21 research outputs found

    The centred travelling salesman at high temperature

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    A recently formulated statistical mechanics method is used to study the phase transition occurring in a generalisation of the Traveling Salesman Problem (TSP) known as the centred TSP. The method shows that the problem has clear signs of a crossover, but is only able to access (unscaled) finite temperatures above the transition point. The solution of the problem using this method displays a curious duality

    The dynamics of proving uncolourability of large random graphs I. Symmetric Colouring Heuristic

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    We study the dynamics of a backtracking procedure capable of proving uncolourability of graphs, and calculate its average running time T for sparse random graphs, as a function of the average degree c and the number of vertices N. The analysis is carried out by mapping the history of the search process onto an out-of-equilibrium (multi-dimensional) surface growth problem. The growth exponent of the average running time is quantitatively predicted, in agreement with simulations.Comment: 5 figure

    Using Games to Create Language Resources: Successes and Limitations of the Approach

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    Abstract One of the more novel approaches to collaboratively creating language resources in recent years is to use online games to collect and validate data. The most significant challenges collaborative systems face are how to train users with the necessary expertise and how to encourage participation on a scale required to produce high quality data comparable with data produced by “traditional ” experts. In this chapter we provide a brief overview of collaborative creation and the different approaches that have been used to create language resources, before analysing games used for this purpose. We discuss some key issues in using a gaming approach, including task design, player motivation and data quality, and compare the costs of each approach in terms of development, distribution and ongoing administration. In conclusion, we summarise the benefits and limitations of using a gaming approach to resource creation and suggest key considerations for evaluating its utility in different research scenarios

    The High Resolution Imaging Science Experiment (HiRISE) during MRO’s Primary Science Phase (PSP)

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    Designing for Astronaut-Centric Planning and Scheduling Aids

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    We have investigated and evaluated a novel concept of operations for human spaceflight: allowing astronauts to manage and schedule their own timeline. In order to evaluate this self-scheduling concept of operations, we have designed, implemented, and field-tested astronaut-centric planning and scheduling aid. Our mobile-based software aid, Playbook, has been used in a variety of Earth analogs as well as onboard the International Space Station. We will demonstrate the unique Playbook features that we have developed based on research findings during field testing that facilitate planning and scheduling in extreme environments
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