43,467 research outputs found

    Team decision theory for linear continuous-time systems

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    This paper develops a team decision theory for linear-quadratic (LQ) continuous-time systems. First, a counterpart of the well-known result of Radner on quadratic static teams is obtained for two-member continuous-time LQ static team problems when the statistics of the random variables involved are not necessarily Gaussian. An iterative convergent scheme is developed, which in the limit yields the optimal team strategies. For the special case of Gaussian distributions, the team-optimal solution is affine in the information available to each DM, and for the further special case when the team cost function does not penalize the intermediate values of state, the optimal strategies can be obtained by solving a Liapunov type time-invariant matrix equation. This static theory is then extended to LQG continuous-time dynamic teams with sampled observations under the one-step-delay observation sharing pattern. The unique solution is again affine in the information available to each DM, and further, it features a certainty-equivalence property

    Guessing Numbers of Odd Cycles

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    For a given number of colours, ss, the guessing number of a graph is the base ss logarithm of the size of the largest family of colourings of the vertex set of the graph such that the colour of each vertex can be determined from the colours of the vertices in its neighbourhood. An upper bound for the guessing number of the nn-vertex cycle graph CnC_n is n/2n/2. It is known that the guessing number equals n/2n/2 whenever nn is even or ss is a perfect square \cite{Christofides2011guessing}. We show that, for any given integer s2s\geq 2, if aa is the largest factor of ss less than or equal to s\sqrt{s}, for sufficiently large odd nn, the guessing number of CnC_n with ss colours is (n1)/2+logs(a)(n-1)/2 + \log_s(a). This answers a question posed by Christofides and Markstr\"{o}m in 2011 \cite{Christofides2011guessing}. We also present an explicit protocol which achieves this bound for every nn. Linking this to index coding with side information, we deduce that the information defect of CnC_n with ss colours is (n+1)/2logs(a)(n+1)/2 - \log_s(a) for sufficiently large odd nn. Our results are a generalisation of the s=2s=2 case which was proven in \cite{bar2011index}.Comment: 16 page

    Bayesian Item Response Modeling in R with brms and Stan

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    Item Response Theory (IRT) is widely applied in the human sciences to model persons' responses on a set of items measuring one or more latent constructs. While several R packages have been developed that implement IRT models, they tend to be restricted to respective prespecified classes of models. Further, most implementations are frequentist while the availability of Bayesian methods remains comparably limited. We demonstrate how to use the R package brms together with the probabilistic programming language Stan to specify and fit a wide range of Bayesian IRT models using flexible and intuitive multilevel formula syntax. Further, item and person parameters can be related in both a linear or non-linear manner. Various distributions for categorical, ordinal, and continuous responses are supported. Users may even define their own custom response distribution for use in the presented framework. Common IRT model classes that can be specified natively in the presented framework include 1PL and 2PL logistic models optionally also containing guessing parameters, graded response and partial credit ordinal models, as well as drift diffusion models of response times coupled with binary decisions. Posterior distributions of item and person parameters can be conveniently extracted and post-processed. Model fit can be evaluated and compared using Bayes factors and efficient cross-validation procedures.Comment: 54 pages, 16 figures, 3 table

    Multiagent Bidirectionally-Coordinated Nets: Emergence of Human-level Coordination in Learning to Play StarCraft Combat Games

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    Many artificial intelligence (AI) applications often require multiple intelligent agents to work in a collaborative effort. Efficient learning for intra-agent communication and coordination is an indispensable step towards general AI. In this paper, we take StarCraft combat game as a case study, where the task is to coordinate multiple agents as a team to defeat their enemies. To maintain a scalable yet effective communication protocol, we introduce a Multiagent Bidirectionally-Coordinated Network (BiCNet ['bIknet]) with a vectorised extension of actor-critic formulation. We show that BiCNet can handle different types of combats with arbitrary numbers of AI agents for both sides. Our analysis demonstrates that without any supervisions such as human demonstrations or labelled data, BiCNet could learn various types of advanced coordination strategies that have been commonly used by experienced game players. In our experiments, we evaluate our approach against multiple baselines under different scenarios; it shows state-of-the-art performance, and possesses potential values for large-scale real-world applications.Comment: 10 pages, 10 figures. Previously as title: "Multiagent Bidirectionally-Coordinated Nets for Learning to Play StarCraft Combat Games", Mar 201

    Narrative, Sensemaking, and Improvisation in Participatory Hypermedia Construction

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    In this paper we describe research into a form of practitioner sensemaking in the context of participatory hypermedia construction sessions, in which groups of people build knowledge maps. We discuss how constructs from narrative theory and improvisation have helped us understand what happens at the moments when practitioners encounter dilemmas and obstacles. We provide brief examples from case studies and discuss possible contributions to broader themes in sensemaking research
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