1,612 research outputs found
Rules for Minimal Atomic Multipole Expansion of Molecular Fields
A non-empirical minimal atomic multipole expansion (MAME) defines atomic
charges or higher multipoles that reproduce electrostatic potential outside
molecules. MAME eliminates problems associated with redundancy and with
statistical sampling, and produces atomic multipoles in line with chemical
intuition.Comment: 3.5 pages, 3 color PS figures embedde
Lupus with Grave's disease : overlap disease vs drug induced lupus : a case report
Poster presented at the 5th Annual James and Nancy Cassidy Rheumatology Symposium, September 22, 2017, Columbia, Missouri.Background: Gravesā disease is one of the T-Cell mediated organ-specific autoimmune thyroid diseases, while SLE is mainly a B-Cell mediated autoantibody regulated systemic autoimmune disease. There is a well-established association of hypothyroidism, autoimmune thyroiditis, and thyroid cancer to systemic lupus erythematosus in age and sex matched controls in diverse populations across the world. The association of SLE and Gravesā disease is extremely rare in adults and has never been reported in the pediatric population. This case report suggests that pediatric patients with thyroid disease or systemic lupus erythematous should be evaluated for one another on the presentation of either.Includes bibliographical references
Approximately Minwise Independence with Twisted Tabulation
A random hash function is -minwise if for any set ,
, and element , .
Minwise hash functions with low bias have widespread applications
within similarity estimation.
Hashing from a universe , the twisted tabulation hashing of
P\v{a}tra\c{s}cu and Thorup [SODA'13] makes lookups in tables of size
. Twisted tabulation was invented to get good concentration for
hashing based sampling. Here we show that twisted tabulation yields -minwise hashing.
In the classic independence paradigm of Wegman and Carter [FOCS'79] -minwise hashing requires -independence [Indyk
SODA'99]. P\v{a}tra\c{s}cu and Thorup [STOC'11] had shown that simple
tabulation, using same space and lookups yields -minwise
independence, which is good for large sets, but useless for small sets. Our
analysis uses some of the same methods, but is much cleaner bypassing a
complicated induction argument.Comment: To appear in Proceedings of SWAT 201
Improving access to and effectiveness of mental health care for personality disorders:the guideline-informed treatment for personality disorders (GIT-PD) initiative in the Netherlands
Evidence-based treatment for patients suffering from personality disorders (PDs) is only available to a limited extend in the Netherlands. Consequently, most patients receive non-manualized, unspecialized care. This manuscript describes the background, rationale and design of the Guideline-Informed Treatment for Personality Disorders (GIT-PD) initiative. GIT-PD aims to provide a simple, principle-driven, ācommon-factorsā framework for the treatment of PDs. The GIT-PD framework integrates scientific knowledge, professional expertise and patient experience to design a good-enough practice, based on common factors. It offers a basic framework including general principles, a structured clinical pathway, a basic professional stance, interventions focused on common factors, and team and organizational strategies, based on common features of evidence-based treatments and generic competences of professionals. The GIT-PD initiative has had a large impact on the organization of treatment for PDs in the Netherlands. For countries with an interest in improving their health care system for PDs, it could serve as a template that requires only limited resource
Efficient Equilibria in Polymatrix Coordination Games
We consider polymatrix coordination games with individual preferences where
every player corresponds to a node in a graph who plays with each neighbor a
separate bimatrix game with non-negative symmetric payoffs. In this paper, we
study -approximate -equilibria of these games, i.e., outcomes where
no group of at most players can deviate such that each member increases his
payoff by at least a factor . We prove that for these
games have the finite coalitional improvement property (and thus
-approximate -equilibria exist), while for this
property does not hold. Further, we derive an almost tight bound of
on the price of anarchy, where is the number of
players; in particular, it scales from unbounded for pure Nash equilibria ( to for strong equilibria (). We also settle the complexity
of several problems related to the verification and existence of these
equilibria. Finally, we investigate natural means to reduce the inefficiency of
Nash equilibria. Most promisingly, we show that by fixing the strategies of
players the price of anarchy can be reduced to (and this bound is tight)
Formal methods for design automation application development
Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 1997.Includes bibliographical references (p. 76-79).by Hillel E. Bachrach.M.S
Triggering And Maintaining Interest In Early Phases Of Interest Development
This article reports on the complexities of triggering and maintaining interest, a process that is initiated when something catches the attention of a learner. Triggering interest (the initiation of the psychological state of interest) can occur in both earlier and later phases of interest development. However, in this study we focus on this process in earlier phases of interest development. Findings from a study of the activity of eight, Black, inner-city, middle school-age participants in an out-of-school biology workshop are described. We address the identification and generalizability of potential triggers for interest across activities and explore the relationship between triggers for interest and learner characteristics. Taken together, findings from the study suggest that learners do not perceive and respond identically to potential triggers for interest; and that the triggering process is nuanced by particular activity, and the readiness of the learner to respond
āStickierā learning through gameplay: an effective approach to climate change education
As the impacts of climate change grow, we need better ways to raise awareness and motivate action. Here we assess the effectiveness of an Arctic climate change card game in comparison with the more conventional approach of reading an illustrated article. In-person assessments with control/reading and treatment/game groups (Nā=ā41), were followed four weeks later with a survey. The game was found to be as effective as the article in teaching content of the impacts of climate change over the short term, and was more effective than the article in long-term retention of new information. Game players also had higher levels of engagement and perceptions that they knew ways to help protect Arctic ecosystems. They were also more likely to recommend the game to friends or family than those in the control group were likely to recommend the article to friends or family. As we consider ways to broaden engagement with climate change, we should include games in our portfolio of approaches
Cooperative AI: machines must learn to find common ground
Artificial-intelligence assistants and recommendation algorithms interact with billions of people every day, influencing lives in myriad ways, yet they still have little understanding of humans. Self-driving vehicles controlled by artificial intelligence (AI) are gaining mastery of their interactions with the natural world, but they are still novices when it comes to coordinating with other cars and pedestrians or collaborating with their human operators
The Least-core and Nucleolus of Path Cooperative Games
Cooperative games provide an appropriate framework for fair and stable profit
distribution in multiagent systems. In this paper, we study the algorithmic
issues on path cooperative games that arise from the situations where some
commodity flows through a network. In these games, a coalition of edges or
vertices is successful if it enables a path from the source to the sink in the
network, and lose otherwise. Based on dual theory of linear programming and the
relationship with flow games, we provide the characterizations on the CS-core,
least-core and nucleolus of path cooperative games. Furthermore, we show that
the least-core and nucleolus are polynomially solvable for path cooperative
games defined on both directed and undirected network
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