312,265 research outputs found

    Benchmarks for Parity Games (extended version)

    Full text link
    We propose a benchmark suite for parity games that includes all benchmarks that have been used in the literature, and make it available online. We give an overview of the parity games, including a description of how they have been generated. We also describe structural properties of parity games, and using these properties we show that our benchmarks are representative. With this work we provide a starting point for further experimentation with parity games.Comment: The corresponding tool and benchmarks are available from https://github.com/jkeiren/paritygame-generator. This is an extended version of the paper that has been accepted for FSEN 201

    Allocation in Practice

    Full text link
    How do we allocate scarcere sources? How do we fairly allocate costs? These are two pressing challenges facing society today. I discuss two recent projects at NICTA concerning resource and cost allocation. In the first, we have been working with FoodBank Local, a social startup working in collaboration with food bank charities around the world to optimise the logistics of collecting and distributing donated food. Before we can distribute this food, we must decide how to allocate it to different charities and food kitchens. This gives rise to a fair division problem with several new dimensions, rarely considered in the literature. In the second, we have been looking at cost allocation within the distribution network of a large multinational company. This also has several new dimensions rarely considered in the literature.Comment: To appear in Proc. of 37th edition of the German Conference on Artificial Intelligence (KI 2014), Springer LNC

    Key Steps in Developing a Cognitive Vaccine against Traumatic Flashbacks: Visuospatial Tetris versus Verbal Pub Quiz

    Get PDF
    Background: Flashbacks (intrusive memories of a traumatic event) are the hallmark feature of Post Traumatic Stress Disorder, however preventative interventions are lacking. Tetris may offer a 'cognitive vaccine' [1] against flashback development after trauma exposure. We previously reported that playing the computer game Tetris soon after viewing traumatic material reduced flashbacks compared to no-task [1]. However, two criticisms need to be addressed for clinical translation: (1) Would all games have this effect via distraction/enjoyment, or might some games even be harmful? (2) Would effects be found if administered several hours post-trauma? Accordingly, we tested Tetris versus an alternative computer game - Pub Quiz - which we hypothesized not to be helpful (Experiments 1 and 2), and extended the intervention interval to 4 hours (Experiment 2).Methodology/Principal Findings: The trauma film paradigm was used as an experimental analog for flashback development in healthy volunteers. In both experiments, participants viewed traumatic film footage of death and injury before completing one of the following: (1) no-task control condition (2) Tetris or (3) Pub Quiz. Flashbacks were monitored for 1 week. Experiment 1: 30 min after the traumatic film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz led to a significant increase in flashbacks. Experiment 2: 4 hours post-film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz did not.Conclusions/Significance: First, computer games can have differential effects post-trauma, as predicted by a cognitive science formulation of trauma memory. In both Experiments, playing Tetris post-trauma film reduced flashbacks. Pub Quiz did not have this effect, even increasing flashbacks in Experiment 1. Thus not all computer games are beneficial or merely distracting post-trauma - some may be harmful. Second, the beneficial effects of Tetris are retained at 4 hours post-trauma. Clinically, this delivers a feasible time-window to administer a post-trauma "cognitive vaccine''

    Research Agenda for Studying Open Source II: View Through the Lens of Referent Discipline Theories

    Get PDF
    In a companion paper [Niederman et al., 2006] we presented a multi-level research agenda for studying information systems using open source software. This paper examines open source in terms of MIS and referent discipline theories that are the base needed for rigorous study of the research agenda

    Wadge Degrees of ω\omega-Languages of Petri Nets

    Full text link
    We prove that ω\omega-languages of (non-deterministic) Petri nets and ω\omega-languages of (non-deterministic) Turing machines have the same topological complexity: the Borel and Wadge hierarchies of the class of ω\omega-languages of (non-deterministic) Petri nets are equal to the Borel and Wadge hierarchies of the class of ω\omega-languages of (non-deterministic) Turing machines which also form the class of effective analytic sets. In particular, for each non-null recursive ordinal α<ω_1CK\alpha < \omega\_1^{{\rm CK}} there exist some Σ0_α{\bf \Sigma}^0\_\alpha-complete and some Π0_α{\bf \Pi}^0\_\alpha-complete ω\omega-languages of Petri nets, and the supremum of the set of Borel ranks of ω\omega-languages of Petri nets is the ordinal γ_21\gamma\_2^1, which is strictly greater than the first non-recursive ordinal ω_1CK\omega\_1^{{\rm CK}}. We also prove that there are some Σ_11{\bf \Sigma}\_1^1-complete, hence non-Borel, ω\omega-languages of Petri nets, and that it is consistent with ZFC that there exist some ω\omega-languages of Petri nets which are neither Borel nor Σ_11{\bf \Sigma}\_1^1-complete. This answers the question of the topological complexity of ω\omega-languages of (non-deterministic) Petri nets which was left open in [DFR14,FS14].Comment: arXiv admin note: text overlap with arXiv:0712.1359, arXiv:0804.326

    On The Foundations of Digital Games

    Get PDF
    Computers have lead to a revolution in the games we play, and, following this, an interest for computer-based games has been sparked in research communities. However, this easily leads to the perception of a one-way direction of influence between that the field of game research and computer science. This historical investigation points towards a deep and intertwined relationship between research on games and the development of computers, giving a richer picture of both fields. While doing so, an overview of early game research is presented and an argument made that the distinction between digital games and non-digital games may be counter-productive to game research as a whole
    • …
    corecore