219 research outputs found

    Notched graphite polymimide composites at room and notched graphite polymide composites at room and elevated temperatures

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    The fracture behavior in graphite/polyimide (Gr/PI) Celion 6000/PMR-15 composites was characterized. Emphasis was placed on the correlation between the observed failure modes and the deformation characteristics of center-notched Gr/Pl laminates. Crack tip damage growth, fracture strength and notch sensitivity, and the associated characterization methods were also examined. Special attention was given to nondestructive evaluation of internal damage and damage growth, techniques such as acoustic emission, X-ray radiography, and ultrasonic C-scan. Microstructural studies using scanning electron microscopy, photomicrography, and the pulsed nuclear magnetic resonance technique were employed as well. All experimental procedures and techniques are described and a summary of representative results for Gr/Pl laminates is given

    Adaptive Regret Minimization in Bounded-Memory Games

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    Online learning algorithms that minimize regret provide strong guarantees in situations that involve repeatedly making decisions in an uncertain environment, e.g. a driver deciding what route to drive to work every day. While regret minimization has been extensively studied in repeated games, we study regret minimization for a richer class of games called bounded memory games. In each round of a two-player bounded memory-m game, both players simultaneously play an action, observe an outcome and receive a reward. The reward may depend on the last m outcomes as well as the actions of the players in the current round. The standard notion of regret for repeated games is no longer suitable because actions and rewards can depend on the history of play. To account for this generality, we introduce the notion of k-adaptive regret, which compares the reward obtained by playing actions prescribed by the algorithm against a hypothetical k-adaptive adversary with the reward obtained by the best expert in hindsight against the same adversary. Roughly, a hypothetical k-adaptive adversary adapts her strategy to the defender's actions exactly as the real adversary would within each window of k rounds. Our definition is parametrized by a set of experts, which can include both fixed and adaptive defender strategies. We investigate the inherent complexity of and design algorithms for adaptive regret minimization in bounded memory games of perfect and imperfect information. We prove a hardness result showing that, with imperfect information, any k-adaptive regret minimizing algorithm (with fixed strategies as experts) must be inefficient unless NP=RP even when playing against an oblivious adversary. In contrast, for bounded memory games of perfect and imperfect information we present approximate 0-adaptive regret minimization algorithms against an oblivious adversary running in time n^{O(1)}.Comment: Full Version. GameSec 2013 (Invited Paper

    Self-Stabilizing Byzantine Asynchronous Unison

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    We explore asynchronous unison in the presence of systemic transient and permanent Byzantine faults in shared memory. We observe that the problem is not solvable under less than strongly fair scheduler or for system topologies with maximum node degree greater than two. We present a self-stabilizing Byzantine-tolerant solution to asynchronous unison for chain and ring topologies. Our algorithm has minimum possible containment radius and optimal stabilization time

    Efficient routing in MANETs using ordered walks

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    More efficient periodic traversal in anonymous undirected graphs

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    We consider the problem of periodic graph exploration in which a mobile entity with constant memory, an agent, has to visit all n nodes of an arbitrary undirected graph G in a periodic manner. Graphs are supposed to be anonymous, that is, nodes are unlabeled. However, while visiting a node, the robot has to distinguish between edges incident to it. For each node v the endpoints of the edges incident to v are uniquely identified by different integer labels called port numbers. We are interested in minimisation of the length of the exploration period. This problem is unsolvable if the local port numbers are set arbitrarily. However, surprisingly small periods can be achieved when assigning carefully the local port numbers. Dobrev et al. described an algorithm for assigning port numbers, and an oblivious agent (i.e. agent with no memory) using it, such that the agent explores all graphs of size n within period 10n. Providing the agent with a constant number of memory bits, the optimal length of the period was previously proved to be no more than 3.75n (using a different assignment of the port numbers). In this paper, we improve both these bounds. More precisely, we show a period of length at most 4 1/3 n for oblivious agents, and a period of length at most 3.5n for agents with constant memory. Moreover, we give the first non-trivial lower bound, 2.8n, on the period length for the oblivious case

