3,522 research outputs found

    An Informational Study of the Evolution of Codes in Different Population Structures

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    Best Student Paper Award. Attribution-NonCommercial-NoDerivs 3.0 United StatesWe consider the problem of the evolution of a code within a structured population of agents. The agents try to maximise their information about their environment by acquiring information from the outputs of other agents in the population. A naive use of information-theoretic methods would assume that every agent knows how to “interpret” the information offered by other agents. However, this assumes that one “knows” which other agents one observes, and thus which code they use. In our model, however, we wish to preclude that: it is not clear which other agents an agent is observing, and the resulting usable information is therefore influenced by the universality of the code used and by which agents an agent is “listening” to

    Digital anthropology and educational eGames: learning through behavioural patterns in digital, game-based contexts

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    The selected publications are focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved through feedback provision. A key part of this analysis is the identification of behavioural, anthropological patterns, so that users can be clustered based on their actions, and the steps taken in the system (e.g. social network, online community, or virtual campus). In doing so, we can analyse large data sets of information made by a broad user sample,which will provide more accurate statistical reports and readings. Furthermore, this research is focused on how users can be clustered based on individual and group behaviour, so that a personalized support through feedback is provided, and the personal learning process is improved as well as the group interaction. We take inputs from every person and from the group they belong to, cluster the contributions, find behavioural patterns and provide personalized feedback to the individual and the group, based on personal and group findings. And we do all this in the context of educational games integrated in learning communities and learning management systems. To carry out this research we design a set of research questions along the 10-year published work presented in this thesis. We ask if the users can be clustered together based on the inputs provided by them and their groups; if and how these data are useful to improve the learner performance and the group interaction; if and how feedback becomes a useful tool for such pedagogical goal; if and how eGames become a powerful context to deploy the pedagogical methodology and the various research methods and activities that make use of that feedback to encourage learning and interaction; if and how a game design and a learning design must be defined and implemented to achieve these objectives, and to facilitate the productive authoring and integration of eGames in pedagogical contexts and frameworks. We conclude that educational games are a resourceful tool to provide a user experience towards a better personalized learning performance and an enhance group interaction along the way. To do so, eGames, while integrated in an educational context, must follow a specific set of user and technical requirements, so that the playful context supports the pedagogical model underneath. We also conclude that, while playing, users can be clustered based on their personal behaviour and interaction with others, thanks to the pattern identification. Based on this information, a set of recommendations are provided Digital Anthropology and educational eGames 6 /216 to the user and the group in the form of personalized feedback, timely managed for an optimum impact on learning performance and group interaction level. In this research, Digital Anthropology is introduced as a concept at a late stage to provide a backbone across various academic fields including: Social Science, Cognitive Science, Behavioural Science, Educational games and, of course, Technology-enhance learning. Although just recently described as an evolution of traditional anthropology, this approach to digital behaviour and social structure facilitates the understanding amongst fields and a comprehensive view towards a combined approach. This research takes forward the already existing work and published research onusers and eGames for learning, and turns the focus onto the next step — the clustering of users based on their behaviour and offering proper, personalized feedback to the user based on that clustering, rather than just on isolated inputs from every user. Indeed, this pattern recognition in the described context of eGames in educational contexts, and towards the presented aim of personalized counselling to the user and the group through feedback, is something that has not been accomplished before

    Strategy updating rules and strategy distributions in dynamical multiagent systems

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    In the evolutionary version of the minority game, agents update their strategies (gene-value pp) in order to improve their performance. Motivated by recent intriguing results obtained for prize-to-fine ratios which are smaller than unity, we explore the system's dynamics with a strategy updating rule of the form pp±δpp \to p \pm \delta p (0p10 \leq p \leq 1). We find that the strategy distribution depends strongly on the values of the prize-to-fine ratio RR, the length scale δp\delta p, and the type of boundary condition used. We show that these parameters determine the amplitude and frequency of the the temporal oscillations observed in the gene space. These regular oscillations are shown to be the main factor which determines the strategy distribution of the population. In addition, we find that agents characterized by p=12p={1 \over 2} (a coin-tossing strategy) have the best chances of survival at asymptotically long times, regardless of the value of δp\delta p and the boundary conditions used.Comment: 4 pages, 7 figure

