553 research outputs found

    Iron environment non-equivalence in both octahedral and tetrahedral sites in NiFe2O4 nanoparticles: study using Mössbauer spectroscopy with a high velocity resolution

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    Mössbauer spectrum of NiFe2O4 nanoparticles was measured at room temperature in 4096 channels. This spectrum was fitted using various models, consisting of different numbers of magnetic sextets from two to twelve. Non-equivalence of the 57Fe microenvironments due to various probabilities of different Ni2+ numbers surrounding the octahedral and tetrahedral sites was evaluated and at least 5 different microenvironments were shown for both sites. The fit of the Mössbauer spectrum of NiFe 2O4 nanoparticles using ten sextets showed some similarities in the histograms of relative areas of sextets and calculated probabilities of different Ni2+ numbers in local microenvironments. © 2012 American Institute of Physics

    Sequential Deliberation for Social Choice

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    In large scale collective decision making, social choice is a normative study of how one ought to design a protocol for reaching consensus. However, in instances where the underlying decision space is too large or complex for ordinal voting, standard voting methods of social choice may be impractical. How then can we design a mechanism - preferably decentralized, simple, scalable, and not requiring any special knowledge of the decision space - to reach consensus? We propose sequential deliberation as a natural solution to this problem. In this iterative method, successive pairs of agents bargain over the decision space using the previous decision as a disagreement alternative. We describe the general method and analyze the quality of its outcome when the space of preferences define a median graph. We show that sequential deliberation finds a 1.208- approximation to the optimal social cost on such graphs, coming very close to this value with only a small constant number of agents sampled from the population. We also show lower bounds on simpler classes of mechanisms to justify our design choices. We further show that sequential deliberation is ex-post Pareto efficient and has truthful reporting as an equilibrium of the induced extensive form game. We finally show that for general metric spaces, the second moment of of the distribution of social cost of the outcomes produced by sequential deliberation is also bounded

    Matching and Grokking: Approaches to Personalized Crowdsourcing

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    Personalization in computing helps tailor content to a person’s individual tastes. As a result, the tasks that benefit from personalization are inherently subjective. Many of the most robust approaches to personalization rely on large sets of other people’s preferences. However, existing preference data is not always available. In these cases we propose leveraging online crowds to provide on-demand personalization. We introduce and evaluate two methods for personalized crowdsourcing: taste-matching for finding crowd workers that are similar to a personalization target, and taste-grokking, where crowd workers explicitly predict the requester’s tastes. Both approaches show improvement over a non-personalized baseline, and have various benefits and drawbacks that are discussed

    Personalized human computation

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    Significant effort in machine learning and information retrieval has been devoted to identifying personalized content such as recommendations and search results. Personalized human computation has the potential to go beyond existing techniques like collaborative filtering to provide personalized results on demand, over personal data, and for complex tasks. This work-in-progress compares two approaches to personalized human computation. In both, users annotate a small set of training examples which are then used by the crowd to annotate unseen items. In the first approach, which we call taste-matching, crowd members are asked to annotate the same set of training examples, and the ratings of similar users on other items are then used to infer personalized ratings. In the second approach, taste-grokking, the crowd is presented with the training examples and asked to use them predict the ratings of the target user on other items

    An efficient algorithm for learning with semi-bandit feedback

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    We consider the problem of online combinatorial optimization under semi-bandit feedback. The goal of the learner is to sequentially select its actions from a combinatorial decision set so as to minimize its cumulative loss. We propose a learning algorithm for this problem based on combining the Follow-the-Perturbed-Leader (FPL) prediction method with a novel loss estimation procedure called Geometric Resampling (GR). Contrary to previous solutions, the resulting algorithm can be efficiently implemented for any decision set where efficient offline combinatorial optimization is possible at all. Assuming that the elements of the decision set can be described with d-dimensional binary vectors with at most m non-zero entries, we show that the expected regret of our algorithm after T rounds is O(m sqrt(dT log d)). As a side result, we also improve the best known regret bounds for FPL in the full information setting to O(m^(3/2) sqrt(T log d)), gaining a factor of sqrt(d/m) over previous bounds for this algorithm.Comment: submitted to ALT 201

    Majority Dynamics and Aggregation of Information in Social Networks

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    Consider n individuals who, by popular vote, choose among q >= 2 alternatives, one of which is "better" than the others. Assume that each individual votes independently at random, and that the probability of voting for the better alternative is larger than the probability of voting for any other. It follows from the law of large numbers that a plurality vote among the n individuals would result in the correct outcome, with probability approaching one exponentially quickly as n tends to infinity. Our interest in this paper is in a variant of the process above where, after forming their initial opinions, the voters update their decisions based on some interaction with their neighbors in a social network. Our main example is "majority dynamics", in which each voter adopts the most popular opinion among its friends. The interaction repeats for some number of rounds and is then followed by a population-wide plurality vote. The question we tackle is that of "efficient aggregation of information": in which cases is the better alternative chosen with probability approaching one as n tends to infinity? Conversely, for which sequences of growing graphs does aggregation fail, so that the wrong alternative gets chosen with probability bounded away from zero? We construct a family of examples in which interaction prevents efficient aggregation of information, and give a condition on the social network which ensures that aggregation occurs. For the case of majority dynamics we also investigate the question of unanimity in the limit. In particular, if the voters' social network is an expander graph, we show that if the initial population is sufficiently biased towards a particular alternative then that alternative will eventually become the unanimous preference of the entire population.Comment: 22 page

    Affine and toric hyperplane arrangements

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    We extend the Billera-Ehrenborg-Readdy map between the intersection lattice and face lattice of a central hyperplane arrangement to affine and toric hyperplane arrangements. For arrangements on the torus, we also generalize Zaslavsky's fundamental results on the number of regions.Comment: 32 pages, 4 figure

    Learn your opponent's strategy (in polynomial time)!

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    Agents that interact in a distributed environment might increase their utility by behaving optimally given the strategies of the other agents. To do so, agents need to learn about those with whom they share the same world. This paper examines interactions among agents from a game theoretic perspective. In this context, learning has been assumed as a means to reach equilibrium. We analyze the complexity of this learning process. We start with a restricted two-agent model, in which agents are represented by finite automata, and one of the agents plays a fixed strategy. We show that even with this restrictions, the learning process may be exponential in time. We then suggest a criterion of simplicity, that induces a class of automata that are learnable in polynomial time
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