    Scheduling Games with Machine-Dependent Priority Lists

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    We consider a scheduling game in which jobs try to minimize their completion time by choosing a machine to be processed on. Each machine uses an individual priority list to decide on the order according to which the jobs on the machine are processed. We characterize four classes of instances in which a pure Nash equilibrium (NE) is guaranteed to exist, and show, by means of an example, that none of these characterizations can be relaxed. We then bound the performance of Nash equilibria for each of these classes with respect to the makespan of the schedule and the sum of completion times. We also analyze the computational complexity of several problems arising in this model. For instance, we prove that it is NP-hard to decide whether a NE exists, and that even for instances with identical machines, for which a NE is guaranteed to exist, it is NP-hard to approximate the best NE within a factor of 21mϵ2-\frac{1}{m}-\epsilon for all ϵ>0\epsilon>0. In addition, we study a generalized model in which players' strategies are subsets of resources, each having its own priority list over the players. We show that in this general model, even unweighted symmetric games may not have a pure NE, and we bound the price of anarchy with respect to the total players' costs.Comment: 19 pages, 2 figure

    The development, educational stratification and decomposition of mothers' and fathers' childcare time in Germany: an update for 2001-2013

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    "This study updates empirical knowledge about the development,(the educational stratification, and the decomposition of mothers' and fathers' childcare time in Germany with the most recent time use data. Using time series data from the German Time Use Study 2001/2002 and 2012/ 2013, we analyze time budgets for total childcare and six specific childcare activities on weekdays and weekends and estimate OLS regressions and Oaxaca decompositions. The study found that total childcare time has increased for mothers and fathers between 2001 and 2013 and that this change is predominantly due to increased time for basic childcare. It also found consistent evidence of an education gradient only for reading time with children. If there is significant change of time budgets between 2001 and 2013, this change seems to be driven by behavioral change rather than changing demographics. Our empirical findings on childcare time in Germany do not provide evidence of dynamics and stratification but rather of stability and similarity across parents’ educational levels. Besides the updates on German parents' development, stratification and decomposition of time use for childcare, these analyses show that change in total childcare is not due to a proportional change over all single activities but due to changes in a few activities only." (author's abstract)"Diese Studie aktualisiert das empirische Wissen über die Entwicklung, die Bildungsstratifizierung und die Dekomposition der Zeitverwendung von Müttern und Vätern für Kinderbetreuung mit den aktuellen Zeitbudgetdaten für Deutschland. Auf Basis der der letzten beiden Erhebungen der Deutschen Zeitverwendungsstudie 2001/2002 und 2012/2013 werden die Zeitbudgets für die Gesamtzeit für Kinderbetreuung sowie sechs Einzeltätigkeiten mit OLS-Regressionen und Oaxaca- Dekompositionen untersucht. Die Studie zeigt, dass die Zeit für Kinderbetreuung von Müttern und Vätern zwischen 2001 und 2013 angestiegen ist, es einen Bildungsgradienten für Vorlesen gibt und signifikante Veränderungen in den Zeitbudgets nicht auf Kompositionsveränderung der Bevölkerung zurückgeführt werden können. Insgesamt belegt die Studie weniger die Dynamik als vielmehr die Stabilität und die geringe Bildungsdifferenzierung der Zeitverwendung für Kinderbetreuung. Darüber hinaus wird gezeigt, dass die Veränderungen in der Gesamtzeit für Kinderbetreuung nicht auf proportionale Veränderungen in allen, sondern nur auf Veränderungen in wenigen Einzeltätigkeiten zurückgeführt werden können." (Autorenreferat

    Meta-heuristic algorithms for optimized network flow wavelet-based image coding

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    Optimal multipath selection to maximize the received multiple description coding (MDCs) in a lossy network model is proposed. Multiple description scalar quantization (MDSQ) has been applied to the wavelet coefficients of a color image to generate the MDCs which are combating transmission loss over lossy networks. In the networks, each received description raises the reconstruction quality of an MDC-coded signal (image, audio or video). In terms of maximizing the received descriptions, a greater number of optimal routings between source and destination must be obtained. The rainbow network flow (RNF) collaborated with effective meta-heuristic algorithms is a good approach to resolve it. Two meta-heuristic algorithms which are genetic algorithm (GA) and particle swarm optimization (PSO) have been utilized to solve the multi-objective optimization routing problem for finding optimal routings each of which is assigned as a distinct color by RNF to maximize the coded descriptions in a network model. By employing a local search based priority encoding method, each individual in GA and particle in PSO is represented as a potential solution. The proposed algorithms are compared with the multipath Dijkstra algorithm (MDA) for both finding optimal paths and providing reliable multimedia communication. The simulations run over various random network topologies and the results show that the PSO algorithm finds optimal routings effectively and maximizes the received MDCs with assistance of RNF, leading to reduce packet loss and increase throughput
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