1,254,979 research outputs found

    Systems, Resilience, and Organization: Analogies and Points of Contact with Hierarchy Theory

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    Aim of this paper is to provide preliminary elements for discussion about the implications of the Hierarchy Theory of Evolution on the design and evolution of artificial systems and socio-technical organizations. In order to achieve this goal, a number of analogies are drawn between the System of Leibniz; the socio-technical architecture known as Fractal Social Organization; resilience and related disciplines; and Hierarchy Theory. In so doing we hope to provide elements for reflection and, hopefully, enrich the discussion on the above topics with considerations pertaining to related fields and disciplines, including computer science, management science, cybernetics, social systems, and general systems theory.Comment: To appear in the Proceedings of ANTIFRAGILE'17, 4th International Workshop on Computational Antifragility and Antifragile Engineerin

    Credimus

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    We believe that economic design and computational complexity---while already important to each other---should become even more important to each other with each passing year. But for that to happen, experts in on the one hand such areas as social choice, economics, and political science and on the other hand computational complexity will have to better understand each other's worldviews. This article, written by two complexity theorists who also work in computational social choice theory, focuses on one direction of that process by presenting a brief overview of how most computational complexity theorists view the world. Although our immediate motivation is to make the lens through which complexity theorists see the world be better understood by those in the social sciences, we also feel that even within computer science it is very important for nontheoreticians to understand how theoreticians think, just as it is equally important within computer science for theoreticians to understand how nontheoreticians think

    Steiner t-designs for large t

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    One of the most central and long-standing open questions in combinatorial design theory concerns the existence of Steiner t-designs for large values of t. Although in his classical 1987 paper, L. Teirlinck has shown that non-trivial t-designs exist for all values of t, no non-trivial Steiner t-design with t > 5 has been constructed until now. Understandingly, the case t = 6 has received considerable attention. There has been recent progress concerning the existence of highly symmetric Steiner 6-designs: It is shown in [M. Huber, J. Algebr. Comb. 26 (2007), pp. 453-476] that no non-trivial flag-transitive Steiner 6-design can exist. In this paper, we announce that essentially also no block-transitive Steiner 6-design can exist.Comment: 9 pages; to appear in: Mathematical Methods in Computer Science 2008, ed. by J.Calmet, W.Geiselmann, J.Mueller-Quade, Springer Lecture Notes in Computer Scienc

    Distributed Computing with Adaptive Heuristics

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    We use ideas from distributed computing to study dynamic environments in which computational nodes, or decision makers, follow adaptive heuristics (Hart 2005), i.e., simple and unsophisticated rules of behavior, e.g., repeatedly "best replying" to others' actions, and minimizing "regret", that have been extensively studied in game theory and economics. We explore when convergence of such simple dynamics to an equilibrium is guaranteed in asynchronous computational environments, where nodes can act at any time. Our research agenda, distributed computing with adaptive heuristics, lies on the borderline of computer science (including distributed computing and learning) and game theory (including game dynamics and adaptive heuristics). We exhibit a general non-termination result for a broad class of heuristics with bounded recall---that is, simple rules of behavior that depend only on recent history of interaction between nodes. We consider implications of our result across a wide variety of interesting and timely applications: game theory, circuit design, social networks, routing and congestion control. We also study the computational and communication complexity of asynchronous dynamics and present some basic observations regarding the effects of asynchrony on no-regret dynamics. We believe that our work opens a new avenue for research in both distributed computing and game theory.Comment: 36 pages, four figures. Expands both technical results and discussion of v1. Revised version will appear in the proceedings of Innovations in Computer Science 201

    Evolución y simbiosis de las propensiones esenciales en el escenario de la enseñanza de las ciencias experimentales

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    The main prospects on science teaching are analyzed. The recent paradiglns in computer technology have enabled the development of a second generation of instructional design. Additionally, breakthroughs in neuroscience provide a new focus to ecology in the field of science teaching in the general scenario defined by the theory of evolution. The authors have the conviction that the time has arrived for a new curriculum in sciences based on a symbiosis between computer technology, instructional design and neurobiology. As a consequence, curricular projects in sciences must be especially centered upon neuronal education. Finally, the incidence cif the science of complexity and the concept edge of chaos in education is considered

    The Challenges of Creating Connections and Raising Awareness: Experience from UCLIC

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    With current disciplinary structures and academic priorities, Human-Computer Interaction faces ongoing challenges: is it a discipline in its own right, or simply a sub-discipline of computer science, psychology or design? Is it a science or engineering discipline? Should it concern itself with developing theory or improving practice? UCLIC aims to find appropriate middle ways on such questions: it conducts scientifically-based HCI research with a view to improving practice, and thus have an impact on society. It is based in the disciplines of Psychology and Computer Science and promotes participation across the disciplines. Research and teaching cover cognitive, affective, physical, social and technical aspects of interactive system design and use. © IFIP International Federation for Information Processing 2007
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