1,603 research outputs found

    On Second-Order Monadic Monoidal and Groupoidal Quantifiers

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    We study logics defined in terms of second-order monadic monoidal and groupoidal quantifiers. These are generalized quantifiers defined by monoid and groupoid word-problems, equivalently, by regular and context-free languages. We give a computational classification of the expressive power of these logics over strings with varying built-in predicates. In particular, we show that ATIME(n) can be logically characterized in terms of second-order monadic monoidal quantifiers

    Continuous Alternation: The Complexity of Pursuit in Continuous Domains

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    Complexity theory has used a game-theoretic notion, namely alternation, to great advantage in modeling parallelism and in obtaining lower bounds. The usual definition of alternation requires that transitions be made in discrete steps. The study of differential games is a classic area of optimal control, where there is continuous interaction and alternation between the players. Differential games capture many aspects of control theory and optimal control over continuous domains. In this paper, we define a generalization of the notion of alternation which applies to differential games, and which we call "continuous alternation." This approach allows us to obtain the first known complexity-theoretic results for open problems in differential games and optimal control. We concentrate our investigation on an important class of differential games, which we call polyhedral pursuit games. Pursuit games have application to many fundamental problems in autonomous robot control in the presence of an adversary. For example, this problem occurs in manufacturing environments with a single robot moving among a number of autonomous robots with unknown control programs, as well as in automatic automobile control, and collision control among aircraft and boats with unknown or adversary control. We show that in a three-dimensional pursuit game where each player's velocity is bounded (but there is no bound on acceleration), the pursuit game decision problem is hard for exponential time. This lower bound is somewhat surprising due to the sparse nature of the problem: there are only two moving objects (the players), each with only three degrees of freedom. It is also the first provably intractable result for any robotic problem with complete information; previous intractability results have relied on complexity-theoretic assumptions. Fortunately, we can counter our somewhat pessimistic lower bounds with polynomial time upper bounds for obtaining approximate solutions. In particular, we give polynomial time algorithms that approximately solve a very large class of pursuit games with arbitrarily small error. For e > 0, this algorithm finds a winning strategy for the evader provided that there is a winning strategy that always stays at least E distance from the pursuer and all obstacles. If the obstacles are described with n bits, then the algorithm runs in time (n/e)0(1), and applies to several types of pursuit games: either velocity or both acceleration and velocity may be bounded, and the bound may be of either the L2- or L&infin-norm. Our algorithms also generalize to when the obstacles have constant degree algebraic descriptions, and are allowed to have predictable movement

    Kinect as an access device for people with cerebral palsy: A preliminary study

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    Cerebral palsy (CP) describes a group of disorders affecting the development of movement and posture, causingactivity limitation. Access to technology can alleviate some of these limitations. Many studies have used vision- based movement capture systems to overcome problems related to discomfort and fear of wearing devices. Incontrast, there has been no research assessing the behavior of vision-based movement capture systems in peoplewith involuntary movements. In this paper, we look at the potential of the Kinect sensor as an assistive technologyfor people with cerebral palsy. We developed a serious game, called KiSens Números, to study the behavior ofKinect in this context and eighteen subjects with cerebral palsy used it to complete a set of sessions. The resultsof the experiments show that Kinect filters some of peoples involuntary movements, confirming the potential ofKinect as an assistive technology for people with motor disabilities

    The Complexity of Model Checking Higher-Order Fixpoint Logic

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    Higher-Order Fixpoint Logic (HFL) is a hybrid of the simply typed \lambda-calculus and the modal \lambda-calculus. This makes it a highly expressive temporal logic that is capable of expressing various interesting correctness properties of programs that are not expressible in the modal \lambda-calculus. This paper provides complexity results for its model checking problem. In particular we consider those fragments of HFL built by using only types of bounded order k and arity m. We establish k-fold exponential time completeness for model checking each such fragment. For the upper bound we use fixpoint elimination to obtain reachability games that are singly-exponential in the size of the formula and k-fold exponential in the size of the underlying transition system. These games can be solved in deterministic linear time. As a simple consequence, we obtain an exponential time upper bound on the expression complexity of each such fragment. The lower bound is established by a reduction from the word problem for alternating (k-1)-fold exponential space bounded Turing Machines. Since there are fixed machines of that type whose word problems are already hard with respect to k-fold exponential time, we obtain, as a corollary, k-fold exponential time completeness for the data complexity of our fragments of HFL, provided m exceeds 3. This also yields a hierarchy result in expressive power.Comment: 33 pages, 2 figures, to be published in Logical Methods in Computer Scienc

    Evaporation and Antievaporation instabilities

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    We review (anti)evaporation phenomena within the context of quantum gravity and extended theories of gravity. The (anti)evaporation effect is an instability of the black hole horizon discovered in many different scenarios: quantum dilaton-gravity, f(R)f(R)-gravity, f(T)f(T)-gravity, string inspired black holes and brane-world cosmology. Evaporating and antievaporating black holes seem to have completely different thermodynamical features compared to standard semiclassical black holes. The purpose of this review is to provide an introduction to conceptual and technical aspects of (anti)evaporation effects, while discussing problems that are still open.Comment: Accepted in Symmetry, invited by Prof.S.Odintsov for special issu

    Estudio piloto de diseño de un sitio web para el bienestar de cuidadores de niños con parálisis cerebral

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    The objective is to present a website designed to improve the quality of life of caregivers of children with cerebral palsy and show data concerning its usefulness. The website was developed in accordance with scientific literature about caregivers' burden. We organized the website around different sections (e.g. family communication, learning to relax) and social support forums. The interactive features of the site were designed to accommodate different caregivers' needs and enable them to choose different pathways according to their own individual needs. Participants were 10 caregivers who took part in a pilot study and completed a questionnaire to analyze the usefulness of the website after five months using it. Preliminary results suggested that the website was useful for participants. The most useful sections were the 'peer-to-peer' and the professional forums. This study shows the potential of an online intervention for parents of children with cerebral palsy.El objetivo del artículo es presentar un sitio web diseñado para mejorar la calidad de vida de cuidadores de niños con parálisis cerebral y mostrar los datos correspondientes a su utilidad. Este sitio fue desarrollado acorde con la literatura científica sobre el tema de carga de los cuidadores y se organizó en torno a diferentes secciones (comunicación familiar, aprender a relajarse, entre otros) y foros de apoyo social. Las características interactivas del sitio fueron diseñadas para satisfacer las necesidades de los cuidadores, eligiendo diferentes caminos en función de las propias. En el estudio piloto participó una muestra de 10 cuidadores que completaron un cuestionario para analizar la utilidad del sitio web después de cinco meses de usarlo. Los resultados preliminares sugieren que este fue útil para los participantes y que las secciones de mayor utilidad fueron la denominada 'de par a par' y los foros profesionales. El presente trabajo muestra el potencial de una intervención en línea, para padres de niños con parálisis cerebral
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