622,696 research outputs found
Monte Carlo simulation of ice models
We propose a number of Monte Carlo algorithms for the simulation of ice
models and compare their efficiency. One of them, a cluster algorithm for the
equivalent three colour model, appears to have a dynamic exponent close to
zero, making it particularly useful for simulations of critical ice models. We
have performed extensive simulations using our algorithms to determine a number
of critical exponents for the square ice and F models.Comment: 32 pages including 15 postscript figures, typeset in LaTeX2e using
the Elsevier macro package elsart.cl
Model for processive movement of myosin V and myosin VI
Myosin V and myosin VI are two classes of two-headed molecular motors of the
myosin superfamily that move processively along helical actin filaments in
opposite directions. Here we present a hand-over-hand model for their
processive movements. In the model, the moving direction of a dimeric molecular
motor is automatically determined by the relative orientation between its two
heads at free state and its head's binding orientation on track filament. This
determines that myosin V moves toward the barbed end and myosin VI moves toward
the pointed end of actin. During the moving period in one step, one head
remains bound to actin for myosin V whereas two heads are detached for myosin
VI: The moving manner is determined by the length of neck domain. This
naturally explains the similar dynamic behaviors but opposite moving directions
of myosin VI and mutant myosin V (the neck of which is truncated to only
one-sixth of the native length). Because of different moving manners, myosin VI
and mutant myosin V exhibit significantly broader step-size distribution than
native myosin V. However, all three motors give the same mean step size of 36
nm (the pseudo-repeat of actin helix). Using the model we study the dynamics of
myosin V quantitatively, with theoretical results in agreement with previous
experimental ones.Comment: 18 pages, 7 figure
Improved Reinforcement Learning with Curriculum
Humans tend to learn complex abstract concepts faster if examples are
presented in a structured manner. For instance, when learning how to play a
board game, usually one of the first concepts learned is how the game ends,
i.e. the actions that lead to a terminal state (win, lose or draw). The
advantage of learning end-games first is that once the actions which lead to a
terminal state are understood, it becomes possible to incrementally learn the
consequences of actions that are further away from a terminal state - we call
this an end-game-first curriculum. Currently the state-of-the-art machine
learning player for general board games, AlphaZero by Google DeepMind, does not
employ a structured training curriculum; instead learning from the entire game
at all times. By employing an end-game-first training curriculum to train an
AlphaZero inspired player, we empirically show that the rate of learning of an
artificial player can be improved during the early stages of training when
compared to a player not using a training curriculum.Comment: Draft prior to submission to IEEE Trans on Games. Changed paper
slightl
Testing two cognitive theories of insight
Insight in problem solving occurs when the problem solver fails to see how to solve a problem and then-"aha!"-there is a sudden realization how to solve it. Two contemporary theories have been proposed to explain insight. The representational change theory (e.g., G. Knoblich, S. Ohlsson, & G. E. Rainey, 2001) proposes that insight occurs through relaxing self-imposed constraints on a problem and by decomposing chunked items in the problem. The progress monitoring theory (e.g., J. N. MacGregor, T. C. Ormerod, & E. P. Chronicle, 2001) proposes that insight is only sought once it becomes apparent that the distance to the goal is unachievable in the moves remaining. These 2 theories are tested in an unlimited move problem, to which neither theory has previously been applied. The results lend support to both, but experimental manipulations to the problem suggest that the representational change theory is the better indicator of performance. The findings suggest that testable opposing predictions can be made to examine theories of insight and that the use of eye movement data is a fruitful method of both examining insight and testing theories of insight
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