    Thermal treatment of the minority game

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    We study a cost function for the aggregate behavior of all the agents involved in the Minority Game (MG) or the Bar Attendance Model (BAM). The cost function allows to define a deterministic, synchronous dynamics that yields results that have the main relevant features than those of the probabilistic, sequential dynamics used for the MG or the BAM. We define a temperature through a Langevin approach in terms of the fluctuations of the average attendance. We prove that the cost function is an extensive quantity that can play the role of an internal energy of the many agent system while the temperature so defined is an intensive parameter. We compare the results of the thermal perturbation to the deterministic dynamics and prove that they agree with those obtained with the MG or BAM in the limit of very low temperature.Comment: 9 pages in PRE format, 6 figure

    Dynamical quenching and annealing in self-organization multiagent models

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    We study the dynamics of a generalized Minority Game (GMG) and of the Bar Attendance Model (BAM) in which a number of agents self-organize to match an attendance that is fixed externally as a control parameter. We compare the usual dynamics used for the Minority Game with one for the BAM that makes a better use of the available information. We study the asymptotic states reached in both frameworks. We show that states that can be assimilated to either thermodynamic equilibrium or quenched configurations can appear in both models, but with different settings. We discuss the relevance of the parameter GG that measures the value of the prize for winning in units of the fine for losing. We also provide an annealing protocol by which the quenched configurations of the GMG can progressively be modified to reach an asymptotic equlibrium state that coincides with the one obtained with the BAM.Comment: around 20 pages, 10 figure

    A Method to Determine the In-Air Spatial Spread of Clinical Electron Beams

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    We propose and analyze in detail a method to measure the in-air spatial spread parameter of clinical electron beams. Measurements are performed at the center of the beam and below the adjustable collimators sited in asymmetrical configuration in order to avoid the distortions due to the presence of the applicator. The main advantage of our procedure lies in the fact that the dose profiles are fitted by means of a function which includes, additionally to the Gaussian step usually considered, a background which takes care of the dose produced by different mechanisms that the Gaussian model does not account for. As a result, the spatial spread is obtained directly from the fitting procedure and the accuracy permits a good determination of the angular spread. The way the analysis is done is alternative to that followed by the usual methods based on the evaluation of the penumbra width. Besides, the spatial spread found shows the quadratic-cubic dependence with the distance to the source predicted by the Fermi-Eyges theory. However, the corresponding values obtained for the scattering power are differing from those quoted by ICRU nr. 35 by a factor ~2 or larger, what requires of a more detailed investigation.Comment: 11 pages, 5 Postscript figures, to be published in Medical Physic

    An informational study of the evolution of codes and of emerging concepts in populations of agents

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    This document is the Accepted Manuscript version of the following article: Andres C. Burgos and Daniel Polani, ‘An Informational Study of the Evolution of Codes and of Emerging Concepts in Populations of Agents’, Artificial Life, Vol. 22 (2): 196-210, Spring 2016. The Version of Record is available online at DOI: https://doi.org/10.1162/ARTL_a_00199. Published by MIT Press.We consider the problem of the evolution of a code within a structured population of agents. The agents try to maximise their information about their environment by acquiring information from the outputs of other agents in the population. A naive use of information- theoretic methods would assume that every agent knows how to “interpret” the information offered by other agents. However, this assumes that one “knows” which other agents one observes, and thus which code they use. In our model, however, we wish to preclude that: it is not clear which other agents an agent is observing, and the resulting usable information is therefore influenced by the universality of the code used and by which agents an agent is “listening” to. We further investigate whether an agent who does not directly perceive the environment can distinguish states by observing other agents’ outputs. For this purpose, we consider a population of different types of agents “talking” about different concepts, and try to extract new ones by considering their outputs only.Peer reviewedFinal Accepted Versio

    Perspectiva ontosemiótica del razonamiento algebraico escolar

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    En esta ponencia presentamos una síntesis de las investigaciones realizadas sobre el problema de la naturaleza del álgebra escolar aplicando herramientas teóricas del enfoque ontosemiótico del conocimiento y la instrucción matemáticos. La noción de configuración de prácticas, objetos y procesos se aplica para identificar tipos de objetos y procesos algebraicos, los cuales son usados para elaborar un modelo de niveles de algebrización de las prácticas matemáticas. Se ejemplifica el modelo con su aplicación al análisis de procesos de resolución de tareas de proporcionalidad. Asimismo, se hace una síntesis de las investigaciones realizadas sobre formación de profesores aplicando el modelo de los niveles de algebrización. Finalmente, se analizan concordancias y complementariedades de este modelo con las etapas del proceso de algebrización propuestas en el marco de la Teoría Antropológica de lo Didáctico y se formulan algunas cuestiones abiertas
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