4,488,376 research outputs found

    Plug-and-Play Decentralized Model Predictive Control

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    In this paper we consider a linear system structured into physically coupled subsystems and propose a decentralized control scheme capable to guarantee asymptotic stability and satisfaction of constraints on system inputs and states. The design procedure is totally decentralized, since the synthesis of a local controller uses only information on a subsystem and its neighbors, i.e. subsystems coupled to it. We first derive tests for checking if a subsystem can be plugged into (or unplugged from) an existing plant without spoiling overall stability and constraint satisfaction. When this is possible, we show how to automatize the design of local controllers so that it can be carried out in parallel by smart actuators equipped with computational resources and capable to exchange information with neighboring subsystems. In particular, local controllers exploit tube-based Model Predictive Control (MPC) in order to guarantee robustness with respect to physical coupling among subsystems. Finally, an application of the proposed control design procedure to frequency control in power networks is presented.Comment: arXiv admin note: text overlap with arXiv:1210.692

    A Fictitious-Play Model of Bargaining To Implement the Nash Solution

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    We present a fictitious-play model of bargaining, where two bargainers play the Nash demand game repeatedly. The bargainers make a deliberate decision on their demands in the initial period and then follow a fictitious play process subsequently. If the bargainers are patient, the set of epsilon -equilibria of the initial-demand game is in a neighborhood of the division corresponding to the Nash bargaining solution. As the bargainers make a more accurate comparison of payoffs and become more patient accordingly, the set of epsilon-equilibria shrinks and the only equilibrium left is the division of the Nash bargaining solution.fictitious play, Nash demand game, epsilon-equilibrium, Nash bargaining solution, Nash program.

    A participatory co-creation model to drive community engagement in rural indigenous schools:A case study in Sarawak

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    This paper presents the formulated ‘play-to-engage’ model for indigenous community engagement that incorporates factors in cultural protocols and game design thinking. The hybrid model of the participatory co-creation model was formulated in the study that had been rolled out in two rural primary schools in West Borneo. These schools are located in remote villages, away from urban amenities, and technological affordances and resources are limited. There are more than twenty culturally-diversed indigenous tribes in Borneo. Although it is a known fact that indigenous cultures, including those in Borneo, have many cultural protocols and distinctive custom practices, it is still a challenge for researchers who work with such communities to understand, adhere to and follow the cultural protocols. The model looks at incorporating gameplay and culture protocols to drive community engagement. Since play is universal, the creation of a trustworthy partnership between the community and researchers was established through the use of play during the engagement process. Narratives captured in the study represented reflection, problem solving and creativity in the interactions with the indigenous communities, based on the developed indicators of the ‘play-to-engage’ model.</p

    A Quality of Play Model of a Professional Sports League

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    Assuming that consumers value both the absolute and relative quality of play, I compare the choice of ticket prices, team qualities, and number of games played in a noncooperative outcome versus that chosen by a social planner. I find that the nature of consumer preferences regarding the quality of play determines whether the demand for talented players are strategic complements or substitutes. A strong preference by fans for a superior team makes players strategic substitutes while a concern for a high quality of play and competitive balance make players strategic complements. Moreover, when fans only value the relative quality of play, there is an overemployment of talented players in the noncooperative outcome versus the socially optimal outcome; when they only value the absolute quality of play then there is an underemployment of talented players in the noncooperative outcome.(JEL L1,L2,L4,L83)Sports Leagues; Quality of Play

    Multiple-Play Bandits in the Position-Based Model

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    Sequentially learning to place items in multi-position displays or lists is a task that can be cast into the multiple-play semi-bandit setting. However, a major concern in this context is when the system cannot decide whether the user feedback for each item is actually exploitable. Indeed, much of the content may have been simply ignored by the user. The present work proposes to exploit available information regarding the display position bias under the so-called Position-based click model (PBM). We first discuss how this model differs from the Cascade model and its variants considered in several recent works on multiple-play bandits. We then provide a novel regret lower bound for this model as well as computationally efficient algorithms that display good empirical and theoretical performance

    Two-dimensional Site-Bond Percolation as an Example of Self-Averaging System

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    The Harris-Aharony criterion for a statistical model predicts, that if a specific heat exponent α0\alpha \ge 0, then this model does not exhibit self-averaging. In two-dimensional percolation model the index α=1/2\alpha=-{1/2}. It means that, in accordance with the Harris-Aharony criterion, the model can exhibit self-averaging properties. We study numerically the relative variances RMR_{M} and RχR_{\chi} for the probability MM of a site belongin to the "infinite" (maximum) cluster and the mean finite cluster size χ\chi. It was shown, that two-dimensional site-bound percolation on the square lattice, where the bonds play the role of impurity and the sites play the role of the statistical ensemble, over which the averaging is performed, exhibits self-averaging properties.Comment: 15 pages, 5 figure

    Playing Games in the Baire Space

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    We solve a generalized version of Church's Synthesis Problem where a play is given by a sequence of natural numbers rather than a sequence of bits; so a play is an element of the Baire space rather than of the Cantor space. Two players Input and Output choose natural numbers in alternation to generate a play. We present a natural model of automata ("N-memory automata") equipped with the parity acceptance condition, and we introduce also the corresponding model of "N-memory transducers". We show that solvability of games specified by N-memory automata (i.e., existence of a winning strategy for player Output) is decidable, and that in this case an N-memory transducer can be constructed that implements a winning strategy for player Output.Comment: In Proceedings Cassting'16/SynCoP'16, arXiv:1608.0017
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