20,166 research outputs found
Self-stabilizing uncoupled dynamics
Dynamics in a distributed system are self-stabilizing if they are guaranteed
to reach a stable state regardless of how the system is initialized. Game
dynamics are uncoupled if each player's behavior is independent of the other
players' preferences. Recognizing an equilibrium in this setting is a
distributed computational task. Self-stabilizing uncoupled dynamics, then, have
both resilience to arbitrary initial states and distribution of knowledge. We
study these dynamics by analyzing their behavior in a bounded-recall
synchronous environment. We determine, for every "size" of game, the minimum
number of periods of play that stochastic (randomized) players must recall in
order for uncoupled dynamics to be self-stabilizing. We also do this for the
special case when the game is guaranteed to have unique best replies. For
deterministic players, we demonstrate two self-stabilizing uncoupled protocols.
One applies to all games and uses three steps of recall. The other uses two
steps of recall and applies to games where each player has at least four
available actions. For uncoupled deterministic players, we prove that a single
step of recall is insufficient to achieve self-stabilization, regardless of the
number of available actions
The relation between cholesterol and haemorrhagic or ischaemic stroke in the Renfrew/Paisley study
Studies have found little association between cholesterol and overall stroke risk, but this could be attributable to different relations for haemorrhagic and ischaemic stroke. Stroke mortality data from prospective studies cannot usually be divided into stroke subtypes. We have therefore analysed stroke based on hospital admissions, obtained by computerised linkage with acute hospital discharges in Scotland for a large prospective cohort study
Memory and subjective workload assessment
Recent research suggested subjective introspection of workload is not based upon specific retrieval of information from long term memory, and only reflects the average workload that is imposed upon the human operator by a particular task. These findings are based upon global ratings of workload for the overall task, suggesting that subjective ratings are limited in ability to retrieve specific details of a task from long term memory. To clarify the limits memory imposes on subjective workload assessment, the difficulty of task segments was varied and the workload of specified segments was retrospectively rated. The ratings were retrospectively collected on the manipulations of three levels of segment difficulty. Subjects were assigned to one of two memory groups. In the Before group, subjects knew before performing a block of trials which segment to rate. In the After group, subjects did not know which segment to rate until after performing the block of trials. The subjective ratings, RTs (reaction times) and MTs (movement times) were compared within group, and between group differences. Performance measures and subjective evaluations of workload reflected the experimental manipulations. Subjects were sensitive to different difficulty levels, and recalled the average workload of task components. Cueing did not appear to help recall, and memory group differences possibly reflected variations in the groups of subjects, or an additional memory task
Radiative corrections to the lattice gluon action for highly improved staggered quarks (HISQ) and the effect of such corrections on the static potential
We perform a perturbative calculation of the influence of dynamical HISQ
fermions on the perturbative improvement of the gluonic action in the same way
as we have previously done for asqtad fermions. We find the fermionic
contributions to the radiative corrections in the Luescher-Weisz gauge action
to be somewhat larger for HISQ fermions than for asqtad. Using one-loop
perturbation theory as a test, we estimate that omission of the fermion-induced
radiative corrections in dynamical asqtad simulations will give a measurable
effect. The one-loop result gives a systematic shift of about -0.6% in (r_1/a)
on the coarsest asqtad improved staggered ensembles. This is the correct sign
and magnitude to explain the scaling violations seen in Phi_B on dynamical
lattice ensembles.Comment: 10 pages, 5 figures. Minor corrections suggested by refere
Query Complexity of Approximate Equilibria in Anonymous Games
We study the computation of equilibria of anonymous games, via algorithms
that may proceed via a sequence of adaptive queries to the game's payoff
function, assumed to be unknown initially. The general topic we consider is
\emph{query complexity}, that is, how many queries are necessary or sufficient
to compute an exact or approximate Nash equilibrium.
We show that exact equilibria cannot be found via query-efficient algorithms.
We also give an example of a 2-strategy, 3-player anonymous game that does not
have any exact Nash equilibrium in rational numbers. However, more positive
query-complexity bounds are attainable if either further symmetries of the
utility functions are assumed or we focus on approximate equilibria. We
investigate four sub-classes of anonymous games previously considered by
\cite{bfh09, dp14}.
Our main result is a new randomized query-efficient algorithm that finds a
-approximate Nash equilibrium querying
payoffs and runs in time . This improves on the running
time of pre-existing algorithms for approximate equilibria of anonymous games,
and is the first one to obtain an inverse polynomial approximation in
poly-time. We also show how this can be utilized as an efficient
polynomial-time approximation scheme (PTAS). Furthermore, we prove that
payoffs must be queried in order to find any
-well-supported Nash equilibrium, even by randomized algorithms
A Novel Hybrid CNN-AIS Visual Pattern Recognition Engine
Machine learning methods are used today for most recognition problems.
Convolutional Neural Networks (CNN) have time and again proved successful for
many image processing tasks primarily for their architecture. In this paper we
propose to apply CNN to small data sets like for example, personal albums or
other similar environs where the size of training dataset is a limitation,
within the framework of a proposed hybrid CNN-AIS model. We use Artificial
Immune System Principles to enhance small size of training data set. A layer of
Clonal Selection is added to the local filtering and max pooling of CNN
Architecture. The proposed Architecture is evaluated using the standard MNIST
dataset by limiting the data size and also with a small personal data sample
belonging to two different classes. Experimental results show that the proposed
hybrid CNN-AIS based recognition engine works well when the size of training
data is limited in siz
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