robot that operates in real time, in office environments, and with laboratory limited computational hardware. experiments conducted in a messy laboratory environment with a range of visual features demonstrate that the demonstrate that the system, while simple in structure, is able to learn and recognize allocentric orientations after 5 minutes of exploration. the results demonstrate the worth of bridging robotics with biological research and pave the way for developing a more complete, and competent, robot architecture.  brett browning
adaptive shadow maps  shadow maps provide a fast and convenient method of identifying shadows in scenes but can introduce aliasing. this paper introduces the adaptive shadow map (asm) as a solution to this problem. an asm removes aliasing by resolving pixel size mismatches between the eye view and the light source view. it achieves this goal by storing the light source view (i.e., the shadow map for the light source) as a hierarchical grid structure as opposed to the conventional flat structure. as pixels are transformed from the eye view to the light source view, the asm is refined to create higher- resolution pieces of the shadow map when needed. this is done by evaluating the contributions of shadow map pixels to the overall image quality. the improvement process is view-driven, progressive, and confined to a user- specifiable memory footprint. we show that asms enable dramatic improvements in shadow quality while maintaining interactive rates.  randima fernando sebastian fernandez kavita bala donald p. greenberg
ape: learning user's habits to automate repetitive tasks  the ape (adaptive programming environment) project focuses on applying machine learning techniques to embed a software assistant into the visualworks smalltalk interactive programming environment. the assistant is able to learn user's habits and to automatically suggest to perform repetitive tasks on his behalf. this paper describes our assistant and focuses more particularly on the learning issue. it explains why state-of-the-art machine learning algorithms fail to provide an efficient solution for learning user's habits, and shows, through experiments on real data that a new algorithm we have designed for this learning task, achieves better results than related algorithms.  jean-david ruvini christophe dony
multi-level texture caching for 3d graphics hardware traditional graphics hardware architectures implement what we call the _push architecture_ for texture mapping. local memory is dedicated to the accelerator for fast local retrieval of texture during rasterization, and the application is responsible for managing this memory. the push architecture has a bandwidth advantage, but disadvantages of limited texture capacity, escalation of accelerator memory requirements (and therefore cost), and poor memory utilization. the push architecture also requires the programmer to solve the bin- packing problem of managing accelerator memory each frame. more recently graphics hardware on pc- class machines has moved to an implementation of what we call the _pull architecture._ texture is stored in system memory and downloaded by the accelerator as needed. the pull architecture has advantages of texture capacity, stems the escalation of accelerator memory requirements, and has good memory utilization. it also frees the programmer from accelerator texture memory management. however, the pull architecture suffers escalating requirements for bandwidth from main memory to the accelerator. in this paper we propose multi-level texture caching to provide the accelerator with the bandwidth advantages of the push architecture combined with the capacity advantages of the pull architecture. we have studied the feasibility of 2-level caching and found the following: (1) significant re-use of texture between frames; (2) l2 caching requires significantly less memory than the push architecture; (3) l2 caching requires significantly less bandwidth from host memory than the pull architecture; (4) l2 caching enables implementation of smaller l1 caches that would otherwise bandwidth-limit accelerators on the workloads in this paper. results suggest that an l2 cache achieves the original advantage of the pull architecture --- stemming the growth of local texture memory --- while at the same time stemming the current explosion in demand for texture bandwidth between host memory and the accelerator. michael cox narendra bhandari michael shantz
learning from a consistently ignorant teacher  one view of computational learning theory is that of a learner acquiring the knowledge of a teacher. we introduce a formal model of learning capturing the idea that teachers may have gaps in their knowledge. the goal of the learner is still to acquire the knowledge of the teacher, but now the learner must also identify the gaps. this is the notion of learning from a consistently ignorant teacher. we consider the impact of knowledge gaps on learning, for example, monotone dnf and d-dimensional boxes, and show that learning is still possible. negatively, we show that knowledge gaps make learning conjunctions of horn clauses as hard as learning dnf. we also present general results describing when known learning algorithms can be used to obtain learning algorithms using a consistently ignorant teacher.  michael frazier sally goldman nina mishra leonard pitt
global and local deformations of solid primitives  new hierarchical solid modeling operations are developed, which simulate twisting, bending, tapering, or similar transformations of geometric objects. the chief result is that the normal vector of an arbitrarily deformed smooth surface can be calculated directly from the surface normal vector of the undeformed surface and a transformation matrix. deformations are easily combined in a hierarchical structure, creating complex objects from simpler ones. the position vectors and normal vectors in the simpler objects are used to calculate the position and normal vectors in the more complex forms; each level in the deformation hierarchy requires an additional matrix multiply for the normal vector calculation. deformations are important and highly intuitive operations which ease the control and rendering of large families of three- dimensional geometric shapes.  alan h. barr
