7,393 research outputs found

    Taking Primitive Optimality Theory Beyond the Finite State

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    Primitive Optimality Theory (OTP) (Eisner, 1997a; Albro, 1998), a computational model of Optimality Theory (Prince and Smolensky, 1993), employs a finite state machine to represent the set of active candidates at each stage of an Optimality Theoretic derivation, as well as weighted finite state machines to represent the constraints themselves. For some purposes, however, it would be convenient if the set of candidates were limited by some set of criteria capable of being described only in a higher-level grammar formalism, such as a Context Free Grammar, a Context Sensitive Grammar, or a Multiple Context Free Grammar (Seki et al., 1991). Examples include reduplication and phrasal stress models. Here we introduce a mechanism for OTP-like Optimality Theory in which the constraints remain weighted finite state machines, but sets of candidates are represented by higher-level grammars. In particular, we use multiple context-free grammars to model reduplication in the manner of Correspondence Theory (McCarthy and Prince, 1995), and develop an extended version of the Earley Algorithm (Earley, 1970) to apply the constraints to a reduplicating candidate set.Comment: 11 pages, 5 figures, worksho

    Exact Sparse Matrix-Vector Multiplication on GPU's and Multicore Architectures

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    We propose different implementations of the sparse matrix--dense vector multiplication (\spmv{}) for finite fields and rings \Zb/m\Zb. We take advantage of graphic card processors (GPU) and multi-core architectures. Our aim is to improve the speed of \spmv{} in the \linbox library, and henceforth the speed of its black box algorithms. Besides, we use this and a new parallelization of the sigma-basis algorithm in a parallel block Wiedemann rank implementation over finite fields

    A Decomposition Approach to Multi-Vehicle Cooperative Control

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    We present methods that generate cooperative strategies for multi-vehicle control problems using a decomposition approach. By introducing a set of tasks to be completed by the team of vehicles and a task execution method for each vehicle, we decomposed the problem into a combinatorial component and a continuous component. The continuous component of the problem is captured by task execution, and the combinatorial component is captured by task assignment. In this paper, we present a solver for task assignment that generates near-optimal assignments quickly and can be used in real-time applications. To motivate our methods, we apply them to an adversarial game between two teams of vehicles. One team is governed by simple rules and the other by our algorithms. In our study of this game we found phase transitions, showing that the task assignment problem is most difficult to solve when the capabilities of the adversaries are comparable. Finally, we implement our algorithms in a multi-level architecture with a variable replanning rate at each level to provide feedback on a dynamically changing and uncertain environment.Comment: 36 pages, 19 figures, for associated web page see http://control.mae.cornell.edu/earl/decom
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