146 research outputs found
Personal Rules and Rational Willpower
In this Article the author makes remarks on the rationality of rule following, focusing on the case of committing oneself in advance to a personal rule with an eye to resisting certain temptations. The author discusses why, in this case, it may be puzzling how it could be rational to follow the rule. And he explores two lines of argument for understanding how such rule-following can, nevertheless, be rational
Płodność działalności planowanej
As normal adult human agents we have a remarkable trio of capacities. First, we are capable of acting over time in ways that involve important forms of intentional cross-temporal organization and coordination. Second, we are capable of acting together with others in ways that go significantly beyond standard forms of strategic interaction. Third, we are capable of self-governance. A theory of human agency should include an understanding of these capacities for temporally extended, for shared, and for self-governed intentional agency. In each case we have interrelated concerns that are conceptual, metaphysical, and normative. The response to these concerns is to seek to understand these three capacities as grounded in a common, core capacity for planning agency. This is the conjecture of the fecundity of planning agency
On the multi-agent stochastic simulation of occupants in buildings
This paper introduces a new general platform for the simulation of occupants' presence and behaviours. Called No-MASS (Nottingham Multi-Agent Stochastic Simulation), this generates a synthetic population of agents, predicts their presence and, in the case of residences also their activities and inferred locations, as well as their use of windows, lights and blinds. Using the Functional Mockup Interface, No-MASS is coupled with EnergyPlus: EnergyPlus parses environmental parameters to No-MASS which in turn parses back the energetic consequences of agents' behaviours. After describing the architecture of No-MASS and the form of the integrated models, we demonstrate its utility through two use cases: a house and an office. We close by outlining how No-MASS has been extended to more comprehensively simulate the behaviours of agents occupying multiple buildings, including behaviours for which data is scarce, social interactions between agents, and a generalization of No-MASS to simulate electrical devices and their interactions
Experimental study of microwave pulse compression using a five-fold helically corrugated waveguide
This paper presents the experimental study of microwave pulse compression using a five-fold helically corrugated waveguide. In the experiment, the maximum power compression ratio of 25.2 was achieved by compressing an input microwave pulse of 80 ns duration and 9.65 GHz to 9.05 GHz frequency swept range into a 1.6 ns Gaussian-envelope pulse. For an average input power of 5.8 kW generated by a conventional traveling wave tube, a peak pulse output power of 144.8 kW was measured corresponding to an energy efficiency of 66.3%
Design and experiments of a five-fold helically corrugated waveguide for microwave pulse compression
Metal waveguide can be used as a dispersive medium to convert long duration, lower power pulses into short, higher peak power pulses. This provides an advanced method to generate radiation with gigawatts power in the millimeter and sub-millimeter wavelength range by compressing a megawatt level long duration pulse. In this paper, a five-fold helically corrugated waveguide operating in X-band was designed and constructed. The experiments conducted show that a 5.75 kW average power microwave pulse with a 6% bandwidth and duration of 80 ns can be compressed into a 144.8 kW, 1.6 ns pulse with a power compression factor of 25.2
Touché: Data-Driven Interactive Sword Fighting in Virtual Reality
VR games offer new freedom for players to interact naturally using motion. This makes it harder to design games that react to player motions convincingly. We present a framework for VR sword fighting experiences against a virtual character that simplifies the necessary technical work to achieve a convincing simulation. The framework facilitates VR design by abstracting from difficult details on the lower “physical” level of interaction, using data-driven models to automate both the identification of user actions and the synthesis of character animations. Designers are able to specify the character's behaviour on a higher “semantic” level using parameterised building blocks, which allow for control over the experience while minimising manual development work. We conducted a technical evaluation, a questionnaire study and an interactive user study. Our results suggest that the framework produces more realistic and engaging interactions than simple hand-crafted interaction logic, while supporting a controllable and understandable behaviour design
Practical Verification of Decision-Making in Agent-Based Autonomous Systems
We present a verification methodology for analysing the decision-making component in agent-based hybrid systems. Traditionally hybrid automata have been used to both implement and verify such systems, but hybrid automata based modelling, programming and verification techniques scale poorly as the complexity of discrete decision-making increases making them unattractive in situations where complex log- ical reasoning is required. In the programming of complex systems it has, therefore, become common to separate out logical decision-making into a separate, discrete, component. However, verification techniques have failed to keep pace with this devel- opment. We are exploring agent-based logical components and have developed a model checking technique for such components which can then be composed with a sepa- rate analysis of the continuous part of the hybrid system. Among other things this allows program model checkers to be used to verify the actual implementation of the decision-making in hybrid autonomous systems
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