1,422 research outputs found

    The number of clones determined by disjunctions of unary relations

    Full text link
    We consider finitary relations (also known as crosses) that are definable via finite disjunctions of unary relations, i.e. subsets, taken from a fixed finite parameter set Γ\Gamma. We prove that whenever Γ\Gamma contains at least one non-empty relation distinct from the full carrier set, there is a countably infinite number of polymorphism clones determined by relations that are disjunctively definable from Γ\Gamma. Finally, we extend our result to finitely related polymorphism clones and countably infinite sets Γ\Gamma.Comment: manuscript to be published in Theory of Computing System

    Multimodal music information processing and retrieval: survey and future challenges

    Full text link
    Towards improving the performance in various music information processing tasks, recent studies exploit different modalities able to capture diverse aspects of music. Such modalities include audio recordings, symbolic music scores, mid-level representations, motion, and gestural data, video recordings, editorial or cultural tags, lyrics and album cover arts. This paper critically reviews the various approaches adopted in Music Information Processing and Retrieval and highlights how multimodal algorithms can help Music Computing applications. First, we categorize the related literature based on the application they address. Subsequently, we analyze existing information fusion approaches, and we conclude with the set of challenges that Music Information Retrieval and Sound and Music Computing research communities should focus in the next years

    Optimized shunting with mixed-usage tracks

    Get PDF
    We consider the planning of railway freight classification at hump yards, where the problem involves the formation of departing freight train blocks from arriving trains subject to scheduling and capacity constraints. The hump yard layout considered consists of arrival tracks of sufficient length at an arrival yard, a hump, classification tracks of non-uniform and possibly non-sufficient length at a classification yard, and departure tracks of sufficient length. To increase yard capacity, freight cars arriving early can be stored temporarily on specific mixed-usage tracks. The entire hump yard planning process is covered in this paper, and heuristics for arrival and departure track assignment, as well as hump scheduling, have been included to provide the neccessary input data. However, the central problem considered is the classification track allocation problem. This problem has previously been modeled using direct mixed integer programming models, but this approach did not yield lower bounds of sufficient quality to prove optimality. Later attempts focused on a column generation approach based on branch-and-price that could solve problem instances of industrial size. Building upon the column generation approach we introduce a direct arc-based integer programming model, where the arcs are precedence relations between blocks on the same classification track. Further, the most promising models are adapted for rolling-horizon planning. We evaluate the methods on historical data from the Hallsberg shunting yard in Sweden. The results show that the new arc-based model performs as well as the column generation approach. It returns an optimal schedule within the execution time limit for all instances but from one, and executes as fast as the column generation approach. Further, the short execution times of the column generation approach and the arc-indexed model make them suitable for rolling-horizon planning, while the direct mixed integer program proved to be too slow for this. Extended analysis of the results shows that mixing was only required if the maximum number of concurrent trains on the classification yard exceeds 29 (there are 32 available tracks), and that after this point the number of extra car roll-ins increases heavily

    An Empirical Study of Speculative Concurrency in Ethereum Smart Contracts

    Get PDF
    We use historical data to estimate the potential benefit of speculative techniques for executing Ethereum smart contracts in parallel. We replay transaction traces of sampled blocks from the Ethereum blockchain over time, using a simple speculative execution engine. In this engine, miners attempt to execute all transactions in a block in parallel, rolling back those that cause data conflicts. Aborted transactions are then executed sequentially. Validators execute the same schedule as miners. We find that our speculative technique yields estimated speed-ups starting at about 8-fold in 2016, declining to about 2-fold at the end of 2017, where speed-up is measured using either gas costs or instruction counts. We also observe that a small set of contracts are responsible for many data conflicts resulting from speculative concurrent execution

    'Ephemerality’ in game development: opportunitiees and challenges

    Get PDF
    Ephemeral Computation (Eph-C) is a newly created computation paradigm, the purpose of which is to take advantage of the ephemeral nature (limited lifetime) of computational resources. First we speak of this new paradigm in general terms, then more specifically in terms of videogame development. We present possible applications and benefits for the main research fields associated with videogame development. This is a preliminary work which aims to investigate the possibilities of applying ephemeral computation to the products of the videogame industry. Therefore, as a preliminary work, it attempts to serve as the inspiration for other researchers or videogame developers.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Shallow decision-making analysis in General Video Game Playing

    Full text link
    The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far the metrics used to evaluate the performance of agents have been win ratio, game score and length of games. In this paper we provide a wider set of metrics and a comparison method for evaluating and comparing agents. The metrics and the comparison method give shallow introspection into the agent's decision making process and they can be applied to any agent regardless of its algorithmic nature. In this work, the metrics and the comparison method are used to measure the impact of the terms that compose a tree policy of an MCTS based agent, comparing with several baseline agents. The results clearly show how promising such general approach is and how it can be useful to understand the behaviour of an AI agent, in particular, how the comparison with baseline agents can help understanding the shape of the agent decision landscape. The presented metrics and comparison method represent a step toward to more descriptive ways of logging and analysing agent's behaviours
    • …
    corecore