integrating uncertainty into a language for knowledge based systems  fm is an object oriented language designed to serve as a testbed for experiments in the development of conceptual structure in continuous domains. possibilistic truth representation is fully integrated into a language for building knowledge based systems offerring support for object, rule, and data- access based programming styles as well as the more traditional procedural form. a prototype implementation of fm has been written in franzlisp and has been used to construct two simple expert systems, one a data structure consultant and the other a knowledge based automobile driver. this paper describes the facilities provided in fm for representing and reasoning with uncertain information.  bruce d'ambrosio
edge inference with applications to antialiasing  an edge, when point- sampled for display by a raster device and not aligned with a display axis, appears as a stair-case.this common aliasing artifact often occurs in computer images generated by two- and three-dimensional algorithms. the precise edge information often is no longer available but, from the set of vertical and horizontal segments which form the staircase, an approximation to the original edge with a precision beyond that of the raster may be inferred. this constitutes a smoothing of the staircase edge.  among other applications, the inferred edges may be used to reshade the pixels they intersect, thereby antialiasing the inferred edges. the antialiased inferred edges prove a more attractive approximation to the real edges than their aliased counterparts.  presented here are algorithms for the detection and smoothing of edges and the filtering of an image in accordance with the inferred edges.  jules bloomenthal
a multimodel methodology for qualitative model engineering  qualitative models arising in artificial intelligence domain often concern real systems that are difficult to represent with traditional means. however, some promise for dealing with such systems is offered by research in simulation methodology. such research produces models that combine both continuous and discrete-event formalisms. nevertheless, the aims and approaches of the ai and the simulation communities remain rather mutually ill understood. consequently, there is a need to bridge theory and methodology in order to have a uniform language when either analyzing or reasoning about physical systems. this article introduces a methodology and formalism for developing multiple, cooperative models of physical systems of the type studied in qualitative physics. the formalism combines discrete-event and continuous models and offers an approach to building intelligent machines capable of physical modeling and reasoning.  paul a. fishwick bernard p. zeigler
smp - a symbolic manipulation program  smp is a new general-purpose symbolic manipulation computer program which has been developed during the past year by the authors, with help from g.c. fox, j.m. greif, e.d. mjolsness, l.j. romans, t. shaw and a.e. terrano. the primary motivation for the construction of the program was the necessity of performing very complicated algebraic manipulations in certain areas of theoretical physics. the need to deal with advanced mathematical constructs required the program to be of great generality. in addition, the size of the calculations anticipated demanded that the program should operate quickly and be capable of handling very large amounts of data. the resulting program is expected to be valuable in a wide variety of applications.  in this paper, we describe some of the basic concepts and principles of smp. the extensive capabilities of smp are described, with examples, in the "smp handbook" (available on request from the authors).  chris a. cole stephen wolfram
automating transfer function design for comprehensible volume rendering based on 3d field topology analysis (case study)  this paper describes initial results of a 3d field topology analysis for automating transfer function design aiming at comprehensible volume rendering. the conventional reeb graph-based approach to describing topological features of 3d surfaces is extended to capture the topological skeleton of a volumetric field. based on the analysis result, which is represented in the form of a hyper reeb graph, a procedure is proposed for designing appropriate color/opacity transfer functions. two analytic volume datasets are used to preliminarily prove the feasibility of the present design methodology.  issei fujishiro taeko azuma yuriko takeshima
knowledge-based learning integrating acquisition and learning  empirical learning algorithms are hampered by their inability to use domain knowledge to guide the induction of new rules. this paper describes knowledge- based learning, an approach to learning that selects the examples and relevant attributes for an empirical algorithm. knowledge-based learning can be used for developing rules for engineering expert systems. engineers often have some rules for problem solving, but also many experiences (examples) that facilitate solving problems. knowledge-based learning systems are able to use both forms of knowledge.  bradley l. whitehall robert e. stepp stephen c-y. lu
okies: a troubleshooter in the factory  okies is an expert system that troubleshoots newly assembled at&amp;t; 3b2 computer systems. all at&amp;t; 3b2 models and configurations are analyzed by okies. the expert system uses an architecture-based design to apply the same knowledge to different machines. an architectural model of the machine is constructed when the session begins. this model is used to determine which tests are applicable, the components that compose the machine, and how the machine should be fixed.  okies was built as a production system using the ops/83[1] language. all inference is done by matching. no search or backtracking is performed. the first okies prototype used rules generated by a conceptual clustering system.  a diagnosis is interactively developed by first having the user pick among problem descriptions. the expert system then refines this by asking the user questions. for instance, the user is asked to examine hardware connections, run tests and report on error messages. if the expert system still can not classify the problem it requests further tests or presents a new problem classification. after determining the problem a treatment is prescribed. the treatment depends on the problem found, the machine's configuration, and the machine's prior history.  the current organization of okies is presented along with a description of the process by which it was built. initially the system was developed ad hoc with structure later imposed. specifically, generalization and decision trees were used to organize the knowledge.  douglas gordin douglas foxvog james rowland pamela surko gregg vesonder
