4,232 research outputs found
Why Philosophers Should Care About Computational Complexity
One might think that, once we know something is computable, how efficiently
it can be computed is a practical question with little further philosophical
importance. In this essay, I offer a detailed case that one would be wrong. In
particular, I argue that computational complexity theory---the field that
studies the resources (such as time, space, and randomness) needed to solve
computational problems---leads to new perspectives on the nature of
mathematical knowledge, the strong AI debate, computationalism, the problem of
logical omniscience, Hume's problem of induction, Goodman's grue riddle, the
foundations of quantum mechanics, economic rationality, closed timelike curves,
and several other topics of philosophical interest. I end by discussing aspects
of complexity theory itself that could benefit from philosophical analysis.Comment: 58 pages, to appear in "Computability: G\"odel, Turing, Church, and
beyond," MIT Press, 2012. Some minor clarifications and corrections; new
references adde
On The Foundations of Digital Games
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
Spatial-temporal reasoning applications of computational intelligence in the game of Go and computer networks
Spatial-temporal reasoning is the ability to reason with spatial images or information about space over time. In this dissertation, computational intelligence techniques are applied to computer Go and computer network applications. Among four experiments, the first three are related to the game of Go, and the last one concerns the routing problem in computer networks.
The first experiment represents the first training of a modified cellular simultaneous recurrent network (CSRN) trained with cellular particle swarm optimization (PSO). Another contribution is the development of a comprehensive theoretical study of a 2x2 Go research platform with a certified 5 dan Go expert. The proposed architecture successfully trains a 2x2 game tree. The contribution of the second experiment is the development of a computational intelligence algorithm calledcollective cooperative learning (CCL). CCL learns the group size of Go stones on a Go board with zero knowledge by communicating only with the immediate neighbors. An analysis determines the lower bound of a design parameter that guarantees a solution. The contribution of the third experiment is the proposal of a unified system architecture for a Go robot. A prototype Go robot is implemented for the first time in the literature. The last experiment tackles a disruption-tolerant routing problem for a network suffering from link disruption. This experiment represents the first time that the disruption-tolerant routing problem has been formulated with a Markov Decision Process. In addition, the packet delivery rate has been improved under a range of link disruption levels via a reinforcement learning approach --Abstract, page iv
A Survey of Monte Carlo Tree Search Methods
Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work
What Is Cognitive Psychology?
What Is Cognitive Psychology? identifies the theoretical foundations of cognitive psychology—foundations which have received very little attention in modern textbooks. Beginning with the basics of information processing, Michael R. W. Dawson explores what experimental psychologists infer about these processes and considers what scientific explanations are required when we assume cognition is rule-governed symbol manipulation. From these foundations, psychologists can identify the architecture of cognition and better understand its role in debates about its true nature. This volume offers a deeper understanding of cognitive psychology and presents ideas for integrating traditional cognitive psychology with more modern fields like cognitive neuroscience.Publishe
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Development of novel design methodology for product mass customization based on human attributes and cognitive behaviours
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.The competition in the global market is accelerating rapidly because of less technological gap, matured manufacturing level, and various changing customer needs. Increasingly customers choose products in terms of experience desires, psychological desires and whether the products can reflect their values, in addition to the main product functions. Moreover, there are a large number of small and medium sized manufacturing companies in the developing countries. OEM (Original Equipment Manufacturer) and simple mass production cannot generate good value for these manufacture companies, and they have been seeking new opportunities to create higher value for their products/services and satisfy different needs of customers.
Mass customization is one of the main business forms in the future, which can best meet the needs of individual customer, especially psychological needs. The key to mass customization is to provide enough modules to meet individual needs with a limited cost increase. The problem has been how to identify the real user needs and individual differences.
The purpose of this research is to develop a sound design methodology based upon the current product design theories and practices for future product innovation and sustainable growth of small and medium sized manufacturing enterprises. The research focuses on the user-product cognitive behaviours and the relationship between human attributes and product features. Orthogonal experiment, eye tracking technology and artificial neural network have been successfully applied in this research.
The research has developed a user needs hierarchy model and added value hierarchy model, and a robust theoretical basis to predict and evaluate (individual) user needs for product design.
The research has further made the following contributions:
1) The relationship between human attributes and product features has been established, which can help designers understand the differences of various customer groups;
2) The different effects of various influence factors on people’s cognition and preference choice based on vision have been analysed and discussed;
3) A new method to identify, cluster, and combine common needs and personalized needs in early design stage for mass customization has been developed;
4) The research results can be reused in the future design of the same or similar kind of products
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