2,829 research outputs found

    Ten Quick Tips for Using a Raspberry Pi

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    Much of biology (and, indeed, all of science) is becoming increasingly computational. We tend to think of this in regards to algorithmic approaches and software tools, as well as increased computing power. There has also been a shift towards slicker, packaged solutions--which mirrors everyday life, from smart phones to smart homes. As a result, it's all too easy to be detached from the fundamental elements that power these changes, and to see solutions as "black boxes". The major goal of this piece is to use the example of the Raspberry Pi--a small, general-purpose computer--as the central component in a highly developed ecosystem that brings together elements like external hardware, sensors and controllers, state-of-the-art programming practices, and basic electronics and physics, all in an approachable and useful way. External devices and inputs are easily connected to the Pi, and it can, in turn, control attached devices very simply. So whether you want to use it to manage laboratory equipment, sample the environment, teach bioinformatics, control your home security or make a model lunar lander, it's all built from the same basic principles. To quote Richard Feynman, "What I cannot create, I do not understand".Comment: 12 pages, 2 figure

    Cycles in adversarial regularized learning

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    Regularized learning is a fundamental technique in online optimization, machine learning and many other fields of computer science. A natural question that arises in these settings is how regularized learning algorithms behave when faced against each other. We study a natural formulation of this problem by coupling regularized learning dynamics in zero-sum games. We show that the system's behavior is Poincar\'e recurrent, implying that almost every trajectory revisits any (arbitrarily small) neighborhood of its starting point infinitely often. This cycling behavior is robust to the agents' choice of regularization mechanism (each agent could be using a different regularizer), to positive-affine transformations of the agents' utilities, and it also persists in the case of networked competition, i.e., for zero-sum polymatrix games.Comment: 22 pages, 4 figure

    Neuroeconomics?

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    Computer simulations, mathematics and economics

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    Economists lise different kinds of computer simulation. However, there is little attention on the theory of simulation, which is considered either a technology or an extension of mathematical theory or, else, a way of modelling that is alternative to verbal description and mathematical models. The paper suggests a systematisation of the relationship between simulations, mathematics and economics. In particular, it traces the evolution of simulation techniques, comments some of the contributions that deal with their nature, and, finally, illustrates with some examples their influence on economie theory. Keywords: Computer simulation, economie methodology, multi-agent programming techniques.

    Common Knowledge and Interactive Behaviors: A Survey

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    This paper surveys the notion of common knowledge taken from game theory and computer science. It studies and illustrates more generally the effects of interactive knowledge in economic and social problems. First of all, common knowledge is shown to be a central concept and often a necessary condition for coordination, equilibrium achievement, agreement, and consensus. We present how common knowledge can be practically generated, for example, by particular advertisements or leadership. Secondly, we prove that common knowledge can be harmful, essentially in various cooperation and negotiation problems, and more generally when there are con icts of interest. Finally, in some asymmetric relationships, common knowledge is shown to be preferable for some players, but not for all. The ambiguous welfare effects of higher-order knowledge on interactive behaviors leads us to analyze the role of decentralized communication in order to deal with dynamic or endogenous information structures.Interactive knowledge, common knowledge, information structure, communication.

    Behavior in a dynamic decision problem: An analysis of experimental evidence using a bayesian type classification algorithm

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    It has been long recognized that different people may use different strategies, or decision rules, when playing games or dealing with other complex decision problems. We provide a new Bayesian procedure for drawing inferences about the nature and number of decision rules that are present in a population of agents. We show that the algorithm performs well in both a Monte Carlo study and in an empirical application. We apply our procedure to analyze the actual behavior of subjects who are confronted with a difficult dynamic stochastic decision problem in a laboratory setting. The procedure does an excellent job of grouping the subjects into easily interpretable types. Given the difficultly of the decision problem, we were surprised to find that nearly a third of subjects were a “Near Rational” type that played a good approximation to the optimal decision rule. More than 40% of subjects followed a rule that we describe as “fatalistic,” since they play as if they don’t appreciate the extent to which payoffs are a controlled stochastic process. And about a quarter of the subjects are classified as “Confused,” since they play the game quite poorly. Interestingly, we find that those subjects who practiced most before playing the game for money were the most likely to play poorly. Thus, lack of effort does not seem to account for poor performance. It is our hope that, in future work, our type classification algorithm will facilitate the positive analysis of peoples’ behavior in many types of complex decision problems.behavioral experiments type-classification bayesian

    Friends of Musselman Library Newsletter Spring 2006

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    Table of Contents: From the Director: 25th Anniversary (Matt Harris ’83, Jenniger Pollock ’06); Unveiling the Past: Hidden Treasures of the Gettysburg College Asian Art Collection (Molly Hutton, Dr. Frank H. Kramer ’14); Music at Musselman: Smithsonian Global Sound; Just What is a Music Librarian? (Tim Sestrick); Spotlight on Collecting: Lincoln Sermons (Karen Drickamer, John Barnett); Focus on Philanthropy; Spring Blooms at Musselman Library (Pat Henry ’71); Library news: BoNanas, Muscle Man, Hoch’s Book, Mashiko Potters, One Book, Summer Reads (Gabor Borrit, Dr. Bradley Hoch); GettDigital: Gettysburgian; Library acquires Early American Newspapers; Coming This Fall: Jewish Literature (Stephen Stern, Janelle Wertzberger); Hidden Talents (Kay Etheridge); Clowning Around with Jeffrey Gabel; Where Are They Now? Holley Interns (Molly Thomas Larkin ’98, Kelly Kemp Spies ’99, Jennifer Chesnet Harp ’03, Meggan Emler Smith ’04, Jason Kowell ’05); Intern Delves Into College History (Nicole Lenart ’06); Replicas of Remington’s Bronzes on Display (Molly Hutton

    The Anchor (1986, Volume 59 Issue 23)

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    https://digitalcommons.ric.edu/the_anchor/2014/thumbnail.jp
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