20,166 research outputs found

    Self-stabilizing uncoupled dynamics

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    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

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    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

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    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

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    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

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    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 O(nāˆ’1/4)O(n^{-1/4})-approximate Nash equilibrium querying O~(n3/2)\tilde{O}(n^{3/2}) payoffs and runs in time O~(n3/2)\tilde{O}(n^{3/2}). 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 Ī©(nlogā”n)\Omega(n \log{n}) payoffs must be queried in order to find any Ļµ\epsilon-well-supported Nash equilibrium, even by randomized algorithms

    A Novel Hybrid CNN-AIS Visual Pattern Recognition Engine

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    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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