300 research outputs found

    Parallel Chip Firing Game associated with n-cube orientations

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    We study the cycles generated by the chip firing game associated with n-cube orientations. We show the existence of the cycles generated by parallel evolutions of even lengths from 2 to 2n2^n on HnH_n (n >= 1), and of odd lengths different from 3 and ranging from 1 to 2n112^{n-1}-1 on HnH_n (n >= 4)

    Simplicial and Cellular Trees

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    Much information about a graph can be obtained by studying its spanning trees. On the other hand, a graph can be regarded as a 1-dimensional cell complex, raising the question of developing a theory of trees in higher dimension. As observed first by Bolker, Kalai and Adin, and more recently by numerous authors, the fundamental topological properties of a tree --- namely acyclicity and connectedness --- can be generalized to arbitrary dimension as the vanishing of certain cellular homology groups. This point of view is consistent with the matroid-theoretic approach to graphs, and yields higher-dimensional analogues of classical enumerative results including Cayley's formula and the matrix-tree theorem. A subtlety of the higher-dimensional case is that enumeration must account for the possibility of torsion homology in trees, which is always trivial for graphs. Cellular trees are the starting point for further high-dimensional extensions of concepts from algebraic graph theory including the critical group, cut and flow spaces, and discrete dynamical systems such as the abelian sandpile model.Comment: 39 pages (including 5-page bibliography); 5 figures. Chapter for forthcoming IMA volume "Recent Trends in Combinatorics

    SpiNNaker - A Spiking Neural Network Architecture

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    20 years in conception and 15 in construction, the SpiNNaker project has delivered the world’s largest neuromorphic computing platform incorporating over a million ARM mobile phone processors and capable of modelling spiking neural networks of the scale of a mouse brain in biological real time. This machine, hosted at the University of Manchester in the UK, is freely available under the auspices of the EU Flagship Human Brain Project. This book tells the story of the origins of the machine, its development and its deployment, and the immense software development effort that has gone into making it openly available and accessible to researchers and students the world over. It also presents exemplar applications from ‘Talk’, a SpiNNaker-controlled robotic exhibit at the Manchester Art Gallery as part of ‘The Imitation Game’, a set of works commissioned in 2016 in honour of Alan Turing, through to a way to solve hard computing problems using stochastic neural networks. The book concludes with a look to the future, and the SpiNNaker-2 machine which is yet to come

    SpiNNaker - A Spiking Neural Network Architecture

    Get PDF
    20 years in conception and 15 in construction, the SpiNNaker project has delivered the world’s largest neuromorphic computing platform incorporating over a million ARM mobile phone processors and capable of modelling spiking neural networks of the scale of a mouse brain in biological real time. This machine, hosted at the University of Manchester in the UK, is freely available under the auspices of the EU Flagship Human Brain Project. This book tells the story of the origins of the machine, its development and its deployment, and the immense software development effort that has gone into making it openly available and accessible to researchers and students the world over. It also presents exemplar applications from ‘Talk’, a SpiNNaker-controlled robotic exhibit at the Manchester Art Gallery as part of ‘The Imitation Game’, a set of works commissioned in 2016 in honour of Alan Turing, through to a way to solve hard computing problems using stochastic neural networks. The book concludes with a look to the future, and the SpiNNaker-2 machine which is yet to come

    A family of matrix-tree multijections

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    For a natural class of r×nr \times n integer matrices, we construct a non-convex polytope which periodically tiles Rn\mathbb R^n. From this tiling, we provide a family of geometrically meaningful maps from a generalized sandpile group to a set of generalized spanning trees which give multijective proofs for several higher-dimensional matrix-tree theorems. In particular, these multijections can be applied to graphs, regular matroids, cell complexes with a torsion-free spanning forest, and representable arithmetic matroids with a multiplicity one basis. This generalizes a bijection given by Backman, Baker, and Yuen and extends work by Duval, Klivans, and Martin.Comment: Several edits from the previous version including a new title (the previous title was "A Combinatorial Mapping for the Higher-Dimensional Matrix-Tree Theorem"). There are also many added references to the author's dissertatio

    Virtual camera selection using a semiring constraint satisfaction approach

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    Players and viewers of three-dimensional computer generated games and worlds view renderings from the viewpoint of a virtual camera. As such, determining a good view of the scene is important to present a good game or three-dimensional world. Previous research has developed technologies to nd good positions for the virtual camera, but little work has been done to automatically select between multiple virtual cameras, similar to a human director at a sporting event. This thesis describes a software tool to select among camera feeds from multiple virtual cameras in a virtual environment using semiring-based constraint satisfaction techniques (SCSP), a soft constraint approach. The system encodes a designer's preferences, and selects the best camera feed even in over-constrained or under-constrained environments. The system functions in real time for dynamic scenes using only current information (i.e. no prediction). To reduce the camera selection time the SCSP evaluation can be cached and converted to native code. This SCSP approach is implemented in two virtual environments: a virtual hockey game using a spectator viewpoint, and a virtual 3D maze game using a third person perspective. Comparisons against hard constraints are made using constraint satisfaction problems
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