121,471 research outputs found

    Mutual knowledge evolution in team design

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    This paper presents an investigation into the phenomenon of mutual knowledge evolution in team working using protocol data. The focus is on whether mutual knowledge evolution in agents exists, and if so, what triggers this phenomenon. Section 2 presents the nature of team design. Team design is a collective problem solving and knowledge co-constructed process (Bonner, 1959; Nguifo et al, 1999). When members in a design team work together, they can therefore produce a result that individuals may not readily produce, which is called team synergy (Prasad, 1995). Section 3 presents the hypothesis that designers can mutually evolve their design idea and learn from each other. An example of mutual knowledge evolution process is posited. In section 4, the analysis of mutual knowledge evolution using protocol data is carried out. Through the analysis, the phenomenon of mutual knowledge evolution has been observed and the reasons that trigger the phenomenon have been discussed. The conclusion is made in section 5 and future research has been identified. Collective learning in team design has been presented by Wu and Duffy (Wu and Duffy, 2002). In this paper the focus is specifically on investigating mutual knowledge evolution, i.e., a design phenomenon in which the agents mutually evolve their design knowledge and co-construct the design solution

    Modelling collective learning in design

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    In this paper, a model of collective learning in design is developed in the context of team design. It explains that a team design activity uses input knowledge, environmental information, and design goals to produce output knowledge. A collective learning activity uses input knowledge from different agents and produces learned knowledge with the process of knowledge acquisition and transformation between different agents, which may be triggered by learning goals and rationale triggers. Different forms of collective learning were observed with respect to agent interactions, goal(s) of learning, and involvement of an agent. Three types of links between team design and collective learning were identified, namely teleological, rationale, and epistemic. Hypotheses of collective learning are made based upon existing theories and models in design and learning, which were tested using a protocol analysis approach. The model of collective learning in design is derived from the test results. The proposed model can be used as a basis to develop agent-based learning systems in design. In the future, collective learning between design teams, the links between collective learning and creativity, and computational support for collective learning can be investigated

    Scalable Distributed DNN Training using TensorFlow and CUDA-Aware MPI: Characterization, Designs, and Performance Evaluation

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    TensorFlow has been the most widely adopted Machine/Deep Learning framework. However, little exists in the literature that provides a thorough understanding of the capabilities which TensorFlow offers for the distributed training of large ML/DL models that need computation and communication at scale. Most commonly used distributed training approaches for TF can be categorized as follows: 1) Google Remote Procedure Call (gRPC), 2) gRPC+X: X=(InfiniBand Verbs, Message Passing Interface, and GPUDirect RDMA), and 3) No-gRPC: Baidu Allreduce with MPI, Horovod with MPI, and Horovod with NVIDIA NCCL. In this paper, we provide an in-depth performance characterization and analysis of these distributed training approaches on various GPU clusters including the Piz Daint system (6 on Top500). We perform experiments to gain novel insights along the following vectors: 1) Application-level scalability of DNN training, 2) Effect of Batch Size on scaling efficiency, 3) Impact of the MPI library used for no-gRPC approaches, and 4) Type and size of DNN architectures. Based on these experiments, we present two key insights: 1) Overall, No-gRPC designs achieve better performance compared to gRPC-based approaches for most configurations, and 2) The performance of No-gRPC is heavily influenced by the gradient aggregation using Allreduce. Finally, we propose a truly CUDA-Aware MPI Allreduce design that exploits CUDA kernels and pointer caching to perform large reductions efficiently. Our proposed designs offer 5-17X better performance than NCCL2 for small and medium messages, and reduces latency by 29% for large messages. The proposed optimizations help Horovod-MPI to achieve approximately 90% scaling efficiency for ResNet-50 training on 64 GPUs. Further, Horovod-MPI achieves 1.8X and 3.2X higher throughput than the native gRPC method for ResNet-50 and MobileNet, respectively, on the Piz Daint cluster.Comment: 10 pages, 9 figures, submitted to IEEE IPDPS 2019 for peer-revie

    Evaluating Participatory Modeling: Developing a Framework for Cross-case Analysis

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    Participatory modeling is increasingly recognised as an effective way to assist collective decision-making processes in the domain of natural resource management. This paper introduces a framework for evaluating projects that have adopted a participatory modeling approach. This framework – known as the ‘Protocol of Canberra’ – was developed through a collaboration between French and Australian researchers engaged in participatory modeling and evaluation research. The framework seeks to assess the extent to which different participatory modeling practices reinforce or divert from the theoretical assumptions they are built upon. The paper discusses the application of the framework in three case-studies, two from Australia and one from the Pacific island of the Republic of Kiribati. The paper concludes with some comments for future use of the framework in a range of participatory modeling contexts, including fostering consideration of why and how different methodological approaches are used to achieve project aims and to build a collective vision amongst diverse stakeholders.participation, modeling, evaluation, complex systems science

    On the Relation Between Mobile Encounters and Web Traffic Patterns: A Data-driven Study

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    Mobility and network traffic have been traditionally studied separately. Their interaction is vital for generations of future mobile services and effective caching, but has not been studied in depth with real-world big data. In this paper, we characterize mobility encounters and study the correlation between encounters and web traffic profiles using large-scale datasets (30TB in size) of WiFi and NetFlow traces. The analysis quantifies these correlations for the first time, across spatio-temporal dimensions, for device types grouped into on-the-go Flutes and sit-to-use Cellos. The results consistently show a clear relation between mobility encounters and traffic across different buildings over multiple days, with encountered pairs showing higher traffic similarity than non-encountered pairs, and long encounters being associated with the highest similarity. We also investigate the feasibility of learning encounters through web traffic profiles, with implications for dissemination protocols, and contact tracing. This provides a compelling case to integrate both mobility and web traffic dimensions in future models, not only at an individual level, but also at pairwise and collective levels. We have released samples of code and data used in this study on GitHub, to support reproducibility and encourage further research (https://github.com/BabakAp/encounter-traffic).Comment: Technical report with details for conference paper at MSWiM 2018, v3 adds GitHub lin

    Bounded Distributed Flocking Control of Nonholonomic Mobile Robots

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    There have been numerous studies on the problem of flocking control for multiagent systems whose simplified models are presented in terms of point-mass elements. Meanwhile, full dynamic models pose some challenging problems in addressing the flocking control problem of mobile robots due to their nonholonomic dynamic properties. Taking practical constraints into consideration, we propose a novel approach to distributed flocking control of nonholonomic mobile robots by bounded feedback. The flocking control objectives consist of velocity consensus, collision avoidance, and cohesion maintenance among mobile robots. A flocking control protocol which is based on the information of neighbor mobile robots is constructed. The theoretical analysis is conducted with the help of a Lyapunov-like function and graph theory. Simulation results are shown to demonstrate the efficacy of the proposed distributed flocking control scheme

    When a precedent of donation favors defection in the Prisoner's dilemma

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    In this paper we examine the question of wether a collective activity can influence cooperation in a subsequent repeated one shot prisoner's dilemma (PD) game. We conduct two series of experiments. The first consists of control experiments in which 30 periods of a PD game are played, with a random re-matching of the pairs in every period. In a second series of experiments, subjects first play a donation game and then the PD game. In the donation game they collectively discuss the amount of a donation to a given charity, before putting the question to an individual and anonymous vote. Cooperation levels in the PD games preceded by the donation game are signficantly lower than those observed in the control experiment.DONATION;COOPERATION;DEFECTION;REPEATED ONE SHOT PRISONER'S DILEMMA;EXPERIMENT
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