382 research outputs found

    Clinical efficacy of amoxycillin/clavulanate in laparoscopically confirmed salpingitis

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    To test the efficacy and safety of amoxycillin/clavulanate (Augmenting 102 hospital patients with laparoscopically confirmed acute salpingitis were treated with paren-teral amoxycillin/clavulanate (l.2g qid for three days) followed by oral amoxycillin/ clavulanate (two tablets of 625 mg tid for a further six days). Bacteriological samples were obtained from the cervix uteri and the pouch of Douglas. One hundred patients were assessable for clinical outcome using several variables including pain scores. Amoxycillin/clavulanate alone was effective in 95 patients (95%). Three patients (3%) responded to amoxycillin/clavulanate with marked improvement but another antibiotic was subsequently added to their treatment regimen. Treatment failed in two patients. At follow-up two weeks after hospital discharge, three patients (3.8%) had relapsed or were re-infected. Adverse drug events included one case of drug fever, one case of rash and one case of severe diarrhoea. Treatment was stopped in all three cases. Gastrointestinal reactions, mainly mild diarrhoea, were seen in 31 patients. No clinically relevant changes in haematological or clinical chemical indices were attributable to the amoxycillin/clavulanate treatment. We conclude that amoxycillin/clavulanate is a clinically effective and safe treatment for acute salpingiti

    Partially Ordered Two-way B\"uchi Automata

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    We introduce partially ordered two-way B\"uchi automata and characterize their expressive power in terms of fragments of first-order logic FO[<]. Partially ordered two-way B\"uchi automata are B\"uchi automata which can change the direction in which the input is processed with the constraint that whenever a state is left, it is never re-entered again. Nondeterministic partially ordered two-way B\"uchi automata coincide with the first-order fragment Sigma2. Our main contribution is that deterministic partially ordered two-way B\"uchi automata are expressively complete for the first-order fragment Delta2. As an intermediate step, we show that deterministic partially ordered two-way B\"uchi automata are effectively closed under Boolean operations. A small model property yields coNP-completeness of the emptiness problem and the inclusion problem for deterministic partially ordered two-way B\"uchi automata.Comment: The results of this paper were presented at CIAA 2010; University of Stuttgart, Computer Scienc

    Trees over Infinite Structures and Path Logics with Synchronization

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    We provide decidability and undecidability results on the model-checking problem for infinite tree structures. These tree structures are built from sequences of elements of infinite relational structures. More precisely, we deal with the tree iteration of a relational structure M in the sense of Shelah-Stupp. In contrast to classical results where model-checking is shown decidable for MSO-logic, we show decidability of the tree model-checking problem for logics that allow only path quantifiers and chain quantifiers (where chains are subsets of paths), as they appear in branching time logics; however, at the same time the tree is enriched by the equal-level relation (which holds between vertices u, v if they are on the same tree level). We separate cleanly the tree logic from the logic used for expressing properties of the underlying structure M. We illustrate the scope of the decidability results by showing that two slight extensions of the framework lead to undecidability. In particular, this applies to the (stronger) tree iteration in the sense of Muchnik-Walukiewicz.Comment: In Proceedings INFINITY 2011, arXiv:1111.267

    Randomness for Free

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    We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a) partial-observation (both players have partial view of the game); (b) one-sided complete-observation (one player has complete observation); and (c) complete-observation (both players have complete view of the game). On the basis of mode of interaction we have the following classification: (a) concurrent (both players interact simultaneously); and (b) turn-based (both players interact in turn). The two sources of randomness in these games are randomness in transition function and randomness in strategies. In general, randomized strategies are more powerful than deterministic strategies, and randomness in transitions gives more general classes of games. In this work we present a complete characterization for the classes of games where randomness is not helpful in: (a) the transition function probabilistic transition can be simulated by deterministic transition); and (b) strategies (pure strategies are as powerful as randomized strategies). As consequence of our characterization we obtain new undecidability results for these games

    What's Decidable About Sequences?

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    We present a first-order theory of sequences with integer elements, Presburger arithmetic, and regular constraints, which can model significant properties of data structures such as arrays and lists. We give a decision procedure for the quantifier-free fragment, based on an encoding into the first-order theory of concatenation; the procedure has PSPACE complexity. The quantifier-free fragment of the theory of sequences can express properties such as sortedness and injectivity, as well as Boolean combinations of periodic and arithmetic facts relating the elements of the sequence and their positions (e.g., "for all even i's, the element at position i has value i+3 or 2i"). The resulting expressive power is orthogonal to that of the most expressive decidable logics for arrays. Some examples demonstrate that the fragment is also suitable to reason about sequence-manipulating programs within the standard framework of axiomatic semantics.Comment: Fixed a few lapses in the Mergesort exampl

    Определение оптимальных параметров источника рентгеновского излучения на базе малогабаритного ускорителя электронов

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    Проведено моделирование спектров рентгеновского излучения, генерируемого электронами с энергией 4…10 МэВ в мишенях из различных материалов и разной толщины. Определены оптимальные параметры мишени-конвертора для использования ее в медицинских источниках монохроматического рентгеновского излучения на базе малогабаритных электронных ускорителей. Проведены оценки интенсивности излучения и сравнение источников на базе разных ускорителей

    Delay Games with WMSO+U Winning Conditions

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    Delay games are two-player games of infinite duration in which one player may delay her moves to obtain a lookahead on her opponent's moves. We consider delay games with winning conditions expressed in weak monadic second order logic with the unbounding quantifier, which is able to express (un)boundedness properties. We show that it is decidable whether the delaying player has a winning strategy using bounded lookahead and give a doubly-exponential upper bound on the necessary lookahead. In contrast, we show that bounded lookahead is not always sufficient to win such a game.Comment: A short version appears in the proceedings of CSR 2015. The definition of the equivalence relation introduced in Section 3 is updated: the previous one was inadequate, which invalidates the proof of Lemma 2. The correction presented here suffices to prove Lemma 2 and does not affect our main theorem. arXiv admin note: text overlap with arXiv:1412.370

    Journeying through Dementia: the story of a 14 year design-led research enquiry

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    Consider a linear ordering equipped with a finite sequence of monadic predicates. If the ordering contains an interval of order type \omega or -\omega, and the monadic second-order theory of the combined structure is decidable, there exists a non-trivial expansion by a further monadic predicate that is still decidable.Comment: 18 page

    Imitation in Large Games

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    In games with a large number of players where players may have overlapping objectives, the analysis of stable outcomes typically depends on player types. A special case is when a large part of the player population consists of imitation types: that of players who imitate choice of other (optimizing) types. Game theorists typically study the evolution of such games in dynamical systems with imitation rules. In the setting of games of infinite duration on finite graphs with preference orderings on outcomes for player types, we explore the possibility of imitation as a viable strategy. In our setup, the optimising players play bounded memory strategies and the imitators play according to specifications given by automata. We present algorithmic results on the eventual survival of types
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