328 research outputs found
Laser-based powder bed fusion of non-weldable low-alloy steels
This study focuses on the processability of four low-alloy steels (AISI 4130, 4140, 4340 and 8620) via laser-based powder bed fusion (LB-PBF). In the as-built condition, the alloys consisted of tempered martensite that was the result of an intrinsic heat treatment (IHT) during LB-PBF. In terms of defects, a distinct transition in porosity was observed that correlated to the volumetric energy density (VED). At low VED, specimens contained a lack of fusion porosity, while at high VED, they contained keyhole porosity. Additionally, cold cracking was observed in 4140 and 4340 specimens produced at low/intermediate VEDs. This cracking could be mitigated by increasing the VED or laser power, as both enhance the IHT. This enhanced IHT lowered the material hardness below specific thresholds (<500HV 4340 and <460 4140), increasing ductility and allowing the specimens to avoid cracking. From these findings, crack-free, high-density (>99.8%) low-alloy steel specimens were produced without the requirement of build plate preheating
Reflectometer distance measurement between parallel conductive plates
This report presents an analytic and experimental investigation of the measurement problem in which a reflectometer is used to determine the distance to a target that is a highly conductive surface parallel to the reflectometer antenna ground plane. These parallel surfaces constitute a waveguide (WG) which can contribute parasitic perturbations that seriously degrade the accuracy of the measurements. Two distinct parallel-plate-waveguide (PPWG) phenomena are described, and their effects on both frequency and time-domain reflectometers are considered. The time-domain processing approach was found to be superior to a representative frequency-domain phase-measurement approach because of less susceptibility to perturbations produced by edge reflections and immunity to phase capture. Experimental results are presented which show that a simple radiating system modification can suppress parallel-plate (PP) propagation. The addition of a thin layer of lossy mu-metal 'magnetic absorber' to the antenna ground plane allowed a measurement accuracy of 0.025 cm (0.01 in.) when a vector network analyzer (VNA) is used as a time-domain reflectometer
15 years of comet photometry: A comparative analysis of 80 comets
In 1976 we began a program of narrowband photometry of comets that has encompassed well over 400 nights of observations. To date, the program has provided detailed information on 80 comets, 11 of which have been observed on multiple apparitions. In this paper we present the observed range of compositions (molecular production rate ratios) and dustiness (gas production compared with AF-rho) for a well sampled group of comets. Based on these results we present preliminary analysis of taxonomic groupings as well as the abundance ratios we associate with a 'typical' comet
PSPACE-Completeness of Reversible Deterministic Systems
We prove PSPACE-completeness of several reversible, fully deterministic
systems. At the core, we develop a framework for such proofs (building on a
result of Tsukiji and Hagiwara and a framework for motion planning through
gadgets), showing that any system that can implement three basic gadgets is
PSPACE-complete. We then apply this framework to four different systems,
showing its versatility. First, we prove that Deterministic Constraint Logic is
PSPACE-complete, fixing an error in a previous argument from 2008. Second, we
give a new PSPACE-hardness proof for the reversible `billiard ball' model of
Fredkin and Toffoli from 40 years ago, newly establishing hardness when only
two balls move at once. Third, we prove PSPACE-completeness of zero-player
motion planning with any reversible deterministic interacting -tunnel gadget
and a `rotate clockwise' gadget (a zero-player analog of branching hallways).
Fourth, we give simpler proofs that zero-player motion planning is
PSPACE-complete with just a single gadget, the 3-spinner. These results should
in turn make it even easier to prove PSPACE-hardness of other reversible
deterministic systems.Comment: 20 pages, 15 figure
Building grounded abstractions for artificial intelligence programming
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2001.Includes bibliographical references (p. 57-58).Most Artificial Intelligence (AI) work can be characterized as either "high-level" (e.g., logical, symbolic) or "low-level" (e.g., connectionist, behavior-based robotics). Each approach suffers from particular drawbacks. High-level Al uses abstractions that often have no relation to the way real, biological brains work. Low-level Al, on the other hand, tends to lack the powerful abstractions that are needed to express complex structures and relationships. I have tried to combine the best features of both approaches, by building a set of programming abstractions defined in terms of simple, biologically plausible components. At the "ground level", I define a primitive, perceptron-like computational unit. I then show how more abstract computational units may be implemented in terms of the primitive units, and show the utility of the abstract units in sample networks. The new units make it possible to build networks using concepts such as long-term memories, short-term memories, and frames. As a demonstration of these abstractions, I have implemented a simulator for "creatures" controlled by a network of abstract units. The creatures exist in a simple 2D world, and exhibit behaviors such as catching mobile prey and sorting colored blocks into matching boxes. This program demonstrates that it is possible to build systems that can interact effectively with a dynamic physical environment, yet use symbolic representations to control aspects of their behavior.by Robert A. Hearn.S.M
Games, puzzles, and computation
Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2006.Includes bibliographical references (p. 147-153).There is a fundamental connection between the notions of game and of computation. At its most basic level, this is implied by any game complexity result, but the connection is deeper than this. One example is the concept of alternating nondeterminism, which is intimately connected with two-player games. In the first half of this thesis, I develop the idea of game as computation to a greater degree than has been done previously. I present a general family of games, called Constraint Logic, which is both mathematically simple and ideally suited for reductions to many actual board games. A deterministic version of Constraint Logic corresponds to a novel kind of logic circuit which is monotone and reversible. At the other end of the spectrum, I show that a multiplayer version of Constraint Logic is undecidable. That there are undecidable games using finite physical resources is philosophically important, and raises issues related to the Church-Turing thesis. In the second half of this thesis, I apply the Constraint Logic formalism to many actual games and puzzles, providing new hardness proofs. These applications include sliding-block puzzles, sliding-coin puzzles, plank puzzles, hinged polygon dissections, Amazons, Kohane, Cross Purposes, Tip over, and others.(cont.) Some of these have been well-known open problems for some time. For other games, including Minesweeper, the Warehouseman's Problem, Sokoban, and Rush Hour, I either strengthen existing results, or provide new, simpler hardness proofs than the original proofs.by Robert Aubrey Hearn.Ph.D
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