6,578 research outputs found
Do television and electronic games predict children's psychosocial adjustment? Longitudinal research using the UK Millennium Cohort Study
Background: Screen entertainment for young children has been associated with several aspects of psychosocial adjustment. Most research is from North America and focuses on television. Few longitudinal studies have compared the effects of TV and electronic games, or have investigated gender differences.
Purpose: To explore how time watching TV and playing electronic games at age 5 years each predicts change in psychosocial adjustment in a representative sample of 7 year-olds from the UK.
Methods: Typical daily hours viewing television and playing electronic games at age 5 years were reported by mothers of 11 014 children from the UK Millennium Cohort Study. Conduct problems, emotional symptoms, peer relationship problems, hyperactivity/inattention and prosocial behaviour were reported by mothers using the Strengths and Difficulties Questionnaire. Change in adjustment from age 5 years to 7 years was regressed on screen exposures; adjusting for family characteristics and functioning, and child characteristics.
Results: Watching TV for 3 h or more at 5 years predicted a 0.13 point increase (95% CI 0.03 to 0.24) in conduct problems by 7 years, compared with watching for under an hour, but playing electronic games was not associated with conduct problems. No associations were found between either type of screen time and emotional symptoms, hyperactivity/inattention, peer relationship problems or prosocial behaviour. There was no evidence of gender differences in the effect of screen time.
Conclusions: TV but not electronic games predicted a small increase in conduct problems. Screen time did not predict other aspects of psychosocial adjustment. Further work is required to establish causal mechanisms
Generalizing Boolean Satisfiability I: Background and Survey of Existing Work
This is the first of three planned papers describing ZAP, a satisfiability
engine that substantially generalizes existing tools while retaining the
performance characteristics of modern high-performance solvers. The fundamental
idea underlying ZAP is that many problems passed to such engines contain rich
internal structure that is obscured by the Boolean representation used; our
goal is to define a representation in which this structure is apparent and can
easily be exploited to improve computational performance. This paper is a
survey of the work underlying ZAP, and discusses previous attempts to improve
the performance of the Davis-Putnam-Logemann-Loveland algorithm by exploiting
the structure of the problem being solved. We examine existing ideas including
extensions of the Boolean language to allow cardinality constraints,
pseudo-Boolean representations, symmetry, and a limited form of quantification.
While this paper is intended as a survey, our research results are contained in
the two subsequent articles, with the theoretical structure of ZAP described in
the second paper in this series, and ZAP's implementation described in the
third
Generalizing Boolean Satisfiability II: Theory
This is the second of three planned papers describing ZAP, a satisfiability
engine that substantially generalizes existing tools while retaining the
performance characteristics of modern high performance solvers. The fundamental
idea underlying ZAP is that many problems passed to such engines contain rich
internal structure that is obscured by the Boolean representation used; our
goal is to define a representation in which this structure is apparent and can
easily be exploited to improve computational performance. This paper presents
the theoretical basis for the ideas underlying ZAP, arguing that existing ideas
in this area exploit a single, recurring structure in that multiple database
axioms can be obtained by operating on a single axiom using a subgroup of the
group of permutations on the literals in the problem. We argue that the group
structure precisely captures the general structure at which earlier approaches
hinted, and give numerous examples of its use. We go on to extend the
Davis-Putnam-Logemann-Loveland inference procedure to this broader setting, and
show that earlier computational improvements are either subsumed or left intact
by the new method. The third paper in this series discusses ZAPs implementation
and presents experimental performance results
Generalizing Boolean Satisfiability III: Implementation
This is the third of three papers describing ZAP, a satisfiability engine
that substantially generalizes existing tools while retaining the performance
characteristics of modern high-performance solvers. The fundamental idea
underlying ZAP is that many problems passed to such engines contain rich
internal structure that is obscured by the Boolean representation used; our
goal has been to define a representation in which this structure is apparent
and can be exploited to improve computational performance. The first paper
surveyed existing work that (knowingly or not) exploited problem structure to
improve the performance of satisfiability engines, and the second paper showed
that this structure could be understood in terms of groups of permutations
acting on individual clauses in any particular Boolean theory. We conclude the
series by discussing the techniques needed to implement our ideas, and by
reporting on their performance on a variety of problem instances
Online mechanism design for electric vehicle charging
