23,993 research outputs found
The 2014 International Planning Competition: Progress and Trends
We review the 2014 International Planning Competition (IPC-2014), the eighth
in a series of competitions starting in 1998. IPC-2014 was held in three separate
parts to assess state-of-the-art in three prominent areas of planning research: the
deterministic (classical) part (IPCD), the learning part (IPCL), and the probabilistic
part (IPPC). Each part evaluated planning systems in ways that pushed the edge of
existing planner performance by introducing new challenges, novel tasks, or both.
The competition surpassed again the number of competitors than its predecessor,
highlighting the competitionâs central role in shaping the landscape of ongoing
developments in evaluating planning systems
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Comparative study of design: application to Engineering Design
A recent exploratory study examines design processes across domains and compares them. This is achieved through a series of interdisciplinary, participative workshops. A systematic framework is used to collect data from expert witnesses who are practising designers across domains from engineering through architecture to product design and fashion, including film production, pharmaceutical drugs, food, packaging, graphics and multimedia and software. Similarities and differences across domains are described which indicate the types of comparative analysis we have been able to do from our data. The paper goes further and speculates on possible lessons for selected areas of engineering design which can be drawn from comparison with processes in other domains. As such this comparative design study offers the potential for improving engineering design processes. More generally it is a first step in creating a discipline of comparative design which aims to provide a new rich picture of design processes
Modelling iteration in engineering design
This paper examines design iteration and its modelling in the simulation of New Product Development (NPD) processes. A framework comprising six perspectives of iteration is proposed and it is argued that the importance of each perspective depends upon domain-specific factors. Key challenges of modelling iteration in process simulation frameworks such as the Design Structure Matrix are discussed, and we argue that no single model or framework can fully capture the iterative dynamics of an NPD process. To conclude, we propose that consideration of iteration and its representation could help identify the most appropriate modelling framework for a given process and modelling objective, thereby improving the fidelity of design process simulation models and increasing their utility
Flight crew aiding for recovery from subsystem failures
Some of the conceptual issues associated with pilot aiding systems are discussed and an implementation of one component of such an aiding system is described. It is essential that the format and content of the information the aiding system presents to the crew be compatible with the crew's mental models of the task. It is proposed that in order to cooperate effectively, both the aiding system and the flight crew should have consistent information processing models, especially at the point of interface. A general information processing strategy, developed by Rasmussen, was selected to serve as the bridge between the human and aiding system's information processes. The development and implementation of a model-based situation assessment and response generation system for commercial transport aircraft are described. The current implementation is a prototype which concentrates on engine and control surface failure situations and consequent flight emergencies. The aiding system, termed Recovery Recommendation System (RECORS), uses a causal model of the relevant subset of the flight domain to simulate the effects of these failures and to generate appropriate responses, given the current aircraft state and the constraints of the current flight phase. Since detailed information about the aircraft state may not always be available, the model represents the domain at varying levels of abstraction and uses the less detailed abstraction levels to make inferences when exact information is not available. The structure of this model is described in detail
Automated Game Design Learning
While general game playing is an active field of research, the learning of
game design has tended to be either a secondary goal of such research or it has
been solely the domain of humans. We propose a field of research, Automated
Game Design Learning (AGDL), with the direct purpose of learning game designs
directly through interaction with games in the mode that most people experience
games: via play. We detail existing work that touches the edges of this field,
describe current successful projects in AGDL and the theoretical foundations
that enable them, point to promising applications enabled by AGDL, and discuss
next steps for this exciting area of study. The key moves of AGDL are to use
game programs as the ultimate source of truth about their own design, and to
make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201
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Technological discontinuities, outsiders and social capital: a case study from Formula 1
Purpose â The purpose of this paper is to examine how and why outsiders, rather than incumbents, are able to take advantage of technological discontinuities. Design/ methodology/approach â The paper employs a case study of a single innovation that transformed the technology of Formula 1 motor racing. Findings â The findings show how social capital made up of âweak tiesâ in the form of informal personal networks, enabled an outsider to successfully make the leap to a new technological regime. Practical implications â The findings show that where new product development involves a shift to new technologies, social capital can have an important part to play. Originality/value â It is widely accepted that radical innovations are often competence destroying, making it difficult for incumbents to make the transition to a new technology. The findings show how the social capital of outsiders can place them at a particular advantage in utilizing new technologies
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