588 research outputs found
On Packet Scheduling with Adversarial Jamming and Speedup
In Packet Scheduling with Adversarial Jamming packets of arbitrary sizes
arrive over time to be transmitted over a channel in which instantaneous
jamming errors occur at times chosen by the adversary and not known to the
algorithm. The transmission taking place at the time of jamming is corrupt, and
the algorithm learns this fact immediately. An online algorithm maximizes the
total size of packets it successfully transmits and the goal is to develop an
algorithm with the lowest possible asymptotic competitive ratio, where the
additive constant may depend on packet sizes.
Our main contribution is a universal algorithm that works for any speedup and
packet sizes and, unlike previous algorithms for the problem, it does not need
to know these properties in advance. We show that this algorithm guarantees
1-competitiveness with speedup 4, making it the first known algorithm to
maintain 1-competitiveness with a moderate speedup in the general setting of
arbitrary packet sizes. We also prove a lower bound of on
the speedup of any 1-competitive deterministic algorithm, showing that our
algorithm is close to the optimum.
Additionally, we formulate a general framework for analyzing our algorithm
locally and use it to show upper bounds on its competitive ratio for speedups
in and for several special cases, recovering some previously known
results, each of which had a dedicated proof. In particular, our algorithm is
3-competitive without speedup, matching both the (worst-case) performance of
the algorithm by Jurdzinski et al. and the lower bound by Anta et al.Comment: Appeared in Proc. of the 15th Workshop on Approximation and Online
Algorithms (WAOA 2017
Studi Tentang Perilaku Kesehatan Pengguna Sumur Gali di Desa Luhu Kecamatan Telaga Kabupaten Gorontalo Tahun 2012
Perilaku mempunyai peranan besar dalam meningkatkan derajat kesehatan
masyarakat antara lain dalam penyediaan air bersih. Sarana air bersih yang paling
masyarakat antara lain dalam penyediaan air bersih. Sarana air bersih yang paling
banyak digunakan oleh masyarakat Indonesia khususnya daerah pedesaan adalah
banyak digunakan oleh masyarakat Indonesia khususnya daerah pedesaan adalah
sarana sumur gali. Sekitar 45% masyarakat di Indonesia menggunakan sumur sebagai
sarana sumur gali. Sekitar 45% masyarakat di Indonesia menggunakan sumur sebagai
sarana air bersih, dan diperkirakan sekitar 75% menggunakan jenis sumur gali.
sarana air bersih, dan diperkirakan sekitar 75% menggunakan jenis sumur gali.
Tujuan dalam penelitian ini yakni untuk mengetahui gambaran perilaku
Tujuan dalam penelitian ini yakni untuk mengetahui gambaran perilaku
pengguna sumur gali di Desa Luhu Kecamatan Telaga Kabupaten Gorontalo. Jenis
pengguna sumur gali di Desa Luhu Kecamatan Telaga Kabupaten Gorontalo. Jenis
penelitian ini adalah deskriptif dengan rancangan survei. Teknik pengambilan sampel
penelitian ini adalah deskriptif dengan rancangan survei. Teknik pengambilan sampel
yang digunakan yakni purposive sampling. Jumlah populasi sebanyak 432 responden
yang digunakan yakni purposive sampling. Jumlah populasi sebanyak 432 responden
dengan jumlah sampel sebanyak 208 responden dan dianalisis secara deskriptif.
dengan jumlah sampel sebanyak 208 responden dan dianalisis secara deskriptif.
Hasil penelitian menunjukkan bahwa 63% masyarakat yang ada di Desa
Hasil penelitian menunjukkan bahwa 63% masyarakat yang ada di Desa
Luhu memiliki pengetahuan yang cukup dan 37% lainnya memiliki pengetahuan
Luhu memiliki pengetahuan yang cukup dan 37% lainnya memiliki pengetahuan
yang baik, yang diperoleh dari pengetahuan mengenai kualitas air dan sumur gali
yang baik, yang diperoleh dari pengetahuan mengenai kualitas air dan sumur gali
layak yang baik sedangkan perlakuan air pada sumur gali kurang baik. berdasarkan
layak yang baik sedangkan perlakuan air pada sumur gali kurang baik. berdasarkan
sikap, diperoleh 100% masyarakat memiliki sikap yang baik tentang penggunaan
sikap, diperoleh 100% masyarakat memiliki sikap yang baik tentang penggunaan
sumur gali khususnya dalam penggunaan air sumur gali dan sumber pencemar sumur
sumur gali khususnya dalam penggunaan air sumur gali dan sumber pencemar sumur
gali. dalam hal tindakan diperoleh sebanyak 66,3% masyarakat memiliki tindakan
gali. dalam hal tindakan diperoleh sebanyak 66,3% masyarakat memiliki tindakan
yang baik dan 33,7% memiliki tindakan yang cukup, yang diketahui dari tindakan
yang baik dan 33,7% memiliki tindakan yang cukup, yang diketahui dari tindakan
pengguna sumur gali dan yang dilakukan jika air sumur gali tidak layak yang rata-rata
pengguna sumur gali dan yang dilakukan jika air sumur gali tidak layak yang rata-rata
memiliki tindakan baik.
memiliki tindakan baik.