justice: a judicial search tool using intelligent concept extraction  a legal knowledge based system called justice is presented which provides conceptual information retrieval for legal cases. justice can identify heterogeneous representations of concepts across all major australian jurisdictions. the knowledge representation scheme used for legal and common sense concepts is inspired by human processes for the identification of concepts and the expected order and location of concepts. these are supported by flexible search functions and various string utilities. justice is a client-based legal software agent which works with both plaintext and html representations of legal cases over file systems, and the world wide web. in creating justice an ontology for legal cases was developed, and is implicit within justice. further, the identification of concepts within data is shown to be a process enabling conceptual information retrieval and search, conceptualised summarisation, automated statistical analysis, and the conversion of informal documents into formalised semi-structured representations. justice was tested on the precision, recall and usefulness of its concept identifications; achieving good results. the results show the promise of the approach and establish justice as an intelligent legal research aid offering improved multifaceted access to the concepts within legal cases.  james osborn leon sterling
from coarse to fine skin and face detection  a method for fine skin and face detection is described that starts from a coarse color segmentation. some regions represent parts of human skin and are selected by minimizing an error between the color distribution of each region and the output of a compression decompression neural network, which learns skin color distribution for several populations of different ethnicity. this ann is used to find a collection of skin regions, which is used in a second learning step to provide parameters for a gaussian mixture model. a finer classification is performed using a bayesian framework and makes the skin and face detection invariant to scale and lighting conditions. finally, a face shape based model is used to decide whether a skin region is a face or not.  hichem sahbi nozha boujemaa
perlin noise pixel shaders  while working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the perlin noise function. we implemented this algorithm on sgi workstations using accelerated opengl pixelmap and pixeltransfer operations, achieving a rate of 2.5 hz for a 256x256 image. we also implemented the noise algorithm on the nvidia geforce2 using register combiners. our register combiner implementation required 375 passes, but ran at 1.3 hz. this exercise illustrated a variety of abilities and shortcomings of current graphics hardware. the paper concludes with an exploration of directions for expanding pixel shading hardware to further support iterative multipass pixel-shader applications.  john c. hart
generating automatically tuned bitmaps from outlinesconsider the problem of generating bitmaps from character shapes given asoutlines. the obvious scan-conversion process does not produce acceptableresults unless important features such as stem widths are carefully controlledduring the scan-conversion process. this paper describes a method forautomatically extracting the necessary feature information and generatinghigh-quality bitmaps without resorting to hand editing. almost all of the workis done in a preprocessing step, the result of which is an intermediate formthat can be quickly converted into bitmaps once the font size and deviceresolution are known.a heuristically defined system of linear equations describes how the idealoutlines should be distorted in order to produce the best possible resultswhen scan converted in a straightforward manner. the lovász basis reductionalgorithm then reduces the system of equations to a form that makes it easy tofind an approximate solution subject to the constraint that some variablesmust be integers.the heuristic information is of such a general nature that it applies equallywell to roman fonts and japanese kanji.john d. hobby
quadril: a computer language for the description of quadric-surface bodies  most man-made objects can be closely approximated by bodies whose surfaces are composed of portions of second-order (quadric) surfaces. these surfaces include elliptic, hyperbolic, and parabolic cylinders, as well as quadric cones, paraboloids, hyperboloids, ellipsoids, and pairs of planes. simple planes (first-order surfaces) may be included as degenerate quadric surfaces.  because these quadric-surface bodies are so useful for modelling man-made objects, it is important that any computer-aided design (cad) system be able to work with such bodies. the "quadril" language described here was designed to accept descriptions of quadric-surface bodies in character-string form.  quadril has a mixture of english-like and algebraic syntax. it may be used to specify quadric-surface bodies and then to display them on various media.  quadril will accept descriptions of quadric-surface bodies either as "volumetric" combinations of basic bodies, or as boolean functions of bounding surfaces. english-like syntax is used for specifying what surfaces and basic bodies are used, while algebraic syntax is used to transform the canonical forms of the surfaces or bodies into the shape, position, and orientation that the user desires.  volumetric combination of bodies involves the operations of union (+), intersection (*), and subtraction (-). boolean specification of volumes is in terms of a boolean tree with the bounding surfaces as leaf nodes. the tree is expressed as a character string.  quadril permits using user-created "structures" as component bodies ("objects") in greater structures.  the display of the quadric-surface bodies may also be specified in quadril. the user is considered fixed in space, while the body is transformed to give the desired view.  joshua zev levin
ray tracing volume densities  this paper presents new algorithms to trace objects represented by densities within a volume grid, e.g. clouds, fog, flames, dust, particle systems. we develop the light scattering equations, discuss previous methods of solution, and present a new approximate solution to the full three-dimensional radiative scattering problem suitable for use in computer graphics. additionally we review dynamical models for clouds used to make an animated movie.  james t. kajiya brian p von herzen