1,407 research outputs found

    A posteriori agreement as a quality measure for readability prediction systems

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    All readability research is ultimately concerned with the research question whether it is possible for a prediction system to automatically determine the level of readability of an unseen text. A significant problem for such a system is that readability might depend in part on the reader. If different readers assess the readability of texts in fundamentally different ways, there is insufficient a priori agreement to justify the correctness of a readability prediction system based on the texts assessed by those readers. We built a data set of readability assessments by expert readers. We clustered the experts into groups with greater a priori agreement and then measured for each group whether classifiers trained only on data from this group exhibited a classification bias. As this was found to be the case, the classification mechanism cannot be unproblematically generalized to a different user group

    A competitive search game with a moving target

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    We introduce a discrete-time search game, in which two players compete to find an invisible object first. The object moves according to a time-varying Markov chain on finitely many states. The players are active in turns. At each period, the active player chooses a state. If the object is there then he finds the object and wins. Otherwise the object moves and the game enters the next period. We show that this game admits a value, and for any error-term epsilon > 0 , each player has a pure (subgame-perfect) epsilon-optimal strategy. Interestingly, a 0-optimal strategy does not always exist. We derive results on the analytic and structural properties of the value and the epsilon-optimal strategies. We devote special attention to the important timehomogeneous case, where we show that (subgame-perfect) optimal strategies exist if the Markov chain is irreducible and aperiodic

    Particle number conservation in quantum many-body simulations with matrix product operators

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    Incorporating conservation laws explicitly into matrix product states (MPS) has proven to make numerical simulations of quantum many-body systems much less resources consuming. We will discuss here, to what extent this concept can be used in simulation where the dynamically evolving entities are matrix product operators (MPO). Quite counter-intuitively the expectation of gaining in speed by sacrificing information about all but a single symmetry sector is not in all cases fulfilled. It turns out that in this case often the entanglement imposed by the global constraint of fixed particle number is the limiting factor.Comment: minor changes, 18 pages, 5 figure
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