86,875 research outputs found

    Introduction to linear logic and ludics, part II

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    This paper is the second part of an introduction to linear logic and ludics, both due to Girard. It is devoted to proof nets, in the limited, yet central, framework of multiplicative linear logic and to ludics, which has been recently developped in an aim of further unveiling the fundamental interactive nature of computation and logic. We hope to offer a few computer science insights into this new theory

    Enforcing efficient equilibria in network design games via subsidies

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    The efficient design of networks has been an important engineering task that involves challenging combinatorial optimization problems. Typically, a network designer has to select among several alternatives which links to establish so that the resulting network satisfies a given set of connectivity requirements and the cost of establishing the network links is as low as possible. The Minimum Spanning Tree problem, which is well-understood, is a nice example. In this paper, we consider the natural scenario in which the connectivity requirements are posed by selfish users who have agreed to share the cost of the network to be established according to a well-defined rule. The design proposed by the network designer should now be consistent not only with the connectivity requirements but also with the selfishness of the users. Essentially, the users are players in a so-called network design game and the network designer has to propose a design that is an equilibrium for this game. As it is usually the case when selfishness comes into play, such equilibria may be suboptimal. In this paper, we consider the following question: can the network designer enforce particular designs as equilibria or guarantee that efficient designs are consistent with users' selfishness by appropriately subsidizing some of the network links? In an attempt to understand this question, we formulate corresponding optimization problems and present positive and negative results.Comment: 30 pages, 7 figure

    A comparison of classical scheduling approaches in power-constrained block-test scheduling

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    Classical scheduling approaches are applied here to overcome the problem of unequal-length block-test scheduling under power dissipation constraints. List scheduling-like approaches are proposed first as greedy algorithms to tackle the fore mentioned problem. Then, distribution-graph based approaches are described in order to achieve balanced test concurrency and test power dissipation. An extended tree growing technique is also used in combination with these classical approaches in order to improve the test concurrency having assigned power dissipation limits. A comparison between the results of the test scheduling experiments highlights the advantages and disadvantages of applying different classical scheduling algorithms to the power-constrained test scheduling proble

    Timing Measurement Platform for Arbitrary Black-Box Circuits Based on Transition Probability

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    Desynchronization: Synthesis of asynchronous circuits from synchronous specifications

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    Asynchronous implementation techniques, which measure logic delays at run time and activate registers accordingly, are inherently more robust than their synchronous counterparts, which estimate worst-case delays at design time, and constrain the clock cycle accordingly. De-synchronization is a new paradigm to automate the design of asynchronous circuits from synchronous specifications, thus permitting widespread adoption of asynchronicity, without requiring special design skills or tools. In this paper, we first of all study different protocols for de-synchronization and formally prove their correctness, using techniques originally developed for distributed deployment of synchronous language specifications. We also provide a taxonomy of existing protocols for asynchronous latch controllers, covering in particular the four-phase handshake protocols devised in the literature for micro-pipelines. We then propose a new controller which exhibits provably maximal concurrency, and analyze the performance of desynchronized circuits with respect to the original synchronous optimized implementation. We finally prove the feasibility and effectiveness of our approach, by showing its application to a set of real designs, including a complete implementation of the DLX microprocessor architectur

    Pre-test session impact on the effectiveness assessment of a fire safety game

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    In recent years, critiques have been formulated regarding current evaluation methods of DGBL (digital game-based learning) effectiveness, putting the validity of certain results in doubt. An important point of discussion in DGBL effectiveness studies is whether or not a pre-test should be administered, as it can lead to practice effects and pre-test sensitization, threatening internal validity of the results. The present study aims at testing if the administration of a pre-test has a direct influence on post-test scores and/or makes participants more receptive to the intervention. For this purpose, an effectiveness study of a fire safety training in a hospital was conducted using a Solomon four-group design. The experimental groups received a game-based intervention (n= 65) of which 34 participants received a pre-test and 31 did not. The control groups received traditional classroom instruction (n=68), of which 39 participants received a pre-test and 29 did not. A 2x2 ANOVA was used to explore the practice effect and the interaction between the pre-test and the intervention. An interaction effect between pre-test and intervention is detected. More specifically, this interaction takes place in the traditional classroom group, indicating pre-test sensitization. In the traditional classroom context, the pre-test makes the participants more sensitive to the content treated in the intervention while administration of a pre-test does not influence outcomes of the DGBL treatment. When the administration of a pre-test influences the control group's receptivity to the treatment, but not the experimental group, results of an effectiveness study may be biased. This is especially relevant in the DGBL field as often, non-significant differences between DGBL and more traditional methods are reported. Therefore, further research should take this into account and look for possible solutions to solve this discrepancy

    Decomposition tables for experiments. II. Two--one randomizations

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    We investigate structure for pairs of randomizations that do not follow each other in a chain. These are unrandomized-inclusive, independent, coincident or double randomizations. This involves taking several structures that satisfy particular relations and combining them to form the appropriate orthogonal decomposition of the data space for the experiment. We show how to establish the decomposition table giving the sources of variation, their relationships and their degrees of freedom, so that competing designs can be evaluated. This leads to recommendations for when the different types of multiple randomization should be used.Comment: Published in at http://dx.doi.org/10.1214/09-AOS785 the Annals of Statistics (http://www.imstat.org/aos/) by the Institute of Mathematical Statistics (http://www.imstat.org
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