The rapid increase in the popularity of electric vehicles (EVs) and plug-in hybrid electric vehicles (PHEVs) is expected to place a considerable strain on the existing electricity grids, due to the high charging rates these vehicles require. In many places, the limited capacity of the local electricity distribution network will be exceeded if many such vehicles are plugged in and left to charge their batteries simultaneously. Thus, it will become increasingly important to schedule the charging of these vehicles, taking into account the vehicle owners’ preferences, and the local constraints on the network. In this paper, we address this setting using online mechanism design and develop a mechanism that incentivises agents (representing vehicle owners) to truthfully reveal their preferences, as well as when the vehicle is available for charging. Existing related online mechanisms assume that agent preferences can be described by a single parameter. However, this is not appropriate for our setting since agents are interested in acquiring multiple units of electricity and can have different preferences for these units, depending on factors such as their expected travel distance. To this end, we extend the state of the art in online mechanism design to multi-valued domains, where agents have non-increasing marginal valuations for each subsequent unit of electricity. Interestingly, we show that, in these domains, the mechanism occasionally requires leaving electricity unallocated to ensure truthfulness. We formally prove that the proposed mechanism is dominant-strategy incentive compatible, and furthermore, we empirically evaluate our mechanism using data from a real-world trial of electric vehicles in the UK. We show that our approach outperforms any fixed price mechanism in terms of allocation efficiency, while performing only slightly worse than a standard scheduling heuristic, which assumes non-strategic agents
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An Auction-Based Method for Decentralized Train Scheduling
We present a computational study of an auction-based method for decentralized train scheduling. The method is well suited to the natural information and control structure of mod- ern railroads. We assume separate network territories, with an autonomous dispatch agent responsible for the ow of trains over each territory. Each train is represented by a self-interested agent that bids for the right to travel across the network from its source to destination, submitting bids to multiple dispatch agents along its route as necessary. The bidding language allows trains to bid for the right to enter and exit territories at particular times, and also to represent indifference over a range of times. Computational results on a simple network with straight-forward best-response bid- ding strategies demonstrate that the auction computes near- optimal system-wide schedules. In addition, the method appears to have useful scaling properties, both with the number of trains and with the number of dispatchers, and generates less extremal solutions than those obtained using traditional centralized optimization techniques.Engineering and Applied Science
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An Ascending-Price Generalized Vickrey Auction
A simple characterization of the equilibrium conditions required to
compute Vickrey payments in the Combinatorial Allocation Problem leads
to an ascending price Generalized Vickrey Auction. The ascending auc-
tion, iBundle Extend & Adjust (iBEA), maintains non-linear and perhaps
non-anonymous prices on bundles of items, and terminates with the ef-
cient allocation and the Vickrey payments in ex post Nash equilibrium.
Crucially, iBEA is able to implement the Vickrey outcome even when the
Vickrey payments are not supported in a single competitive equilibrium.
The auction closes with Universal competitive equilibrium prices, which
provide enough information to compute individualized discounts to adjust
the nal prices and implement Vickrey payments.Engineering and Applied Science
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Preventing Strategic Manipulation in Iterative Auctions: Proxy Agents and Price-Adjustment
Iterative auctions have many computational advantages over sealed-bid auctions, but can present new possibilities for strategic manipulation. We propose a two-stage technique to make iterative auctions that compute optimal allocations with myopic best-response bidding strategies more robust to manipulation. First, introduce proxy bidding agents to constrain bidding strategies to (possibly untruthful) myopic bestresponse. Second, after the auction terminates adjust the prices towards those given in the Vickrey auction, a sealedbid auction in which truth-revelation is optimal. We present an application of this methodology to iBundle, an iterative combinatorial auction which gives optimal allocations for myopic best-response agents.Engineering and Applied Science
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Iterative Combinatorial Auctions: Theory and Practice
Combinatorial auctions, which allow agents to bid directly for bundles of resources, are necessary for optimal auction-based solutions to resource allocation problems with agents that have non-additive values for resources, such as distributed scheduling and task assignment problems. We introduce iBundle, the first iterative combinatorial auction that is optimal for a reasonable agent bidding strategy, in this case myopic best-response bidding. Its optimality is proved with a novel connection to primal-dual optimization theory. We demonstrate orders of magnitude performance improvements over the only other known optimal combinatorial auction, the Generalized Vickrey Auction.Engineering and Applied Science
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