Berdasarkan hasil penelitian dapat disimpulkan bahwa pengetahuan
Berdasarkan hasil penelitian dapat disimpulkan bahwa pengetahuan
responden pada kategori cukup, sikap pada kategori baik dan tindakan pada kategori
responden pada kategori cukup, sikap pada kategori baik dan tindakan pada kategori
baik. Disarankan agar ada pemberian informasi dari instansi terkait dalam hal
baik. Disarankan agar ada pemberian informasi dari instansi terkait dalam hal
peningkatan perilaku masyarakat mengenai penggunaan sumur gali dan dampak yang
peningkatan perilaku masyarakat mengenai penggunaan sumur gali dan dampak yang
ditimbulkan.
ditimbulkan.
Kata Kunci : Perilaku Kesehatan, Pengguna, Sumur Gali.
Kata Kunci : Perilaku Kesehatan, Pengguna, Sumur Gali
Multi-round Master-Worker Computing: a Repeated Game Approach
We consider a computing system where a master processor assigns tasks for
execution to worker processors through the Internet. We model the workers
decision of whether to comply (compute the task) or not (return a bogus result
to save the computation cost) as a mixed extension of a strategic game among
workers. That is, we assume that workers are rational in a game-theoretic
sense, and that they randomize their strategic choice. Workers are assigned
multiple tasks in subsequent rounds. We model the system as an infinitely
repeated game of the mixed extension of the strategic game. In each round, the
master decides stochastically whether to accept the answer of the majority or
verify the answers received, at some cost. Incentives and/or penalties are
applied to workers accordingly. Under the above framework, we study the
conditions in which the master can reliably obtain tasks results, exploiting
that the repeated games model captures the effect of long-term interaction.
That is, workers take into account that their behavior in one computation will
have an effect on the behavior of other workers in the future. Indeed, should a
worker be found to deviate from some agreed strategic choice, the remaining
workers would change their own strategy to penalize the deviator. Hence, being
rational, workers do not deviate. We identify analytically the parameter
conditions to induce a desired worker behavior, and we evaluate experi-
mentally the mechanisms derived from such conditions. We also compare the
performance of our mechanisms with a previously known multi-round mechanism
based on reinforcement learning.Comment: 21 pages, 3 figure
Set-Based Concurrent Engineering Model for Automotive Electronic/Software Systems Development
Organised by: Cranfield UniversityThis paper is presenting a proposal of a novel approach to automotive electronic/software systems
development. It is based on the combination of Set-Based Concurrent Engineering, a Toyota approach to
product development, with the standard V-Model of software development. Automotive industry currently
faces the problem of growing complexity of electronic/software systems. This issue is especially visible at
the level of integration of these systems which is difficult and error-prone. The presented conceptual
proposal is to establish better processes that could handle the electronic/software systems design and
development in a more integrated and consistent manner.Mori Seiki – The Machine Tool Compan
Probabilistic Bounds on the Length of a Longest Edge in Delaunay Graphs of Random Points in d-Dimensions
Motivated by low energy consumption in geographic routing in wireless
networks, there has been recent interest in determining bounds on the length of
edges in the Delaunay graph of randomly distributed points. Asymptotic results
are known for random networks in planar domains. In this paper, we obtain upper
and lower bounds that hold with parametric probability in any dimension, for
points distributed uniformly at random in domains with and without boundary.
The results obtained are asymptotically tight for all relevant values of such
probability and constant number of dimensions, and show that the overhead
produced by boundary nodes in the plane holds also for higher dimensions. To
our knowledge, this is the first comprehensive study on the lengths of long
edges in Delaunay graphsComment: 10 pages. 2 figures. In Proceedings of the 23rd Canadian Conference
on Computational Geometry (CCCG 2011). Replacement of version 1106.4927,
reference [5] adde
An experimental characterization of workers'' behavior and accuracy in crowdsourced tasks
Crowdsourcing systems are evolving into a powerful tool of choice to deal with repetitive or lengthy human-based tasks. Prominent among those is Amazon Mechanical Turk, in which Human Intelligence Tasks, are posted by requesters, and afterwards selected and executed by subscribed (human) workers in the platform. Many times these HITs serve for research purposes. In this context, a very important question is how reliable the results obtained through these platforms are, in view of the limited control a requester has on the workers'' actions. Various control techniques are currently proposed but they are not free from shortcomings, and their use must be accompanied by a deeper understanding of the workers'' behavior. In this work, we attempt to interpret the workers'' behavior and reliability level in the absence of control techniques. To do so, we perform a series of experiments with 600 distinct MTurk workers, specifically designed to elicit the worker''s level of dedication to a task, according to the task''s nature and difficulty. We show that the time required by a worker to carry out a task correlates with its difficulty, and also with the quality of the outcome. We find that there are different types of workers. While some of them are willing to invest a significant amount of time to arrive at the correct answer, at the same time we observe a significant fraction of workers that reply with a wrong answer. For the latter, the difficulty of the task and the very short time they took to reply suggest that they, intentionally, did not even attempt to solve the task. © 2021 Christoforou et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited
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