2,599 research outputs found
Cellular-Automata model for dense-snow avalanches
This paper introduces a three-dimensional model for simulating dense-snow avalanches, based on the numerical method of cellular automata. This method allows one to study the complex behavior of the avalanche by dividing it into small elements, whose interaction is described by simple laws, obtaining a reduction of the computational power needed to perform a three-dimensional simulation. Similar models by several authors have been used to model rock avalanches, mud and lava flows, and debris avalanches. A peculiar aspect of avalanche dynamics, i.e., the mechanisms of erosion of the snowpack and deposition of material from the avalanche is taken into account in the model. The capability of the proposed approach has been illustrated by modeling three documented avalanches that occurred in Susa Valley (Western Italian Alps). Despite the qualitative observations used for calibration, the proposed method is able to reproduce the correct three-dimensional avalanche path, using a digital terrain model, and the order of magnitude of the avalanche deposit volume
Synthesising Strategy Improvement and Recursive Algorithms for Solving 2.5 Player Parity Games
2.5 player parity games combine the challenges posed by 2.5 player
reachability games and the qualitative analysis of parity games. These two
types of problems are best approached with different types of algorithms:
strategy improvement algorithms for 2.5 player reachability games and recursive
algorithms for the qualitative analysis of parity games. We present a method
that - in contrast to existing techniques - tackles both aspects with the best
suited approach and works exclusively on the 2.5 player game itself. The
resulting technique is powerful enough to handle games with several million
states
XQuery Streaming by Forest Transducers
Streaming of XML transformations is a challenging task and only very few
systems support streaming. Research approaches generally define custom
fragments of XQuery and XPath that are amenable to streaming, and then design
custom algorithms for each fragment. These languages have several shortcomings.
Here we take a more principles approach to the problem of streaming
XQuery-based transformations. We start with an elegant transducer model for
which many static analysis problems are well-understood: the Macro Forest
Transducer (MFT). We show that a large fragment of XQuery can be translated
into MFTs --- indeed, a fragment of XQuery, that can express important features
that are missing from other XQuery stream engines, such as GCX: our fragment of
XQuery supports XPath predicates and let-statements. We then rely on a
streaming execution engine for MFTs, one which uses a well-founded set of
optimizations from functional programming, such as strictness analysis and
deforestation. Our prototype achieves time and memory efficiency comparable to
the fastest known engine for XQuery streaming, GCX. This is surprising because
our engine relies on the OCaml built in garbage collector and does not use any
specialized buffer management, while GCX's efficiency is due to clever and
explicit buffer management.Comment: Full version of the paper in the Proceedings of the 30th IEEE
International Conference on Data Engineering (ICDE 2014
Antichains for the Automata-Based Approach to Model-Checking
We propose and evaluate antichain algorithms to solve the universality and
language inclusion problems for nondeterministic Buechi automata, and the
emptiness problem for alternating Buechi automata. To obtain those algorithms,
we establish the existence of simulation pre-orders that can be exploited to
efficiently evaluate fixed points on the automata defined during the
complementation step (that we keep implicit in our approach). We evaluate the
performance of the algorithm to check the universality of Buechi automata using
the random automaton model recently proposed by Tabakov and Vardi. We show that
on the difficult instances of this probabilistic model, our algorithm
outperforms the standard ones by several orders of magnitude
LTLf/LDLf Non-Markovian Rewards
In Markov Decision Processes (MDPs), the reward obtained in a state is Markovian, i.e., depends on the last state and action. This dependency makes it difficult to reward more interesting long-term behaviors, such as always closing a door after it has been opened, or providing coffee only following a request. Extending MDPs to handle non-Markovian reward functions was the subject of two previous lines of work. Both use LTL variants to specify the reward function and then compile the new model back into a Markovian model. Building on recent progress in temporal logics over finite traces, we adopt LDLf for specifying non-Markovian rewards and provide an elegant automata construction for building a Markovian model, which extends that of previous work and offers strong minimality and compositionality guarantees
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