36,937 research outputs found
Dominating sets and ego-centered decompositions in social networks
Our aim here is to address the problem of decomposing a whole network into a
minimal number of ego-centered subnetworks. For this purpose, the network egos
are picked out as the members of a minimum dominating set of the network.
However, to find such an efficient dominating ego-centered construction, we
need to be able to detect all the minimum dominating sets and to compare all
the corresponding dominating ego-centered decompositions of the network. To
find all the minimum dominating sets of the network, we are developing a
computational heuristic, which is based on the partition of the set of nodes of
a graph into three subsets, the always dominant vertices, the possible dominant
vertices and the never dominant vertices, when the domination number of the
network is known. To compare the ensuing dominating ego-centered decompositions
of the network, we are introducing a number of structural measures that count
the number of nodes and links inside and across the ego-centered subnetworks.
Furthermore, we are applying the techniques of graph domination and
ego=centered decomposition for six empirical social networks.Comment: 17 pages, 7 figure
Video Game Development in a Rush: A Survey of the Global Game Jam Participants
Video game development is a complex endeavor, often involving complex
software, large organizations, and aggressive release deadlines. Several
studies have reported that periods of "crunch time" are prevalent in the video
game industry, but there are few studies on the effects of time pressure. We
conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour
hackathon. Based on 198 responses, the results suggest that: (1) iterative
brainstorming is the most popular method for conceptualizing initial
requirements; (2) continuous integration, minimum viable product, scope
management, version control, and stand-up meetings are frequently applied
development practices; (3) regular communication, internal playtesting, and
dynamic and proactive planning are the most common quality assurance
activities; and (4) familiarity with agile development has a weak correlation
with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc
approaches to development and face-to-face communication, and recommend some
complementary practices with limited overhead. Furthermore, as our findings are
similar to recommendations for software startups, we posit that game jams and
the startup scene share contextual similarities. Finally, we discuss the
drawbacks of systemic "crunch time" and argue that game jam organizers are in a
good position to problematize the phenomenon.Comment: Accepted for publication in IEEE Transactions on Game
A New Mechanism for Maintaining Diversity of Pareto Archive in Multiobjective Optimization
The article introduces a new mechanism for selecting individuals to a Pareto
archive. It was combined with a micro-genetic algorithm and tested on several
problems. The ability of this approach to produce individuals uniformly
distributed along the Pareto set without negative impact on convergence is
demonstrated on presented results. The new concept was confronted with NSGA-II,
SPEA2, and IBEA algorithms from the PISA package. Another studied effect is the
size of population versus number of generations for small populations.Comment: 51 pages, 28 figure
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